]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/sky/cloud.cxx
FreeBSD fix.
[simgear.git] / simgear / scene / sky / cloud.cxx
index 9e848e3bb9d251ee9059489b635ff5d0f122e32e..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 <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;
@@ -54,6 +56,7 @@ static GLuint normalization_cube_map;
 
 static glActiveTextureProc glActiveTexturePtr = 0;
 static glClientActiveTextureProc glClientActiveTexturePtr = 0;
+static glBlendColorProc glBlendColorPtr = 0;
 
 bool SGCloudLayer::enable_bump_mapping = false;
 
@@ -307,13 +310,15 @@ SGCloudLayer::rebuild()
         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 ) {
@@ -329,6 +334,7 @@ SGCloudLayer::rebuild()
 
             glActiveTexturePtr = (glActiveTextureProc)SGLookupFunction("glActiveTextureARB");
             glClientActiveTexturePtr = (glClientActiveTextureProc)SGLookupFunction("glClientActiveTextureARB");
+            glBlendColorPtr = (glBlendColorProc)SGLookupFunction("glBlendColor");
 
             cloud_path.set(texture_path.str());
             cloud_path.append("overcast.rgb");
@@ -626,7 +632,6 @@ bool SGCloudLayer::repaint( sgVec3 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
@@ -717,8 +722,8 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
         }
 
         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;
         }
 
 
@@ -821,7 +826,7 @@ void SGCloudLayer::draw( bool top ) {
             ssgGetModelviewMatrix( modelview );
             layer_transform->getTransform( transform );
 
-            sgInvertMat4( tmp, transform );
+            sgTransposeNegateMat4( tmp, transform );
 
             sgPostMultMat4( transform, modelview );
             ssgLoadModelviewMatrix( transform );
@@ -850,24 +855,35 @@ void SGCloudLayer::draw( bool top ) {
 
             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 );
@@ -881,12 +897,12 @@ void SGCloudLayer::draw( bool top ) {
             //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 );
@@ -909,6 +925,8 @@ void SGCloudLayer::draw( bool top ) {
             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 );
@@ -918,19 +936,10 @@ void SGCloudLayer::draw( bool top ) {
                 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 );
@@ -956,6 +965,9 @@ void SGCloudLayer::draw( bool top ) {
                 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 );
@@ -967,7 +979,6 @@ void SGCloudLayer::draw( bool top ) {
                 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 );
 
@@ -986,35 +997,49 @@ void SGCloudLayer::draw( bool top ) {
                 //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 );
@@ -1022,10 +1047,7 @@ void SGCloudLayer::draw( bool top ) {
             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);