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osg渲染到纹理技术(二)

發布時間:2023/12/15 编程问答 43 豆豆
生活随笔 收集整理的這篇文章主要介紹了 osg渲染到纹理技术(二) 小編覺得挺不錯的,現在分享給大家,幫大家做個參考.

關于什么是osg渲染到紋理技術,請參考《osg渲染到紋理技術(一)》

#include <osg/Camera> #include <osg/Group> #include <osg/Geometry> #include <osgDB/ReadFile> #include <osgViewer/Viewer> #include <osg/Texture2D> #include <osgViewer/ViewerEventHandlers> #include <osg/GraphicsContext>#include <iostream>using namespace std;void CreateTexture(osgViewer::Viewer *viewer){if(!viewer)return;osg::GraphicsContext::WindowingSystemInterface *wsi= osg::GraphicsContext::getWindowingSystemInterface();if(!wsi){cout<<"wsi is NULL"<<endl;return;}unsigned int width,height;wsi->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height);osg::ref_ptr<osg::GraphicsContext::Traits>traits=new osg::GraphicsContext::Traits;traits->x=0;traits->y=0;traits->width=width;traits->height=height;traits->windowDecoration=false;traits->doubleBuffer=true;traits->sharedContext=0;osg::ref_ptr<osg::GraphicsContext>gc=osg::GraphicsContext::createGraphicsContext(traits);if(!gc.valid()){cout<<"gc is NULL" <<endl;return;}osg::ref_ptr<osg::Camera>master=new osg::Camera;master->setGraphicsContext(gc);master->setViewport(0, 0, width, height);viewer->addSlave(master.get());cout<<height<<" , "<<width<<endl;osg::ref_ptr<osg::Camera>rttCamera=new osg::Camera;rttCamera->setRenderOrder(osg::Camera::PRE_RENDER);//最先渲染rttCamera->setGraphicsContext(gc);rttCamera->setViewport(0, 0, width, height);rttCamera->addChild(osgDB::readNodeFile("ceep.ive"));viewer->addSlave(rttCamera,false);osg::ref_ptr<osg::Group>root=new osg::Group;osg::ref_ptr<osg::Geode>geode=new osg::Geode;root->addChild(geode);osg::ref_ptr<osg::Geometry>gm=new osg::Geometry;geode->addDrawable(gm);osg::ref_ptr<osg::Vec3Array>vertex=new osg::Vec3Array;vertex->push_back(osg::Vec3(-400,200,-300));vertex->push_back(osg::Vec3(400,200,-300));vertex->push_back(osg::Vec3(400,200,300));vertex->push_back(osg::Vec3(-400,200,300));gm->setVertexArray(vertex);osg::ref_ptr<osg::Vec3Array>norm=new osg::Vec3Array;norm->push_back(osg::Vec3(0,-1,0));gm->setNormalArray(norm);gm->setNormalBinding(osg::Geometry::BIND_OVERALL);osg::ref_ptr<osg::Vec2Array>coord=new osg::Vec2Array;coord->push_back(osg::Vec2(0,0));coord->push_back(osg::Vec2(1,0));coord->push_back(osg::Vec2(1,1));coord->push_back(osg::Vec2(0,1));gm->setTexCoordArray(0, coord);gm->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));gm->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);osg::ref_ptr<osg::Texture2D>t2d=new osg::Texture2D; /* osg::ref_ptr<osg::Image>image=osgDB::readImageFile("Images/blueFlowers.png");if(!image){cout<<"image is NULL"<<endl;return;}t2d->setImage(0,image); */t2d->setInternalFormat(GL_RGBA); // viewer->getCamera()->attach(osg::Camera::COLOR_BUFFER, t2d);rttCamera->attach(osg::Camera::COLOR_BUFFER,t2d);gm->getOrCreateStateSet()->setTextureAttributeAndModes(0, t2d,osg::StateAttribute::ON);root->addChild(osgDB::readNodeFile("ceep.ive"));viewer->setSceneData(root);return;} int main(int argc, char *argv[]) {osg::ref_ptr<osgViewer::Viewer>viewer=new osgViewer::Viewer;CreateTexture(viewer);viewer->addEventHandler(new osgViewer::WindowSizeHandler);viewer->addEventHandler(new osgViewer::ScreenCaptureHandler);return viewer->run();return 0; }

本文轉自:https://blog.csdn.net/zhuyingqingfen/article/details/8241028

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