Demo演示:Qt5.15.2+OSG3.6.3+OsgEarth3.1的QtCreator下的msvc2019x64版本
osgQt编译
步骤一:下载解压
步骤二:CMake配置
步骤三:CMake配置添加osg环境
步骤四:CMake配置添加Qt环境
步骤五:CMake修改CMakeLists文件内容:
还是出现错误:
检查,并未发现错误
继续深入
有一个路径填错了:
过了,继续配置:
填入其他Qt路径:
步骤六:配置通过
步骤七:生成成功
步骤八:打开工程,进行编译
编译各种问,尝试过多次后放弃,看其他博客是可以的。
(后面的复杂,博主直接修改源码开始移植过去,直接加入工程方式,过程比较艰难,如果能编译好osgQt是最好的,改源码问题较多,需要的可联系博主获取,但是不免费,尊重劳动成果,禁止白嫖)
模块化
配置文件
OsgEarthWidget.pri
INCLUDEPATH += $$PWD
DEPENDPATH += $$PWDQT += openglFORMS += \$$PWD/OsgWidget.uiHEADERS += \$$PWD/OsgViewerWidget.h \$$PWD/OsgWidget.h \$$PWD/define.h \$$PWD/osgQt/include/osgQOpenGL/Export.hSOURCES += \$$PWD/OsgViewerWidget.cpp \$$PWD/OsgWidget.cpp \$$PWD/define.cpp# osg
INCLUDEPATH += $$PWD/osg3.6.3-vs2019/include
DEPENDPATH += $$PWD/osg3.6.3-vs2019/includeLIBS += -L$$PWD/osg3.6.3-vs2019/lib
LIBS += -lOpenThreads \-losg \-losgAnimation \-losgDB \-losgFX \-losgGA \-losgManipulator \-losgParticle \-losgPresentation \-losgShadow \-losgText \-losgUI \-losgUtil \-losgViewer \-losgVolume \-losgWidget \
# -losgQt \-losgSim \-losgTerrain# osgQt
INCLUDEPATH += $$PWD/osgQt/include
DEPENDPATH += $$PWD/osgQt/includeHEADERS += \$$PWD/osgQt/include/osgQOpenGL/CullVisitorEx \$$PWD/osgQt/include/osgQOpenGL/GraphicsWindowEx \$$PWD/osgQt/include/osgQOpenGL/OSGRenderer \$$PWD/osgQt/include/osgQOpenGL/RenderStageEx \$$PWD/osgQt/include/osgQOpenGL/StateEx \$$PWD/osgQt/include/osgQOpenGL/osgQOpenGLWidget \$$PWD/osgQt/include/osgQOpenGL/osgQOpenGLWindowSOURCES += \$$PWD/osgQt/include/osgQOpenGL/CullVisitorEx.cpp \$$PWD/osgQt/include/osgQOpenGL/GraphicsWindowEx.cpp \$$PWD/osgQt/include/osgQOpenGL/OSGRenderer.cpp \$$PWD/osgQt/include/osgQOpenGL/RenderStageEx.cpp \$$PWD/osgQt/include/osgQOpenGL/StateEx.cpp \$$PWD/osgQt/include/osgQOpenGL/osgQOpenGLWidget.cpp \$$PWD/osgQt/include/osgQOpenGL/osgQOpenGLWindow.cpp# osgEarth
INCLUDEPATH += $$PWD/osgearth3.1-vs2019/includeLIBS += -L$$PWD/osgearth3.1-vs2019/lib
LIBS += -losgEarth
Demo源码
osg::ref_ptr<osg::Node> OsgWidget::getEarthSphiere()
{osg::ref_ptr<osg::Group> pGroup = new osg::Group;osgEarth::initialize();const char* styles_css =R"(p {altitude-clamping: terrain-drape;render-backface-culling: false;}p1: p{ fill: #ff3f3f9f; }p2: p{ fill: #3fff3f9f; }p3: p{ fill: #3f3fff9f; }p4: p{ fill: #ff3fff9f; }p5: p{ fill: #ffff3f9f; })";const char* script_source =R"(function getStyleClass(){// Exclude any countries beginning with the letter A:if ( feature.properties.name.charAt(0) === 'A' )return null;// If it starts with the letter C, return an inline style:if ( feature.properties.name.charAt(0) == 'C' )return '{ _fill: #ffc838; stroke: #8f8838; extrusion-height: 250000; }';// Otherwise, return a named style based on some calculations:var pop = parseFloat(feature.properties.pop);if ( pop <= 14045470 ) return "p1";else if ( pop <= 43410900 ) return "p2";else if ( pop <= 97228750 ) return "p3";else if ( pop <= 258833000 ) return "p4";else return "p5";})";osg::ref_ptr<Map> map = new Map();GDALImageLayer* basemap = new GDALImageLayer();basemap->setURL("world.tif");map->addLayer(basemap);// Next we add a layer to provide the feature data.OGRFeatureSource* features = new OGRFeatureSource();features->setName("vector-data");features->setURL("world.shp");map->addLayer(features);Style style;LineSymbol* ls = style.getOrCreateSymbol<LineSymbol>();ls->stroke()->color() = Color::Yellow;ls->stroke()->width() = 2.0f;ls->tessellationSize()->set(100, Units::KILOMETERS);FeatureModelLayer* layer = new FeatureModelLayer();layer->setFeatureSource(features);StyleSheet* styleSheet = new StyleSheet();styleSheet->addStyle(style);layer->setStyleSheet(styleSheet);map->addLayer(layer);LayerVector layers;map->getLayers(layers);for (LayerVector::const_iterator i = layers.begin(); i != layers.end(); ++i){Layer* layer = i->get();if (layer->getStatus().isError() &&layer->getEnabled()){OE_WARN << layer->getName() << " : " << layer->getStatus().toString() << std::endl;}}MapNode* mapNode = new MapNode(map.get());_pViewer->setCameraManipulator(new EarthManipulator());pGroup->addChild(mapNode);return pGroup.get();
}