OSG渲染模式设置实现半透明效果

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"); 



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转载自blog.csdn.net/qq_35097289/article/details/80422401