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[simgear.git] / simgear / scene / sky / cloud.cxx
index 720e53cddca449f7257929e784ca0a2bd85a6a03..e41d170bae3a75a62d5627c5b8c3f598dc8a6831 100644 (file)
 //
 // 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
+// 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 STL_IOSTREAM
+#include <sstream>
+
+#include <math.h>
 
-#include <plib/sg.h>
-#include <plib/ssg.h>
+#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/TexMat>
+#include <osg/Fog>
 
-#include <simgear/math/point3d.hxx>
-#include <simgear/math/polar3d.hxx>
 #include <simgear/math/sg_random.h>
+#include <simgear/scene/util/SGReaderWriterOptions.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/OsgMath.hxx>
+#include <simgear/scene/util/StateAttributeFactory.hxx>
+#include <simgear/screen/extensions.hxx>
+
+#include "newcloud.hxx"
+#include "cloudfield.hxx"
 #include "cloud.hxx"
 
+using namespace simgear;
+using namespace osg;
 
-static ssgSimpleState *layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
+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 bool state_initialized = false;
 
+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)
+{
+    osg::StateSet *stateSet = new osg::StateSet;
+
+    osg::ref_ptr<SGReaderWriterOptions> options;
+    options = SGReaderWriterOptions::fromPath(path.str());
+    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());
+    stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
+
+    return stateSet;
+}
 
 // Constructor
 SGCloudLayer::SGCloudLayer( const string &tex_path ) :
-    layer_root(new ssgRoot),
-    layer_transform(new ssgTransform),
+    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)
+    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);
+
+  // Ensure repeatability of the random seed within 10 minutes,
+  // to keep multi-computer systems in sync.
+  sg_srandom_time_10();
+  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 layer_root;         // deletes layer_transform and layer as well
+  delete layer3D;
 }
 
 float
@@ -114,6 +223,18 @@ SGCloudLayer::setThickness_m (float thickness_m)
     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
 {
@@ -141,344 +262,396 @@ SGCloudLayer::setCoverage (Coverage coverage)
     }
 }
 
+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
 SGCloudLayer::rebuild()
 {
     // Initialize states and sizes if necessary.
-    if ( !state_initialized ) { 
+    if ( !state_initialized ) {
         state_initialized = true;
 
-        cout << "initializing cloud layers" << endl;
-
-        SGPath cloud_path;
+        SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
 
-        cloud_path.set(texture_path.str());
-        cloud_path.append("overcast.rgb");
-        layer_states[SG_CLOUD_OVERCAST] = sgCloudMakeState(cloud_path.str());
+        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;
 
-        cloud_path.set(texture_path.str());
-        cloud_path.append("broken.rgba");
-        layer_states[SG_CLOUD_BROKEN]
-            = sgCloudMakeState(cloud_path.str());
+        state = SGMakeState(texture_path, "broken.png", "broken_n.png");
+        layer_states[SG_CLOUD_BROKEN] = state;
+        layer_states2[SG_CLOUD_BROKEN] = state;
 
-        cloud_path.set(texture_path.str());
-        cloud_path.append("scattered.rgba");
-        layer_states[SG_CLOUD_SCATTERED]
-            = sgCloudMakeState(cloud_path.str());
+        state = SGMakeState(texture_path, "scattered.png", "scattered_n.png");
+        layer_states[SG_CLOUD_SCATTERED] = state;
+        layer_states2[SG_CLOUD_SCATTERED] = state;
 
-        cloud_path.set(texture_path.str());
-        cloud_path.append("few.rgba");
-        layer_states[SG_CLOUD_FEW]
-            = sgCloudMakeState(cloud_path.str());
+        state = SGMakeState(texture_path, "few.png", "few_n.png");
+        layer_states[SG_CLOUD_FEW] = state;
+        layer_states2[SG_CLOUD_FEW] = state;
 
-        cloud_path.set(texture_path.str());
-        cloud_path.append("cirrus.rgba");
-        layer_states[SG_CLOUD_CIRRUS]
-            = sgCloudMakeState(cloud_path.str());
+        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());
+            }
+        }
+#endif
     }
 
     scale = 4000.0;
-    last_lon = last_lat = -999.0f;
-
-    sgVec2 base;
-    sgSetVec2( base, sg_random(), sg_random() );
 
+    setTextureOffset(base);
     // build the cloud layer
-    sgVec4 color;
-    sgVec3 vertex;
-    sgVec2 tc;
-
     const float layer_scale = layer_span / scale;
     const float mpi = SG_PI/4;
-    const float alt_diff = layer_asl * 0.8;
-
-    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] );
-        }
+    // 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(), osg::Array::BIND_PER_VERTEX);
+      geometry->setTexCoordArray(0, tl[i].get(), osg::Array::BIND_PER_VERTEX);
+      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());
     }
 
-    // force a repaint of the sky colors with arbitrary defaults
-    repaint( color );
-
+    //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 ) {
-    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;
 }
 
-
 // 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,
+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 );
-    if ( alt <= layer_asl ) {
-        sgScaleVec3( asl_offset, layer_asl );
-    } else {
-        sgScaleVec3( asl_offset, layer_asl + layer_thickness );
-    }
-    // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
-    //      << "," << asl_offset[2] << endl;
-    sgAddVec3( asl_offset, p );
-    // cout << "  asl_offset = " << asl_offset[0] << "," << asl_offset[1]
-    //      << "," << asl_offset[2] << endl;
-
-    // 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", 
-    //        zero_elev.x, zero_elev.y, zero_elev.z );
-
-    // Rotate to proper orientation
-    // 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 );
-
-    sgMat4 TRANSFORM;
-
-    sgCopyMat4( TRANSFORM, T1 );
-    sgPreMultMat4( TRANSFORM, LON );
-    sgPreMultMat4( TRANSFORM, LAT );
-
-    sgCoord layerpos;
-    sgSetCoord( &layerpos, TRANSFORM );
-
-    layer_transform->setTransform( &layerpos );
-
-    // now calculate update texture coordinates
-    if ( last_lon < -900 ) {
-        last_lon = lon;
-        last_lat = lat;
-    }
 
-    double sp_dist = speed*dt;
+    if (getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR)
+    {
+        // combine p and asl (meters) to get translation offset
+        osg::Vec3 asl_offset(toOsg(up));
+        asl_offset.normalize();
+        if ( alt <= layer_asl ) {
+            asl_offset *= layer_asl;
+        } else {
+            asl_offset *= layer_asl + layer_thickness;
+        }
 
-    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;
+        // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
+        //      << "," << asl_offset[2] << endl;
+        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();
+        T.makeTranslate( asl_offset );
+
+        // printf("  Translated to %.2f %.2f %.2f\n",
+        //        zero_elev.x, zero_elev.y, zero_elev.z );
+
+        // Rotate to proper orientation
+        // printf("  lon = %.2f  lat = %.2f\n",
+        //        lon * SGD_RADIANS_TO_DEGREES,
+        //        lat * SGD_RADIANS_TO_DEGREES);
+        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();
+        }
 
-        if (dest != start) {
-            calc_gc_course_dist( dest, start, &course, &dist );
-         }
-        // cout << "course = " << course << ", dist = " << dist << endl;
 
+        // now calculate update texture coordinates
+        SGGeod pos = SGGeod::fromRad(lon, lat);
+        if ( last_pos == SGGeod() ) {
+            last_pos = pos;
+        }
 
-        // calculate cloud movement due to external forces
-        double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
+        double sp_dist = speed*dt;
 
-        if (dist > 0.0) {
-            ax = cos(course) * dist;
-            ay = sin(course) * dist;
-        }
 
-        if (sp_dist > 0) {
-            bx = cos(-direction * SGD_DEGREES_TO_RADIANS) * sp_dist;
-            by = sin(-direction * SGD_DEGREES_TO_RADIANS) * sp_dist;
-        }
+        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
+            // 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;
+            }
 
-        double xoff = (ax + bx) / (2 * scale);
-        double yoff = (ay + by) / (2 * scale);
+            // calculate cloud movement due to external forces
+            double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
 
-        const float layer_scale = layer_span / scale;
+            if (dist > 0.0) {
+                ax = -cos(course) * dist;
+                ay = sin(course) * dist;
+            }
 
-        // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
+            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;
+            }
 
-        float *base, *tc;
 
-        base = tl[0]->get( 0 );
-        base[0] += xoff;
+            double xoff = (ax + bx) / (2 * scale);
+            double yoff = (ay + by) / (2 * scale);
 
-        // the while loops can lead to *long* pauses if base[0] comes
-        // with a bogus value.
-        // while ( base[0] > 1.0 ) { base[0] -= 1.0; }
-        // while ( base[0] < 0.0 ) { base[0] += 1.0; }
-        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]);
-        }
 
-        base[1] += yoff;
-        // the while loops can lead to *long* pauses if base[0] comes
-        // with a bogus value.
-        // 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];
-        } else {
-           base[1] = 0.0;
-           SG_LOG(SG_ASTRO, SG_ALERT,
-               "Error: base = " << base[0] << "," << base[1]);
-        }
+    //        const float layer_scale = layer_span / scale;
+
+            // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
+            base[0] += xoff;
 
-       // cout << "base = " << base[0] << "," << base[1] << endl;
-
-        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 );
+            // the while loops can lead to *long* pauses if base[0] comes
+            // with a bogus value.
+            // while ( base[0] > 1.0 ) { base[0] -= 1.0; }
+            // while ( base[0] < 0.0 ) { base[0] += 1.0; }
+            if ( base[0] > -10.0 && base[0] < 10.0 ) {
+                base[0] -= (int)base[0];
+            } else {
+                SG_LOG(SG_ASTRO, SG_DEBUG,
+                    "Error: base = " << base[0] << "," << base[1] <<
+                    " course = " << course << " dist = " << dist );
+                base[0] = 0.0;
             }
-            tc = tl[i]->get( 9 );
-            sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
-                           base[1] + layer_scale );
+
+            base[1] += yoff;
+            // the while loops can lead to *long* pauses if base[0] comes
+            // with a bogus value.
+            // 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];
+            } else {
+                SG_LOG(SG_ASTRO, SG_DEBUG,
+                        "Error: base = " << base[0] << "," << base[1] <<
+                        " course = " << course << " dist = " << dist );
+                base[1] = 0.0;
+            }
+
+            // cout << "base = " << base[0] << "," << base[1] << endl;
+
+            setTextureOffset(base);
+            last_pos = pos;
         }
-        last_lon = lon;
-        last_lat = lat;
     }
 
+    layer3D->reposition( p, up, lon, lat, dt, layer_asl, speed, direction);
     return true;
 }
 
+void SGCloudLayer::set_enable3dClouds(bool enable) {
 
-void SGCloudLayer::draw() {
-    if ( layer_coverage != SG_CLOUD_CLEAR ) {
-        ssgCullAndDraw( layer_root );
+    if (layer3D->isDefined3D() && 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();
-
-    cout << " texture = " << path << endl;
-
-    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, 1.0 );
-    state->setMaterial( GL_AMBIENT, 0.2, 0.2, 0.2, 1.0 );
-    state->setMaterial( GL_DIFFUSE, 0.5, 0.5, 0.5, 1.0 );
-    state->setMaterial( GL_SPECULAR, 1.0, 1.0, 1.0, 1.0 );
-    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;
-}