两种方法,不同内容:
//自定义绘制模型可以使用透明的颜色,材质的混合光中中采用透明的颜色,在绘制模型是开启透明模式。
#if 0
#include <Windows.h>
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osg/Node>
#include <osg/Geode>
#include <osg/Geometry>
#include <osgGA/GUIEventAdapter>
#include <osgViewer/ViewerEventHandlers>
#include <osg/StateSet>
#include <osg/ShapeDrawable>
#include <osg/Material>
#include <osg/Image>
#include <osg/Texture2D>
#include <osg/LineWidth>
#include <iostream>
osg::ref_ptr<osg::Geode> CreatBox()
{
osg::ref_ptr<osg::Geode> geode = new osg::Geode();
osg::ref_ptr<osg::TessellationHints> hints = new osg::TessellationHints;
osg::ref_ptr<osg::ShapeDrawable> shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0),1,10,10),hints);
osg::ref_ptr<osg::Material> material = new osg::Material;
osg::ref_ptr<osg::Texture2D> text =new osg::Texture2D;
osg::ref_ptr<osg::Image> image;
//设置颜色(设置一个alpha通道,当覆盖纹理后,该值不重要,没有纹理时颜色受该值影响)
shape->setColor(osg::Vec4(1.0,1.0,0.0,0.3));
//设置精度,精度越大越精细
hints->setDetailRatio(0.5);
//设置材质的光照颜色
// material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0,0.0,0.0,1.0));
//设置材质的混合光颜色
material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0,1.0,0.0,0.3));
//设置镜面反射光颜色
// material->setSpecular(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0,0.0,0.0,1.0));
//设置影像点的大小
material->setShininess(osg::Material::FRONT_AND_BACK,6.0);
//读取图片设置为纹理,文件需放在:当前工程目录(即debug文件夹下)的上一个目录下
image = osgDB::readImageFile("C:\\Texture\\texture\\wall_cizhuan.bmp");
if(image->valid())
{
text->setImage(image);
}
//设置材质将透明打开
geode->getOrCreateStateSet()->setAttributeAndModes(material,osg::StateAttribute::ON);
//设置透明效果
geode->getOrCreateStateSet()->setMode(GL_BLEND,osg::StateAttribute::ON);
geode->getOrCreateStateSet()->setMode(GL_DEPTH_TEST,osg::StateAttribute::ON);
// geode->getOrCreateStateSet()->setTextureAttributeAndModes(0,text,osg::StateAttribute::ON);
//关灯
geode->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::ON);
geode->addDrawable(shape);
return geode;
}
int main(int argc,char** argv)
{
osgViewer::Viewer view;
osg::Group* root = new osg::Group();
root->addChild(osgDB::readNodeFile("glider.osg"));
root->addChild(CreatBox());
view.setSceneData(root);
view.run();
}
#endif
//从外部导入的模型,部分模型可以像自定义一样设置透明,即通过设置材质来实现,部分可以通过下例中方法进行透明设置
#if 1
#include <Windows.h>
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osgViewer/ViewerEventHandlers>
#include <osg/StateSet>
#include <osg/ShapeDrawable>
#include <osg/Material>
#include <osg/BlendColor>
#include <osg/BlendFunc>
int main(int argc,char** argv)
{
osgViewer::Viewer view;
osg::Group* root = new osg::Group();
root->addChild(osgDB::readNodeFile("cow.osg"));
//方法1
osg::StateSet* state = root->getOrCreateStateSet();
state->setMode(GL_BLEND,osg::StateAttribute::ON);
osg::ref_ptr<osg::Material> mat = new osg::Material;
//漫发射光
osg::Vec4 destDiffuse;
destDiffuse.set(1.0,1.0,1.0,0.5);
mat->setDiffuse(osg::Material::FRONT_AND_BACK,destDiffuse);
//环境光
mat->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0,1.0,1.0,0.5));
//设置材质的混合光颜色
mat->setTransparency(osg::Material::FRONT_AND_BACK,0.5);
state->setAttributeAndModes(mat,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
state->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
//方法2
/* osg::StateSet* state = root->getOrCreateStateSet();
//关闭灯光
state->setMode(GL_LIGHTING,osg::StateAttribute::OFF|osg::StateAttribute::PROTECTED);
//打开混合融合模式
state->setMode(GL_BLEND,osg::StateAttribute::ON);
state->setMode(GL_DEPTH_TEST,osg::StateAttribute::ON);
state->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
//使用BlendFunc实现透明效果
osg::BlendColor* bc =new osg::BlendColor(osg::Vec4(1.0,1.0,1.0,0.0));
osg::BlendFunc*bf = new osg::BlendFunc();
state->setAttributeAndModes(bf,osg::StateAttribute::ON);
state->setAttributeAndModes(bc,osg::StateAttribute::ON);
bf->setSource(osg::BlendFunc::CONSTANT_ALPHA);
bf->setDestination(osg::BlendFunc::ONE_MINUS_CONSTANT_ALPHA);
bc->setConstantColor(osg::Vec4(1,1,1,0.5));*/
view.setSceneData(root);
view.run();
}
#endif