//
// 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 <stdio.h>
#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); }
-// #endif
-
-// #include STL_IOSTREAM
+#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 "cloud.hxx"
+#if defined(__MINGW32__)
+#define isnan(x) _isnan(x)
+#endif
+
static ssgStateSelector *layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
static bool state_initialized = false;
static glActiveTextureProc glActiveTexturePtr = 0;
static glClientActiveTextureProc glClientActiveTexturePtr = 0;
+static glBlendColorProc glBlendColorPtr = 0;
bool SGCloudLayer::enable_bump_mapping = false;
bump_mapping = SGIsOpenGLExtensionSupported("GL_ARB_multitexture") &&
SGIsOpenGLExtensionSupported("GL_ARB_texture_cube_map") &&
SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") &&
- SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3") && true;
+ 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
}
if ( bump_mapping ) {
glActiveTexturePtr = (glActiveTextureProc)SGLookupFunction("glActiveTextureARB");
glClientActiveTexturePtr = (glClientActiveTextureProc)SGLookupFunction("glClientActiveTextureARB");
+ glBlendColorPtr = (glBlendColorProc)SGLookupFunction("glBlendColor");
cloud_path.set(texture_path.str());
cloud_path.append("overcast.rgb");
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
}
if (sp_dist > 0) {
- bx = cos(-direction * SGD_DEGREES_TO_RADIANS) * sp_dist;
- by = sin(-direction * SGD_DEGREES_TO_RADIANS) * sp_dist;
+ bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
+ by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
}
ssgGetModelviewMatrix( modelview );
layer_transform->getTransform( transform );
- sgInvertMat4( tmp, transform );
+ sgTransposeNegateMat4( tmp, transform );
sgPostMultMat4( transform, modelview );
ssgLoadModelviewMatrix( transform );
glDisable( GL_LIGHTING );
glDisable( GL_CULL_FACE );
- glEnable( GL_ALPHA_TEST );
- glAlphaFunc ( GL_GREATER, 0.1 ) ;
+// 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 );
- glPolygonMode( GL_FILL, GL_FRONT_AND_BACK );
glShadeModel( GL_SMOOTH );
glEnable( GL_COLOR_MATERIAL );
sgVec4 color;
- sgSetVec4( color, 0.05, 0.05, 0.05, 0.0 );
+ 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, 0.8, 0.8, 0.8, 0.0 );
+ sgSetVec4( color, 1.0f, 1.0f, 1.0f, 0.0 );
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, color );
- sgSetVec4( color, 0.5, 0.5, 0.5, 0.0 );
+ sgSetVec4( color, 1.0, 1.0, 1.0, 0.0 );
glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, color );
- sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+ 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 );
//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 );
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 );
glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
- sgVec4 factors;
- if ( top || layer_coverage != SG_CLOUD_OVERCAST ) {
- sgSetVec4( factors, 0.5f, 0.5f, 0.3f, 1.0f );
- } else {
- sgSetVec4( factors, 0.1f, 0.1f, 0.0f, 1.0f );
- }
- glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, factors );
-
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
- glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_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 );
- glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB );
glClientActiveTexturePtr( GL_TEXTURE0_ARB );
glActiveTexturePtr( GL_TEXTURE0_ARB );
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 );
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 );
//Return to standard modulate texenv
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- glDepthFunc(GL_LEQUAL);
- //Enable multiplicative blending
- glBlendFunc( GL_DST_COLOR, GL_ZERO );
+ if ( layer_coverage == SG_CLOUD_OVERCAST ) {
+ glDepthFunc(GL_LEQUAL);
- //Perform a second pass to color the torus
- //Bind decal texture
- glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
- glEnable(GL_TEXTURE_2D);
+ 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 );
- //Set vertex arrays for torus
- glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
- glEnableClientState( GL_VERTEX_ARRAY );
+ glBlendColorPtr( average, average, average, 1.0f );
+ glBlendFunc( GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_COLOR );
- //glColorPointer( 4, GL_FLOAT, sizeof(CloudVertex), &vertices[0].color );
- //glEnableClientState( GL_COLOR_ARRAY );
+ //Perform a second pass to color the torus
+ //Bind decal texture
+ glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
+ glEnable(GL_TEXTURE_2D);
- glNormalPointer( GL_FLOAT, sizeof(CloudVertex), &vertices[0].normal );
- glEnableClientState( GL_NORMAL_ARRAY );
+ //Set vertex arrays for torus
+ glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
+ glEnableClientState( GL_VERTEX_ARRAY );
- glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
- glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+ //glColorPointer( 4, GL_FLOAT, sizeof(CloudVertex), &vertices[0].color );
+ //glEnableClientState( GL_COLOR_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] );
+ glNormalPointer( GL_FLOAT, sizeof(CloudVertex), &vertices[0].normal );
+ glEnableClientState( GL_NORMAL_ARRAY );
- glDisableClientState( GL_TEXTURE_COORD_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 );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
- glEnable( GL_LIGHTING );
glEnable( GL_CULL_FACE );
glDepthFunc(GL_LESS);