osg自带的例子里有用到QWidgetImage,这个东西
osg::ref_ptr<osgQt::QWidgetImage> widgetImage=new osgQt::QWidgetImage(widget);
通过这句话可以可以生产qwidgetImage对象,这个widget是关键,只要是继承于QWidget的,都可以添加到
QWidgetImage中,然后
widgetImage->getQWidget()->setAttribute(Qt::WA_TranslucentBackground);
widgetImage->getQGraphicsViewAdapter()->setBackgroundColor(QColor(0,0,0,0));
类似语句(具体可以查api)设置属性等信息。
接下来是关键,查询文档可以知道 qwidgetImage是继承与OSG::Image的,因此想要把qt与osg结合起来,要借助
osg::Texture2D *texture=new osg::Texture2D(widgetImage);
这样我们得到了Texture2D,本质也就是把qt窗口跟图片文理一样的渲染出来。
剩下的工作大家应该知道了,我就不做说明,直接上代码,不过补充一句,这里大家可以做成3d窗口,360度旋转,也可以利用hud做成窗口的样子,项目中后者居多。
texture->setResizeNonPowerOfTwoHint(false);
texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
mt->getOrCreateStateSet()->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
直接加进去,也就是三维视角
mt->setMatrix(osg::Matrix::rotate(osg::Vec3(0,1,0),osg::Vec3(0,0,1)));
mt->addChild(geode);
handler=new osgViewer::InteractiveImageHandler(widgetImage);
hub的方式
camera->setProjectionResizePolicy(osg::Camera::FIXED);
camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(osg::Matrix::identity());
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->setRenderOrder(osg::Camera::POST_RENDER);
camera->addChild(geode);
camera->setViewport(0,0,1024,768);
mt->addChild(camera);
handler=new osgViewer::InteractiveImageHandler(widgetImage,texture,camera);
mt->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
mt->getOrCreateStateSet()->setMode(GL_BLEND,osg::StateAttribute::ON);
mt->getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
mt->getOrCreateStateSet()->setAttribute(new osg::Program);
最后加入跟节点渲染
osg::Group *overlay=new osg::Group;
overlay->addChild(mt);
root->addChild(overlay);
quad->setEventCallback(handler);
quad->setCullCallback(handler);
//这里quad是个geometry
osg::Geometry *quad=osg::createTexturedQuadGeometry(osg::Vec3(1,0,0),osg::Vec3(1,0,0),osg::Vec3(0,0.5,0), 1, 1);