X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=simgear%2Fscene%2Fsky%2Fcloud.cxx;h=0ec7139b01615acf9bef1816277d4f1907d2fa85;hb=ad6129816d1c1d064748382547a1bc9f3d9a67c3;hp=0dc6eac318491890ecb247182f852f69f9f2a47a;hpb=c47e800f60a399d4de7da6e73461e284af4eac33;p=simgear.git diff --git a/simgear/scene/sky/cloud.cxx b/simgear/scene/sky/cloud.cxx index 0dc6eac3..0ec7139b 100644 --- a/simgear/scene/sky/cloud.cxx +++ b/simgear/scene/sky/cloud.cxx @@ -37,21 +37,28 @@ #include #include #include +#include #include #include +#include +#include #include +#include #include #include +#include +#include #include #include "newcloud.hxx" #include "cloudfield.hxx" #include "cloud.hxx" -// #if defined(__MINGW32__) -// #define isnan(x) _isnan(x) -// #endif +using namespace simgear; +#if defined(__MINGW32__) +#define isnan(x) _isnan(x) +#endif // #if defined (__FreeBSD__) // # if __FreeBSD_version < 500000 @@ -80,35 +87,17 @@ SGMakeState(const SGPath &path, const char* colorTexture, { osg::StateSet *stateSet = new osg::StateSet; - SGPath colorPath(path); - colorPath.append(colorTexture); - stateSet->setTextureAttribute(0, SGLoadTexture2D(colorPath)); + osg::ref_ptr options + = makeOptionsFromPath(path); + stateSet->setTextureAttribute(0, SGLoadTexture2D(colorTexture, + options.get())); stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON); - - osg::TexEnv* texEnv = new osg::TexEnv; - texEnv->setMode(osg::TexEnv::MODULATE); - stateSet->setTextureAttribute(0, texEnv); - - osg::ShadeModel* shadeModel = new osg::ShadeModel; - // FIXME: TRUE?? - shadeModel->setMode(osg::ShadeModel::SMOOTH); - stateSet->setAttributeAndModes(shadeModel); - + StateAttributeFactory* attribFactory = StateAttributeFactory::instance(); + stateSet->setAttributeAndModes(attribFactory->getSmoothShadeModel()); stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF); stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF); - -// osg::AlphaFunc* alphaFunc = new osg::AlphaFunc; -// alphaFunc->setFunction(osg::AlphaFunc::GREATER); -// alphaFunc->setReferenceValue(0.01); -// stateSet->setAttribute(alphaFunc); -// stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON); - stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF); - - osg::BlendFunc* blendFunc = new osg::BlendFunc; - blendFunc->setSource(osg::BlendFunc::SRC_ALPHA); - blendFunc->setDestination(osg::BlendFunc::ONE_MINUS_SRC_ALPHA); - stateSet->setAttribute(blendFunc); - stateSet->setMode(GL_BLEND, osg::StateAttribute::ON); + stateSet->setAttributeAndModes(attribFactory->getStandardAlphaFunc()); + stateSet->setAttributeAndModes(attribFactory->getStandardBlendFunc()); // osg::Material* material = new osg::Material; // material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE); @@ -139,6 +128,7 @@ SGMakeState(const SGPath &path, const char* colorTexture, // Constructor SGCloudLayer::SGCloudLayer( const string &tex_path ) : + cloud_root(new osg::Switch), layer_root(new osg::Switch), group_top(new osg::Group), group_bottom(new osg::Group), @@ -156,16 +146,58 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) : last_lon(0.0), last_lat(0.0) { + // 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()); - // Force the cloud layers into recursive bins of bin 4. osg::StateSet *rootSet = layer_root->getOrCreateStateSet(); - rootSet->setRenderBinDetails(4, "RenderBin"); + rootSet->setRenderBinDetails(CLOUDS_BIN, "DepthSortedBin"); + rootSet->setTextureAttribute(0, new osg::TexMat); + // 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); + + base = osg::Vec2(sg_random(), sg_random()); group_top->addChild(layer_transform.get()); group_bottom->addChild(layer_transform.get()); - layer3D = new SGCloudField; + layer3D = new SGCloudField(); + cloud_root->addChild(layer3D->getNode(), false); + rebuild(); } @@ -248,6 +280,17 @@ SGCloudLayer::setCoverage (Coverage coverage) } } +void +SGCloudLayer::setTextureOffset(const osg::Vec2& offset) +{ + osg::StateAttribute* attr = layer_root->getStateSet() + ->getTextureAttribute(0, osg::StateAttribute::TEXMAT); + osg::TexMat* texMat = dynamic_cast(attr); + if (!texMat) + return; + texMat->setMatrix(osg::Matrix::translate(offset[0], offset[1], 0.0)); +} + // build the cloud object void SGCloudLayer::rebuild() @@ -391,40 +434,35 @@ SGCloudLayer::rebuild() cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Z, image); osg::StateSet* state; - state = SGMakeState(texture_path, "overcast.rgb", "overcast_n.rgb"); + state = SGMakeState(texture_path, "overcast.png", "overcast_n.png"); layer_states[SG_CLOUD_OVERCAST] = state; - state = SGMakeState(texture_path, "overcast_top.rgb", "overcast_top_n.rgb"); + state = SGMakeState(texture_path, "overcast_top.png", "overcast_top_n.png"); layer_states2[SG_CLOUD_OVERCAST] = state; - state = SGMakeState(texture_path, "broken.rgba", "broken_n.rgb"); + state = SGMakeState(texture_path, "broken.png", "broken_n.png"); layer_states[SG_CLOUD_BROKEN] = state; layer_states2[SG_CLOUD_BROKEN] = state; - state = SGMakeState(texture_path, "scattered.rgba", "scattered_n.rgb"); + state = SGMakeState(texture_path, "scattered.png", "scattered_n.png"); layer_states[SG_CLOUD_SCATTERED] = state; layer_states2[SG_CLOUD_SCATTERED] = state; - state = SGMakeState(texture_path, "few.rgba", "few_n.rgb"); + state = SGMakeState(texture_path, "few.png", "few_n.png"); layer_states[SG_CLOUD_FEW] = state; layer_states2[SG_CLOUD_FEW] = state; - state = SGMakeState(texture_path, "cirrus.rgba", "cirrus_n.rgb"); + 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; - - // OSGFIXME -// SGNewCloud::loadTextures(texture_path.str()); -// layer3D->buildTestLayer(); } scale = 4000.0; last_lon = last_lat = -999.0f; - - base = osg::Vec2(sg_random(), sg_random()); - + + setTextureOffset(base); // build the cloud layer const float layer_scale = layer_span / scale; const float mpi = SG_PI/4; @@ -451,7 +489,7 @@ SGCloudLayer::rebuild() osg::Vec3 vertex(layer_span*(i-2)/2, -layer_span, alt_diff * (sin(i*mpi) - 2)); - osg::Vec2 tc(base[0] + layer_scale * i/4, base[1]); + osg::Vec2 tc(layer_scale * i/4, 0.0f); osg::Vec4 color(1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f); cl[i]->push_back(color); @@ -461,8 +499,7 @@ SGCloudLayer::rebuild() 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(base[0] + layer_scale * (i+1)/4, - base[1] + layer_scale * j/4); + tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale * j/4); color = osg::Vec4(1.0f, 1.0f, 1.0f, ( (j == 0) || (i == 3)) ? ( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f ); @@ -473,8 +510,7 @@ SGCloudLayer::rebuild() 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(base[0] + layer_scale * i/4, - base[1] + layer_scale * (j+1)/4 ); + tc = osg::Vec2(layer_scale * i/4, layer_scale * (j+1)/4 ); color = osg::Vec4(1.0f, 1.0f, 1.0f, ((j == 3) || (i == 0)) ? ((j == 3) && (i == 0)) ? 0.0f : 0.15f : 1.0f ); @@ -486,8 +522,7 @@ SGCloudLayer::rebuild() vertex = osg::Vec3(layer_span*(i-1)/2, layer_span, alt_diff * (sin((i+1)*mpi) - 2)); - tc = osg::Vec2(base[0] + layer_scale * (i+1)/4, - base[1] + layer_scale); + tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale); color = osg::Vec4(1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f ); @@ -515,8 +550,7 @@ SGCloudLayer::rebuild() //OSGFIXME: true if ( layer_states[layer_coverage].valid() ) { - osg::CopyOp copyOp(osg::CopyOp::DEEP_COPY_ALL - & ~osg::CopyOp::DEEP_COPY_TEXTURES); + osg::CopyOp copyOp; // shallow copy // render bin will be set in reposition osg::StateSet* stateSet = static_cast(layer_states2[layer_coverage]->clone(copyOp)); stateSet->setDataVariance(osg::Object::DYNAMIC); @@ -527,285 +561,17 @@ SGCloudLayer::rebuild() } } -#if 0 - 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 ); - -// use TexEnvCombine to add the highlights to the original lighting -osg::TexEnvCombine *te = new osg::TexEnvCombine; -te->setSource0_RGB(osg::TexEnvCombine::TEXTURE); -te->setCombine_RGB(osg::TexEnvCombine::REPLACE); -te->setSource0_Alpha(osg::TexEnvCombine::TEXTURE); -te->setCombine_Alpha(osg::TexEnvCombine::REPLACE); -ss->setTextureAttributeAndModes(0, te, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); - - - 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 ); - -osg::TexEnvCombine *te = new osg::TexEnvCombine; -te->setSource0_RGB(osg::TexEnvCombine::TEXTURE); -te->setCombine_RGB(osg::TexEnvCombine::DOT3_RGB); -te->setSource1_RGB(osg::TexEnvCombine::PREVIOUS); -te->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS); -te->setCombine_Alpha(osg::TexEnvCombine::REPLACE); -ss->setTextureAttributeAndModes(0, te, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); - - - 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 ); -#endif - // repaint the cloud layer colors bool SGCloudLayer::repaint( const SGVec3f& fog_color ) { - for ( int i = 0; i < 4; i++ ) { - osg::Vec4 color(fog_color.osg(), 1); - color[3] = (i == 0) ? 0.0f : cloud_alpha * 0.15f; - (*cl[i])[0] = color; - - for ( int j = 0; j < 4; ++j ) { - color[3] = - ((j == 0) || (i == 3)) ? - ((j == 0) && (i == 3)) ? 0.0f : cloud_alpha * 0.15f : cloud_alpha; - (*cl[i])[(2*j) + 1] = color; - - color[3] = - ((j == 3) || (i == 0)) ? - ((j == 3) && (i == 0)) ? 0.0f : cloud_alpha * 0.15f : cloud_alpha; - (*cl[i])[(2*j) + 2] = color; - } - - color[3] = (i == 3) ? 0.0f : cloud_alpha * 0.15f; - (*cl[i])[9] = color; - - cl[i]->dirty(); - } - - return true; + osg::Vec4f combineColor(fog_color.osg(), cloud_alpha); + osg::TexEnvCombine* combiner + = dynamic_cast(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 @@ -850,16 +616,17 @@ bool SGCloudLayer::reposition( const SGVec3f& p, const SGVec3f& up, double lon, 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! - layer_root->getChild(0)->getStateSet()->setRenderBinDetails(-(int)layer_asl, - "RenderBin"); - layer_root->getChild(1)->getStateSet()->setRenderBinDetails((int)layer_asl, - "RenderBin"); + 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 ) { @@ -947,19 +714,26 @@ bool SGCloudLayer::reposition( const SGVec3f& p, const SGVec3f& up, double lon, // cout << "base = " << base[0] << "," << base[1] << endl; - for (int i = 0; i < 4; i++) { - (*tl[i])[0] = base + osg::Vec2(i, 0)*layer_scale/4; - for (int j = 0; j < 4; j++) { - (*tl[i])[j*2+1] = base + osg::Vec2(i+1, j)*layer_scale/4; - (*tl[i])[j*2+2] = base + osg::Vec2(i, j+1)*layer_scale/4; - } - (*tl[i])[9] = base + osg::Vec2(i+1, 4)*layer_scale/4; - } - + setTextureOffset(base); last_lon = lon; last_lat = lat; } -// layer3D->reposition( p, up, lon, lat, alt, dt, direction, speed); + layer3D->reposition( p, up, lon, lat, dt); return true; } + +void SGCloudLayer::set_enable3dClouds(bool enable) { + + if (layer3D->defined3D && 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); + } +} + +void SGCloudLayer::applyDensity() { + layer3D->applyDensity(); +}