【OSG绘制色带】

本文介绍了如何在点云渲染应用中使用OSG库创建色带,包括自定义颜色范围和垂直/水平布局,以及如何在头部显示ScalarBar和调整其位置。同时,还展示了如何配合osgViewer和MatrixTransform进行视图设置。
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一、OSG绘制色带

在点云渲染应用中,有时候需要设置高程渲染,需要色带绘制。
代码如下:

#include <osg/Geode>
#include <osg/ShapeDrawable>
#include <osg/Material>
#include <osg/Texture2D>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/BlendFunc>
#include <osg/ClearNode>
#include <osg/Projection>
#include <osgUtil/CullVisitor>
#include <osgGA/TrackballManipulator>
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osgSim/ScalarsToColors>
#include <osgSim/ColorRange>
#include <osgSim/ScalarBar>
#include <sstream>
#include <iostream>
#include <math.h>

using namespace osgSim;
using osgSim::ScalarBar;
#if defined(_MSC_VER)
// not have to have this pathway for just VS6.0 as its unable to handle the full
// ScalarBar::ScalarPrinter::printScalar scoping.
// Create a custom scalar printer
struct MyScalarPrinter : public ScalarBar::ScalarPrinter
{
	std::string printScalar(float scalar)
	{
		std::cout << "In MyScalarPrinter::printScalar" << std::endl;
		if (scalar == 0.0f) return ScalarPrinter::printScalar(scalar) + " Bottom";
		else if (scalar == 0.5f) return ScalarPrinter::printScalar(scalar) + " Middle";
		else if (scalar == 1.0f) return ScalarPrinter::printScalar(scalar) + " Top";
		else return ScalarPrinter::printScalar(scalar);
	}
};
#else
// Create a custom scalar printer
struct MyScalarPrinter : public ScalarBar::ScalarPrinter
{
	std::string printScalar(float scalar)
	{
		std::cout << "In MyScalarPrinter::printScalar" << std::endl;
		if (scalar == 0.0f) return ScalarBar::ScalarPrinter::printScalar(scalar) + " Bottom";
		else if (scalar == 0.5f) return ScalarBar::ScalarPrinter::printScalar(scalar) + " Middle";
		else if (scalar == 1.0f) return ScalarBar::ScalarPrinter::printScalar(scalar) + " Top";
		else return ScalarBar::ScalarPrinter::printScalar(scalar);
	}
};
#endif

osg::Node* createScalarBar(bool vertical)
{
#if 1
	//ScalarsToColors* stc = new ScalarsToColors(0.0f,1.0f);
	//ScalarBar* sb = new ScalarBar(2,3,stc,"STC_ScalarBar");
	// Create a custom color set
	std::vector<osg::Vec4> cs;
	cs.push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f));   // R
	cs.push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f));   // G
	cs.push_back(osg::Vec4(1.0f, 1.0f, 0.0f, 1.0f));   // G
	cs.push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f));   // B
	cs.push_back(osg::Vec4(0.0f, 1.0f, 1.0f, 1.0f));   // R
	ColorRange* cr = new ColorRange(0.0f, 1.0f, cs);
	ScalarBar* sb = new ScalarBar(20, 11, cr,
		vertical ? "Vertical" : "Horizontal",
		vertical ? ScalarBar::VERTICAL : ScalarBar::HORIZONTAL,
		0.1f, new MyScalarPrinter);
	sb->setScalarPrinter(new MyScalarPrinter);
	if (!vertical)
	{
		sb->setPosition(osg::Vec3(0.5f, 0.5f, 0));
	}
	return sb;
#else
	ScalarBar *sb = new ScalarBar;
	ScalarBar::TextProperties tp;
	tp._fontFile = "fonts/times.ttf";
	sb->setTextProperties(tp);
	return sb;
#endif
}

osg::Node * createScalarBar_HUD()
{
	osgSim::ScalarBar* geode = new osgSim::ScalarBar;
	osgSim::ScalarBar::TextProperties tp;
	tp._fontFile = "fonts/times.ttf";
	geode->setTextProperties(tp);
	osg::StateSet* stateset = geode->getOrCreateStateSet();
	stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
	stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
	//StateSet::setRenderBinDetails 用于控制对象绘制的顺序,函数第一个参数表示绘制优先级
	/*第二个参数RenderBin 表示在渲染树中新建分支进行渲染
	DepthSortedBin  表示新建分支,并且所有要渲染的数据将按照深度值降序进行排序。
	注意,当字符串参数不为“RenderBin”或“DepthSortedBin”时,渲染顺序的设定也是无效的;
	当字符串参数和整型参数均有效时,OSG 系统将尝试寻找同类型的渲染元节点并将StateSet 记录到此“渲染元”中,或者创建新的“渲染元”节点。
	实例代码
	// 缺省渲染方式,渲染顺序0,此时状态节点直接置入“渲染台”stateSet->setRenderBinDetails( 0, “” );
	// 渲染顺序-1(先渲染),此时渲染树中将新建一个“渲染元”节点stateSet->setRenderBinDetails( -1, “RenderBin” );
	// 渲染顺序10,此时将新建一个“渲染元”,并按深度值降序排序各元素stateSet->setRenderBinDetails( 10, “DepthSortedBin” );
	StateSet::setRenderingHint 简化版设置
	为了简化操作,用户程序还可以使用StateSet::setRenderingHint 来设置渲染的顺序,这个函数的传入参数可以为枚举量OPAQUE_BIN 或TRANSPARENT_BIN。
	前者可以指定该渲染状态用于不透明物体的渲染,后者则指定该渲染状态用于透明物体的渲染,此时OSG自动将其渲染顺序置后,并设置它所管理的“状态节点”
	和“渲染叶”数据按照深度值降序进行排序。
	关于 setRenderBinDetails 与setRenderingHint 的关系,也可以这样解释:
	stateSet->setRenderingHint ( OPAQUE_BIN );
	stateSet->setRenderingHint ( TRANSPARENT_BIN );
	分别等价于:
	stateSet->setRenderBinDetails( 0, “RenderBin” );
	stateSet->setRenderBinDetails( 10, “DepthSortedBin” );
	*/
	stateset->setRenderBinDetails(11, "RenderBin");
	osg::MatrixTransform * modelview = new osg::MatrixTransform;
	//设置始终显示
	modelview->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
	osg::Matrixd matrix(osg::Matrixd::scale(1000, 1000, 1000) * osg::Matrixd::translate(120, 10, 0)); 
	// I've played with these values a lot and it seems to work, but I have no idea why
	modelview->setMatrix(matrix);
	modelview->addChild(geode);
	osg::Projection * projection = new osg::Projection;
	projection->setMatrix(osg::Matrix::ortho2D(0, 1280, 0, 1024)); // or whatever the OSG window res is
	projection->addChild(modelview);
	return projection; //make sure you delete the return sb line
}

int main(int, char **)
{
	osg::Group* root = new osg::Group;
	root->addChild(createScalarBar_HUD());
	// rotate the scalar from XY plane to XZ so we see them viewing it with the default camera manipulators that look along the Y axis, with Z up.
	osg::MatrixTransform* transform = new osg::MatrixTransform;
	transform->setMatrix(osg::Matrix::rotate(osg::inDegrees(90.0), 1.0, 0.0, 0.0));
	transform->addChild(createScalarBar(true));
	transform->addChild(createScalarBar(false));
	root->addChild(transform);
	osgViewer::Viewer viewer;
	viewer.setSceneData(root);
	viewer.setUpViewInWindow(100, 100, 1080, 960);
	return viewer.run();
}


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