一、代码
osg::ref_ptr<osg::Node> createSceneGraph()
{
osg::ref_ptr<osg::Geometry> geom = new osg::Geometry();
osg::ref_ptr<osg::Vec3Array> v = new osg::Vec3Array();
geom->setVertexArray(v.get());
//定义四个定点位置
v->push_back(osg::Vec3(-1.f, 0.f, -1.f));
v->push_back(osg::Vec3(1.f, 0.f, -1.f));
v->push_back(osg::Vec3(1.f, 0.f, 1.f));
v->push_back(osg::Vec3(-1.f, 0.f, 1.f));
osg::ref_ptr<osg::Vec4Array> c = new osg::Vec4Array();
geom->setColorArray(c.get());
//设置颜色绑定模式
geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
//设置颜色半透明, 注意颜色向量最后一位, 1.f表示完全不透明
c->push_back(osg::Vec4(1.f, 0.f, 0.f, 0.2f));
c->push_back(osg::Vec4(0.f, 1.f, 0.f, 0.2f));
c->push_back(osg::Vec4(0.f, 0.f, 1.f, 0.2f));
c->push_back(osg::Vec4(1.f, 1.f, 1.f, 0.2f));
//设置法向量
osg::ref_ptr<osg::Vec3Array> n = new osg::Vec3Array();
geom->setNormalArray(n.get());
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
n->push_back(osg::Vec3(0.f, -1.f, 0.f));
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4));
osg::ref_ptr<osg::Geode> geode = new osg::Geode();
geode->addDrawable(geom.get());
//开启融合操作模式
geode->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
//设置渲染模式
geode->getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
//关闭光照
geode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
return geode.get();
}
二、运行效果(效果对照链接:https://blog.csdn.net/qq_35097289/article/details/80415835)
三、补充
当view更新后半透明效果失效, 查阅资料后得知是渲染级别的问题, 原来OSG加载进来的所有node渲染级别默认都是-1, 也就是说在未设置渲染级别的情况下, 渲染级别都是一样的。在这种情况下,取消深度测试后以实现半透明效果,但半透明效果的node节点会被其它node节点“覆盖, 所以需要如下操作:
添加代码: geode->getOrCreateStateSet()->setRenderBinDetails(11, "RenderBin");
//Alpha blending on
geode->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
geode->getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
//Close the depth test
geode->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
geode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF|osg::StateAttribute::PROTECTED);
//Set the rendering priority, if not set the default value is -1
geode->getOrCreateStateSet()->setRenderBinDetails(11, "RenderBin");