#include <math.h>
+#include <simgear/structure/OSGVersion.hxx>
#include <osg/AlphaFunc>
#include <osg/BlendFunc>
+#include <osg/CullFace>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/ShadeModel>
#include <osg/TexEnv>
+#include <osg/TexEnvCombine>
#include <osg/Texture2D>
#include <osg/TextureCubeMap>
+#include <osg/TexMat>
+#include <osg/Fog>
+#if SG_OSG_MIN_VERSION_REQUIRED(2,9,5)
+#include <osgDB/Options>
+#endif
#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;
+using namespace osg;
+
+#if defined(__MINGW32__)
+#define isnan(x) _isnan(x)
+#endif
// #if defined (__FreeBSD__)
// # if __FreeBSD_version < 500000
// 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);
// 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);
// 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),
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);
+ rootSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
+ // 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();
}
if (coverage != layer_coverage) {
layer_coverage = coverage;
rebuild();
+
+ double coverage_norm = 0.0;
+ if( coverage == SG_CLOUD_FEW)
+ coverage_norm = 2.0/8.0; // <1-2
+ else if( coverage == SG_CLOUD_SCATTERED )
+ coverage_norm = 4.0/8.0; // 3-4
+ else if( coverage == SG_CLOUD_BROKEN )
+ coverage_norm = 6.0/8.0; // 5-7
+ else if( coverage == SG_CLOUD_OVERCAST )
+ coverage_norm = 8.0/8.0; // 8
+
+ layer3D->setCoverage(coverage_norm);
+ layer3D->applyCoverage();
}
}
+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));
+}
+
+// colors for debugging the cloud layers
+#ifdef CLOUD_DEBUG
+Vec3 cloudColors[] = {Vec3(1.0f, 1.0f, 1.0f), Vec3(1.0f, 0.0f, 0.0f),
+ Vec3(0.0f, 1.0f, 0.0f), Vec3(0.0f, 0.0f, 1.0f)};
+#else
+Vec3 cloudColors[] = {Vec3(1.0f, 1.0f, 1.0f), Vec3(1.0f, 1.0f, 1.0f),
+ Vec3(1.0f, 1.0f, 1.0f), Vec3(1.0f, 1.0f, 1.0f)};
+#endif
+
// build the cloud object
void
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();
+#if 1
+ // experimental optimization that may not make any difference
+ // at all :/
+ osg::CopyOp copyOp;
+ for (int i = 0; i < SG_MAX_CLOUD_COVERAGES; ++i) {
+ StateAttributeFactory *saf = StateAttributeFactory::instance();
+ if (layer_states[i].valid()) {
+ if (layer_states[i] == layer_states2[i])
+ layer_states2[i] = static_cast<osg::StateSet*>(layer_states[i]->clone(copyOp));
+ layer_states[i]->setAttribute(saf ->getCullFaceFront());
+ layer_states2[i]->setAttribute(saf ->getCullFaceBack());
+ }
+ }
+#endif
}
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;
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::Vec4 color(1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f);
+ osg::Vec2 tc(layer_scale * i/4, 0.0f);
+ osg::Vec4 color(cloudColors[0], (i == 0) ? 0.0f : 0.15f);
cl[i]->push_back(color);
vl[i]->push_back(vertex);
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);
- color = osg::Vec4(1.0f, 1.0f, 1.0f,
+ tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale * j/4);
+ color = osg::Vec4(cloudColors[0],
( (j == 0) || (i == 3)) ?
( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
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 );
- color = osg::Vec4(1.0f, 1.0f, 1.0f,
+ tc = osg::Vec2(layer_scale * i/4, layer_scale * (j+1)/4 );
+ color = osg::Vec4(cloudColors[0],
((j == 3) || (i == 0)) ?
((j == 3) && (i == 0)) ? 0.0f : 0.15f : 1.0f );
cl[i]->push_back(color);
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 );
+ color = osg::Vec4(cloudColors[0], (i == 3) ? 0.0f : 0.15f );
cl[i]->push_back( color );
vl[i]->push_back( vertex );
//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 = static_cast<osg::StateSet*>(layer_states[layer_coverage]->clone(copyOp));
+ 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
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 ) {
double xoff = (ax + bx) / (2 * scale);
double yoff = (ay + by) / (2 * scale);
- const float layer_scale = layer_span / scale;
+// const float layer_scale = layer_span / scale;
// cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
base[0] += xoff;
// 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, layer_asl);
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);
+ }
+}