]> git.mxchange.org Git - simgear.git/commitdiff
Remove unused cube-map from 2D clouds.
authorJames Turner <zakalawe@mac.com>
Wed, 5 Mar 2014 14:42:29 +0000 (14:42 +0000)
committerJames Turner <zakalawe@mac.com>
Wed, 5 Mar 2014 14:42:29 +0000 (14:42 +0000)
simgear/scene/sky/cloud.cxx

index e3522dda4e2b866e320f27fd68928cb0024b5156..e41d170bae3a75a62d5627c5b8c3f598dc8a6831 100644 (file)
@@ -40,7 +40,6 @@
 #include <osg/TexEnv>
 #include <osg/TexEnvCombine>
 #include <osg/Texture2D>
-#include <osg/TextureCubeMap>
 #include <osg/TexMat>
 #include <osg/Fog>
 
@@ -62,7 +61,6 @@ using namespace osg;
 
 static osg::ref_ptr<osg::StateSet> layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
 static osg::ref_ptr<osg::StateSet> layer_states2[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
-static osg::ref_ptr<osg::TextureCubeMap> cubeMap;
 static bool state_initialized = false;
 
 const std::string SGCloudLayer::SG_CLOUD_OVERCAST_STRING = "overcast";
@@ -89,31 +87,8 @@ SGMakeState(const SGPath &path, const char* colorTexture,
     stateSet->setMode(GL_LIGHTING, 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;
 }
 
@@ -367,126 +342,6 @@ SGCloudLayer::rebuild()
 
         SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
 
-        // 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.png", "overcast_n.png");
         layer_states[SG_CLOUD_OVERCAST] = state;