DYTSrouce/src/effects/ConeWave.cpp

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#include "effects/ConeWave.h"
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#include <osg/BlendFunc>
#include <osg/Material>
#include <osg/Texture2D>
#include <osg/ShapeDrawable>
#include <osg/Group>
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osg/Shader>
#include <osg/Program>
#include <osg/Uniform>
#include <osg/Depth>
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#include <osg/Cullface>
#include <osgEarth/Registry>
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class WaveSurfaceCallback : public osg::NodeCallback {
public:
WaveSurfaceCallback() : timeElapsed(0.0f) {}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) {
timeElapsed += (nv->getFrameStamp()->getSimulationTime() - SimulationTime);
osg::Geode* geode = dynamic_cast<osg::Geode*>(node);
if (geode) {
osg::Geometry* geometry = dynamic_cast<osg::Geometry*>(geode->getDrawable(0));
if (geometry) {
osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());
if (vertices) {
float amplitude = 2.0f;
float frequency = 1.0f;
for (unsigned int i = 0; i < vertices->size(); ++i) {
osg::Vec3f& vertex = (*vertices)[i];
vertex.z() = amplitude * sin(frequency * (vertex.x() + timeElapsed));
}
geometry->setVertexArray(vertices);
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geometry->dirtyBound();
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}
}
}
traverse(node, nv);
SimulationTime = nv->getFrameStamp()->getSimulationTime();
}
private:
float timeElapsed;
double SimulationTime;
};
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class RadarWaveTimeCallback : public osg::NodeCallback {
public:
RadarWaveTimeCallback(osg::ref_ptr<osg::Uniform> waveTimeUniform)
: waveTimeUniform_(waveTimeUniform), startTime_(0.0) {}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) {
if (nv->getFrameStamp()) {
double currentTime = nv->getFrameStamp()->getSimulationTime();
if (startTime_ == 0.0) {
startTime_ = currentTime;
}
float elapsedTime = static_cast<float>(currentTime - startTime_);
if (waveTimeUniform_.valid()) {
waveTimeUniform_->set(elapsedTime);
}
}
traverse(node, nv);
}
private:
osg::ref_ptr<osg::Uniform> waveTimeUniform_;
double startTime_;
};
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ConeWave::ConeWave() {
osgEarth::Registry::shaderGenerator().run(this);
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currentTime_ = 0.0;
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height_ = 1000.0f;
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radius_ = 50.0f;
waveRadius_ = 100.0f;
waveSpeed_ = 20.0f;
waveCount_ = 3;
baseColor_ = osg::Vec4(0.0f, 0.8f, 1.0f, 1.0f);
waveColor_ = osg::Vec4(1.0f, 0.5f, 1.0f, 0.8f);
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ringBrightAlpha_ = 0.8f;
ringDarkAlpha_ = 0.3f;
coneAlpha_ = 0.7f;
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}
ConeWave::~ConeWave(void)
{
}
void ConeWave::Render(double dt) {
}
void ConeWave::InitGeode() {
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Rebuild();
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getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
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setCullingActive(true);
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}
void ConeWave::Destory() {
OnDestroy();
}
void ConeWave::SetHeight(float height) {
height_ = height;
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Rebuild();
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}
void ConeWave::SetBaseColor(const osg::Vec4& color) {
baseColor_ = color;
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if (baseColorUniform_.valid()) {
baseColorUniform_->set(baseColor_);
}
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}
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void ConeWave::SetWaveCount(int count) {
waveCount_ = count;
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if (waveCountUniform_.valid()) {
waveCountUniform_->set(static_cast<float>(waveCount_));
} else {
Rebuild();
}
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}
void ConeWave::SetWaveSpeed(float speed) {
waveSpeed_ = speed;
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if (waveSpeedUniform_.valid()) {
waveSpeedUniform_->set(waveSpeed_);
}
}
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void ConeWave::SetWaveRadius(float radius) {
waveRadius_ = radius;
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radius_ = radius;
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Rebuild();
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}
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void ConeWave::SetWaveColor(const osg::Vec4& color) {
waveColor_ = color;
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if (waveColorUniform_.valid()) {
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waveColorUniform_->set(waveColor_);
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}
}
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void ConeWave::SetRingBrightAlpha(float alpha) {
ringBrightAlpha_ = alpha;
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if (ringBrightAlphaUniform_.valid()) {
ringBrightAlphaUniform_->set(alpha);
}
}
void ConeWave::SetRingDarkAlpha(float alpha) {
ringDarkAlpha_ = alpha;
if (ringDarkAlphaUniform_.valid()) {
ringDarkAlphaUniform_->set(alpha);
}
}
void ConeWave::SetConeAlpha(float alpha) {
coneAlpha_ = alpha;
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if (coneGeometry_.valid()) {
osg::StateSet* ss = coneGeometry_->getOrCreateStateSet();
osg::ref_ptr<osg::Material> material = new osg::Material();
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(0.0f, 0.8f, 1.0f, alpha));
material->setTransparency(osg::Material::FRONT_AND_BACK, 1.0f - alpha);
ss->setAttributeAndModes(material, osg::StateAttribute::ON);
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}
}
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void ConeWave::Clear() {
if (coneCallback_.valid()) {
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setUpdateCallback(nullptr);
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coneCallback_ = nullptr;
}
if (coneGeometry_.valid()) {
removeDrawable(coneGeometry_);
coneGeometry_ = nullptr;
coneDrawable_ = nullptr;
}
waveTimeUniform_ = nullptr;
baseColorUniform_ = nullptr;
waveColorUniform_ = nullptr;
levelHeightUniform_ = nullptr;
waveSpeedUniform_ = nullptr;
ringBrightAlphaUniform_ = nullptr;
ringDarkAlphaUniform_ = nullptr;
}
void ConeWave::Rebuild() {
Clear();
CreateRadarScanWave();
}
void ConeWave::CreateConeGeometry() {
osg::ref_ptr<osg::Geometry> coneGeometry = new osg::Geometry();
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const int segments = 64;
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const float angleStep = 2.0f * osg::PI / segments;
osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array();
osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array();
osg::ref_ptr<osg::Vec2Array> texCoords = new osg::Vec2Array();
vertices->push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
normals->push_back(osg::Vec3(0.0f, 0.0f, -1.0f));
texCoords->push_back(osg::Vec2(0.5f, 0.5f));
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for (int i = 0; i <= segments; ++i) {
float angle = i * angleStep;
float x = radius_ * cos(angle);
float y = radius_ * sin(angle);
float z = height_;
vertices->push_back(osg::Vec3(x, y, z));
osg::Vec3 normal(x, y, radius_);
normal.normalize();
normals->push_back(normal);
texCoords->push_back(osg::Vec2((x/radius_ + 1.0f) * 0.5f, (y/radius_ + 1.0f) * 0.5f));
}
coneGeometry->setVertexArray(vertices);
coneGeometry->setNormalArray(normals);
coneGeometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
coneGeometry->setTexCoordArray(0, texCoords);
osg::ref_ptr<osg::DrawElementsUInt> indices = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES);
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for (int i = 0; i < segments; ++i) {
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indices->push_back(0);
indices->push_back(i + 1);
indices->push_back(i + 2);
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}
coneGeometry->addPrimitiveSet(indices);
if (coneGeometry_.valid() && coneGeometry_->getNumParents() > 0) {
removeDrawable(coneGeometry_);
coneGeometry_ = coneGeometry;
coneDrawable_ = coneGeometry_.get();
waveTimeUniform_ = nullptr;
levelHeightUniform_ = nullptr;
addDrawable(coneDrawable_);
} else {
coneGeometry_ = coneGeometry;
coneDrawable_ = coneGeometry_.get();
}
}
void ConeWave::CreateRadarScanWave() {
CreateConeGeometry();
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addDrawable(coneDrawable_);
osg::StateSet* ss = coneDrawable_->getOrCreateStateSet();
ss->setRenderBinDetails(120, "RenderBin");
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ss->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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ss->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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osg::ref_ptr<osg::BlendFunc> bf = new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
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ss->setAttributeAndModes(bf, osg::StateAttribute::ON);
ss->setMode(GL_BLEND, osg::StateAttribute::ON);
ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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ss->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK));
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CreateRadarShader();
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osg::ref_ptr<osg::NodeCallback> waveTimeCallback = new RadarWaveTimeCallback(waveTimeUniform_);
coneCallback_ = waveTimeCallback;
setUpdateCallback(coneCallback_);
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}
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void ConeWave::CreateRadarShader() {
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if (waveTimeUniform_.valid()) {
return;
}
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static const char* vertexShaderSource =
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"varying vec3 pos;\n"
"void main()\n"
"{\n"
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" pos.x = gl_Vertex.x;\n"
" pos.y = gl_Vertex.y;\n"
" pos.z = gl_Vertex.z;\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n";
static const char* fragmentShaderSource =
"uniform float height;\n"
"uniform vec4 baseColor;\n"
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"uniform vec4 waveColor;\n"
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"uniform float waveTime;\n"
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"uniform float ringBrightAlpha;\n"
"uniform float ringDarkAlpha;\n"
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"uniform float waveSpeed;\n"
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"uniform float waveCount;\n"
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"varying vec3 pos;\n"
"void main()\n"
"{\n"
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" float h = abs(pos.z) / max(height, 1.0);\n"
" float radialDist = sqrt(pos.x * pos.x + pos.y * pos.y);\n"
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" float waveFreq = 0.2 * max(1.0, waveCount * 0.1);\n"
" float timeScale = waveTime * waveSpeed * 0.1;\n"
" float wavePhase = radialDist * waveFreq - timeScale;\n"
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" float ripple = sin(wavePhase);\n"
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" float ripple2 = sin(wavePhase * 1.1 + timeScale * 0.5);\n"
" ripple = (ripple + ripple2 * 0.3) / 1.3;\n"
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" if (ripple > 0.3)\n"
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" {\n"
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" gl_FragColor = vec4(waveColor.rgb, ringBrightAlpha);\n"
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" }\n"
" else\n"
" {\n"
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" gl_FragColor = vec4(baseColor.rgb, ringDarkAlpha);\n"
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" }\n"
"}\n";
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osg::ref_ptr<osg::Shader> vertexShader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
osg::ref_ptr<osg::Shader> fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
osg::ref_ptr<osg::Program> program = new osg::Program;
program->addShader(vertexShader);
program->addShader(fragmentShader);
osg::StateSet* stateSet = coneDrawable_->getOrCreateStateSet();
stateSet->setAttributeAndModes(program, osg::StateAttribute::ON);
waveTimeUniform_ = new osg::Uniform("waveTime", 0.0f);
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baseColorUniform_ = new osg::Uniform("baseColor", baseColor_);
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waveColorUniform_ = new osg::Uniform("waveColor", waveColor_);
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levelHeightUniform_ = new osg::Uniform("height", height_ > 0 ? height_ : 100.0f);
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waveSpeedUniform_ = new osg::Uniform("waveSpeed", waveSpeed_ > 0 ? waveSpeed_ : 1.0f);
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waveCountUniform_ = new osg::Uniform("waveCount", waveCount_ > 0 ? waveCount_ : 1);
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ringBrightAlphaUniform_ = new osg::Uniform("ringBrightAlpha", ringBrightAlpha_);
ringDarkAlphaUniform_ = new osg::Uniform("ringDarkAlpha", ringDarkAlpha_);
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stateSet->addUniform(waveTimeUniform_);
stateSet->addUniform(baseColorUniform_);
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stateSet->addUniform(waveColorUniform_);
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stateSet->addUniform(levelHeightUniform_);
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stateSet->addUniform(waveSpeedUniform_);
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stateSet->addUniform(waveCountUniform_);
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stateSet->addUniform(ringBrightAlphaUniform_);
stateSet->addUniform(ringDarkAlphaUniform_);
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}