osg::Texture2D 贴纹理

时间:2021-06-09 16:10:56
#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* createTextHUD()
{
osg::ref_ptr<osg::Geode> geode1 = new osg::Geode;
osg::ref_ptr<osgText::Text> text1 = new osgText::Text;
osg::ref_ptr<osg::Camera> camera1 = new osg::Camera; osg::ref_ptr<osg::Geometry> geometry1 = new osg::Geometry; camera1->setViewMatrix(osg::Matrix::identity());
camera1->setRenderOrder(osg::Camera::POST_RENDER);
camera1->setClearMask(GL_DEPTH_BUFFER_BIT); camera1->setAllowEventFocus(false);
camera1->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera1->setProjectionMatrixAsOrtho2D(-, , -, ); text1->setFont("Fonts/simhei.ttf");
text1->setCharacterSize();
text1->setText(L"OSG 中文字体");
text1->setPosition(osg::Vec3(0.0,0.0,0.0)); //压入顶点
osg::Vec3Array *vecArray = new osg::Vec3Array;
vecArray->push_back(osg::Vec3(0.0,0.0,0.0));
vecArray->push_back(osg::Vec3(200.0, 0.0, 0.0));
vecArray->push_back(osg::Vec3(200.0, 100.0, 0.0));
vecArray->push_back(osg::Vec3(0.0, 100.0, 0.0));
geometry1->setVertexArray(vecArray); //法线
osg::Vec3Array *vecNorm = new osg::Vec3Array;
vecNorm->push_back(osg::Vec3(0.0,0.0,1.0));
geometry1->setNormalArray(vecNorm);
geometry1->setNormalBinding(osg::Geometry::BIND_OVERALL); //设置纹理
osg::Vec2Array *vec2Coord = new osg::Vec2Array;
vec2Coord->push_back(osg::Vec2(0.0,0.0));
vec2Coord->push_back(osg::Vec2(1.0, 0.0));
vec2Coord->push_back(osg::Vec2(1.0, 1.0));
vec2Coord->push_back(osg::Vec2(0.0, 1.0));
geometry1->setTexCoordArray(,vec2Coord); osg::DrawArrays *drawArrays1 = new osg::DrawArrays(osg::PrimitiveSet::QUADS, , );
//geometry1->setPrimitiveSet(0,drawArrays1);
geometry1->addPrimitiveSet(drawArrays1); //贴纹理
osg::ref_ptr<osg::Image> image1 = osgDB::readImageFile("D:\\image_1\\20190325092002-save.jpg");
osg::Texture2D *texture2d1 = new osg::Texture2D;
texture2d1->setImage(image1);
geometry1->getOrCreateStateSet()->setTextureAttributeAndModes(, texture2d1, osg::StateAttribute::ON);
//关闭灯光
geometry1->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); geode1->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
geode1->addDrawable(geometry1);
geode1->addDrawable(text1); camera1->addChild(geode1.get());
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");
osg::ref_ptr<osg::Node> node2 = osgDB::readNodeFile("D:\\参考手册\\BIM\\osg\\build1.osgb"); group1->addChild(node2.get());
group1->addChild(createTextHUD()); viewer1->setSceneData(group1.get());
viewer1->setUpViewInWindow(,,,,); viewer1->run();
}

osg::Texture2D  贴纹理

osg::Texture2D  贴纹理