• osg RTT 多相机-局部放大镜


    #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::Node* createCircle()
    {
        //osg::ref_ptr<osg::Geode> geode1 = new osg::Geode;
        //osg::ref_ptr<osg::StateSet> stateSet1 = geode1->getOrCreateStateSet();
        osg::Geode *geode1 = new osg::Geode;
        osg::StateSet *stateSet1 = geode1->getOrCreateStateSet();
    
        osg::ref_ptr<osg::Image> image1 = osgDB::readImageFile("D:\参考手册\OSG\mzj.jpg");
    
        if (!image1.valid())
        {
            return geode1;
        }
        
        osg::ref_ptr<osg::Texture2D> texture2d1 = new osg::Texture2D;
        texture2d1->setImage(0, image1);
        stateSet1->setTextureAttributeAndModes(0, texture2d1, osg::StateAttribute::ON);
        stateSet1->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
    
        osg::TessellationHints *hits = new osg::TessellationHints;
        hits->setDetailRatio(0.8f);
    
        geode1->addDrawable(new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(400.0, 300.0, 0.0), 250, 0.1), hits));
    
        return geode1;
    }
    
    osg::Node* createCircle1(osg::Texture2D *texture2dParam)
    {
        //osg::ref_ptr<osg::Geode> geode1 = new osg::Geode;
        //osg::ref_ptr<osg::StateSet> stateSet1 = geode1->getOrCreateStateSet();
        osg::Geode *geode1 = new osg::Geode;
        osg::StateSet *stateSet1 = geode1->getOrCreateStateSet();
    
        stateSet1->setTextureAttributeAndModes(0, texture2dParam, osg::StateAttribute::ON);
        stateSet1->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
    
        osg::TessellationHints *hits = new osg::TessellationHints;
        hits->setDetailRatio(0.8f);
    
        geode1->addDrawable(new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(400.0, 300.0, 0.0), 250, 0.1), hits));
    
        return geode1;
    }
    
    osg::Camera* createBackground(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::PRE_RENDER);
        camera1->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_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);
    
    
        camera1->addChild(geode1);
        geode1->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
        geode1->addDrawable(geometry1);
    
    
        return camera1.release();
    }
    
    
    //创建hud
    osg::Camera* createCamera()
    {
        osg::ref_ptr<osg::Camera> camera1 = new osg::Camera;
        camera1->setViewMatrix(osg::Matrix::identity());
        camera1->setAllowEventFocus(false);
        camera1->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
    
        camera1->setViewport(0, 0, 800, 600);
        camera1->setProjectionMatrixAsOrtho2D(0, 800, 0, 600);
        camera1->setClearMask(GL_DEPTH_BUFFER_BIT);
        camera1->setRenderOrder(osg::Camera::POST_RENDER);
    
        camera1->addChild(createCircle());
        return camera1.release();
    }
    
    osg::Camera* createHUD(osg::Texture2D *texture2d)
    {
        osg::ref_ptr<osg::Camera> camera1 = new osg::Camera;
        camera1->setViewMatrix(osg::Matrix::identity());
        camera1->setAllowEventFocus(false);
        camera1->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
    
        camera1->setViewport(0, 0, 800, 600);
        camera1->setProjectionMatrixAsOrtho2D(0, 800, 0, 600);
        camera1->setClearMask(GL_DEPTH_BUFFER_BIT);
        camera1->setRenderOrder(osg::Camera::POST_RENDER);
    
        camera1->addChild(createCircle1(texture2d));
        return camera1.release();
    }
    
    
    //烘焙纹理
    void createRTT(osgViewer::Viewer *viewerParam)
    {
        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(node1.get());
        if (!viewerParam)
        {
            return;
        }
    
        unsigned int width, height;
        //获取系统分辨率
        osg::GraphicsContext::WindowingSystemInterface *wsInterface = osg::GraphicsContext::getWindowingSystemInterface();
        if (!wsInterface)
        {
            return;
        }
        
        wsInterface->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height);
        osg::ref_ptr<osg::GraphicsContext::Traits> traits1 = new osg::GraphicsContext::Traits;
        
        //width = 800;
        //height = 600;
    
        traits1->x = 0;
        traits1->y = 0;
        traits1->width = width;
        traits1->height = height;
        traits1->windowDecoration = false;
        traits1->doubleBuffer = true;
        traits1->sharedContext = 0;
    
        osg::ref_ptr<osg::GraphicsContext> graphicsContext1 = osg::GraphicsContext::createGraphicsContext(traits1);
        if (!graphicsContext1.valid())
        {
            return;
        }
    
        //创建主相机
        osg::ref_ptr<osg::Camera> masterCamera = new osg::Camera;
        masterCamera->setGraphicsContext(graphicsContext1);
        masterCamera->setViewport(0, 0, width, height);
    
        //osg::Camera *masterCamera = createBackground("D:\参考手册\images\104.jpg");
        //masterCamera->setViewport(0, 0, width, height);
        viewerParam->addSlave(masterCamera);
    
        //烘焙RTT相机
        osg::ref_ptr<osg::Camera> rttCamera = new osg::Camera;
        rttCamera->setRenderOrder(osg::Camera::PRE_RENDER);
        rttCamera->setGraphicsContext(graphicsContext1);
    
        rttCamera->setViewport(0, 0, width, height);
        rttCamera->addChild(node1);
    
        viewerParam->addSlave(rttCamera, osg::Matrix::scale(1,1,1),osg::Matrix::identity(),false);
    
        //替换
        osg::Texture2D *texture2d1 = new osg::Texture2D;
        texture2d1->setInternalFormat(GL_RGBA);
        rttCamera->attach(osg::Camera::COLOR_BUFFER, texture2d1);
    
        group1->addChild(createHUD(texture2d1));
        viewerParam->setSceneData(group1);
        //viewerParam->setUpViewInWindow(200, 200, 800, 600, 0);
    }
    
    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("");
        
        //group1->addChild(node1.get());
        group1->addChild(createCamera());
    
        createRTT(viewer1);
        //viewer1->setSceneData(group1.get());
        //viewer1->setUpViewInWindow(200, 200, 800, 600, 0);
    
        return viewer1->run();
    }

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  • 原文地址:https://www.cnblogs.com/herd/p/11119311.html
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