标签:name 系统设置 fusion contex asi matrix 程序 ace imu
当前位置:osgViewer/View.cpp 第 575 行,osgViewer::View::setUpViewInWindow()这个函数有五个传入参数:窗口左上角坐标 x,y,宽度 width,高度 height,以及屏幕数 screenNum。它的作用顾名思义是根据给定的窗口参数来创建一个图形设备。
_displayType:显示器类型,默认为 MONITOR(监视器),此外还支持 POWERWALL(威力墙),REALITY_CENTER(虚拟实境中心)和 HEAD_MOUNTED_DISPLAY(头盔显示器)。
_stereoMode :立体显示模式,默认为 ANAGLYPHIC (互补色),此外还支持QUAD_BUFFER(四方体缓冲),HORIZONTAL_SPLIT(水平分割),VERTICAL_SPLIT(垂直分割),LEFT_EYE(左眼用),RIGHT_EYE(右眼用),HORIZONTAL_INTERLACE(水平交错),VERTICAL_INTERLACE(垂直交错),CHECKERBOARD(棋盘式交错,用于DLP 显示器)。
_eyeSeparation:双眼的物理距离,默认为 0.05。
_screenWidth,_screenHeight:屏幕的实际宽度和高度,分别默认设置为 0.325 和 0.26,目前它们影响的仅仅是视图采用透视投影时的宽高比。
_screenDistance:人眼到屏幕的距离,默认为 0.5。
_splitStereoHorizontalEyeMapping:默认为 LEFT_EYE_LEFT_VIEWPORT(左眼渲染左视口),也可设为 LEFT_EYE_RIGHT_VIEWPORT(左眼渲染右视口)。
_splitStereoHorizontalSeparation:左视口和右视口之间的距离(像素数),默认为 0。
_splitStereoVerticalEyeMapping:默认为 LEFT_EYE_TOP_VIEWPORT(左眼渲染顶视口),也可设为 LEFT_EYE_BOTTOM_VIEWPORT(左眼渲染底视口)。
_splitStereoVerticalSeparation:顶视口和底视口之间的距离(像素数),默认为 0。
_splitStereoAutoAdjustAspectRatio:默认为 true,用于屏幕分割之后对其宽高比进行补偿。
_maxNumOfGraphicsContexts:用户程序中最多可用的 GraphicsContext(图形设备上下文)数目,默认为 32 个。
_numMultiSamples:多重采样的子像素样本数,默认为 0。如果显示卡支持的话,打开多重采样可以大幅改善反走样(anti-aliasing)的效果。
此外还有很多可以设置的类变量,如_minimumNumberStencilBits(模板缓存的最小位数)等,其默认设置均在 osg::DisplaySettings::setDefaults 函数中完成,其中有些变量可能还没有作用。要注意的是,DisplaySettings 的作用仅仅是保存所有可能在系统显示中用到的数据,这个类本身并不会据此改变任何系统设置和渲染方式。
值得称道的是,DisplaySettings 可以很方便地从系统环境变量或者命令行参数中获取用户对显示设备的设置,详细的调用方法可以参阅 DisplaySettings::readEnvironmentalVariables和 DisplaySettings::readCommandLine 两个函数的内容,十分通俗易懂。
如果希望在用户程序中更改 DisplaySettings 中的显示设置,请务必在执行视景器的realize 函数之前,当然也就是仿真循环开始之前。这一点也是要切记的。
void View::setUpViewInWindow(int x, int y, int width, int height, unsigned int screenNum) { apply(new osgViewer::SingleWindow(x, y, width, height, screenNum)); }
void View::apply(ViewConfig* config) { if (config) { OSG_INFO<<"Applying osgViewer::ViewConfig : "<<config->className()<<std::endl; config->configure(*this); } _lastAppliedViewConfig = config; }
View::View(): _fusionDistanceMode(osgUtil::SceneView::PROPORTIONAL_TO_SCREEN_DISTANCE), _fusionDistanceValue(1.0f) { // OSG_NOTICE<<"Constructing osgViewer::View"<<std::endl; _startTick = 0; _frameStamp = new osg::FrameStamp; _frameStamp->setFrameNumber(0); _frameStamp->setReferenceTime(0); _frameStamp->setSimulationTime(0); _scene = new Scene; // make sure View is safe to reference multi-threaded. setThreadSafeRefUnref(true); // need to attach a Renderer to the master camera which has been default constructed getCamera()->setRenderer(createRenderer(getCamera())); setEventQueue(new osgGA::EventQueue); setStats(new osg::Stats("View")); }
View::View(const osgViewer::View& view, const osg::CopyOp& copyop): osg::Object(view, copyop), osg::View(view,copyop), osgGA::GUIActionAdapter(), _startTick(0), _fusionDistanceMode(view._fusionDistanceMode), _fusionDistanceValue(view._fusionDistanceValue) { _scene = new Scene; // need to attach a Renderer to the master camera which has been default constructed getCamera()->setRenderer(createRenderer(getCamera())); setEventQueue(new osgGA::EventQueue); setStats(new osg::Stats("View")); }
void SingleWindow::configure(osgViewer::View& view) const { osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface(); if (!wsi) { OSG_NOTICE<<"SingleWindow::configure() : Error, no WindowSystemInterface available, cannot create windows."<<std::endl; return; } osg::DisplaySettings* ds = getActiveDisplaySetting(view); osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits(ds); traits->readDISPLAY(); if (traits->displayNum<0) traits->displayNum = 0; traits->screenNum = _screenNum; traits->x = _x; traits->y = _y; traits->width = _width; traits->height = _height; traits->windowDecoration = _windowDecoration; traits->overrideRedirect = _overrideRedirect; traits->doubleBuffer = true; traits->sharedContext = 0; if (traits->width<=0 || traits->height<=0 ) { osg::GraphicsContext::ScreenIdentifier si; si.readDISPLAY(); // displayNum has not been set so reset it to 0. if (si.displayNum<0) si.displayNum = 0; si.screenNum = _screenNum; unsigned int width, height; wsi->getScreenResolution(si, width, height); if (traits->width<=0) traits->width = width; if (traits->height<=0) traits->height = height; } osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get()); view.getCamera()->setGraphicsContext(gc.get()); osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc.get()); if (gw) { OSG_INFO<<"SingleWindow::configure - GraphicsWindow has been created successfully."<<std::endl; gw->getEventQueue()->getCurrentEventState()->setWindowRectangle(traits->x, traits->y, traits->width, traits->height ); } else { OSG_NOTICE<<"SingleWindow::configure - GraphicsWindow has not been created successfully."<<std::endl; return; } double fovy, aspectRatio, zNear, zFar; view.getCamera()->getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar); double newAspectRatio = double(traits->width) / double(traits->height); double aspectRatioChange = newAspectRatio / aspectRatio; if (aspectRatioChange != 1.0) { view.getCamera()->getProjectionMatrix() *= osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0); } view.getCamera()->setViewport(new osg::Viewport(0, 0, traits->width, traits->height)); GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; view.getCamera()->setDrawBuffer(buffer); view.getCamera()->setReadBuffer(buffer); if (ds->getKeystoneHint()) { if (ds->getKeystoneHint() && !ds->getKeystoneFileNames().empty()) { osgViewer::Keystone::loadKeystoneFiles(ds); } if (ds->getKeystones().empty()) ds->getKeystones().push_back(new Keystone); view.assignStereoOrKeystoneToCamera(view.getCamera(), ds); } else if (ds->getStereo() && ds->getUseSceneViewForStereoHint()) { view.assignStereoOrKeystoneToCamera(view.getCamera(), ds); } }
osg osgViewer::View::setUpViewInWindow()
标签:name 系统设置 fusion contex asi matrix 程序 ace imu
原文地址:https://www.cnblogs.com/herd/p/11110529.html