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OpenSceneGraph: Creating background image
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// create a camera to set up the projection and model view matrices, and the subgraph to draw in the HUD | |
osg::ref_ptr<osg::Camera> camera = new osg::Camera(); | |
// set the projection matrix | |
camera->setProjectionMatrix(osg::Matrix::ortho2D(0, 1280, 0, 1024)); | |
// set the view matrix | |
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); | |
camera->setViewMatrix(osg::Matrix::identity()); | |
// only clear the depth buffer | |
//camera->setClearMask(GL_DEPTH_BUFFER_BIT); | |
camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); | |
// draw subgraph after main camera view. | |
camera->setRenderOrder(osg::Camera::PRE_RENDER); | |
// we don't want the camera to grab event focus from the viewers main camera(s). | |
camera->setAllowEventFocus(false); | |
osg::StateSet* cameraStateSet = camera->getOrCreateStateSet(); | |
cameraStateSet->setRenderBinDetails(1, "RenderBin"); | |
cameraStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); | |
// add to this camera a subgraph to render | |
{ | |
osg::Geode* geode = new osg::Geode(); | |
// turn lighting off for the text and disable depth test to ensure it's always ontop. | |
osg::StateSet* stateset = geode->getOrCreateStateSet(); | |
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF); | |
{ | |
osg::BoundingBox bb; | |
for (unsigned int i = 0; i < geode->getNumDrawables(); ++i) | |
{ | |
bb.expandBy(geode->getDrawable(i)->getBound()); | |
} | |
osg::Geometry* geom = new osg::Geometry(); | |
osg::Vec3Array* vertices = new osg::Vec3Array; | |
float depth = bb.zMin() - 0.1; | |
vertices->push_back(osg::Vec3(bb.xMin(), bb.yMax(), depth)); | |
vertices->push_back(osg::Vec3(bb.xMin(), bb.yMin(), depth)); | |
vertices->push_back(osg::Vec3(bb.xMax(), bb.yMin(), depth)); | |
vertices->push_back(osg::Vec3(bb.xMax(), bb.yMax(), depth)); | |
geom->setVertexArray(vertices); | |
osg::Vec3Array* normals = new osg::Vec3Array; | |
normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f)); | |
geom->setNormalArray(normals, osg::Array::BIND_OVERALL); | |
osg::Vec4Array* colors = new osg::Vec4Array; | |
colors->push_back(osg::Vec4(1.0f, 1.0, 0.8f, 0.2f)); | |
geom->setColorArray(colors, osg::Array::BIND_OVERALL); | |
geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4)); | |
osg::Vec2Array* uvCoords = new osg::Vec2Array(); | |
uvCoords->push_back(osg::Vec2(0.0f, 1.0f)); | |
uvCoords->push_back(osg::Vec2(0.0f, 0.0f)); | |
uvCoords->push_back(osg::Vec2(1.0f, 0.0f)); | |
uvCoords->push_back(osg::Vec2(1.0f, 1.0f)); | |
geom->setTexCoordArray(0, uvCoords); | |
osg::StateSet* stateset = geom->getOrCreateStateSet(); | |
stateset->setMode(GL_BLEND, osg::StateAttribute::ON); | |
//stateset->setAttribute(new osg::PolygonOffset(1.0f,1.0f),osg::StateAttribute::ON); | |
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); | |
auto backgroundImage = osgDB::readImageFile("data/images/bg_image_01.bmp"); | |
auto texture = new osg::Texture2D(backgroundImage); | |
stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); | |
geode->addDrawable(geom); | |
} | |
camera->addChild(geode); | |
} | |
osgViewer::Viewer::Windows windows; | |
viewer.getWindows(windows); | |
if (windows.empty()) | |
{ | |
return; | |
} | |
// set up cameras to render on the first window available. | |
auto window = windows[0]; | |
camera->setGraphicsContext(window); | |
auto windowTraits = window->getTraits(); | |
camera->setViewport(0, 0, windowTraits->width, windowTraits->height); | |
if (viewer.addSlave(camera.get(), false)) | |
{ | |
osg::notify(osg::NotifySeverity::INFO) << "Successfully added camera as slave!" << std::endl; | |
} | |
else | |
{ | |
osg::notify(osg::NotifySeverity::WARN) << "Failed to add camera as slave!" << std::endl; | |
} |
Hi. I have a Problem With This Code.After Define "windows"(line 57) Without any initializing For That Check "(windows.empty())"(line 60) and The program return And Exit.Where is My Mistake?Please help Me.THX
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Second revision of this solved my problem