X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=simgear%2Fscene%2Fsky%2Fcloud.cxx;h=a2b3b66237ed36fd1452e4c7f80ce71e0d077977;hb=84cba33aab34236abc5aa69c2a364e4ef5809047;hp=b376b88b0db2a3448fb54d1d8fb4c3d4ef1064ee;hpb=dec1e32f964cffe6580e81213434c8b5c6d24582;p=simgear.git diff --git a/simgear/scene/sky/cloud.cxx b/simgear/scene/sky/cloud.cxx index b376b88b..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 @@ -21,15 +21,13 @@ // #include #include -#if defined (__APPLE__) +#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 STL_IOSTREAM - #include #include @@ -320,7 +318,7 @@ SGCloudLayer::rebuild() if ( nb_texture_unit < 2 ) { bump_mapping = false; } - nb_texture_unit = 2; // Force the number of units for now + //nb_texture_unit = 2; // Force the number of units for now } if ( bump_mapping ) { @@ -634,7 +632,6 @@ bool SGCloudLayer::repaint( sgVec3 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 @@ -725,8 +722,8 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, } if (sp_dist > 0) { - bx = cos(-direction * SGD_DEGREES_TO_RADIANS) * sp_dist; - by = sin(-direction * SGD_DEGREES_TO_RADIANS) * sp_dist; + bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist; + by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist; } @@ -829,7 +826,7 @@ void SGCloudLayer::draw( bool top ) { ssgGetModelviewMatrix( modelview ); layer_transform->getTransform( transform ); - sgInvertMat4( tmp, transform ); + sgTransposeNegateMat4( tmp, transform ); sgPostMultMat4( transform, modelview ); ssgLoadModelviewMatrix( transform ); @@ -858,6 +855,7 @@ void SGCloudLayer::draw( bool top ) { 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 ); @@ -869,7 +867,7 @@ void SGCloudLayer::draw( bool top ) { glEnable( GL_COLOR_MATERIAL ); sgVec4 color; float emis = 0.05; - if ( top ) { + if ( 1 ) { ssgGetLight( 0 )->getColour( GL_DIFFUSE, color ); emis = ( color[0]+color[1]+color[2] ) / 3.0; if ( emis < 0.05 ) @@ -879,11 +877,13 @@ void SGCloudLayer::draw( bool top ) { 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, 0.5, 0.5, 0.5, 0.0 ); + 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 ); @@ -897,12 +897,12 @@ void SGCloudLayer::draw( bool top ) { //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 ); @@ -936,19 +936,10 @@ void SGCloudLayer::draw( bool top ) { glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); - sgVec4 factors; - if ( top || layer_coverage != SG_CLOUD_OVERCAST ) { - sgSetVec4( factors, 0.5f, 0.5f, 0.3f, 1.0f ); - } else { - sgSetVec4( factors, 0.1f, 0.1f, 0.0f, 1.0f ); - } - glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, factors ); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB ); - glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_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 ); - glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB ); glClientActiveTexturePtr( GL_TEXTURE0_ARB ); glActiveTexturePtr( GL_TEXTURE0_ARB ); @@ -1006,46 +997,49 @@ void SGCloudLayer::draw( bool top ) { //Return to standard modulate texenv glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); - glDepthFunc(GL_LEQUAL); + 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; - sgVec4 averageColor; - sgSetVec4( averageColor, average, average, average, 1.0f ); - ssgGetLight( 0 )->setColour( GL_DIFFUSE, averageColor ); + 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 ); + 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); + //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 ); + //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 ); + //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 ); + 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 ); + 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] ); + //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 ); + ssgGetLight( 0 )->setColour( GL_DIFFUSE, color ); - glDisableClientState( GL_TEXTURE_COORD_ARRAY ); + glDisableClientState( GL_TEXTURE_COORD_ARRAY ); + } } //Disable texture glDisable( GL_TEXTURE_2D );