//
// Copyright (C) 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
-// This program is distributed in the hope that it will be useful, but
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
-// $Id$
+#ifdef HAVE_CONFIG_H
+# include <simgear_config.h>
+#endif
#include <simgear/compiler.h>
-// #include <stdio.h>
+#include <sstream>
+
#include <math.h>
-#if defined (__APPLE__)
-// any C++ header file undefines isinf and isnan
-// so this should be included before <iostream>
-inline int (isinf)(double r) { return isinf(r); }
-inline int (isnan)(double r) { return isnan(r); }
+#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 <plib/sg.h>
-#include <plib/ssg.h>
-
-#include <simgear/math/point3d.hxx>
-#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_random.h>
+#include <simgear/misc/PathOptions.hxx>
#include <simgear/debug/logstream.hxx>
-#include <simgear/misc/sg_path.hxx>
+#include <simgear/scene/model/model.hxx>
+#include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/scene/util/StateAttributeFactory.hxx>
#include <simgear/screen/extensions.hxx>
-#include <simgear/screen/texture.hxx>
+#include "newcloud.hxx"
+#include "cloudfield.hxx"
#include "cloud.hxx"
+using namespace simgear;
+using namespace osg;
+
#if defined(__MINGW32__)
#define isnan(x) _isnan(x)
#endif
-#if defined (__FreeBSD__)
-inline int isnan(double r) { return !(r <= 0 || r >= 0); }
-#endif
-
-
-
-static ssgStateSelector *layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
+// #if defined (__FreeBSD__)
+// # if __FreeBSD_version < 500000
+// extern "C" {
+// inline int isnan(double r) { return !(r <= 0 || r >= 0); }
+// }
+// # endif
+// #endif
+
+static osg::ref_ptr<osg::StateSet> layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
+static osg::ref_ptr<osg::StateSet> layer_states2[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
+static osg::ref_ptr<osg::TextureCubeMap> cubeMap;
static bool state_initialized = false;
static bool bump_mapping = false;
-static int nb_texture_unit = 0;
-static ssgTexture *normal_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 };
-static ssgTexture *color_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 };
-static GLuint normalization_cube_map;
-
-static glActiveTextureProc glActiveTexturePtr = 0;
-static glClientActiveTextureProc glClientActiveTexturePtr = 0;
-static glBlendColorProc glBlendColorPtr = 0;
bool SGCloudLayer::enable_bump_mapping = false;
-static void
-generateNormalizationCubeMap()
+const std::string SGCloudLayer::SG_CLOUD_OVERCAST_STRING = "overcast";
+const std::string SGCloudLayer::SG_CLOUD_BROKEN_STRING = "broken";
+const std::string SGCloudLayer::SG_CLOUD_SCATTERED_STRING = "scattered";
+const std::string SGCloudLayer::SG_CLOUD_FEW_STRING = "few";
+const std::string SGCloudLayer::SG_CLOUD_CIRRUS_STRING = "cirrus";
+const std::string SGCloudLayer::SG_CLOUD_CLEAR_STRING = "clear";
+
+// make an StateSet for a cloud layer given the named texture
+static osg::StateSet*
+SGMakeState(const SGPath &path, const char* colorTexture,
+ const char* normalTexture)
{
- unsigned char data[ 32 * 32 * 3 ];
- const int size = 32;
- const float half_size = 16.0f,
- offset = 0.5f;
- sgVec3 zero_normal;
- sgSetVec3( zero_normal, 0.5f, 0.5f, 0.5f );
- int i, j;
-
- unsigned char *ptr = data;
- for ( j = 0; j < size; j++ ) {
- for ( i = 0; i < size; i++ ) {
- sgVec3 tmp;
- sgSetVec3( tmp, half_size,
- -( j + offset - half_size ),
- -( i + offset - half_size ) );
- sgNormalizeVec3( tmp );
- sgScaleVec3( tmp, 0.5f );
- sgAddVec3( tmp, zero_normal );
-
- *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
- }
- }
- glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
- 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
-
- ptr = data;
- for ( j = 0; j < size; j++ ) {
- for ( i = 0; i < size; i++ ) {
- sgVec3 tmp;
- sgSetVec3( tmp, -half_size,
- -( j + offset - half_size ),
- ( i + offset - half_size ) );
- sgNormalizeVec3( tmp );
- sgScaleVec3( tmp, 0.5f );
- sgAddVec3( tmp, zero_normal );
-
- *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
- }
- }
- glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
- 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
-
- ptr = data;
- for ( j = 0; j < size; j++ ) {
- for ( i = 0; i < size; i++ ) {
- sgVec3 tmp;
- sgSetVec3( tmp, ( i + offset - half_size ),
- half_size,
- ( j + offset - half_size ) );
- sgNormalizeVec3( tmp );
- sgScaleVec3( tmp, 0.5f );
- sgAddVec3( tmp, zero_normal );
-
- *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
- }
- }
- glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
- 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
-
- ptr = data;
- for ( j = 0; j < size; j++ ) {
- for ( i = 0; i < size; i++ ) {
- sgVec3 tmp;
- sgSetVec3( tmp, ( i + offset - half_size ),
- -half_size,
- -( j + offset - half_size ) );
- sgNormalizeVec3( tmp );
- sgScaleVec3( tmp, 0.5f );
- sgAddVec3( tmp, zero_normal );
-
- *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
- }
- }
- glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
- 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
-
- ptr = data;
- for ( j = 0; j < size; j++ ) {
- for ( i = 0; i < size; i++ ) {
- sgVec3 tmp;
- sgSetVec3( tmp, ( i + offset - half_size ),
- -( j + offset - half_size ),
- half_size );
- sgNormalizeVec3( tmp );
- sgScaleVec3( tmp, 0.5f );
- sgAddVec3( tmp, zero_normal );
-
- *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
- }
- }
- glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
- 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
-
- ptr = data;
- for ( j = 0; j < size; j++ ) {
- for ( i = 0; i < size; i++ ) {
- sgVec3 tmp;
- sgSetVec3( tmp, -( i + offset - half_size ),
- -( j + offset - half_size ),
- -half_size );
- sgNormalizeVec3( tmp );
- sgScaleVec3( tmp, 0.5f );
- sgAddVec3( tmp, zero_normal );
-
- *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
- *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
- }
- }
- glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
- 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
+ osg::StateSet *stateSet = new osg::StateSet;
+
+ 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);
+ StateAttributeFactory* attribFactory = StateAttributeFactory::instance();
+ stateSet->setAttributeAndModes(attribFactory->getSmoothShadeModel());
+ stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
+ stateSet->setAttributeAndModes(attribFactory->getStandardAlphaFunc());
+ stateSet->setAttributeAndModes(attribFactory->getStandardBlendFunc());
+
+// osg::Material* material = new osg::Material;
+// material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
+// material->setEmission(osg::Material::FRONT_AND_BACK,
+// osg::Vec4(0.05, 0.05, 0.05, 0));
+// material->setSpecular(osg::Material::FRONT_AND_BACK,
+// osg::Vec4(0, 0, 0, 1));
+// stateSet->setAttribute(material);
+
+ stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
+
+ // OSGFIXME: invented by me ...
+// stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
+// stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
+
+// stateSet->setMode(GL_LIGHT0, osg::StateAttribute::OFF);
+
+ // If the normal texture is given prepare a bumpmapping enabled state
+// if (normalTexture) {
+// SGPath normalPath(path);
+// normalPath.append(normalTexture);
+// stateSet->setTextureAttribute(2, SGLoadTexture2D(normalPath));
+// stateSet->setTextureMode(2, GL_TEXTURE_2D, osg::StateAttribute::ON);
+// }
+
+ return stateSet;
}
-
// Constructor
SGCloudLayer::SGCloudLayer( const string &tex_path ) :
- layer_root(new ssgRoot),
- layer_transform(new ssgTransform),
- state_sel(0),
+ cloud_root(new osg::Switch),
+ layer_root(new osg::Switch),
+ group_top(new osg::Group),
+ group_bottom(new osg::Group),
+ layer_transform(new osg::MatrixTransform),
+ cloud_alpha(1.0),
texture_path(tex_path),
layer_span(0.0),
layer_asl(0.0),
layer_thickness(0.0),
layer_transition(0.0),
+ layer_visibility(25.0),
layer_coverage(SG_CLOUD_CLEAR),
scale(4000.0),
speed(0.0),
direction(0.0),
- last_lon(0.0),
- last_lat(0.0),
- vertices(0),
- indices(0)
+ last_course(0.0),
+ max_alpha(1.0)
{
- cl[0] = cl[1] = cl[2] = cl[3] = NULL;
- vl[0] = vl[1] = vl[2] = vl[3] = NULL;
- tl[0] = tl[1] = tl[2] = tl[3] = NULL;
- layer[0] = layer[1] = layer[2] = layer[3] = NULL;
-
- layer_root->addKid(layer_transform);
- rebuild();
+ // 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();
+ cloud_root->addChild(layer3D->getNode(), false);
+
+ rebuild();
}
// Destructor
SGCloudLayer::~SGCloudLayer()
{
- delete vertices;
- delete indices;
- delete layer_root; // deletes layer_transform and layer as well
+ delete layer3D;
}
float
layer_thickness = thickness_m;
}
+float
+SGCloudLayer::getVisibility_m() const
+{
+ return layer_visibility;
+}
+
+void
+SGCloudLayer::setVisibility_m (float visibility_m)
+{
+ layer_visibility = visibility_m;
+}
+
float
SGCloudLayer::getTransition_m () const
{
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();
}
}
+const std::string &
+SGCloudLayer::getCoverageString( Coverage coverage )
+{
+ switch( coverage ) {
+ case SG_CLOUD_OVERCAST:
+ return SG_CLOUD_OVERCAST_STRING;
+ case SG_CLOUD_BROKEN:
+ return SG_CLOUD_BROKEN_STRING;
+ case SG_CLOUD_SCATTERED:
+ return SG_CLOUD_SCATTERED_STRING;
+ case SG_CLOUD_FEW:
+ return SG_CLOUD_FEW_STRING;
+ case SG_CLOUD_CIRRUS:
+ return SG_CLOUD_CIRRUS_STRING;
+ case SG_CLOUD_CLEAR:
+ default:
+ return SG_CLOUD_CLEAR_STRING;
+ }
+}
+
+SGCloudLayer::Coverage
+SGCloudLayer::getCoverageType( const std::string & coverage )
+{
+ if( SG_CLOUD_OVERCAST_STRING == coverage ) {
+ return SG_CLOUD_OVERCAST;
+ } else if( SG_CLOUD_BROKEN_STRING == coverage ) {
+ return SG_CLOUD_BROKEN;
+ } else if( SG_CLOUD_SCATTERED_STRING == coverage ) {
+ return SG_CLOUD_SCATTERED;
+ } else if( SG_CLOUD_FEW_STRING == coverage ) {
+ return SG_CLOUD_FEW;
+ } else if( SG_CLOUD_CIRRUS_STRING == coverage ) {
+ return SG_CLOUD_CIRRUS;
+ } else {
+ return SG_CLOUD_CLEAR;
+ }
+}
+
+const std::string &
+SGCloudLayer::getCoverageString() const
+{
+ return getCoverageString(layer_coverage);
+}
+
+void
+SGCloudLayer::setCoverageString( const std::string & coverage )
+{
+ setCoverage( getCoverageType(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));
+}
+
+// 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
SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
- bump_mapping = SGIsOpenGLExtensionSupported("GL_ARB_multitexture") &&
- SGIsOpenGLExtensionSupported("GL_ARB_texture_cube_map") &&
- SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") &&
- SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3") &&
- SGIsOpenGLExtensionSupported("GL_ARB_imaging");
-
- if ( bump_mapping ) {
- glGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &nb_texture_unit );
- if ( nb_texture_unit < 2 ) {
- bump_mapping = false;
- }
- //nb_texture_unit = 2; // Force the number of units for now
+ osg::Texture::Extensions* extensions;
+ extensions = osg::Texture::getExtensions(0, true);
+ // OSGFIXME
+ bump_mapping = extensions->isMultiTexturingSupported() &&
+ (2 <= extensions->numTextureUnits()) &&
+ SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") &&
+ SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3");
+
+ osg::TextureCubeMap::Extensions* extensions2;
+ extensions2 = osg::TextureCubeMap::getExtensions(0, true);
+ bump_mapping = bump_mapping && extensions2->isCubeMapSupported();
+
+ // This bump mapping code was inspired by the tutorial available at
+ // http://www.paulsprojects.net/tutorials/simplebump/simplebump.html
+ // and a NVidia white paper
+ // http://developer.nvidia.com/object/bumpmappingwithregistercombiners.html
+ // The normal map textures were generated by the normal map Gimp plugin :
+ // http://nifelheim.dyndns.org/~cocidius/normalmap/
+ //
+ cubeMap = new osg::TextureCubeMap;
+ cubeMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
+ cubeMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
+ cubeMap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
+ cubeMap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
+ cubeMap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
+
+ const int size = 32;
+ const float half_size = 16.0f;
+ const float offset = 0.5f;
+ osg::Vec3 zero_normal(0.5, 0.5, 0.5);
+
+ osg::Image* image = new osg::Image;
+ image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+ unsigned char *ptr = image->data(0, 0);
+ for (int j = 0; j < size; j++ ) {
+ for (int i = 0; i < size; i++ ) {
+ osg::Vec3 tmp(half_size, -( j + offset - half_size ),
+ -( i + offset - half_size ) );
+ tmp.normalize();
+ tmp = tmp*0.5 - zero_normal;
+
+ *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+ }
}
-
- if ( bump_mapping ) {
-
- // This bump mapping code was inspired by the tutorial available at
- // http://www.paulsprojects.net/tutorials/simplebump/simplebump.html
- // and a NVidia white paper
- // http://developer.nvidia.com/object/bumpmappingwithregistercombiners.html
- // The normal map textures were generated by the normal map Gimp plugin :
- // http://nifelheim.dyndns.org/~cocidius/normalmap/
- //
- SGPath cloud_path;
-
- glActiveTexturePtr = (glActiveTextureProc)SGLookupFunction("glActiveTextureARB");
- glClientActiveTexturePtr = (glClientActiveTextureProc)SGLookupFunction("glClientActiveTextureARB");
- glBlendColorPtr = (glBlendColorProc)SGLookupFunction("glBlendColor");
-
- cloud_path.set(texture_path.str());
- cloud_path.append("overcast.rgb");
- color_map[ SG_CLOUD_OVERCAST ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
- color_map[ SG_CLOUD_OVERCAST ][ 0 ]->ref();
- cloud_path.set(texture_path.str());
- cloud_path.append("overcast_n.rgb");
- normal_map[ SG_CLOUD_OVERCAST ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
- normal_map[ SG_CLOUD_OVERCAST ][ 0 ]->ref();
-
- cloud_path.set(texture_path.str());
- cloud_path.append("overcast_top.rgb");
- color_map[ SG_CLOUD_OVERCAST ][ 1 ] = new ssgTexture( cloud_path.str().c_str() );
- color_map[ SG_CLOUD_OVERCAST ][ 1 ]->ref();
- cloud_path.set(texture_path.str());
- cloud_path.append("overcast_top_n.rgb");
- normal_map[ SG_CLOUD_OVERCAST ][ 1 ] = new ssgTexture( cloud_path.str().c_str() );
- normal_map[ SG_CLOUD_OVERCAST ][ 1 ]->ref();
-
- cloud_path.set(texture_path.str());
- cloud_path.append("broken.rgba");
- color_map[ SG_CLOUD_BROKEN ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
- color_map[ SG_CLOUD_BROKEN ][ 0 ]->ref();
- cloud_path.set(texture_path.str());
- cloud_path.append("broken_n.rgb");
- normal_map[ SG_CLOUD_BROKEN ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
- normal_map[ SG_CLOUD_BROKEN ][ 0 ]->ref();
-
- cloud_path.set(texture_path.str());
- cloud_path.append("scattered.rgba");
- color_map[ SG_CLOUD_SCATTERED ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
- color_map[ SG_CLOUD_SCATTERED ][ 0 ]->ref();
- cloud_path.set(texture_path.str());
- cloud_path.append("scattered_n.rgb");
- normal_map[ SG_CLOUD_SCATTERED ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
- normal_map[ SG_CLOUD_SCATTERED ][ 0 ]->ref();
-
- cloud_path.set(texture_path.str());
- cloud_path.append("few.rgba");
- color_map[ SG_CLOUD_FEW ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
- color_map[ SG_CLOUD_FEW ][ 0 ]->ref();
- cloud_path.set(texture_path.str());
- cloud_path.append("few_n.rgb");
- normal_map[ SG_CLOUD_FEW ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
- normal_map[ SG_CLOUD_FEW ][ 0 ]->ref();
-
- cloud_path.set(texture_path.str());
- cloud_path.append("cirrus.rgba");
- color_map[ SG_CLOUD_CIRRUS ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
- color_map[ SG_CLOUD_CIRRUS ][ 0 ]->ref();
- cloud_path.set(texture_path.str());
- cloud_path.append("cirrus_n.rgb");
- normal_map[ SG_CLOUD_CIRRUS ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
- normal_map[ SG_CLOUD_CIRRUS ][ 0 ]->ref();
-
- glGenTextures( 1, &normalization_cube_map );
- glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, normalization_cube_map );
- generateNormalizationCubeMap();
- glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
- } /* else */ {
- SGPath cloud_path;
- ssgStateSelector *state_sel;
- ssgSimpleState *state;
-
- state_sel = new ssgStateSelector( 2 );
- state_sel->ref();
- cloud_path.set(texture_path.str());
- cloud_path.append("overcast.rgb");
- state_sel->setStep( 0, sgCloudMakeState(cloud_path.str()) );
- cloud_path.set(texture_path.str());
- cloud_path.append("overcast_top.rgb");
- state_sel->setStep( 1, sgCloudMakeState(cloud_path.str()) );
- layer_states[SG_CLOUD_OVERCAST] = state_sel;
-
- state_sel = new ssgStateSelector( 2 );
- state_sel->ref();
- cloud_path.set(texture_path.str());
- cloud_path.append("broken.rgba");
- state = sgCloudMakeState(cloud_path.str());
- state_sel->setStep( 0, state );
- state_sel->setStep( 1, state );
- layer_states[SG_CLOUD_BROKEN] = state_sel;
-
- state_sel = new ssgStateSelector( 2 );
- state_sel->ref();
- cloud_path.set(texture_path.str());
- cloud_path.append("scattered.rgba");
- state = sgCloudMakeState(cloud_path.str());
- state_sel->setStep( 0, state );
- state_sel->setStep( 1, state );
- layer_states[SG_CLOUD_SCATTERED] = state_sel;
-
- state_sel = new ssgStateSelector( 2 );
- state_sel->ref();
- cloud_path.set(texture_path.str());
- cloud_path.append("few.rgba");
- state = sgCloudMakeState(cloud_path.str());
- state_sel->setStep( 0, state );
- state_sel->setStep( 1, state );
- layer_states[SG_CLOUD_FEW] = state_sel;
-
- state_sel = new ssgStateSelector( 2 );
- state_sel->ref();
- cloud_path.set(texture_path.str());
- cloud_path.append("cirrus.rgba");
- state = sgCloudMakeState(cloud_path.str());
- state_sel->setStep( 0, state );
- state_sel->setStep( 1, state );
- layer_states[SG_CLOUD_CIRRUS] = state_sel;
-
- layer_states[SG_CLOUD_CLEAR] = 0;
+ cubeMap->setImage(osg::TextureCubeMap::POSITIVE_X, image);
+
+ image = new osg::Image;
+ image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+ ptr = image->data(0, 0);
+ for (int j = 0; j < size; j++ ) {
+ for (int i = 0; i < size; i++ ) {
+ osg::Vec3 tmp(-half_size, -( j + offset - half_size ),
+ ( i + offset - half_size ) );
+ tmp.normalize();
+ tmp = tmp*0.5 - zero_normal;
+
+ *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+ }
}
- }
-
- if ( bump_mapping ) {
-
- if ( !vertices ) {
- vertices = new CloudVertex[ 25 ];
- indices = new unsigned int[ 40 ];
+ cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_X, image);
+
+ image = new osg::Image;
+ image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+ ptr = image->data(0, 0);
+ for (int j = 0; j < size; j++ ) {
+ for (int i = 0; i < size; i++ ) {
+ osg::Vec3 tmp(( i + offset - half_size ), half_size,
+ ( j + offset - half_size ) );
+ tmp.normalize();
+ tmp = tmp*0.5 - zero_normal;
+
+ *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+ }
}
+ cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Y, image);
+
+ image = new osg::Image;
+ image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+ ptr = image->data(0, 0);
+ for (int j = 0; j < size; j++ ) {
+ for (int i = 0; i < size; i++ ) {
+ osg::Vec3 tmp(( i + offset - half_size ), -half_size,
+ -( j + offset - half_size ) );
+ tmp.normalize();
+ tmp = tmp*0.5 - zero_normal;
- sgVec2 base;
- sgSetVec2( base, sg_random(), sg_random() );
-
- const float layer_scale = layer_span / scale;
- const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl);
- const float half_angle = 0.5 * layer_span / layer_to_core;
-
- int i;
- for ( i = -2; i <= 2; i++ ) {
- for ( int j = -2; j <= 2; j++ ) {
- CloudVertex &v1 = vertices[ (i+2)*5 + (j+2) ];
- sgSetVec3( v1.position,
- 0.5 * i * layer_span,
- 0.5 * j * layer_span,
- -layer_to_core * ( 1 - cos( i * half_angle ) * cos( j * half_angle ) ) );
- sgSetVec2( v1.texCoord,
- base[0] + layer_scale * i * 0.25,
- base[1] + layer_scale * j * 0.25 );
- sgSetVec3( v1.sTangent,
- cos( i * half_angle ),
- 0.f,
- -sin( i * half_angle ) );
- sgSetVec3( v1.tTangent,
- 0.f,
- cos( j * half_angle ),
- -sin( j * half_angle ) );
- sgVectorProductVec3( v1.normal, v1.tTangent, v1.sTangent );
- sgSetVec4( v1.color, 1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f );
- }
+ *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+ }
}
- /*
- * 0 1 5 6 10 11 15 16 20 21
- * 1 2 6 7 11 12 16 17 21 22
- * 2 3 7 8 12 13 17 18 22 23
- * 3 4 8 9 13 14 18 19 23 24
- */
- for ( i = 0; i < 4; i++ ) {
- for ( int j = 0; j < 5; j++ ) {
- indices[ i*10 + (j*2) ] = i + 5 * j;
- indices[ i*10 + (j*2) + 1 ] = 1 + i + 5 * j;
- }
+ cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Y, image);
+
+ image = new osg::Image;
+ image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+ ptr = image->data(0, 0);
+ for (int j = 0; j < size; j++ ) {
+ for (int i = 0; i < size; i++ ) {
+ osg::Vec3 tmp(( i + offset - half_size ),
+ -( j + offset - half_size ), half_size );
+ tmp.normalize();
+ tmp = tmp*0.5 - zero_normal;
+
+ *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+ }
}
+ cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Z, image);
+
+ image = new osg::Image;
+ image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+ ptr = image->data(0, 0);
+ for (int j = 0; j < size; j++ ) {
+ for (int i = 0; i < size; i++ ) {
+ osg::Vec3 tmp(-( i + offset - half_size ),
+ -( j + offset - half_size ), -half_size );
+ tmp.normalize();
+ tmp = tmp*0.5 - zero_normal;
+ *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+ }
+ }
+ cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Z, image);
- } /* else */ {
-
- scale = 4000.0;
- last_lon = last_lat = -999.0f;
-
- sgVec2 base;
- sgSetVec2( base, sg_random(), sg_random() );
-
- // build the cloud layer
- sgVec4 color;
- sgVec3 vertex;
- sgVec2 tc;
-
- const float layer_scale = layer_span / scale;
- const float mpi = SG_PI/4;
-
- // caclculate the difference between a flat-earth model and
- // a round earth model given the span and altutude ASL of
- // the cloud layer. This is the difference in altitude between
- // the top of the inverted bowl and the edge of the bowl.
- // const float alt_diff = layer_asl * 0.8;
- const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl);
- const float layer_angle = 0.5*layer_span / layer_to_core; // The angle is half the span
- const float border_to_core = layer_to_core * cos(layer_angle);
- const float alt_diff = layer_to_core - border_to_core;
-
- for (int i = 0; i < 4; i++)
- {
- if ( layer[i] != NULL ) {
- layer_transform->removeKid(layer[i]); // automatic delete
- }
-
- vl[i] = new ssgVertexArray( 10 );
- cl[i] = new ssgColourArray( 10 );
- tl[i] = new ssgTexCoordArray( 10 );
-
-
- sgSetVec3( vertex, layer_span*(i-2)/2, -layer_span,
- alt_diff * (sin(i*mpi) - 2) );
-
- sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
-
- sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f );
-
- cl[i]->add( color );
- vl[i]->add( vertex );
- tl[i]->add( tc );
-
- for (int j = 0; j < 4; j++)
- {
- sgSetVec3( vertex, layer_span*(i-1)/2, layer_span*(j-2)/2,
- alt_diff * (sin((i+1)*mpi) + sin(j*mpi) - 2) );
-
- sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
- base[1] + layer_scale * j/4 );
-
- sgSetVec4( color, 1.0f, 1.0f, 1.0f,
- ( (j == 0) || (i == 3)) ?
- ( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
-
- cl[i]->add( color );
- vl[i]->add( vertex );
- tl[i]->add( tc );
-
-
- sgSetVec3( vertex, layer_span*(i-2)/2, layer_span*(j-1)/2,
- alt_diff * (sin(i*mpi) + sin((j+1)*mpi) - 2) );
-
- sgSetVec2( tc, base[0] + layer_scale * i/4,
- base[1] + layer_scale * (j+1)/4 );
-
- sgSetVec4( color, 1.0f, 1.0f, 1.0f,
- ((j == 3) || (i == 0)) ?
- ((j == 3) && (i == 0)) ? 0.0f : 0.15f : 1.0f );
- cl[i]->add( color );
- vl[i]->add( vertex );
- tl[i]->add( tc );
- }
-
- sgSetVec3( vertex, layer_span*(i-1)/2, layer_span,
- alt_diff * (sin((i+1)*mpi) - 2) );
-
- sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
- base[1] + layer_scale );
-
- sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f );
-
- cl[i]->add( color );
- vl[i]->add( vertex );
- tl[i]->add( tc );
-
- layer[i] = new ssgVtxTable(GL_TRIANGLE_STRIP, vl[i], NULL, tl[i], cl[i]);
- layer_transform->addKid( layer[i] );
-
- if ( layer_states[layer_coverage] != NULL ) {
- layer[i]->setState( layer_states[layer_coverage] );
+ osg::StateSet* state;
+ state = SGMakeState(texture_path, "overcast.png", "overcast_n.png");
+ layer_states[SG_CLOUD_OVERCAST] = state;
+ state = SGMakeState(texture_path, "overcast_top.png", "overcast_top_n.png");
+ layer_states2[SG_CLOUD_OVERCAST] = state;
+
+ 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.png", "scattered_n.png");
+ layer_states[SG_CLOUD_SCATTERED] = state;
+ layer_states2[SG_CLOUD_SCATTERED] = state;
+
+ 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.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;
+#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());
}
- state_sel = layer_states[layer_coverage];
}
+#endif
+ }
- // force a repaint of the sky colors with arbitrary defaults
- repaint( color );
+ scale = 4000.0;
+
+ setTextureOffset(base);
+ // build the cloud layer
+ const float layer_scale = layer_span / scale;
+ const float mpi = SG_PI/4;
+
+ // caclculate the difference between a flat-earth model and
+ // a round earth model given the span and altutude ASL of
+ // the cloud layer. This is the difference in altitude between
+ // the top of the inverted bowl and the edge of the bowl.
+ // const float alt_diff = layer_asl * 0.8;
+ const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl);
+ const float layer_angle = 0.5*layer_span / layer_to_core; // The angle is half the span
+ const float border_to_core = layer_to_core * cos(layer_angle);
+ const float alt_diff = layer_to_core - border_to_core;
+
+ for (int i = 0; i < 4; i++) {
+ if ( layer[i] != NULL ) {
+ layer_transform->removeChild(layer[i].get()); // automatic delete
+ }
+
+ vl[i] = new osg::Vec3Array;
+ cl[i] = new osg::Vec4Array;
+ tl[i] = new osg::Vec2Array;
+
+
+ osg::Vec3 vertex(layer_span*(i-2)/2, -layer_span,
+ alt_diff * (sin(i*mpi) - 2));
+ 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);
+ tl[i]->push_back(tc);
+
+ 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(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 );
+
+ cl[i]->push_back(color);
+ vl[i]->push_back(vertex);
+ tl[i]->push_back(tc);
+
+ 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(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);
+ vl[i]->push_back(vertex);
+ tl[i]->push_back(tc);
+ }
+
+ vertex = osg::Vec3(layer_span*(i-1)/2, layer_span,
+ alt_diff * (sin((i+1)*mpi) - 2));
+
+ tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale);
+
+ color = osg::Vec4(cloudColors[0], (i == 3) ? 0.0f : 0.15f );
+
+ cl[i]->push_back( color );
+ vl[i]->push_back( vertex );
+ tl[i]->push_back( tc );
+
+ osg::Geometry* geometry = new osg::Geometry;
+ geometry->setUseDisplayList(false);
+ geometry->setVertexArray(vl[i].get());
+ geometry->setNormalBinding(osg::Geometry::BIND_OFF);
+ geometry->setColorArray(cl[i].get());
+ geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
+ geometry->setTexCoordArray(0, tl[i].get());
+ geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, vl[i]->size()));
+ layer[i] = new osg::Geode;
+
+ std::stringstream sstr;
+ sstr << "Cloud Layer (" << i << ")";
+ geometry->setName(sstr.str());
+ layer[i]->setName(sstr.str());
+ layer[i]->addDrawable(geometry);
+ layer_transform->addChild(layer[i].get());
+ }
+
+ //OSGFIXME: true
+ if ( layer_states[layer_coverage].valid() ) {
+ 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));
+ stateSet->setDataVariance(osg::Object::DYNAMIC);
+ group_top->setStateSet(stateSet);
+ stateSet = static_cast<osg::StateSet*>(layer_states[layer_coverage]->clone(copyOp));
+ stateSet->setDataVariance(osg::Object::DYNAMIC);
+ group_bottom->setStateSet(stateSet);
}
}
-
// repaint the cloud layer colors
-bool SGCloudLayer::repaint( sgVec3 fog_color ) {
-
- if ( bump_mapping && enable_bump_mapping ) {
-
- for ( int i = 0; i < 25; i++ ) {
- sgCopyVec3( vertices[ i ].color, fog_color );
- }
-
- } else {
- float *color;
-
- for ( int i = 0; i < 4; i++ ) {
- for ( int j = 0; j < 10; ++j ) {
- color = cl[i]->get( j );
- sgCopyVec3( color, fog_color );
- }
- }
- }
-
+bool SGCloudLayer::repaint( const SGVec3f& fog_color ) {
+ osg::Vec4f combineColor(toOsg(fog_color), 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;
}
// lat specifies a rotation about the new Y axis
// spin specifies a rotation about the new Z axis (and orients the
// sunrise/set effects
-bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
+bool SGCloudLayer::reposition( const SGVec3f& p, const SGVec3f& up, double lon, double lat,
double alt, double dt )
{
- sgMat4 T1, LON, LAT;
- sgVec3 axis;
-
// combine p and asl (meters) to get translation offset
- sgVec3 asl_offset;
- sgCopyVec3( asl_offset, up );
- sgNormalizeVec3( asl_offset );
+ osg::Vec3 asl_offset(toOsg(up));
+ asl_offset.normalize();
if ( alt <= layer_asl ) {
- sgScaleVec3( asl_offset, layer_asl );
+ asl_offset *= layer_asl;
} else {
- sgScaleVec3( asl_offset, layer_asl + layer_thickness );
+ asl_offset *= layer_asl + layer_thickness;
}
+
// cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
- sgAddVec3( asl_offset, p );
+ asl_offset += toOsg(p);
// cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
+ osg::Matrix T, LON, LAT;
// Translate to zero elevation
// Point3D zero_elev = current_view.get_cur_zero_elev();
- sgMakeTransMat4( T1, asl_offset );
+ T.makeTranslate( asl_offset );
// printf(" Translated to %.2f %.2f %.2f\n",
// zero_elev.x, zero_elev.y, zero_elev.z );
// printf(" lon = %.2f lat = %.2f\n",
// lon * SGD_RADIANS_TO_DEGREES,
// lat * SGD_RADIANS_TO_DEGREES);
- sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
-
- sgSetVec3( axis, 0.0, 1.0, 0.0 );
- sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
-
- sgMat4 TRANSFORM;
-
- sgCopyMat4( TRANSFORM, T1 );
- sgPreMultMat4( TRANSFORM, LON );
- sgPreMultMat4( TRANSFORM, LAT );
-
- sgCoord layerpos;
- sgSetCoord( &layerpos, TRANSFORM );
-
- layer_transform->setTransform( &layerpos );
+ LON.makeRotate(lon, osg::Vec3(0, 0, 1));
+
+ // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
+ // 0.0, 1.0, 0.0 );
+ LAT.makeRotate(90.0 * SGD_DEGREES_TO_RADIANS - lat, osg::Vec3(0, 1, 0));
+
+ 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 if ( alt >= layer_asl + layer_thickness ) {
+ layer_root->setSingleChildOn(1);
+ } else {
+ layer_root->setAllChildrenOff();
+ }
+
// now calculate update texture coordinates
- if ( last_lon < -900 ) {
- last_lon = lon;
- last_lat = lat;
+ SGGeod pos = SGGeod::fromRad(lon, lat);
+ if ( last_pos == SGGeod() ) {
+ last_pos = pos;
}
double sp_dist = speed*dt;
-
- if ( lon != last_lon || lat != last_lat || sp_dist != 0 ) {
- Point3D start( last_lon, last_lat, 0.0 );
- Point3D dest( lon, lat, 0.0 );
- double course = 0.0, dist = 0.0;
-
- calc_gc_course_dist( dest, start, &course, &dist );
- // cout << "course = " << course << ", dist = " << dist << endl;
+
+
+ if ( lon != last_pos.getLongitudeRad() || lat != last_pos.getLatitudeRad() || sp_dist != 0 ) {
+ double course = SGGeodesy::courseDeg(last_pos, pos) * SG_DEGREES_TO_RADIANS,
+ dist = SGGeodesy::distanceM(last_pos, pos);
// if start and dest are too close together,
// calc_gc_course_dist() can return a course of "nan". If
double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
if (dist > 0.0) {
- ax = cos(course) * dist;
+ ax = -cos(course) * dist;
ay = sin(course) * dist;
}
double xoff = (ax + bx) / (2 * scale);
double yoff = (ay + by) / (2 * scale);
- const float layer_scale = layer_span / scale;
- // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
+// const float layer_scale = layer_span / scale;
- float *base;
- if ( bump_mapping && enable_bump_mapping ) {
- base = vertices[12].texCoord;
- } else {
- base = tl[0]->get( 0 );
- }
+ // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
base[0] += xoff;
// the while loops can lead to *long* pauses if base[0] comes
if ( base[1] > -10.0 && base[1] < 10.0 ) {
base[1] -= (int)base[1];
} else {
- SG_LOG(SG_ASTRO, SG_ALERT,
+ SG_LOG(SG_ASTRO, SG_DEBUG,
"Error: base = " << base[0] << "," << base[1] <<
" course = " << course << " dist = " << dist );
base[1] = 0.0;
}
- if ( bump_mapping && enable_bump_mapping ) {
-
- for ( int i = -2; i <= 2; i++ ) {
- for ( int j = -2; j <= 2; j++ ) {
- if ( i == 0 && j == 0 )
- continue; // Already done on base
- CloudVertex &v1 = vertices[ (i+2)*5 + (j+2) ];
- sgSetVec2( v1.texCoord,
- base[0] + layer_scale * i * 0.25,
- base[1] + layer_scale * j * 0.25 );
- }
- }
-
- } else {
- // cout << "base = " << base[0] << "," << base[1] << endl;
-
- float *tc;
- for (int i = 0; i < 4; i++) {
- tc = tl[i]->get( 0 );
- sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
-
- for (int j = 0; j < 4; j++)
- {
- tc = tl[i]->get( j*2+1 );
- sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
- base[1] + layer_scale * j/4 );
-
- tc = tl[i]->get( (j+1)*2 );
- sgSetVec2( tc, base[0] + layer_scale * i/4,
- base[1] + layer_scale * (j+1)/4 );
- }
-
- tc = tl[i]->get( 9 );
- sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
- base[1] + layer_scale );
- }
- }
+ // cout << "base = " << base[0] << "," << base[1] << endl;
- last_lon = lon;
- last_lat = lat;
+ setTextureOffset(base);
+ last_pos = pos;
}
+ layer3D->reposition( p, up, lon, lat, dt, layer_asl);
return true;
}
-
-void SGCloudLayer::draw( bool top ) {
- if ( layer_coverage != SG_CLOUD_CLEAR ) {
-
- if ( bump_mapping && enable_bump_mapping ) {
-
- 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 );
-
- 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 );
-
- 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 );
-
- } else {
- state_sel->selectStep( top ? 1 : 0 );
- ssgCullAndDraw( layer_root );
- }
+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);
}
}
-
-
-// make an ssgSimpleState for a cloud layer given the named texture
-ssgSimpleState *sgCloudMakeState( const string &path ) {
- ssgSimpleState *state = new ssgSimpleState();
-
- SG_LOG(SG_ASTRO, SG_INFO, " texture = ");
-
- state->setTexture( (char *)path.c_str() );
- state->setShadeModel( GL_SMOOTH );
- state->disable( GL_LIGHTING );
- state->disable( GL_CULL_FACE );
- state->enable( GL_TEXTURE_2D );
- state->enable( GL_COLOR_MATERIAL );
- state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- state->setMaterial( GL_EMISSION, 0.05, 0.05, 0.05, 0.0 );
- state->setMaterial( GL_AMBIENT, 0.2, 0.2, 0.2, 0.0 );
- state->setMaterial( GL_DIFFUSE, 0.5, 0.5, 0.5, 0.0 );
- state->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- state->enable( GL_BLEND );
- state->enable( GL_ALPHA_TEST );
- state->setAlphaClamp( 0.01 );
-
- return state;
-}