使用OSG和shader实现了雷达扫描效果
#include <windows.h>
#include <osg/Geometry>
#include <osg/Geode>
#include <osgUtil/SmoothingVisitor>
#include <osgViewer/Viewer>
#include <osg/LineWidth>
#include <osg/PolygonMode>
//顶点着色器
static const char* vertSource = {
"varying out 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"
};
//片元着色器
static const char* fragSource = {
"uniform float num; \n"
"uniform float height; \n"
"varying in vec3 pos;\n"
"float Alpha = 1.0; \n"
"float f = pos.z;\n"
"uniform float osg_FrameTime;\n"
"void main()\n"
"{\n"
"if (sin(f/height*3.14*2*num+ osg_FrameTime*10) > 0)\n"
"{\n"
" Alpha = 0.5;\n"
"}\n"
"else\n"
"{\n"
" Alpha = 0;\n"
"}\n"
" gl_FragColor = vec4(1,0,1,Alpha);\n"
"}\n "
};
#include <math.h>
int main(int argc, char** argv)
{
osg::ref_ptr<osg::Group> root = new osg::Group;
osg::ref_ptr<osg::Geode> geode = new osg::Geode();
osg::ref_ptr<osg::Geometry> geom = new osg::Geometry();
osg::ref_ptr<osg::Geometry> geom2 = new osg::Geometry();
geode->addDrawable(geom);
osg::ref_ptr<osg::PolygonMode> polygonMode = new osg::PolygonMode();
polygonMode->setMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE);
//geode->getOrCreateStateSet()->setAttribute(polygonMode);
root->addChild(geode);
osg::Vec3Array* vt = new osg::Vec3Array;
vt->push_back(osg::Vec3(0, 0, 100));
for (float i = 0; i < osg::PI * 2; i += osg::PI / 180.0)
{
float x = 30 * cos(i);
float y = 30 * sin(i);
vt->push_back(osg::Vec3(x, y, 0));
}
geom->setVertexArray(vt);
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN, 0, vt->size()));
//直接用Shader上色 此处可以注释
//osg::Vec4Array* colors = new osg::Vec4Array;
//colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f)); //index 0 red
//geom->setColorArray(colors);
//geom->setColorBinding(osg::Geometry::BIND_OVERALL);
geom->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
geom->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
//取消深度测试很关键,防止转动时颜色变化
geom->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
osg::StateSet* stateset = geom->getOrCreateStateSet();
osg::Program * program = new osg::Program;
program->addShader(new osg::Shader(osg::Shader::VERTEX, vertSource));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragSource));
osg::ref_ptr<osg::Uniform> uniform_num = new osg::Uniform("num", float(5.0)); //设置为5层
osg::ref_ptr<osg::Uniform> uniform_height = new osg::Uniform("height", float(100.0)); //设置最大高度
stateset->addUniform(uniform_num.get());
stateset->addUniform(uniform_height.get());
stateset->setAttributeAndModes(program, osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
osgViewer::Viewer viewer;
viewer.setSceneData(root.get());
return viewer.run();
}