modify cone wave
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@ -141,8 +141,15 @@ void ConeWave::SetBaseColor(const osg::Vec4& color) {
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void ConeWave::SetWaveCount(int count) {
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waveCount_ = count;
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// 如果uniform已经存在,直接更新值
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if (waveCountUniform_.valid()) {
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waveCountUniform_->set(static_cast<float>(waveCount_));
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} else {
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// 否则重建整个几何体和着色器
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Rebuild();
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}
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}
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void ConeWave::SetWaveSpeed(float speed) {
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waveSpeed_ = speed;
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@ -348,13 +355,18 @@ void ConeWave::CreateRadarShader() {
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"uniform float ringBrightAlpha;\n"
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"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"
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"void main()\n"
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"{\n"
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" float h = abs(pos.z) / max(height, 1.0);\n"
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" float radialDist = sqrt(pos.x * pos.x + pos.y * pos.y);\n"
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" float wavePhase = radialDist * 3.2 - waveTime * waveSpeed;\n"
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" float waveFreq = 0.2 * max(1.0, waveCount * 0.1);\n"
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" float timeScale = waveTime * waveSpeed * 0.1;\n"
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" 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"
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" 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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@ -383,6 +395,7 @@ void ConeWave::CreateRadarShader() {
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waveColorUniform_ = new osg::Uniform("waveColor", waveColor_);
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levelHeightUniform_ = new osg::Uniform("height", height_ > 0 ? height_ : 100.0f); // 确保高度不为0
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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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// 创建透明度控制uniform变量
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ringBrightAlphaUniform_ = new osg::Uniform("ringBrightAlpha", ringBrightAlpha_);
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@ -393,6 +406,7 @@ void ConeWave::CreateRadarShader() {
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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_);
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stateSet->addUniform(ringDarkAlphaUniform_);
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}
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