OSG HUD (渲染屏幕上贴图和写字)

OSG HUD (渲染屏幕上贴图和写字)


前言:随便学学。

HUD,相机的一种,好比英雄联盟的小地图。
主要渲染流程如下:

实现步骤代码:
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
//二维相机,设置观察矩阵始终是一个单位矩阵
camera->setViewMatrix(osg::Matrix::identity());
//最后渲染
camera->setRenderOrder(osg::Camera::POST_RENDER);
//在其他相机的基础上渲染,清楚缓存
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
//不接受事件
camera->setAllowEventFocus(false);
//始终显示,不受其他节点影响
//设置参考帧
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
//设置视口
camera->setProjectionMatrixAsOrtho2D(0, 1920, 0, 1280);

实例代码:
//HUD贴图和文字显示
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osg/Camera>
#include <osgText/Text>
#include <osgViewer/ViewerEventHandlers>
#include <osg/Image>
#include <osg/Geometry>
#include <osg/PrimitiveSet>

osg::Camera* CreateTextHUD()
{
	osg::ref_ptr<osg::Camera> camera = new osg::Camera;
	//二维相机,设置观察矩阵始终是一个单位矩阵
	camera->setViewMatrix(osg::Matrix::identity());
	//最后渲染
	camera->setRenderOrder(osg::Camera::POST_RENDER);
	//在其他相机的基础上渲染,清楚缓存
	camera->setClearMask(GL_DEPTH_BUFFER_BIT);
	//不接受事件
	camera->setAllowEventFocus(false);
	//始终显示,不受其他节点影响
	//设置参考帧
	camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
	//设置视口
	camera->setProjectionMatrixAsOrtho2D(0, 1920, 0, 1280);


	//设置字体
	osg::ref_ptr<osg::Geode> gnode = new osg::Geode;
	osg::ref_ptr<osgText::Text> text = new osgText::Text;

	//关闭字体光照
	gnode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
	gnode->addDrawable(text);
	//微软雅黑
	text->setFont("Fonts/msyh.ttc");    
	text->setCharacterSize(50.0);
	text->setText(L"测试字体");
	text->setPosition(osg::Vec3(150.0,0.0,0.0));
	camera->addChild(gnode);


	//添加纹理
	osg::ref_ptr<osg::Geode> gnode2 = new osg::Geode;
	osg::ref_ptr<osg::Geometry> gm = new osg::Geometry();

	gnode2->addDrawable(gm);

	//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(100.0, 0.0, 0.0));
	vertex->push_back(osg::Vec3(100.0, 100.0, 0.0));
	vertex->push_back(osg::Vec3(0.0, 100.0, 0.0));

	gm->setVertexArray(vertex);

	//法线
	osg::ref_ptr<osg::Vec3Array> normal = new osg::Vec3Array();
	normal->push_back(osg::Vec3(0.0, 0.0, 1.0));
	gm->setNormalArray(normal);

	//设置绑定方式
	gm->setNormalBinding(osg::Geometry::BIND_OVERALL);

	//设置纹理坐标
	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));
	gm->setTexCoordArray(0, coord);

	//设置关联
	gm->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4));

	//贴纹理
	osg::ref_ptr<osg::Image> image = osgDB::readImageFile("Images/blueFlowers.png");
	osg::ref_ptr<osg::Texture2D> t2d = new osg::Texture2D();
	t2d->setImage(0, image);
	
	gm->getOrCreateStateSet()->setTextureAttributeAndModes(0, t2d, osg::StateAttribute::ON);
	gm->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
	camera->addChild(gnode2);
	return camera.release();
}


int main()
{
	osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer();
    osg::ref_ptr<osg::Group> group = new osg::Group();

	group->addChild(osgDB::readNodeFile("glider.osg"));
	group->addChild(CreateTextHUD());
	viewer->setSceneData(group);

    viewer->run();

	return 0;
}


效果截图:

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