]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/sky/cloud.cxx
FreeBSD fix.
[simgear.git] / simgear / scene / sky / cloud.cxx
index 7f52663fb491bd197d51ee03f6d332c1f492c23f..a2b3b66237ed36fd1452e4c7f80ce71e0d077977 100644 (file)
@@ -2,7 +2,7 @@
 //
 // Written by Curtis Olson, started June 2000.
 //
-// Copyright (C) 2000  Curtis L. Olson  - curt@flightgear.org
+// Copyright (C) 2000  Curtis L. Olson  - http://www.flightgear.org/~curt
 //
 // This program is distributed in the hope that it will be useful, but
 // WITHOUT ANY WARRANTY; without even the implied warranty of
 
 #include <simgear/compiler.h>
 
-#include <stdio.h>
-#include STL_IOSTREAM
+// #include <stdio.h>
+#include <math.h>
+
+#if defined (__APPLE__) || defined (__FreeBSD__)
+// 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); } 
+#endif
 
 #include <plib/sg.h>
 #include <plib/ssg.h>
 #include <simgear/math/sg_random.h>
 #include <simgear/debug/logstream.hxx>
 #include <simgear/misc/sg_path.hxx>
+#include <simgear/screen/extensions.hxx>
+#include <simgear/screen/texture.hxx>
 
 #include "cloud.hxx"
 
+#if defined(__MINGW32__)
+#define isnan(x) _isnan(x)
+#endif
+
 
-static ssgSimpleState *layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
+static ssgStateSelector *layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
 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()
+{
+    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 );
+}
 
 
 // Constructor
 SGCloudLayer::SGCloudLayer( const string &tex_path ) :
     layer_root(new ssgRoot),
     layer_transform(new ssgTransform),
+    state_sel(0),
     texture_path(tex_path),
     layer_span(0.0),
     layer_asl(0.0),
@@ -48,8 +199,12 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) :
     layer_transition(0.0),
     layer_coverage(SG_CLOUD_CLEAR),
     scale(4000.0),
+    speed(0.0),
+    direction(0.0),
     last_lon(0.0),
-    last_lat(0.0)
+    last_lat(0.0),
+    vertices(0),
+    indices(0)
 {
     cl[0] = cl[1] = cl[2] = cl[3] = NULL;
     vl[0] = vl[1] = vl[2] = vl[3] = NULL;
@@ -63,6 +218,8 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) :
 // Destructor
 SGCloudLayer::~SGCloudLayer()
 {
+    delete vertices;
+    delete indices;
     delete layer_root;         // deletes layer_transform and layer as well
 }
 
@@ -88,9 +245,16 @@ SGCloudLayer::getElevation_m () const
 }
 
 void
-SGCloudLayer::setElevation_m (float elevation_m)
+SGCloudLayer::setElevation_m (float elevation_m, bool set_span)
 {
     layer_asl = elevation_m;
+
+    if (set_span) {
+        if (elevation_m > 4000)
+            setSpan_m(  elevation_m * 10 );
+        else
+            setSpan_m( 40000 );
+    }
 }
 
 float
@@ -141,151 +305,340 @@ SGCloudLayer::rebuild()
     if ( !state_initialized ) { 
         state_initialized = true;
 
-        cout << "initializing cloud layers" << endl;
-
-        SGPath cloud_path;
-
-        cloud_path.set(texture_path.str());
-        cloud_path.append("overcast.rgb");
-        layer_states[SG_CLOUD_OVERCAST] = sgCloudMakeState(cloud_path.str());
+        SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
 
-        cloud_path.set(texture_path.str());
-        cloud_path.append("broken.rgba");
-        layer_states[SG_CLOUD_BROKEN]
-            = sgCloudMakeState(cloud_path.str());
+        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");
 
-        cloud_path.set(texture_path.str());
-        cloud_path.append("scattered.rgba");
-        layer_states[SG_CLOUD_SCATTERED]
-            = sgCloudMakeState(cloud_path.str());
-
-        cloud_path.set(texture_path.str());
-        cloud_path.append("few.rgba");
-        layer_states[SG_CLOUD_FEW]
-            = sgCloudMakeState(cloud_path.str());
-
-        cloud_path.set(texture_path.str());
-        cloud_path.append("cirrus.rgba");
-        layer_states[SG_CLOUD_CIRRUS]
-            = sgCloudMakeState(cloud_path.str());
+        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
+        }
 
-        layer_states[SG_CLOUD_CLEAR] = 0;
+        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;
+        }
     }
 
-    scale = 4000.0;
-    last_lon = last_lat = -999.0f;
-
-    sgVec2 base;
-    sgSetVec2( base, sg_random(), sg_random() );
+    if ( bump_mapping ) {
 
-    // build the cloud layer
-    sgVec4 color;
-    sgVec3 vertex;
-    sgVec2 tc;
+        if ( !vertices ) {
+            vertices = new CloudVertex[ 25 ];
+            indices = new unsigned int[ 40 ];
+        }
 
-    const float layer_scale = layer_span / scale;
-    const float mpi = SG_PI/4;
+        sgVec2 base;
+        sgSetVec2( base, sg_random(), sg_random() );
 
-    for (int i = 0; i < 4; i++)
-    {
-        if ( layer[i] != NULL ) {
-            layer_transform->removeKid(layer[i]); // automatic delete
+        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 );
+            }
+        }
+        /*
+         * 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;
+            }
         }
 
-        vl[i] = new ssgVertexArray( 10 );
-        cl[i] = new ssgColourArray( 10 );
-        tl[i] = new ssgTexCoordArray( 10 );
-
+    } /* else */ {
 
-        sgSetVec3( vertex, layer_span*(i-2)/2, -layer_span,
-                           500 * (sin(i*mpi) - 2) );
+        scale = 4000.0;
+        last_lon = last_lat = -999.0f;
 
-        sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
+        sgVec2 base;
+        sgSetVec2( base, sg_random(), sg_random() );
 
-        sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f );
+        // build the cloud layer
+        sgVec4 color;
+        sgVec3 vertex;
+        sgVec2 tc;
 
-        cl[i]->add( color );
-        vl[i]->add( vertex );
-        tl[i]->add( 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 j = 0; j < 4; j++)
+        for (int i = 0; i < 4; i++)
         {
-            sgSetVec3( vertex, layer_span*(i-1)/2, layer_span*(j-2)/2,
-                               500 * (sin((i+1)*mpi) + sin(j*mpi) - 2) );
+            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 );
 
-            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 );
+            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 );
 
-            sgSetVec3( vertex, layer_span*(i-2)/2, layer_span*(j-1)/2,
-                               500 * (sin(i*mpi) + sin((j+1)*mpi) - 2) );
+                sgSetVec4( color, 1.0f, 1.0f, 1.0f,
+                                ( (j == 0) || (i == 3)) ?  
+                                ( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
 
-            sgSetVec2( tc, base[0] + layer_scale * i/4,
-                           base[1] + layer_scale * (j+1)/4 );
+                cl[i]->add( color );
+                vl[i]->add( vertex );
+                tl[i]->add( tc );
 
-            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, 
-                           500 * (sin((i+1)*mpi) - 2) );
+                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+1)/4,
-                       base[1] + layer_scale );
+                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 );
+            }
 
-        sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f );
+            sgSetVec3( vertex, layer_span*(i-1)/2, layer_span, 
+                            alt_diff * (sin((i+1)*mpi) - 2) );
 
-        cl[i]->add( color );
-        vl[i]->add( vertex );
-        tl[i]->add( tc );
+            sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
+                        base[1] + layer_scale );
 
-        layer[i] = new ssgVtxTable(GL_TRIANGLE_STRIP, vl[i], NULL, tl[i], cl[i]);
-        layer_transform->addKid( layer[i] );
+            sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f );
 
-        if ( layer_states[layer_coverage] != NULL ) {
-            layer[i]->setState( layer_states[layer_coverage] );
-        }
-    }
+            cl[i]->add( color );
+            vl[i]->add( vertex );
+            tl[i]->add( tc );
 
-    // force a repaint of the sky colors with arbitrary defaults
-    repaint( color );
+            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] );
+            }
+            state_sel = layer_states[layer_coverage];
+        }
+
+        // force a repaint of the sky colors with arbitrary defaults
+        repaint( color );
+    }
 }
 
 
 // repaint the cloud layer colors
 bool SGCloudLayer::repaint( sgVec3 fog_color ) {
-    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 );
+    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 );
+            }
+        }
+    }
+
     return true;
 }
 
-
 // reposition the cloud layer at the specified origin and orientation
 // lon specifies a rotation about the Z axis
 // 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,
-                              double alt )
+                              double alt, double dt )
 {
     sgMat4 T1, LON, LAT;
     sgVec3 axis;
@@ -307,7 +660,6 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
 
     // Translate to zero elevation
     // Point3D zero_elev = current_view.get_cur_zero_elev();
-    // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
     sgMakeTransMat4( T1, asl_offset );
 
     // printf("  Translated to %.2f %.2f %.2f\n", 
@@ -317,12 +669,9 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
     // printf("  lon = %.2f  lat = %.2f\n", 
     //        lon * SGD_RADIANS_TO_DEGREES,
     //        lat * SGD_RADIANS_TO_DEGREES);
-    // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
     sgSetVec3( axis, 0.0, 0.0, 1.0 );
     sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
 
-    // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
-    //             0.0, 1.0, 0.0 );
     sgSetVec3( axis, 0.0, 1.0, 0.0 );
     sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
 
@@ -343,23 +692,54 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
         last_lat = lat;
     }
 
-    if ( lon != last_lon || lat != last_lat ) {
+    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, dist;
+        double course = 0.0, dist = 0.0;
+
         calc_gc_course_dist( dest, start, &course, &dist );
         // cout << "course = " << course << ", dist = " << dist << endl;
 
-        double xoff = cos( course ) * dist / (2 * scale);
-        double yoff = sin( course ) * dist / (2 * scale);
+        // if start and dest are too close together,
+        // calc_gc_course_dist() can return a course of "nan".  If
+        // this happens, lets just use the last known good course.
+        // This is a hack, and it would probably be better to make
+        // calc_gc_course_dist() more robust.
+        if ( isnan(course) ) {
+            course = last_course;
+        } else {
+            last_course = course;
+        }
+
+        // calculate cloud movement due to external forces
+        double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
+
+        if (dist > 0.0) {
+            ax = cos(course) * dist;
+            ay = sin(course) * dist;
+        }
+
+        if (sp_dist > 0) {
+            bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
+            by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_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;
 
-        float *base, *tc;
-
-        base = tl[0]->get( 0 );
+        float *base;
+        if ( bump_mapping && enable_bump_mapping ) {
+            base = vertices[12].texCoord;
+        } else {
+            base = tl[0]->get( 0 );
+        }
         base[0] += xoff;
 
         // the while loops can lead to *long* pauses if base[0] comes
@@ -369,9 +749,10 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
         if ( base[0] > -10.0 && base[0] < 10.0 ) {
             base[0] -= (int)base[0];
         } else {
-            base[0] = 0.0;
             SG_LOG(SG_ASTRO, SG_DEBUG,
-                       "Error: base = " << base[0] << "," << base[1]);
+                "Error: base = " << base[0] << "," << base[1] <<
+                " course = " << course << " dist = " << dist );
+            base[0] = 0.0;
         }
 
         base[1] += yoff;
@@ -380,36 +761,52 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
         // while ( base[1] > 1.0 ) { base[1] -= 1.0; }
         // while ( base[1] < 0.0 ) { base[1] += 1.0; }
         if ( base[1] > -10.0 && base[1] < 10.0 ) {
-           base[1] -= (int)base[1];
+            base[1] -= (int)base[1];
         } else {
-           base[1] = 0.0;
-           SG_LOG(SG_ASTRO, SG_ALERT,
-               "Error: base = " << base[0] << "," << base[1]);
+            SG_LOG(SG_ASTRO, SG_ALERT,
+                    "Error: base = " << base[0] << "," << base[1] <<
+                    " course = " << course << " dist = " << dist );
+            base[1] = 0.0;
         }
 
-       // cout << "base = " << base[0] << "," << base[1] << endl;
+        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 );
+                }
+            }
 
-        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 );
+        } 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 * j/4 );
-               tc = tl[i]->get( (j+1)*2 );
-                sgSetVec2( tc, base[0] + layer_scale * i/4,
-                               base[1] + layer_scale * (j+1)/4 );
+                            base[1] + layer_scale );
             }
-            tc = tl[i]->get( 9 );
-            sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
-                           base[1] + layer_scale );
         }
+
         last_lon = lon;
         last_lat = lat;
     }
@@ -418,9 +815,248 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
 }
 
 
-void SGCloudLayer::draw() {
+void SGCloudLayer::draw( bool top ) {
     if ( layer_coverage != SG_CLOUD_CLEAR ) {
-        ssgCullAndDraw( layer_root );
+
+        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 );
+        }
     }
 }
 
@@ -429,7 +1065,7 @@ void SGCloudLayer::draw() {
 ssgSimpleState *sgCloudMakeState( const string &path ) {
     ssgSimpleState *state = new ssgSimpleState();
 
-    cout << " texture = " << path << endl;
+    SG_LOG(SG_ASTRO, SG_INFO, " texture = ");
 
     state->setTexture( (char *)path.c_str() );
     state->setShadeModel( GL_SMOOTH );
@@ -438,15 +1074,13 @@ ssgSimpleState *sgCloudMakeState( const string &path ) {
     state->enable( GL_TEXTURE_2D );
     state->enable( GL_COLOR_MATERIAL );
     state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
-    state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
-    state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
+    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 );
 
-    // ref() the state so it doesn't get deleted if the last layer of
-    // it's type is deleted.
-    state->ref();
-
     return state;
 }