osg HUD 前景色
#ifdef _WIN32 #include <Windows.h> #endif // _WIN32 #include<iostream> #include <osgViewer/Viewer> #include <osgViewer/ViewerEventHandlers> #include <osgViewer/CompositeViewer> #include <osgDB/ReadFile> #include <osg/Geode> #include <osg/Node> #include <osg/Geometry> #include <osg/GraphicsContext> #include <osg/ShapeDrawable> #include <osg/Material> #include <osg/Image> #include <osg/Texture2D> #include <osg/TexEnv> #include <osg/TexGen> #include <osg/NodeVisitor> #include <osg/MatrixTransform> #include <osg/PositionAttitudeTransform> #include <osg/AnimationPath> #include <osg/Matrixd> #include <osg/PagedLOD> #include <osg/Camera> #include <osgText/Text> #include <osgGA/TrackballManipulator> #include <osgGA/GUIEventHandler> #include <osgGA/CameraManipulator> #include <osgGA/StandardManipulator> #include <osgGA/OrbitManipulator> #include <osgGA/TrackballManipulator> #include <osgUtil/IntersectionVisitor> #include <osgUtil/LineSegmentIntersector> osg::Camera* createFrontground(std::string strImg) { osg::ref_ptr<osg::Geode> geode1 = new osg::Geode; osg::ref_ptr<osg::Geometry> geometry1 = new osg::Geometry; osg::ref_ptr<osg::Camera> camera1 = new osg::Camera; camera1->setAllowEventFocus(false); camera1->setProjectionMatrixAsOrtho2D(0, 960, 0, 600); camera1->setViewport(0, 0, 960, 600); camera1->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera1->setRenderOrder(osg::Camera::POST_RENDER); camera1->setClearMask(GL_DEPTH_BUFFER_BIT); //camera1->setClearColor(osg::Vec4()); camera1->setViewMatrix(osg::Matrix::identity()); //压入顶点 osg::ref_ptr<osg::Vec3Array> vertex = new osg::Vec3Array; vertex->push_back(osg::Vec3(0.0, 0.0, 0.0)); vertex->push_back(osg::Vec3(960.0, 0.0, 0.0)); vertex->push_back(osg::Vec3(960.0, 600.0, 0.0)); vertex->push_back(osg::Vec3(0.0, 600.0, 0.0)); geometry1->setVertexArray(vertex); //压入法线 osg::ref_ptr<osg::Vec3Array> norml = new osg::Vec3Array; norml->push_back(osg::Vec3(0.0, 0.0, 1.0)); geometry1->setNormalArray(norml); geometry1->setNormalBinding(osg::Geometry::BIND_OVERALL); //纹理坐标 osg::ref_ptr<osg::Vec2Array> coord = new osg::Vec2Array; coord->push_back(osg::Vec2(0.0, 0.0)); coord->push_back(osg::Vec2(1.0, 0.0)); coord->push_back(osg::Vec2(1.0, 1.0)); coord->push_back(osg::Vec2(0.0, 1.0)); geometry1->setTexCoordArray(0, coord); geometry1->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4)); osg::ref_ptr<osg::Image> img1 = osgDB::readImageFile(strImg); if (!img1.valid()) { std::cout << "" << std::endl; } osg::ref_ptr<osg::Texture2D> texture2d = new osg::Texture2D; texture2d->setImage(0, img1); geometry1->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2d, osg::StateAttribute::ON); geometry1->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON); camera1->addChild(geode1); geode1->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); geode1->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON); geode1->addDrawable(geometry1); return camera1.release(); } int main() { osg::ref_ptr<osgViewer::Viewer> viewer1 = new osgViewer::Viewer; osg::ref_ptr<osg::Group> group1 = new osg::Group; osg::ref_ptr<osg::Node> node1 = osgDB::readNodeFile("D:\\参考手册\\BIM\\osg\\build20190628.osgb"); //group1->addChild(createBackground("D:\\参考手册\\images\\104.jpg")); group1->addChild(createFrontground("D:\\参考手册\\images\\106.png")); group1->addChild(node1.get()); //viewer1->getCamera()->setClearMask(GL_DEPTH_BUFFER_BIT); viewer1->setSceneData(group1.get()); viewer1->setUpViewInWindow(200, 200, 960, 600, 0); return viewer1->run(); }
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