]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/sky/cloud.cxx
3D clouds from Stuart Buchanan. Need a recent driver update, --enable-clouds3d option...
[simgear.git] / simgear / scene / sky / cloud.cxx
index f236b46a57c8a70472a6fa5a25d6fc4b34610ee3..0ec7139b01615acf9bef1816277d4f1907d2fa85 100644 (file)
 #include <osg/Material>
 #include <osg/ShadeModel>
 #include <osg/TexEnv>
+#include <osg/TexEnvCombine>
 #include <osg/Texture2D>
 #include <osg/TextureCubeMap>
+#include <osg/TexMat>
+#include <osg/Fog>
 
 #include <simgear/math/sg_random.h>
+#include <simgear/misc/PathOptions.hxx>
 #include <simgear/debug/logstream.hxx>
 #include <simgear/scene/model/model.hxx>
-#include <simgear/scene/util/SGDebugDrawCallback.hxx>
+#include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/scene/util/StateAttributeFactory.hxx>
 #include <simgear/math/polar3d.hxx>
 
 #include "newcloud.hxx"
 #include "cloudfield.hxx"
 #include "cloud.hxx"
 
-// #if defined(__MINGW32__)
-// #define isnan(x) _isnan(x)
-// #endif
+using namespace simgear;
+#if defined(__MINGW32__)
+#define isnan(x) _isnan(x)
+#endif
 
 // #if defined (__FreeBSD__)
 // #  if __FreeBSD_version < 500000
@@ -76,39 +82,22 @@ bool SGCloudLayer::enable_bump_mapping = false;
 
 // make an StateSet for a cloud layer given the named texture
 static osg::StateSet*
-SGMakeState(const SGPath &path, const char* colorTexture, const char* normalTexture)
+SGMakeState(const SGPath &path, const char* colorTexture,
+            const char* normalTexture)
 {
     osg::StateSet *stateSet = new osg::StateSet;
 
-    SGPath colorPath(path);
-    colorPath.append(colorTexture);
-    stateSet->setTextureAttribute(0, SGLoadTexture2D(colorPath));
+    osg::ref_ptr<osgDB::ReaderWriter::Options> options
+        = makeOptionsFromPath(path);
+    stateSet->setTextureAttribute(0, SGLoadTexture2D(colorTexture,
+                                                     options.get()));
     stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
-
-    osg::TexEnv* texEnv = new osg::TexEnv;
-    texEnv->setMode(osg::TexEnv::MODULATE);
-    stateSet->setTextureAttribute(0, texEnv);
-    osg::ShadeModel* shadeModel = new osg::ShadeModel;
-    // FIXME: TRUE??
-    shadeModel->setMode(osg::ShadeModel::SMOOTH);
-    stateSet->setAttributeAndModes(shadeModel);
-
+    StateAttributeFactory* attribFactory = StateAttributeFactory::instance();
+    stateSet->setAttributeAndModes(attribFactory->getSmoothShadeModel());
     stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
     stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
-
-//     osg::AlphaFunc* alphaFunc = new osg::AlphaFunc;
-//     alphaFunc->setFunction(osg::AlphaFunc::GREATER);
-//     alphaFunc->setReferenceValue(0.01);
-//     stateSet->setAttribute(alphaFunc);
-//     stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
-    stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
-
-    osg::BlendFunc* blendFunc = new osg::BlendFunc;
-    blendFunc->setSource(osg::BlendFunc::SRC_ALPHA);
-    blendFunc->setDestination(osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
-    stateSet->setAttribute(blendFunc);
-    stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
+    stateSet->setAttributeAndModes(attribFactory->getStandardAlphaFunc());
+    stateSet->setAttributeAndModes(attribFactory->getStandardBlendFunc());
 
 //     osg::Material* material = new osg::Material;
 //     material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
@@ -117,7 +106,6 @@ SGMakeState(const SGPath &path, const char* colorTexture, const char* normalText
 //     material->setSpecular(osg::Material::FRONT_AND_BACK,
 //                           osg::Vec4(0, 0, 0, 1));
 //     stateSet->setAttribute(material);
-//     stateSet->setMode(GL_COLOR_MATERIAL, osg::StateAttribute::ON);
 
     stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
 
@@ -140,6 +128,7 @@ SGMakeState(const SGPath &path, const char* colorTexture, const char* normalText
 
 // Constructor
 SGCloudLayer::SGCloudLayer( const string &tex_path ) :
+    cloud_root(new osg::Switch),
     layer_root(new osg::Switch),
     group_top(new osg::Group),
     group_bottom(new osg::Group),
@@ -157,13 +146,58 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) :
     last_lon(0.0),
     last_lat(0.0)
 {
+    // XXX
+    // Render bottoms before the rest of transparent objects (rendered
+    // in bin 10), tops after. The negative numbers on the bottoms
+    // RenderBins and the positive numbers on the tops enforce this
+    // order.
+  cloud_root->addChild(layer_root.get(), true);
   layer_root->addChild(group_bottom.get());
   layer_root->addChild(group_top.get());
+  osg::StateSet *rootSet = layer_root->getOrCreateStateSet();
+  rootSet->setRenderBinDetails(CLOUDS_BIN, "DepthSortedBin");
+  rootSet->setTextureAttribute(0, new osg::TexMat);
+  // Combiner for fog color and cloud alpha
+  osg::TexEnvCombine* combine0 = new osg::TexEnvCombine;
+  osg::TexEnvCombine* combine1 = new osg::TexEnvCombine;
+  combine0->setCombine_RGB(osg::TexEnvCombine::MODULATE);
+  combine0->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
+  combine0->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
+  combine0->setSource1_RGB(osg::TexEnvCombine::TEXTURE0);
+  combine0->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
+  combine0->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
+  combine0->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
+  combine0->setOperand0_Alpha(osg::TexEnvCombine::SRC_ALPHA);
+  combine0->setSource1_Alpha(osg::TexEnvCombine::TEXTURE0);
+  combine0->setOperand1_Alpha(osg::TexEnvCombine::SRC_ALPHA);
+
+  combine1->setCombine_RGB(osg::TexEnvCombine::MODULATE);
+  combine1->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
+  combine1->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
+  combine1->setSource1_RGB(osg::TexEnvCombine::CONSTANT);
+  combine1->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
+  combine1->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
+  combine1->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
+  combine1->setOperand0_Alpha(osg::TexEnvCombine::SRC_ALPHA);
+  combine1->setSource1_Alpha(osg::TexEnvCombine::CONSTANT);
+  combine1->setOperand1_Alpha(osg::TexEnvCombine::SRC_ALPHA);
+  combine1->setDataVariance(osg::Object::DYNAMIC);
+  rootSet->setTextureAttributeAndModes(0, combine0);
+  rootSet->setTextureAttributeAndModes(1, combine1);
+  rootSet->setTextureMode(1, GL_TEXTURE_2D, osg::StateAttribute::ON);
+  rootSet->setTextureAttributeAndModes(1, StateAttributeFactory::instance()
+                                       ->getWhiteTexture(),
+                                       osg::StateAttribute::ON);
+  rootSet->setDataVariance(osg::Object::DYNAMIC);
+
+  base = osg::Vec2(sg_random(), sg_random());
 
   group_top->addChild(layer_transform.get());
   group_bottom->addChild(layer_transform.get());
 
-  layer3D = new SGCloudField;
+  layer3D = new SGCloudField();
+  cloud_root->addChild(layer3D->getNode(), false);
+
   rebuild();
 }
 
@@ -246,6 +280,17 @@ SGCloudLayer::setCoverage (Coverage coverage)
     }
 }
 
+void
+SGCloudLayer::setTextureOffset(const osg::Vec2& offset)
+{
+    osg::StateAttribute* attr = layer_root->getStateSet()
+        ->getTextureAttribute(0, osg::StateAttribute::TEXMAT);
+    osg::TexMat* texMat = dynamic_cast<osg::TexMat*>(attr);
+    if (!texMat)
+        return;
+    texMat->setMatrix(osg::Matrix::translate(offset[0], offset[1], 0.0));
+}
+
 // build the cloud object
 void
 SGCloudLayer::rebuild()
@@ -389,40 +434,35 @@ SGCloudLayer::rebuild()
         cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Z, image);
 
         osg::StateSet* state;
-        state = SGMakeState(texture_path, "overcast.rgb", "overcast_n.rgb");
+        state = SGMakeState(texture_path, "overcast.png", "overcast_n.png");
         layer_states[SG_CLOUD_OVERCAST] = state;
-        state = SGMakeState(texture_path, "overcast_top.rgb", "overcast_top_n.rgb");
+        state = SGMakeState(texture_path, "overcast_top.png", "overcast_top_n.png");
         layer_states2[SG_CLOUD_OVERCAST] = state;
         
-        state = SGMakeState(texture_path, "broken.rgba", "broken_n.rgb");
+        state = SGMakeState(texture_path, "broken.png", "broken_n.png");
         layer_states[SG_CLOUD_BROKEN] = state;
         layer_states2[SG_CLOUD_BROKEN] = state;
         
-        state = SGMakeState(texture_path, "scattered.rgba", "scattered_n.rgb");
+        state = SGMakeState(texture_path, "scattered.png", "scattered_n.png");
         layer_states[SG_CLOUD_SCATTERED] = state;
         layer_states2[SG_CLOUD_SCATTERED] = state;
         
-        state = SGMakeState(texture_path, "few.rgba", "few_n.rgb");
+        state = SGMakeState(texture_path, "few.png", "few_n.png");
         layer_states[SG_CLOUD_FEW] = state;
         layer_states2[SG_CLOUD_FEW] = state;
         
-        state = SGMakeState(texture_path, "cirrus.rgba", "cirrus_n.rgb");
+        state = SGMakeState(texture_path, "cirrus.png", "cirrus_n.png");
         layer_states[SG_CLOUD_CIRRUS] = state;
         layer_states2[SG_CLOUD_CIRRUS] = state;
         
         layer_states[SG_CLOUD_CLEAR] = 0;
         layer_states2[SG_CLOUD_CLEAR] = 0;
-
-      // OSGFIXME
-//             SGNewCloud::loadTextures(texture_path.str());
-//             layer3D->buildTestLayer();
     }
 
     scale = 4000.0;
     last_lon = last_lat = -999.0f;
-    
-    base = osg::Vec2(sg_random(), sg_random());
-    
+
+    setTextureOffset(base);
     // build the cloud layer
     const float layer_scale = layer_span / scale;
     const float mpi = SG_PI/4;
@@ -449,7 +489,7 @@ SGCloudLayer::rebuild()
       
       osg::Vec3 vertex(layer_span*(i-2)/2, -layer_span,
                        alt_diff * (sin(i*mpi) - 2));
-      osg::Vec2 tc(base[0] + layer_scale * i/4, base[1]);
+      osg::Vec2 tc(layer_scale * i/4, 0.0f);
       osg::Vec4 color(1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f);
       
       cl[i]->push_back(color);
@@ -459,8 +499,7 @@ SGCloudLayer::rebuild()
       for (int j = 0; j < 4; j++) {
         vertex = osg::Vec3(layer_span*(i-1)/2, layer_span*(j-2)/2,
                            alt_diff * (sin((i+1)*mpi) + sin(j*mpi) - 2));
-        tc = osg::Vec2(base[0] + layer_scale * (i+1)/4,
-                       base[1] + layer_scale * j/4);
+        tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale * j/4);
         color = osg::Vec4(1.0f, 1.0f, 1.0f,
                           ( (j == 0) || (i == 3)) ?  
                           ( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
@@ -471,8 +510,7 @@ SGCloudLayer::rebuild()
         
         vertex = osg::Vec3(layer_span*(i-2)/2, layer_span*(j-1)/2,
                            alt_diff * (sin(i*mpi) + sin((j+1)*mpi) - 2) );
-        tc = osg::Vec2(base[0] + layer_scale * i/4,
-                       base[1] + layer_scale * (j+1)/4 );
+        tc = osg::Vec2(layer_scale * i/4, layer_scale * (j+1)/4 );
         color = osg::Vec4(1.0f, 1.0f, 1.0f,
                           ((j == 3) || (i == 0)) ?
                           ((j == 3) && (i == 0)) ? 0.0f : 0.15f : 1.0f );
@@ -484,8 +522,7 @@ SGCloudLayer::rebuild()
       vertex = osg::Vec3(layer_span*(i-1)/2, layer_span, 
                          alt_diff * (sin((i+1)*mpi) - 2));
       
-      tc = osg::Vec2(base[0] + layer_scale * (i+1)/4,
-                     base[1] + layer_scale);
+      tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale);
       
       color = osg::Vec4(1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f );
       
@@ -513,298 +550,28 @@ SGCloudLayer::rebuild()
     
     //OSGFIXME: true
     if ( layer_states[layer_coverage].valid() ) {
-      osg::CopyOp copyOp(osg::CopyOp::DEEP_COPY_ALL
-                         & ~osg::CopyOp::DEEP_COPY_TEXTURES);
-      
+      osg::CopyOp copyOp;    // shallow copy
+      // render bin will be set in reposition
       osg::StateSet* stateSet = static_cast<osg::StateSet*>(layer_states2[layer_coverage]->clone(copyOp));
-      // OSGFIXME
-      stateSet->setRenderBinDetails(4, "RenderBin");
+      stateSet->setDataVariance(osg::Object::DYNAMIC);
       group_top->setStateSet(stateSet);
       stateSet = static_cast<osg::StateSet*>(layer_states2[layer_coverage]->clone(copyOp));
-      stateSet->setRenderBinDetails(4, "RenderBin");
+      stateSet->setDataVariance(osg::Object::DYNAMIC);
       group_bottom->setStateSet(stateSet);
     }
 }
 
-#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
-
 // repaint the cloud layer colors
 bool SGCloudLayer::repaint( const SGVec3f& fog_color ) {
-  for ( int i = 0; i < 4; i++ ) {
-    osg::Vec4 color(fog_color.osg(), 1);
-    color[3] = (i == 0) ? 0.0f : cloud_alpha * 0.15f;
-    (*cl[i])[0] = color;
-    
-    for ( int j = 0; j < 4; ++j ) {
-      color[3] =
-        ((j == 0) || (i == 3)) ?
-        ((j == 0) && (i == 3)) ? 0.0f : cloud_alpha * 0.15f : cloud_alpha;
-      (*cl[i])[(2*j) + 1] = color;
-      
-      color[3] = 
-        ((j == 3) || (i == 0)) ?
-        ((j == 3) && (i == 0)) ? 0.0f : cloud_alpha * 0.15f : cloud_alpha;
-      (*cl[i])[(2*j) + 2] = color;
-    }
-    
-    color[3] = (i == 3) ? 0.0f : cloud_alpha * 0.15f;
-    (*cl[i])[9] = color;
-    
-    cl[i]->dirty();
-  }
-
-  return true;
+    osg::Vec4f combineColor(fog_color.osg(), cloud_alpha);
+    osg::TexEnvCombine* combiner
+        = dynamic_cast<osg::TexEnvCombine*>(layer_root->getStateSet()
+                                            ->getTextureAttribute(1, osg::StateAttribute::TEXENV));
+    combiner->setConstantColor(combineColor);
+
+    // Set the fog color for the 3D clouds too.
+    //cloud3dfog->setColor(combineColor);
+    return true;
 }
 
 // reposition the cloud layer at the specified origin and orientation
@@ -850,11 +617,24 @@ bool SGCloudLayer::reposition( const SGVec3f& p, const SGVec3f& up, double lon,
 
     layer_transform->setMatrix( LAT*LON*T );
 
+    // The layers need to be drawn in order because they are
+    // translucent, but OSG transparency sorting doesn't work because
+    // the cloud polys are huge. However, the ordering is simple: the
+    // bottom polys should be drawn from high altitude to low, and the
+    // top polygons from low to high. The altitude can be used
+    // directly to order the polygons!
+    group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl,
+                                                     "RenderBin");
+    group_top->getStateSet()->setRenderBinDetails((int)layer_asl,
+                                                  "RenderBin");
     if ( alt <= layer_asl ) {
       layer_root->setSingleChildOn(0);
-    } else {
+    } else if ( alt >= layer_asl + layer_thickness ) {
       layer_root->setSingleChildOn(1);
+    } else {
+      layer_root->setAllChildrenOff();
     }
+        
 
     // now calculate update texture coordinates
     if ( last_lon < -900 ) {
@@ -934,19 +714,26 @@ bool SGCloudLayer::reposition( const SGVec3f& p, const SGVec3f& up, double lon,
 
         // cout << "base = " << base[0] << "," << base[1] << endl;
 
-        for (int i = 0; i < 4; i++) {
-          (*tl[i])[0] = base + osg::Vec2(i, 0)*layer_scale/4;
-          for (int j = 0; j < 4; j++) {
-            (*tl[i])[j*2+1] = base + osg::Vec2(i+1, j)*layer_scale/4;
-            (*tl[i])[j*2+2] = base + osg::Vec2(i, j+1)*layer_scale/4;
-          }
-          (*tl[i])[9] = base + osg::Vec2(i+1, 4)*layer_scale/4;
-        }
-
+        setTextureOffset(base);
         last_lon = lon;
         last_lat = lat;
     }
 
-//     layer3D->reposition( p, up, lon, lat, alt, dt, direction, speed);
+    layer3D->reposition( p, up, lon, lat, dt);
     return true;
 }
+
+void SGCloudLayer::set_enable3dClouds(bool enable) {
+     
+    if (layer3D->defined3D && enable) {
+        cloud_root->setChildValue(layer3D->getNode(), true);
+        cloud_root->setChildValue(layer_root.get(),   false);
+    } else {
+        cloud_root->setChildValue(layer3D->getNode(), false);
+        cloud_root->setChildValue(layer_root.get(),   true);
+    }        
+}
+
+void SGCloudLayer::applyDensity() {
+    layer3D->applyDensity();
+}