modify cone wave

This commit is contained in:
brige 2025-06-27 23:53:41 +08:00
parent 09767ecdbd
commit a88557220b

View File

@ -141,7 +141,14 @@ void ConeWave::SetBaseColor(const osg::Vec4& color) {
void ConeWave::SetWaveCount(int count) {
waveCount_ = count;
Rebuild();
// 如果uniform已经存在直接更新值
if (waveCountUniform_.valid()) {
waveCountUniform_->set(static_cast<float>(waveCount_));
} else {
// 否则重建整个几何体和着色器
Rebuild();
}
}
void ConeWave::SetWaveSpeed(float speed) {
@ -348,13 +355,18 @@ void ConeWave::CreateRadarShader() {
"uniform float ringBrightAlpha;\n"
"uniform float ringDarkAlpha;\n"
"uniform float waveSpeed;\n"
"uniform float waveCount;\n"
"varying vec3 pos;\n"
"void main()\n"
"{\n"
" float h = abs(pos.z) / max(height, 1.0);\n"
" float radialDist = sqrt(pos.x * pos.x + pos.y * pos.y);\n"
" float wavePhase = radialDist * 3.2 - waveTime * waveSpeed;\n"
" float waveFreq = 0.2 * max(1.0, waveCount * 0.1);\n"
" float timeScale = waveTime * waveSpeed * 0.1;\n"
" float wavePhase = radialDist * waveFreq - timeScale;\n"
" float ripple = sin(wavePhase);\n"
" float ripple2 = sin(wavePhase * 1.1 + timeScale * 0.5);\n"
" ripple = (ripple + ripple2 * 0.3) / 1.3;\n"
" if (ripple > 0.3)\n"
" {\n"
" gl_FragColor = vec4(waveColor.rgb, ringBrightAlpha);\n"
@ -383,6 +395,7 @@ void ConeWave::CreateRadarShader() {
waveColorUniform_ = new osg::Uniform("waveColor", waveColor_);
levelHeightUniform_ = new osg::Uniform("height", height_ > 0 ? height_ : 100.0f); // 确保高度不为0
waveSpeedUniform_ = new osg::Uniform("waveSpeed", waveSpeed_ > 0 ? waveSpeed_ : 1.0f);
waveCountUniform_ = new osg::Uniform("waveCount", waveCount_ > 0 ? waveCount_ : 1);
// 创建透明度控制uniform变量
ringBrightAlphaUniform_ = new osg::Uniform("ringBrightAlpha", ringBrightAlpha_);
@ -393,6 +406,7 @@ void ConeWave::CreateRadarShader() {
stateSet->addUniform(waveColorUniform_);
stateSet->addUniform(levelHeightUniform_);
stateSet->addUniform(waveSpeedUniform_);
stateSet->addUniform(waveCountUniform_);
stateSet->addUniform(ringBrightAlphaUniform_);
stateSet->addUniform(ringDarkAlphaUniform_);
}