+
+ if ( bump_mapping && enable_bump_mapping ) {
+
+ sgMat4 modelview,
+ tmp,
+ transform;
+ ssgGetModelviewMatrix( modelview );
+ layer_transform->getTransform( transform );
+
+ sgInvertMat4( 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 );
+ glEnable( GL_ALPHA_TEST );
+ glAlphaFunc ( GL_GREATER, 0.1 ) ;
+ glEnable( GL_BLEND );
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+
+ glPolygonMode( GL_FILL, GL_FRONT_AND_BACK );
+ glShadeModel( GL_SMOOTH );
+ glEnable( GL_COLOR_MATERIAL );
+ sgVec4 color;
+ sgSetVec4( color, 0.05, 0.05, 0.05, 0.0 );
+ glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, color );
+ sgSetVec4( color, 0.8, 0.8, 0.8, 0.0 );
+ glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, color );
+ sgSetVec4( color, 0.5, 0.5, 0.5, 0.0 );
+ glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, color );
+ sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+ glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, color );
+
+ glActiveTextureARB( GL_TEXTURE0_ARB );
+ glBindTexture( GL_TEXTURE_2D, normal->getHandle() );
+ glEnable( GL_TEXTURE_2D );
+
+ //Bind normalisation cube map to texture unit 1
+ glActiveTextureARB( GL_TEXTURE1_ARB );
+ glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, normalization_cube_map );
+ glEnable( GL_TEXTURE_CUBE_MAP_ARB );
+ glActiveTextureARB( 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
+ glClientActiveTextureARB( 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 );
+
+ glActiveTextureARB( 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 );
+
+ if ( nb_texture_unit >= 3 ) {
+ glActiveTextureARB( GL_TEXTURE2_ARB );
+ glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
+
+ glClientActiveTextureARB( GL_TEXTURE2_ARB );
+ 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_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 );
+
+ glClientActiveTextureARB( GL_TEXTURE0_ARB );
+ glActiveTextureARB( 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 );
+ glActiveTextureARB( GL_TEXTURE1_ARB );
+ glDisable( GL_TEXTURE_CUBE_MAP_ARB );
+ glActiveTextureARB( GL_TEXTURE2_ARB );
+ glDisable( GL_TEXTURE_2D );
+ glActiveTextureARB( GL_TEXTURE0_ARB );
+
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glClientActiveTextureARB( GL_TEXTURE1_ARB );
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glClientActiveTextureARB( GL_TEXTURE2_ARB );
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glClientActiveTextureARB( GL_TEXTURE0_ARB );
+
+ glDisableClientState( GL_COLOR_ARRAY );
+
+ } else {
+ glClientActiveTextureARB( GL_TEXTURE0_ARB );
+ glActiveTextureARB( 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 );
+
+ glActiveTextureARB( GL_TEXTURE1_ARB );
+ glDisable( GL_TEXTURE_CUBE_MAP_ARB );
+ glActiveTextureARB( GL_TEXTURE0_ARB );
+
+ //disable vertex arrays
+ glDisableClientState( GL_VERTEX_ARRAY );
+
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glClientActiveTextureARB( GL_TEXTURE1_ARB );
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glClientActiveTextureARB( GL_TEXTURE0_ARB );
+
+ //Return to standard modulate texenv
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+
+ glDepthFunc(GL_LEQUAL);
+ //Enable multiplicative blending
+ glBlendFunc( GL_DST_COLOR, GL_ZERO );
+
+ //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] );
+
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ }
+ //Disable texture
+ glDisable( GL_TEXTURE_2D );
+
+ glDisableClientState( GL_VERTEX_ARRAY );
+ glDisableClientState( GL_NORMAL_ARRAY );
+
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+ glEnable( GL_LIGHTING );
+ glEnable( GL_CULL_FACE );
+ glDepthFunc(GL_LESS);
+
+ ssgLoadModelviewMatrix( modelview );
+
+ } else {
+ state_sel->selectStep( top ? 1 : 0 );
+ ssgCullAndDraw( layer_root );
+ }