#include "effects/ConeWave.h" #include #include #include #include #include #include #include #include #include #include #include #include #include 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(node); if (geode) { osg::Geometry* geometry = dynamic_cast(geode->getDrawable(0)); if (geometry) { osg::Vec3Array* vertices = dynamic_cast(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); geometry->dirtyBound(); } } } traverse(node, nv); SimulationTime = nv->getFrameStamp()->getSimulationTime(); } private: float timeElapsed; double SimulationTime; }; class RadarWaveTimeCallback : public osg::NodeCallback { public: RadarWaveTimeCallback(osg::ref_ptr 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(currentTime - startTime_); if (waveTimeUniform_.valid()) { waveTimeUniform_->set(elapsedTime); } } traverse(node, nv); } private: osg::ref_ptr waveTimeUniform_; double startTime_; }; ConeWave::ConeWave() { osgEarth::Registry::shaderGenerator().run(this); currentTime_ = 0.0; height_ = 1000.0f; 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); ringBrightAlpha_ = 0.8f; ringDarkAlpha_ = 0.3f; coneAlpha_ = 0.7f; } ConeWave::~ConeWave(void) { } void ConeWave::Render(double dt) { } void ConeWave::InitGeode() { Rebuild(); getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON); getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON); setCullingActive(true); } void ConeWave::Destory() { OnDestroy(); } void ConeWave::SetHeight(float height) { height_ = height; Rebuild(); } void ConeWave::SetBaseColor(const osg::Vec4& color) { baseColor_ = color; if (baseColorUniform_.valid()) { baseColorUniform_->set(baseColor_); } } void ConeWave::SetWaveCount(int count) { waveCount_ = count; if (waveCountUniform_.valid()) { waveCountUniform_->set(static_cast(waveCount_)); } else { Rebuild(); } } void ConeWave::SetWaveSpeed(float speed) { waveSpeed_ = speed; if (waveSpeedUniform_.valid()) { waveSpeedUniform_->set(waveSpeed_); } } void ConeWave::SetWaveRadius(float radius) { waveRadius_ = radius; radius_ = radius; Rebuild(); } void ConeWave::SetWaveColor(const osg::Vec4& color) { waveColor_ = color; if (waveColorUniform_.valid()) { waveColorUniform_->set(waveColor_); } } void ConeWave::SetRingBrightAlpha(float alpha) { ringBrightAlpha_ = alpha; 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; if (coneGeometry_.valid()) { osg::StateSet* ss = coneGeometry_->getOrCreateStateSet(); osg::ref_ptr 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); } } void ConeWave::Clear() { if (coneCallback_.valid()) { setUpdateCallback(nullptr); 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 coneGeometry = new osg::Geometry(); const int segments = 64; const float angleStep = 2.0f * osg::PI / segments; osg::ref_ptr vertices = new osg::Vec3Array(); osg::ref_ptr normals = new osg::Vec3Array(); osg::ref_ptr 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)); 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 indices = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES); for (int i = 0; i < segments; ++i) { indices->push_back(0); indices->push_back(i + 1); indices->push_back(i + 2); } 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(); addDrawable(coneDrawable_); osg::StateSet* ss = coneDrawable_->getOrCreateStateSet(); ss->setRenderBinDetails(120, "RenderBin"); ss->setMode(GL_CULL_FACE, osg::StateAttribute::OFF); ss->setMode(GL_LIGHTING, osg::StateAttribute::OFF); osg::ref_ptr bf = new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA); ss->setAttributeAndModes(bf, osg::StateAttribute::ON); ss->setMode(GL_BLEND, osg::StateAttribute::ON); ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); ss->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK)); CreateRadarShader(); osg::ref_ptr waveTimeCallback = new RadarWaveTimeCallback(waveTimeUniform_); coneCallback_ = waveTimeCallback; setUpdateCallback(coneCallback_); } void ConeWave::CreateRadarShader() { if (waveTimeUniform_.valid()) { return; } static const char* vertexShaderSource = "varying vec3 pos;\n" "void main()\n" "{\n" " 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" "uniform vec4 waveColor;\n" "uniform float waveTime;\n" "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 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" " }\n" " else\n" " {\n" " gl_FragColor = vec4(baseColor.rgb, ringDarkAlpha);\n" " }\n" "}\n"; osg::ref_ptr vertexShader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource); osg::ref_ptr fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource); osg::ref_ptr 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); baseColorUniform_ = new osg::Uniform("baseColor", baseColor_); waveColorUniform_ = new osg::Uniform("waveColor", waveColor_); levelHeightUniform_ = new osg::Uniform("height", height_ > 0 ? height_ : 100.0f); waveSpeedUniform_ = new osg::Uniform("waveSpeed", waveSpeed_ > 0 ? waveSpeed_ : 1.0f); waveCountUniform_ = new osg::Uniform("waveCount", waveCount_ > 0 ? waveCount_ : 1); ringBrightAlphaUniform_ = new osg::Uniform("ringBrightAlpha", ringBrightAlpha_); ringDarkAlphaUniform_ = new osg::Uniform("ringDarkAlpha", ringDarkAlpha_); stateSet->addUniform(waveTimeUniform_); stateSet->addUniform(baseColorUniform_); stateSet->addUniform(waveColorUniform_); stateSet->addUniform(levelHeightUniform_); stateSet->addUniform(waveSpeedUniform_); stateSet->addUniform(waveCountUniform_); stateSet->addUniform(ringBrightAlphaUniform_); stateSet->addUniform(ringDarkAlphaUniform_); }