-#if 0
- sgMat4 modelview,
- tmp,
- transform;
- ssgGetModelviewMatrix( modelview );
- layer_transform->getTransform( transform );
-
- sgTransposeNegateMat4( tmp, transform );
-
- sgPostMultMat4( transform, modelview );
- ssgLoadModelviewMatrix( transform );
-
- sgVec3 lightVec;
- ssgGetLight( 0 )->getPosition( lightVec );
- sgNegateVec3( lightVec );
- sgXformVec3( lightVec, tmp );
-
- for ( int i = 0; i < 25; i++ ) {
- CloudVertex &v = vertices[ i ];
- sgSetVec3( v.tangentSpLight,
- sgScalarProductVec3( v.sTangent, lightVec ),
- sgScalarProductVec3( v.tTangent, lightVec ),
- sgScalarProductVec3( v.normal, lightVec ) );
- }
-
- ssgTexture *decal = color_map[ layer_coverage ][ top ? 1 : 0 ];
- if ( top && decal == 0 ) {
- decal = color_map[ layer_coverage ][ 0 ];
- }
- ssgTexture *normal = normal_map[ layer_coverage ][ top ? 1 : 0 ];
- if ( top && normal == 0 ) {
- normal = normal_map[ layer_coverage ][ 0 ];
- }
-
- glDisable( GL_LIGHTING );
- glDisable( GL_CULL_FACE );
-// glDisable( GL_ALPHA_TEST );
- if ( layer_coverage == SG_CLOUD_FEW ) {
- glEnable( GL_ALPHA_TEST );
- glAlphaFunc ( GL_GREATER, 0.01 );
- }
- glEnable( GL_BLEND );
- glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
-
- glShadeModel( GL_SMOOTH );
- glEnable( GL_COLOR_MATERIAL );
- sgVec4 color;
- float emis = 0.05;
- if ( 1 ) {
- ssgGetLight( 0 )->getColour( GL_DIFFUSE, color );
- emis = ( color[0]+color[1]+color[2] ) / 3.0;
- if ( emis < 0.05 )
- emis = 0.05;
- }
- sgSetVec4( color, emis, emis, emis, 0.0 );
- glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, color );
- sgSetVec4( color, 1.0f, 1.0f, 1.0f, 0.0 );
- glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, color );
- sgSetVec4( color, 1.0, 1.0, 1.0, 0.0 );
- glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, color );
- sgSetVec4( color, 0.0, 0.0, 0.0, 0.0 );
- glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, color );
-
- glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
-
- glActiveTexturePtr( GL_TEXTURE0_ARB );
- glBindTexture( GL_TEXTURE_2D, normal->getHandle() );
- glEnable( GL_TEXTURE_2D );
-
- //Bind normalisation cube map to texture unit 1
- glActiveTexturePtr( GL_TEXTURE1_ARB );
- glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, normalization_cube_map );
- glEnable( GL_TEXTURE_CUBE_MAP_ARB );
- glActiveTexturePtr( GL_TEXTURE0_ARB );
-
- //Set vertex arrays for cloud
- glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
- glEnableClientState( GL_VERTEX_ARRAY );
-/*
- if ( nb_texture_unit >= 3 ) {
- glColorPointer( 4, GL_FLOAT, sizeof(CloudVertex), &vertices[0].color );
- glEnableClientState( GL_COLOR_ARRAY );
- }
-*/
- //Send texture coords for normal map to unit 0
- glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
- glEnableClientState( GL_TEXTURE_COORD_ARRAY );
-
- //Send tangent space light vectors for normalisation to unit 1
- glClientActiveTexturePtr( GL_TEXTURE1_ARB );
- glTexCoordPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].tangentSpLight );
- glEnableClientState( GL_TEXTURE_COORD_ARRAY );
-
- //Set up texture environment to do (tex0 dot tex1)*color
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
- glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
- glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE );
- glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE );
- glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE );
-
-// use TexEnvCombine to add the highlights to the original lighting
-osg::TexEnvCombine *te = new osg::TexEnvCombine;
-te->setSource0_RGB(osg::TexEnvCombine::TEXTURE);
-te->setCombine_RGB(osg::TexEnvCombine::REPLACE);
-te->setSource0_Alpha(osg::TexEnvCombine::TEXTURE);
-te->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
-ss->setTextureAttributeAndModes(0, te, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
-
-
- glActiveTexturePtr( GL_TEXTURE1_ARB );
-
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
- glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
- glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB );
- glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
- glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB );
- glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE );
-
-osg::TexEnvCombine *te = new osg::TexEnvCombine;
-te->setSource0_RGB(osg::TexEnvCombine::TEXTURE);
-te->setCombine_RGB(osg::TexEnvCombine::DOT3_RGB);
-te->setSource1_RGB(osg::TexEnvCombine::PREVIOUS);
-te->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
-te->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
-ss->setTextureAttributeAndModes(0, te, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
-
-
- if ( nb_texture_unit >= 3 ) {
- glActiveTexturePtr( GL_TEXTURE2_ARB );
- glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
-
- glClientActiveTexturePtr( GL_TEXTURE2_ARB );
- glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
- glEnableClientState( GL_TEXTURE_COORD_ARRAY );
-
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
- glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD );
- glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
- glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
-
- glClientActiveTexturePtr( GL_TEXTURE0_ARB );
- glActiveTexturePtr( GL_TEXTURE0_ARB );
-
- //Draw cloud layer
- glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
- glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
- glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
- glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
-
- glDisable( GL_TEXTURE_2D );
- glActiveTexturePtr( GL_TEXTURE1_ARB );
- glDisable( GL_TEXTURE_CUBE_MAP_ARB );
- glActiveTexturePtr( GL_TEXTURE2_ARB );
- glDisable( GL_TEXTURE_2D );
- glActiveTexturePtr( GL_TEXTURE0_ARB );
-
- glDisableClientState( GL_TEXTURE_COORD_ARRAY );
- glClientActiveTexturePtr( GL_TEXTURE1_ARB );
- glDisableClientState( GL_TEXTURE_COORD_ARRAY );
- glClientActiveTexturePtr( GL_TEXTURE2_ARB );
- glDisableClientState( GL_TEXTURE_COORD_ARRAY );
- glClientActiveTexturePtr( GL_TEXTURE0_ARB );
-
- glDisableClientState( GL_COLOR_ARRAY );
- glEnable( GL_LIGHTING );
-
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
- } else {
- glClientActiveTexturePtr( GL_TEXTURE0_ARB );
- glActiveTexturePtr( GL_TEXTURE0_ARB );
-
- //Draw cloud layer
- glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
- glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
- glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
- glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
-
- //Disable textures
- glDisable( GL_TEXTURE_2D );
-
- glActiveTexturePtr( GL_TEXTURE1_ARB );
- glDisable( GL_TEXTURE_CUBE_MAP_ARB );
- glActiveTexturePtr( GL_TEXTURE0_ARB );
-
- //disable vertex arrays
- glDisableClientState( GL_VERTEX_ARRAY );
-
- glDisableClientState( GL_TEXTURE_COORD_ARRAY );
- glClientActiveTexturePtr( GL_TEXTURE1_ARB );
- glDisableClientState( GL_TEXTURE_COORD_ARRAY );
- glClientActiveTexturePtr( GL_TEXTURE0_ARB );
-
- //Return to standard modulate texenv
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
- if ( layer_coverage == SG_CLOUD_OVERCAST ) {
- glDepthFunc(GL_LEQUAL);
-
- glEnable( GL_LIGHTING );
- sgVec4 color;
- ssgGetLight( 0 )->getColour( GL_DIFFUSE, color );
- float average = ( color[0] + color[1] + color[2] ) / 3.0f;
- average = 0.15 + average/10;
- sgVec4 averageColor;
- sgSetVec4( averageColor, average, average, average, 1.0f );
- ssgGetLight( 0 )->setColour( GL_DIFFUSE, averageColor );
-
- glBlendColorPtr( average, average, average, 1.0f );
- glBlendFunc( GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_COLOR );
-
- //Perform a second pass to color the torus
- //Bind decal texture
- glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
- glEnable(GL_TEXTURE_2D);
-
- //Set vertex arrays for torus
- glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
- glEnableClientState( GL_VERTEX_ARRAY );
-
- //glColorPointer( 4, GL_FLOAT, sizeof(CloudVertex), &vertices[0].color );
- //glEnableClientState( GL_COLOR_ARRAY );
-
- glNormalPointer( GL_FLOAT, sizeof(CloudVertex), &vertices[0].normal );
- glEnableClientState( GL_NORMAL_ARRAY );
-
- glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
- glEnableClientState( GL_TEXTURE_COORD_ARRAY );
-
- //Draw cloud layer
- glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
- glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
- glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
- glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
-
- ssgGetLight( 0 )->setColour( GL_DIFFUSE, color );
-
- glDisableClientState( GL_TEXTURE_COORD_ARRAY );
- }
- }
- //Disable texture
- glDisable( GL_TEXTURE_2D );
-
- glDisableClientState( GL_VERTEX_ARRAY );
- glDisableClientState( GL_NORMAL_ARRAY );
-
- glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
- glEnable( GL_CULL_FACE );
- glDepthFunc(GL_LESS);
-
- ssgLoadModelviewMatrix( modelview );
-#endif
-