+#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 );