X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=simgear%2Fscene%2Fsky%2Fcloud.cxx;h=5ff1b0891ebdbbe671e60a6ee6f31e766783deba;hb=813b518b6f0c3e772fbd521d75106a650e69a084;hp=a5e2ba5a37d2dbadf1197a3baf739e661512226d;hpb=4fc985b518de9ea889df4948a26cefd1129c2bcc;p=simgear.git diff --git a/simgear/scene/sky/cloud.cxx b/simgear/scene/sky/cloud.cxx index a5e2ba5a..5ff1b089 100644 --- a/simgear/scene/sky/cloud.cxx +++ b/simgear/scene/sky/cloud.cxx @@ -2,44 +2,149 @@ // // 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 +#endif #include -#include -#include STL_IOSTREAM +#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" -ssgSimpleState * -SGCloudLayer::layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES]; +// #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 (__CYGWIN__) +#include +#endif + +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; + +bool SGCloudLayer::enable_bump_mapping = false; + +// 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; + + SGPath colorPath(path); + colorPath.append(colorTexture); + stateSet->setTextureAttribute(0, SGLoadTexture2D(colorPath)); + 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); + + 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); + +// 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 ) : - layer_root(new ssgRoot), - layer_transform(new ssgTransform), + 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), @@ -47,25 +152,30 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) : layer_transition(0.0), layer_coverage(SG_CLOUD_CLEAR), scale(4000.0), + speed(0.0), + direction(0.0), 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; - - for ( int i = 0; i < SG_MAX_CLOUD_COVERAGES; ++i ) { - layer_states[i] = NULL; - } - layer_root->addKid(layer_transform); - rebuild(); + 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->setTextureAttribute(0, new osg::TexMat()); + base = osg::Vec2(sg_random(), sg_random()); + + group_top->addChild(layer_transform.get()); + group_bottom->addChild(layer_transform.get()); + + layer3D = new SGCloudField; + rebuild(); } // Destructor SGCloudLayer::~SGCloudLayer() { - delete layer_root; // deletes layer_transform and layer as well + delete layer3D; } float @@ -90,9 +200,16 @@ SGCloudLayer::getElevation_m () const } void -SGCloudLayer::setElevation_m (float elevation_m) +SGCloudLayer::setElevation_m (float elevation_m, bool set_span) { layer_asl = elevation_m; + + if (set_span) { + if (elevation_m > 4000) + setSpan_m( elevation_m * 10 ); + else + setSpan_m( 40000 ); + } } float @@ -134,179 +251,600 @@ 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() { - // Initialize states and sizes if necessary. - if ( layer_states[0] == NULL ) { - SGPath cloud_path; - - cloud_path.set(texture_path.str()); - cloud_path.append("overcast.rgb"); - layer_states[SG_CLOUD_OVERCAST] = SGCloudMakeState(cloud_path.str()); - - cloud_path.set(texture_path.str()); - cloud_path.append("broken.rgba"); - layer_states[SG_CLOUD_BROKEN] - = SGCloudMakeState(cloud_path.str()); - - cloud_path.set(texture_path.str()); - cloud_path.append("scattered.rgba"); - layer_states[SG_CLOUD_SCATTERED] - = SGCloudMakeState(cloud_path.str()); - - cloud_path.set(texture_path.str()); - cloud_path.append("few.rgba"); - layer_states[SG_CLOUD_FEW] - = SGCloudMakeState(cloud_path.str()); - - cloud_path.set(texture_path.str()); - cloud_path.append("cirrus.rgba"); - layer_states[SG_CLOUD_CIRRUS] - = SGCloudMakeState(cloud_path.str()); - + // Initialize states and sizes if necessary. + if ( !state_initialized ) { + state_initialized = true; + + SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers"); + + 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 ); + } + } + cubeMap->setImage(osg::TextureCubeMap::POSITIVE_X, image); + + image = new osg::Image; + image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE); + ptr = image->data(0, 0); + for (int j = 0; j < size; j++ ) { + for (int i = 0; i < size; i++ ) { + osg::Vec3 tmp(-half_size, -( j + offset - half_size ), + ( i + offset - half_size ) ); + tmp.normalize(); + tmp = tmp*0.5 - zero_normal; + + *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); + } + } + cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_X, image); + + image = new osg::Image; + image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE); + ptr = image->data(0, 0); + for (int j = 0; j < size; j++ ) { + for (int i = 0; i < size; i++ ) { + osg::Vec3 tmp(( i + offset - half_size ), half_size, + ( j + offset - half_size ) ); + tmp.normalize(); + tmp = tmp*0.5 - zero_normal; + + *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); + } + } + cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Y, image); + + image = new osg::Image; + image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE); + ptr = image->data(0, 0); + for (int j = 0; j < size; j++ ) { + for (int i = 0; i < size; i++ ) { + osg::Vec3 tmp(( i + offset - half_size ), -half_size, + -( j + offset - half_size ) ); + tmp.normalize(); + tmp = tmp*0.5 - zero_normal; + + *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); + } + } + cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Y, image); + + image = new osg::Image; + image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE); + ptr = image->data(0, 0); + for (int j = 0; j < size; j++ ) { + for (int i = 0; i < size; i++ ) { + osg::Vec3 tmp(( i + offset - half_size ), + -( j + offset - half_size ), half_size ); + tmp.normalize(); + tmp = tmp*0.5 - zero_normal; + + *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); + } + } + cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Z, image); + + image = new osg::Image; + image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE); + ptr = image->data(0, 0); + for (int j = 0; j < size; j++ ) { + for (int i = 0; i < size; i++ ) { + osg::Vec3 tmp(-( i + offset - half_size ), + -( j + offset - half_size ), -half_size ); + tmp.normalize(); + tmp = tmp*0.5 - zero_normal; + *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); + } + } + cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Z, image); + + osg::StateSet* state; + state = SGMakeState(texture_path, "overcast.rgb", "overcast_n.rgb"); + layer_states[SG_CLOUD_OVERCAST] = state; + state = SGMakeState(texture_path, "overcast_top.rgb", "overcast_top_n.rgb"); + layer_states2[SG_CLOUD_OVERCAST] = state; + + state = SGMakeState(texture_path, "broken.rgba", "broken_n.rgb"); + layer_states[SG_CLOUD_BROKEN] = state; + layer_states2[SG_CLOUD_BROKEN] = state; + + state = SGMakeState(texture_path, "scattered.rgba", "scattered_n.rgb"); + layer_states[SG_CLOUD_SCATTERED] = state; + layer_states2[SG_CLOUD_SCATTERED] = state; + + state = SGMakeState(texture_path, "few.rgba", "few_n.rgb"); + layer_states[SG_CLOUD_FEW] = state; + layer_states2[SG_CLOUD_FEW] = state; + + state = SGMakeState(texture_path, "cirrus.rgba", "cirrus_n.rgb"); + 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; - 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; + + // 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(osg::CopyOp::DEEP_COPY_ALL + & ~osg::CopyOp::DEEP_COPY_TEXTURES); + // 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); + } +} - for (int i = -2; i < 2; i++) - { - if ( layer[i+2] != NULL ) { - layer_transform->removeKid(layer[i+2]); // automatic delete - } - - vl[i+2] = new ssgVertexArray( 10 ); - cl[i+2] = new ssgColourArray( 10 ); - tl[i+2] = new ssgTexCoordArray( 10 ); - - - sgSetVec3( vertex, layer_span*i/2, -layer_span, - 500 * (sin((i+2)*mpi) - 2) ); - - sgSetVec2( tc, base[0] + layer_scale * (i+2)/4, base[1] ); - - sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == -2) ? 0.0f : 0.15f ); - - cl[i+2]->add( color ); - vl[i+2]->add( vertex ); - tl[i+2]->add( tc ); - - for (int j = -2; j < 2; j++) - { - sgSetVec3( vertex, layer_span*(i+1)/2, layer_span*j/2, - 500 * (sin((i+3)*mpi) + sin((j+2)*mpi) - 2) ); - - sgSetVec2( tc, base[0] + layer_scale * (i+3)/4, - base[1] + layer_scale * (j+2)/4 ); - - sgSetVec4( color, 1.0f, 1.0f, 1.0f, - ((j == -2) || (i == 1)) ? - ((j == -2) && (i == 1)) ? 0.0f : 0.15f : 1.0f ); - - cl[i+2]->add( color ); - vl[i+2]->add( vertex ); - tl[i+2]->add( tc ); - - - sgSetVec3( vertex, layer_span*i/2, layer_span*(j+1)/2, - 500 * (sin((i+2)*mpi) + sin((j+3)*mpi) - 2) ); - - sgSetVec2( tc, base[0] + layer_scale * (i+2)/4, - base[1] + layer_scale * (j+3)/4 ); - - sgSetVec4( color, 1.0f, 1.0f, 1.0f, - ((j == 1) || (i == -2)) ? - ((j == 1) && (i == -2)) ? 0.0f : 0.15f : 1.0f ); - cl[i+2]->add( color ); - vl[i+2]->add( vertex ); - tl[i+2]->add( tc ); - } - - sgSetVec3( vertex, layer_span*(i+1)/2, layer_span, - 500 * (sin((i+3)*mpi) - 2) ); - - sgSetVec2( tc, base[0] + layer_scale * (i+3)/4, - base[1] + layer_scale ); - - sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 1) ? 0.0f : 0.15f ); +#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 ) ); + } - cl[i+2]->add( color ); - vl[i+2]->add( vertex ); - tl[i+2]->add( tc ); + 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 ]; + } - layer[i+2] = new ssgVtxTable ( GL_TRIANGLE_STRIP, vl[i+2], NULL, tl[i+2], cl[i+2] ); - layer_transform->addKid( layer[i+2] ); + 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 ); - if ( layer_states[layer_coverage] != NULL ) { - layer[i+2]->setState( layer_states[layer_coverage] ); - } - } + 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 ); - // force a repaint of the sky colors with arbitrary defaults - repaint( color ); + 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( 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 ); - } - - return true; +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; } - // 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, - double alt ) +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(); - // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() ); - sgMakeTransMat4( T1, asl_offset ); + T.makeTranslate( asl_offset ); // printf(" Translated to %.2f %.2f %.2f\n", // zero_elev.x, zero_elev.y, zero_elev.z ); @@ -315,25 +853,31 @@ 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); - // 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 ); + LON.makeRotate(lon, osg::Vec3(0, 0, 1)); // 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 ); + 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"); + 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 ) { @@ -341,23 +885,47 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, last_lat = lat; } - if ( lon != last_lon || lat != last_lat ) { + double sp_dist = speed*dt; + + 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, dist; + double course = 0.0, dist = 0.0; + calc_gc_course_dist( dest, start, &course, &dist ); // cout << "course = " << course << ", dist = " << dist << endl; - double xoff = cos( course ) * dist / (2 * scale); - double yoff = sin( course ) * dist / (2 * scale); + // 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; + } + + // 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; + } + + 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; + } - // cout << "xoff = " << xoff << ", yoff = " << yoff << endl; - float *base, *tc; + double xoff = (ax + bx) / (2 * scale); + double yoff = (ay + by) / (2 * scale); - base = tl[0]->get( 0 ); + const float layer_scale = layer_span / scale; + + // cout << "xoff = " << xoff << ", yoff = " << yoff << endl; base[0] += xoff; // the while loops can lead to *long* pauses if base[0] comes @@ -367,9 +935,10 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, 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]); + "Error: base = " << base[0] << "," << base[1] << + " course = " << course << " dist = " << dist ); + base[0] = 0.0; } base[1] += yoff; @@ -378,71 +947,21 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, // 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]; + base[1] -= (int)base[1]; } else { - base[1] = 0.0; - SG_LOG(SG_ASTRO, SG_ALERT, - "Error: base = " << base[0] << "," << base[1]); + 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; + // cout << "base = " << base[0] << "," << base[1] << endl; - for (int i = -2; i < 2; i++) - { - tc = tl[i+2]->get( 0 ); - sgSetVec2( tc, base[0] + layer_scale * (i+2)/4, base[1] ); - - for (int j = -2; j < 2; j++) - { - tc = tl[i+2]->get( (j+2)*2+1 ); - sgSetVec2( tc, base[0] + layer_scale * (i+3)/4, - base[1] + layer_scale * (j+2)/4 ); - - tc = tl[i+2]->get( (j+3)*2 ); - sgSetVec2( tc, base[0] + layer_scale * (i+2)/4, - base[1] + layer_scale * (j+3)/4 ); - } - - tc = tl[i+2]->get( 9 ); - sgSetVec2( tc, base[0] + layer_scale * (i+3)/4, - base[1] + layer_scale ); - } - + setTextureOffset(base); last_lon = lon; last_lat = lat; } +// layer3D->reposition( p, up, lon, lat, alt, dt, direction, speed); return true; } - - -void SGCloudLayer::draw() { - if ( layer_coverage != SG_CLOUD_CLEAR ) { - ssgCullAndDraw( layer_root ); - } -} - - -// make an ssgSimpleState for a cloud layer given the named texture -ssgSimpleState *SGCloudMakeState( const string &path ) { - ssgSimpleState *state = new ssgSimpleState(); - - 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, 0, 0, 1 ); - state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 ); - 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; -}