osg设置透明

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





评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值