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osg第27讲(相机基础)

2024-11-09 来源:个人技术集锦

我们看到的场景是有四个部分组成,分别为场景唯一点(S),相机观察矩阵(V),投影矩阵(P),视口矩阵(W),由SVP*W=二维窗口的坐标,再根据argb进行上色渲染。

如下代码为相机的实现。
步骤分别为:获取设备属性—>创建图形上下文—>相机绑定图形上下文,其中用slave设置从相机,根据第二个参数设置从相机的状态。有注释

#include "OsgCommon.h"
void creatCamera(osgViewer::Viewer* view)
{
	if (!view)
	{
		return;
	}
	osg::GraphicsContext::WindowingSystemInterface *wsi = osg::GraphicsContext::getWindowingSystemInterface();//获取设备信息
	if (!wsi)
	{
		return;
	}
	unsigned int width, height;
	wsi->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0),width,height);//获取设备中的宽高
	osg::ref_ptr<osg::GraphicsContext::Traits> tranis = new osg::GraphicsContext::Traits;//创建上下文需要的参数结构体
	tranis->x = 0;
	tranis->y = 0;
	tranis->width = width;
	tranis->height = height;
	tranis->windowDecoration = false;
	tranis->doubleBuffer = true;//双缓冲
	tranis->sharedContext = false;//共享上下文
	osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(tranis);//创建图形上下文
	if (!gc.valid())
	{
		return;
	}
	osg::ref_ptr<osg::Camera> master = new osg::Camera;
	master->setGraphicsContext(gc);
	master->setViewport(0, 0, 1200, 800);
	view->addSlave(master.get());//如默认参数,即bool useMastersSceneData=true,则视口使用主相机的渲染数据

	osg::ref_ptr<osg::Camera> slace_camera = new osg::Camera;
	slace_camera->setGraphicsContext(gc);
	slace_camera->setViewport(0, 0, 200, 200);
	view->addSlave(slace_camera.get(),osg::Matrix::scale(osg::Vec3d(2, 2, 2)),osg::Matrix::identity());//第二个参数可设置从相机的姿态,位置矩阵会和主相机同步移动
}

int main()
{
	osg::ref_ptr<osgViewer::Viewer>view = new osgViewer::Viewer;
	creatCamera(view);
	osg::Group*gp = new osg::Group;
	gp->addChild(osgDB::readNodeFile("cow.osg"));
	view->setSceneData(gp);
	return view->run();
}
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