]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/sky/cloud.cxx
Added some OSG headers for the correct evaluation of the OSG_VERSION_LESS_THAN macro.
[simgear.git] / simgear / scene / sky / cloud.cxx
index cdd851b47486dc0e2d2fa62f6d2dbff11ed6369e..db5bd09d0b310891e763d93b02bfb902414821fa 100644 (file)
@@ -40,7 +40,6 @@
 #include <osg/TexEnv>
 #include <osg/TexEnvCombine>
 #include <osg/Texture2D>
-#include <osg/TextureCubeMap>
 #include <osg/TexMat>
 #include <osg/Fog>
 
 using namespace simgear;
 using namespace osg;
 
-#if defined(__MINGW32__)
-#define isnan(x) _isnan(x)
-#endif
-
-// #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;
 
 const std::string SGCloudLayer::SG_CLOUD_OVERCAST_STRING = "overcast";
@@ -101,31 +87,8 @@ SGMakeState(const SGPath &path, const char* colorTexture,
     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;
 }
 
@@ -379,126 +342,6 @@ SGCloudLayer::rebuild()
 
         SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
 
-        // 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 );
-          }
-        }
-        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 );
-          }
-        }
-        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;
-
-            *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
-            *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
-            *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
-          }
-        }
-        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);
-
         osg::StateSet* state;
         state = SGMakeState(texture_path, "overcast.png", "overcast_n.png");
         layer_states[SG_CLOUD_OVERCAST] = state;
@@ -657,8 +500,12 @@ bool SGCloudLayer::repaint( const SGVec3f& fog_color ) {
 // 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( const SGVec3f& p, const SGVec3f& up, double lon, double lat,
-                              double alt, double dt )
+bool SGCloudLayer::reposition( const SGVec3f& p,
+                               const SGVec3f& up,
+                               double lon,
+                               double lat,
+                               double alt,
+                               double dt )
 {
 
     if (getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR)
@@ -735,7 +582,7 @@ bool SGCloudLayer::reposition( const SGVec3f& p, const SGVec3f& up, double lon,
             // 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) ) {
+            if ( isNaN(course) ) {
                 course = last_course;
             } else {
                 last_course = course;