#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();
}