X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=simgear%2Fscene%2Fsky%2Fcloud.cxx;h=0ec7139b01615acf9bef1816277d4f1907d2fa85;hb=ad6129816d1c1d064748382547a1bc9f3d9a67c3;hp=d567f729b67d67bf880ba99afb50a795664bced9;hpb=01608b7e18c83cafdd362a5d49580be670a46ee0;p=simgear.git diff --git a/simgear/scene/sky/cloud.cxx b/simgear/scene/sky/cloud.cxx index d567f729..0ec7139b 100644 --- a/simgear/scene/sky/cloud.cxx +++ b/simgear/scene/sky/cloud.cxx @@ -4,204 +4,135 @@ // // 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 +#endif #include -// #include -#include +#include -#if defined (__APPLE__) -// any C++ header file undefines isinf and isnan -// so this should be included before -inline int (isinf)(double r) { return isinf(r); } -inline int (isnan)(double r) { return isnan(r); } -#endif +#include -#include -#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include -#include -#include #include +#include #include -#include -#include -#include +#include +#include +#include +#include +#include "newcloud.hxx" +#include "cloudfield.hxx" #include "cloud.hxx" +using namespace simgear; #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 +// #if defined (__FreeBSD__) +// # if __FreeBSD_version < 500000 +// extern "C" { +// inline int isnan(double r) { return !(r <= 0 || r >= 0); } +// } +// # endif +// #endif +#if defined (__CYGWIN__) +#include +#endif -static ssgStateSelector *layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES]; +static osg::ref_ptr layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES]; +static osg::ref_ptr layer_states2[SGCloudLayer::SG_MAX_CLOUD_COVERAGES]; +static osg::ref_ptr cubeMap; static bool state_initialized = false; static bool bump_mapping = false; -static int nb_texture_unit = 0; -static ssgTexture *normal_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 }; -static ssgTexture *color_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 }; -static GLuint normalization_cube_map; - -static glActiveTextureProc glActiveTexturePtr = 0; -static glClientActiveTextureProc glClientActiveTexturePtr = 0; -static glBlendColorProc glBlendColorPtr = 0; bool SGCloudLayer::enable_bump_mapping = false; -static void -generateNormalizationCubeMap() +// make an StateSet for a cloud layer given the named texture +static osg::StateSet* +SGMakeState(const SGPath &path, const char* colorTexture, + const char* normalTexture) { - unsigned char data[ 32 * 32 * 3 ]; - const int size = 32; - const float half_size = 16.0f, - offset = 0.5f; - sgVec3 zero_normal; - sgSetVec3( zero_normal, 0.5f, 0.5f, 0.5f ); - int i, j; - - unsigned char *ptr = data; - for ( j = 0; j < size; j++ ) { - for ( i = 0; i < size; i++ ) { - sgVec3 tmp; - sgSetVec3( tmp, half_size, - -( j + offset - half_size ), - -( i + offset - half_size ) ); - sgNormalizeVec3( tmp ); - sgScaleVec3( tmp, 0.5f ); - sgAddVec3( tmp, zero_normal ); - - *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); - *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); - *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); - } - } - glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, - 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data ); - - ptr = data; - for ( j = 0; j < size; j++ ) { - for ( i = 0; i < size; i++ ) { - sgVec3 tmp; - sgSetVec3( tmp, -half_size, - -( j + offset - half_size ), - ( i + offset - half_size ) ); - sgNormalizeVec3( tmp ); - sgScaleVec3( tmp, 0.5f ); - sgAddVec3( tmp, zero_normal ); - - *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); - *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); - *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); - } - } - glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, - 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data ); - - ptr = data; - for ( j = 0; j < size; j++ ) { - for ( i = 0; i < size; i++ ) { - sgVec3 tmp; - sgSetVec3( tmp, ( i + offset - half_size ), - half_size, - ( j + offset - half_size ) ); - sgNormalizeVec3( tmp ); - sgScaleVec3( tmp, 0.5f ); - sgAddVec3( tmp, zero_normal ); - - *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); - *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); - *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); - } - } - glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, - 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data ); - - ptr = data; - for ( j = 0; j < size; j++ ) { - for ( i = 0; i < size; i++ ) { - sgVec3 tmp; - sgSetVec3( tmp, ( i + offset - half_size ), - -half_size, - -( j + offset - half_size ) ); - sgNormalizeVec3( tmp ); - sgScaleVec3( tmp, 0.5f ); - sgAddVec3( tmp, zero_normal ); - - *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); - *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); - *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); - } - } - glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, - 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data ); - - ptr = data; - for ( j = 0; j < size; j++ ) { - for ( i = 0; i < size; i++ ) { - sgVec3 tmp; - sgSetVec3( tmp, ( i + offset - half_size ), - -( j + offset - half_size ), - half_size ); - sgNormalizeVec3( tmp ); - sgScaleVec3( tmp, 0.5f ); - sgAddVec3( tmp, zero_normal ); - - *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); - *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); - *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); - } - } - glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, - 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data ); - - ptr = data; - for ( j = 0; j < size; j++ ) { - for ( i = 0; i < size; i++ ) { - sgVec3 tmp; - sgSetVec3( tmp, -( i + offset - half_size ), - -( j + offset - half_size ), - -half_size ); - sgNormalizeVec3( tmp ); - sgScaleVec3( tmp, 0.5f ); - sgAddVec3( tmp, zero_normal ); - - *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); - *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); - *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); - } - } - glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, - 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data ); + osg::StateSet *stateSet = new osg::StateSet; + + osg::ref_ptr options + = makeOptionsFromPath(path); + 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->setMode(GL_CULL_FACE, 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; } - // Constructor SGCloudLayer::SGCloudLayer( const string &tex_path ) : - vertices(0), - indices(0), - layer_root(new ssgRoot), - layer_transform(new ssgTransform), - state_sel(0), + 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), @@ -215,21 +146,65 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) : last_lon(0.0), last_lat(0.0) { - 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); + // 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(); + cloud_root->addChild(layer3D->getNode(), false); + + rebuild(); } // Destructor SGCloudLayer::~SGCloudLayer() { - delete vertices; - delete indices; - delete layer_root; // deletes layer_transform and layer as well + delete layer3D; } float @@ -305,6 +280,16 @@ 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 @@ -316,345 +301,276 @@ SGCloudLayer::rebuild() SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers"); - bump_mapping = SGIsOpenGLExtensionSupported("GL_ARB_multitexture") && - SGIsOpenGLExtensionSupported("GL_ARB_texture_cube_map") && - SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") && - 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 + osg::Texture::Extensions* extensions; + extensions = osg::Texture::getExtensions(0, true); + // OSGFIXME + bump_mapping = extensions->isMultiTexturingSupported() && + (2 <= extensions->numTextureUnits()) && + SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") && + SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3"); + + osg::TextureCubeMap::Extensions* extensions2; + extensions2 = osg::TextureCubeMap::getExtensions(0, true); + bump_mapping = bump_mapping && extensions2->isCubeMapSupported(); + + // 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 ); + } } - - if ( bump_mapping ) { - - // 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/ - // - SGPath cloud_path; - - glActiveTexturePtr = (glActiveTextureProc)SGLookupFunction("glActiveTextureARB"); - glClientActiveTexturePtr = (glClientActiveTextureProc)SGLookupFunction("glClientActiveTextureARB"); - glBlendColorPtr = (glBlendColorProc)SGLookupFunction("glBlendColor"); - - cloud_path.set(texture_path.str()); - cloud_path.append("overcast.rgb"); - color_map[ SG_CLOUD_OVERCAST ][ 0 ] = new ssgTexture( cloud_path.str().c_str() ); - color_map[ SG_CLOUD_OVERCAST ][ 0 ]->ref(); - cloud_path.set(texture_path.str()); - cloud_path.append("overcast_n.rgb"); - normal_map[ SG_CLOUD_OVERCAST ][ 0 ] = new ssgTexture( cloud_path.str().c_str() ); - normal_map[ SG_CLOUD_OVERCAST ][ 0 ]->ref(); - - cloud_path.set(texture_path.str()); - cloud_path.append("overcast_top.rgb"); - color_map[ SG_CLOUD_OVERCAST ][ 1 ] = new ssgTexture( cloud_path.str().c_str() ); - color_map[ SG_CLOUD_OVERCAST ][ 1 ]->ref(); - cloud_path.set(texture_path.str()); - cloud_path.append("overcast_top_n.rgb"); - normal_map[ SG_CLOUD_OVERCAST ][ 1 ] = new ssgTexture( cloud_path.str().c_str() ); - normal_map[ SG_CLOUD_OVERCAST ][ 1 ]->ref(); - - cloud_path.set(texture_path.str()); - cloud_path.append("broken.rgba"); - color_map[ SG_CLOUD_BROKEN ][ 0 ] = new ssgTexture( cloud_path.str().c_str() ); - color_map[ SG_CLOUD_BROKEN ][ 0 ]->ref(); - cloud_path.set(texture_path.str()); - cloud_path.append("broken_n.rgb"); - normal_map[ SG_CLOUD_BROKEN ][ 0 ] = new ssgTexture( cloud_path.str().c_str() ); - normal_map[ SG_CLOUD_BROKEN ][ 0 ]->ref(); - - cloud_path.set(texture_path.str()); - cloud_path.append("scattered.rgba"); - color_map[ SG_CLOUD_SCATTERED ][ 0 ] = new ssgTexture( cloud_path.str().c_str() ); - color_map[ SG_CLOUD_SCATTERED ][ 0 ]->ref(); - cloud_path.set(texture_path.str()); - cloud_path.append("scattered_n.rgb"); - normal_map[ SG_CLOUD_SCATTERED ][ 0 ] = new ssgTexture( cloud_path.str().c_str() ); - normal_map[ SG_CLOUD_SCATTERED ][ 0 ]->ref(); - - cloud_path.set(texture_path.str()); - cloud_path.append("few.rgba"); - color_map[ SG_CLOUD_FEW ][ 0 ] = new ssgTexture( cloud_path.str().c_str() ); - color_map[ SG_CLOUD_FEW ][ 0 ]->ref(); - cloud_path.set(texture_path.str()); - cloud_path.append("few_n.rgb"); - normal_map[ SG_CLOUD_FEW ][ 0 ] = new ssgTexture( cloud_path.str().c_str() ); - normal_map[ SG_CLOUD_FEW ][ 0 ]->ref(); - - cloud_path.set(texture_path.str()); - cloud_path.append("cirrus.rgba"); - color_map[ SG_CLOUD_CIRRUS ][ 0 ] = new ssgTexture( cloud_path.str().c_str() ); - color_map[ SG_CLOUD_CIRRUS ][ 0 ]->ref(); - cloud_path.set(texture_path.str()); - cloud_path.append("cirrus_n.rgb"); - normal_map[ SG_CLOUD_CIRRUS ][ 0 ] = new ssgTexture( cloud_path.str().c_str() ); - normal_map[ SG_CLOUD_CIRRUS ][ 0 ]->ref(); - - glGenTextures( 1, &normalization_cube_map ); - glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, normalization_cube_map ); - generateNormalizationCubeMap(); - glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); - } /* else */ { - SGPath cloud_path; - ssgStateSelector *state_sel; - ssgSimpleState *state; - - state_sel = new ssgStateSelector( 2 ); - state_sel->ref(); - cloud_path.set(texture_path.str()); - cloud_path.append("overcast.rgb"); - state_sel->setStep( 0, sgCloudMakeState(cloud_path.str()) ); - cloud_path.set(texture_path.str()); - cloud_path.append("overcast_top.rgb"); - state_sel->setStep( 1, sgCloudMakeState(cloud_path.str()) ); - layer_states[SG_CLOUD_OVERCAST] = state_sel; - - state_sel = new ssgStateSelector( 2 ); - state_sel->ref(); - cloud_path.set(texture_path.str()); - cloud_path.append("broken.rgba"); - state = sgCloudMakeState(cloud_path.str()); - state_sel->setStep( 0, state ); - state_sel->setStep( 1, state ); - layer_states[SG_CLOUD_BROKEN] = state_sel; - - state_sel = new ssgStateSelector( 2 ); - state_sel->ref(); - cloud_path.set(texture_path.str()); - cloud_path.append("scattered.rgba"); - state = sgCloudMakeState(cloud_path.str()); - state_sel->setStep( 0, state ); - state_sel->setStep( 1, state ); - layer_states[SG_CLOUD_SCATTERED] = state_sel; - - state_sel = new ssgStateSelector( 2 ); - state_sel->ref(); - cloud_path.set(texture_path.str()); - cloud_path.append("few.rgba"); - state = sgCloudMakeState(cloud_path.str()); - state_sel->setStep( 0, state ); - state_sel->setStep( 1, state ); - layer_states[SG_CLOUD_FEW] = state_sel; - - state_sel = new ssgStateSelector( 2 ); - state_sel->ref(); - cloud_path.set(texture_path.str()); - cloud_path.append("cirrus.rgba"); - state = sgCloudMakeState(cloud_path.str()); - state_sel->setStep( 0, state ); - state_sel->setStep( 1, state ); - layer_states[SG_CLOUD_CIRRUS] = state_sel; - - layer_states[SG_CLOUD_CLEAR] = 0; + 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 ); + } } - } - - if ( bump_mapping ) { - - if ( !vertices ) { - vertices = new CloudVertex[ 25 ]; - indices = new unsigned int[ 40 ]; + 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; - sgVec2 base; - sgSetVec2( base, sg_random(), sg_random() ); - - const float layer_scale = layer_span / scale; - const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl); - const float half_angle = 0.5 * layer_span / layer_to_core; - - int i; - for ( i = -2; i <= 2; i++ ) { - for ( int j = -2; j <= 2; j++ ) { - CloudVertex &v1 = vertices[ (i+2)*5 + (j+2) ]; - sgSetVec3( v1.position, - 0.5 * i * layer_span, - 0.5 * j * layer_span, - -layer_to_core * ( 1 - cos( i * half_angle ) * cos( j * half_angle ) ) ); - sgSetVec2( v1.texCoord, - base[0] + layer_scale * i * 0.25, - base[1] + layer_scale * j * 0.25 ); - sgSetVec3( v1.sTangent, - cos( i * half_angle ), - 0.f, - -sin( i * half_angle ) ); - sgSetVec3( v1.tTangent, - 0.f, - cos( j * half_angle ), - -sin( j * half_angle ) ); - sgVectorProductVec3( v1.normal, v1.tTangent, v1.sTangent ); - sgSetVec4( v1.color, 1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : cloud_alpha * 0.15f ); - } + *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); + } } - /* - * 0 1 5 6 10 11 15 16 20 21 - * 1 2 6 7 11 12 16 17 21 22 - * 2 3 7 8 12 13 17 18 22 23 - * 3 4 8 9 13 14 18 19 23 24 - */ - for ( i = 0; i < 4; i++ ) { - for ( int j = 0; j < 5; j++ ) { - indices[ i*10 + (j*2) ] = i + 5 * j; - indices[ i*10 + (j*2) + 1 ] = 1 + i + 5 * j; - } + 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 ); + } } - - } /* else */ { - - scale = 4000.0; - last_lon = last_lat = -999.0f; - - sgVec2 base; - sgSetVec2( base, sg_random(), sg_random() ); - - // build the cloud layer - sgVec4 color; - sgVec3 vertex; - sgVec2 tc; - - const float layer_scale = layer_span / scale; - const float mpi = SG_PI/4; - - // 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->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] ); - } - state_sel = layer_states[layer_coverage]; + 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); - // force a repaint of the sky colors with arbitrary defaults - repaint( color ); + 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; + + 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.png", "scattered_n.png"); + layer_states[SG_CLOUD_SCATTERED] = state; + layer_states2[SG_CLOUD_SCATTERED] = state; + + 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.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; } -} - - -// repaint the cloud layer colors -bool SGCloudLayer::repaint( sgVec3 fog_color ) { - - if ( bump_mapping && enable_bump_mapping ) { - for ( int i = 0; i < 25; i++ ) { - sgCopyVec3( vertices[ i ].color, fog_color ); - } - - } else { - float *color; - - for ( int i = 0; i < 4; i++ ) { - color = cl[i]->get( 0 ); - sgCopyVec3( color, fog_color ); - color[3] = (i == 0) ? 0.0f : 0.15f; - - for ( int j = 0; j < 4; ++j ) { - color = cl[i]->get( (2*j) ); - sgCopyVec3( color, fog_color ); - color[3] = - ((j == 0) || (i == 3)) ? - ((j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f; - - color = cl[i]->get( (2*j) + 1 ); - sgCopyVec3( color, fog_color ); - color[3] = - ((j == 3) || (i == 0)) ? - ((j == 3) && (i == 0)) ? 0.0f : 0.15f : 1.0f; - } - - color = cl[i]->get( 9 ); - sgCopyVec3( color, fog_color ); - color[3] = (i == 3) ? 0.0f : 0.15f; - } + scale = 4000.0; + last_lon = last_lat = -999.0f; + + setTextureOffset(base); + // build the cloud layer + const float layer_scale = layer_span / scale; + const float mpi = SG_PI/4; + + // 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(1.0f, 1.0f, 1.0f, (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(1.0f, 1.0f, 1.0f, + ( (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(1.0f, 1.0f, 1.0f, + ((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(1.0f, 1.0f, 1.0f, (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()); + geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX); + geometry->setTexCoordArray(0, tl[i].get()); + 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()); + } + + //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(layer_states2[layer_coverage]->clone(copyOp)); + stateSet->setDataVariance(osg::Object::DYNAMIC); + group_top->setStateSet(stateSet); + stateSet = static_cast(layer_states2[layer_coverage]->clone(copyOp)); + stateSet->setDataVariance(osg::Object::DYNAMIC); + group_bottom->setStateSet(stateSet); } +} +// repaint the cloud layer colors +bool SGCloudLayer::repaint( const SGVec3f& fog_color ) { + 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; } @@ -663,30 +579,28 @@ bool SGCloudLayer::repaint( sgVec3 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( 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 ); + osg::Vec3 asl_offset(up.osg()); + asl_offset.normalize(); if ( alt <= layer_asl ) { - sgScaleVec3( asl_offset, layer_asl ); + asl_offset *= layer_asl; } else { - sgScaleVec3( asl_offset, layer_asl + layer_thickness ); + asl_offset *= layer_asl + layer_thickness; } + // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1] // << "," << asl_offset[2] << endl; - sgAddVec3( asl_offset, p ); + asl_offset += p.osg(); // 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(); - sgMakeTransMat4( T1, asl_offset ); + T.makeTranslate( asl_offset ); // printf(" Translated to %.2f %.2f %.2f\n", // zero_elev.x, zero_elev.y, zero_elev.z ); @@ -695,22 +609,32 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, // printf(" lon = %.2f lat = %.2f\n", // lon * SGD_RADIANS_TO_DEGREES, // lat * SGD_RADIANS_TO_DEGREES); - sgSetVec3( axis, 0.0, 0.0, 1.0 ); - sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis ); - - 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 ); + 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(); + } + // now calculate update texture coordinates if ( last_lon < -900 ) { @@ -759,13 +683,6 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, const float layer_scale = layer_span / scale; // cout << "xoff = " << xoff << ", yoff = " << yoff << endl; - - float *base; - if ( bump_mapping && enable_bump_mapping ) { - base = vertices[12].texCoord; - } else { - base = tl[0]->get( 0 ); - } base[0] += xoff; // the while loops can lead to *long* pauses if base[0] comes @@ -789,324 +706,34 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, if ( base[1] > -10.0 && base[1] < 10.0 ) { base[1] -= (int)base[1]; } else { - SG_LOG(SG_ASTRO, SG_ALERT, + SG_LOG(SG_ASTRO, SG_DEBUG, "Error: base = " << base[0] << "," << base[1] << " course = " << course << " dist = " << dist ); base[1] = 0.0; } - if ( bump_mapping && enable_bump_mapping ) { - - for ( int i = -2; i <= 2; i++ ) { - for ( int j = -2; j <= 2; j++ ) { - if ( i == 0 && j == 0 ) - continue; // Already done on base - CloudVertex &v1 = vertices[ (i+2)*5 + (j+2) ]; - sgSetVec2( v1.texCoord, - base[0] + layer_scale * i * 0.25, - base[1] + layer_scale * j * 0.25 ); - } - } - - } else { - // cout << "base = " << base[0] << "," << base[1] << endl; - - float *tc; - 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 ); - } - - tc = tl[i]->get( 9 ); - sgSetVec2( tc, base[0] + layer_scale * (i+1)/4, - base[1] + layer_scale ); - } - } + // cout << "base = " << base[0] << "," << base[1] << endl; + setTextureOffset(base); last_lon = lon; last_lat = lat; } + layer3D->reposition( p, up, lon, lat, dt); return true; } - -void SGCloudLayer::draw( bool top ) { - if ( layer_coverage != SG_CLOUD_CLEAR ) { - - if ( bump_mapping && enable_bump_mapping ) { - - 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 ); - - 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 ); - - 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 ); - - } else { - state_sel->selectStep( top ? 1 : 0 ); - ssgCullAndDraw( layer_root ); - } - } +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); + } } - -// make an ssgSimpleState for a cloud layer given the named texture -ssgSimpleState *sgCloudMakeState( const string &path ) { - ssgSimpleState *state = new ssgSimpleState(); - - SG_LOG(SG_ASTRO, SG_INFO, " texture = "); - - 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, 0.0 ); - state->setMaterial( GL_AMBIENT, 0.2, 0.2, 0.2, 0.0 ); - state->setMaterial( GL_DIFFUSE, 0.5, 0.5, 0.5, 0.0 ); - state->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 ); - state->enable( GL_BLEND ); - state->enable( GL_ALPHA_TEST ); - state->setAlphaClamp( 0.01 ); - - return state; +void SGCloudLayer::applyDensity() { + layer3D->applyDensity(); }