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();
}

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