关于什么是osg渲染到纹理技术,请参考《osg渲染到纹理技术(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;
}
本文转自:https://blog.youkuaiyun.com/zhuyingqingfen/article/details/8241028