X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=simgear%2Fscene%2Fsky%2Fcloud.cxx;h=a2b3b66237ed36fd1452e4c7f80ce71e0d077977;hb=84cba33aab34236abc5aa69c2a364e4ef5809047;hp=5f5fd3b7d5419237f3319347a4e11edd92bb1ab3;hpb=f922e84eb62dff1bfa1691eff3fbe1d921fa4249;p=simgear.git diff --git a/simgear/scene/sky/cloud.cxx b/simgear/scene/sky/cloud.cxx index 5f5fd3b7..a2b3b662 100644 --- a/simgear/scene/sky/cloud.cxx +++ b/simgear/scene/sky/cloud.cxx @@ -2,7 +2,7 @@ // // 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 // WITHOUT ANY WARRANTY; without even the implied warranty of @@ -18,8 +18,15 @@ #include -#include -#include STL_IOSTREAM +// #include +#include + +#if defined (__APPLE__) || defined (__FreeBSD__) +// 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 @@ -29,21 +36,162 @@ #include #include #include +#include +#include #include "cloud.hxx" -ssgSimpleState * -SGCloudLayer::layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES]; +#if defined(__MINGW32__) +#define isnan(x) _isnan(x) +#endif + + +static ssgStateSelector *layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES]; +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() +{ + 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 ); +} // Constructor SGCloudLayer::SGCloudLayer( const string &tex_path ) : layer_root(new ssgRoot), layer_transform(new ssgTransform), - layer(NULL), - cl(NULL), - vl(NULL), - tl(NULL), + state_sel(0), texture_path(tex_path), layer_span(0.0), layer_asl(0.0), @@ -51,12 +199,18 @@ 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) + last_lat(0.0), + vertices(0), + indices(0) { - for ( int i = 0; i < SG_MAX_CLOUD_COVERAGES; ++i ) { - layer_states[i] = NULL; - } + 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(); } @@ -64,6 +218,8 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) : // Destructor SGCloudLayer::~SGCloudLayer() { + delete vertices; + delete indices; delete layer_root; // deletes layer_transform and layer as well } @@ -77,8 +233,8 @@ void SGCloudLayer::setSpan_m (float span_m) { if (span_m != layer_span) { - layer_span = span_m; - rebuild(); + layer_span = span_m; + rebuild(); } } @@ -89,9 +245,16 @@ 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 @@ -128,8 +291,8 @@ void SGCloudLayer::setCoverage (Coverage coverage) { if (coverage != layer_coverage) { - layer_coverage = coverage; - rebuild(); + layer_coverage = coverage; + rebuild(); } } @@ -138,113 +301,344 @@ SGCloudLayer::setCoverage (Coverage coverage) 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()); - - layer_states[SG_CLOUD_CLEAR] = 0; + // Initialize states and sizes if necessary. + if ( !state_initialized ) { + state_initialized = true; + + 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 + } + + 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; + } } - scale = 4000.0; + if ( bump_mapping ) { - last_lon = last_lat = -999.0f; + if ( !vertices ) { + vertices = new CloudVertex[ 25 ]; + indices = new unsigned int[ 40 ]; + } - if ( layer != NULL ) { - layer_transform->removeKid(layer); // automatic delete - } + 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 : 0.15f ); + } + } + /* + * 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; + } + } - cl = new ssgColourArray( 4 ); - vl = new ssgVertexArray( 4 ); - tl = new ssgTexCoordArray( 4 ); - - // build the cloud layer - sgVec4 color; - sgVec3 vertex; - sgVec2 tc; - sgSetVec4( color, 1.0f, 1.0f, 1.0f, 1.0f ); - - sgSetVec3( vertex, -layer_span, -layer_span, 0.0f ); - sgVec2 base; - sgSetVec2( base, sg_random(), sg_random() ); - sgSetVec2( tc, base[0], base[1] ); - cl->add( color ); - vl->add( vertex ); - tl->add( tc ); - - sgSetVec3( vertex, layer_span, -layer_span, 0.0f ); - sgSetVec2( tc, base[0] + layer_span / scale, base[1] ); - cl->add( color ); - vl->add( vertex ); - tl->add( tc ); - - sgSetVec3( vertex, -layer_span, layer_span, 0.0f ); - sgSetVec2( tc, base[0], base[1] + layer_span / scale ); - cl->add( color ); - vl->add( vertex ); - tl->add( tc ); - - sgSetVec3( vertex, layer_span, layer_span, 0.0f ); - sgSetVec2( tc, base[0] + layer_span / scale, base[1] + layer_span / scale ); - cl->add( color ); - vl->add( vertex ); - tl->add( tc ); - - layer = new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, NULL, tl, cl ); - layer_transform->addKid( layer ); - if ( layer_states[layer_coverage] != NULL ) { - layer->setState( layer_states[layer_coverage] ); - } + } /* 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 ); - // force a repaint of the sky colors with arbitrary defaults - repaint( color ); + 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]; + } + + // force a repaint of the sky colors with arbitrary defaults + repaint( color ); + } } // repaint the cloud layer colors bool SGCloudLayer::repaint( sgVec3 fog_color ) { - float *color; - for ( int i = 0; i < 4; ++i ) { - color = cl->get( i ); - sgCopyVec4( color, 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++ ) { + for ( int j = 0; j < 10; ++j ) { + color = cl[i]->get( j ); + sgCopyVec3( color, fog_color ); + } + } } 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 ) + double alt, double dt ) { sgMat4 T1, LON, LAT; sgVec3 axis; @@ -254,9 +648,9 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, sgCopyVec3( asl_offset, up ); sgNormalizeVec3( asl_offset ); if ( alt <= layer_asl ) { - sgScaleVec3( asl_offset, layer_asl ); + sgScaleVec3( asl_offset, layer_asl ); } else { - sgScaleVec3( asl_offset, layer_asl + layer_thickness ); + sgScaleVec3( asl_offset, layer_asl + layer_thickness ); } // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1] // << "," << asl_offset[2] << endl; @@ -266,7 +660,6 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double 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 ); // printf(" Translated to %.2f %.2f %.2f\n", @@ -276,12 +669,9 @@ 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 ); - // 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 ); @@ -298,82 +688,385 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, // now calculate update texture coordinates if ( last_lon < -900 ) { - last_lon = lon; - last_lat = lat; + last_lon = lon; + last_lat = lat; } - if ( lon != last_lon || lat != last_lat ) { - Point3D start( last_lon, last_lat, 0.0 ); - Point3D dest( lon, lat, 0.0 ); - double course, dist; - calc_gc_course_dist( dest, start, &course, &dist ); - // cout << "course = " << course << ", dist = " << dist << endl; + double sp_dist = speed*dt; - double xoff = cos( course ) * dist / (2 * scale); - double yoff = sin( course ) * dist / (2 * scale); + if ( lon != last_lon || lat != last_lat || sp_dist != 0 ) { + Point3D start( last_lon, last_lat, 0.0 ); + Point3D dest( lon, lat, 0.0 ); + double course = 0.0, dist = 0.0; - // cout << "xoff = " << xoff << ", yoff = " << yoff << endl; + calc_gc_course_dist( dest, start, &course, &dist ); + // cout << "course = " << course << ", dist = " << dist << endl; - float *base, *tc; - base = tl->get( 0 ); + // 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; - base[0] += xoff; + 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; + } - // the while loops can lead to *long* pauses if base[0] comes - // with a bogus value. + + double xoff = (ax + bx) / (2 * scale); + double yoff = (ay + by) / (2 * scale); + + 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 + // with a bogus value. // while ( base[0] > 1.0 ) { base[0] -= 1.0; } - // while ( base[0] < 0.0 ) { base[0] += 1.0; } + // while ( base[0] < 0.0 ) { base[0] += 1.0; } if ( base[0] > -10.0 && base[0] < 10.0 ) { base[0] -= (int)base[0]; } else { + SG_LOG(SG_ASTRO, SG_DEBUG, + "Error: base = " << base[0] << "," << base[1] << + " course = " << course << " dist = " << dist ); base[0] = 0.0; - SG_LOG(SG_ASTRO, SG_DEBUG, - "Error: base = " << base[0] << "," << base[1]); } - base[1] += yoff; - // the while loops can lead to *long* pauses if base[0] comes - // with a bogus value. - // while ( base[1] > 1.0 ) { base[1] -= 1.0; } - // while ( base[1] < 0.0 ) { base[1] += 1.0; } + base[1] += yoff; + // the while loops can lead to *long* pauses if base[0] comes + // with a bogus value. + // while ( base[1] > 1.0 ) { base[1] -= 1.0; } + // while ( base[1] < 0.0 ) { base[1] += 1.0; } if ( base[1] > -10.0 && base[1] < 10.0 ) { base[1] -= (int)base[1]; } else { + SG_LOG(SG_ASTRO, SG_ALERT, + "Error: base = " << base[0] << "," << base[1] << + " course = " << course << " dist = " << dist ); base[1] = 0.0; - SG_LOG(SG_ASTRO, SG_ALERT, - "Error: base = " << base[0] << "," << base[1]); } - // cout << "base = " << base[0] << "," << base[1] << endl; - - tc = tl->get( 1 ); - sgSetVec2( tc, base[0] + layer_span / scale, base[1] ); - - tc = tl->get( 2 ); - sgSetVec2( tc, base[0], base[1] + layer_span / scale ); - - tc = tl->get( 3 ); - sgSetVec2( tc, base[0] + layer_span / scale, base[1] + layer_span / scale ); - - last_lon = lon; - last_lat = lat; + 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 ); + } + } + + last_lon = lon; + last_lat = lat; } return true; } -void SGCloudLayer::draw() { +void SGCloudLayer::draw( bool top ) { if ( layer_coverage != SG_CLOUD_CLEAR ) { - ssgCullAndDraw( layer_root ); + + 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 ); + } } } // make an ssgSimpleState for a cloud layer given the named texture -ssgSimpleState *SGCloudMakeState( const string &path ) { +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 ); @@ -381,15 +1074,13 @@ ssgSimpleState *SGCloudMakeState( const string &path ) { 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->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 ); - // ref() the state so it doesn't get deleted if the last layer of - // it's type is deleted. - state->ref(); - return state; }