#include <simgear/math/sg_random.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
+#include <simgear/screen/extensions.hxx>
+#include <simgear/screen/texture.hxx>
#include "cloud.hxx"
-#if defined(_MSC_VER) || 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 glActiveTextureARB = 0;
+static glClientActiveTextureProc glClientActiveTextureARB = 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
speed(0.0),
direction(0.0),
last_lon(0.0),
- last_lat(0.0)
+ last_lat(0.0),
+ vertices(0),
+ indices(0)
{
cl[0] = cl[1] = cl[2] = cl[3] = NULL;
vl[0] = vl[1] = vl[2] = vl[3] = NULL;
// Destructor
SGCloudLayer::~SGCloudLayer()
{
+ delete vertices;
+ delete indices;
delete layer_root; // deletes layer_transform and layer as well
}
SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
- 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;
+ bump_mapping = SGIsOpenGLExtensionSupported("GL_ARB_multitexture") &&
+ SGIsOpenGLExtensionSupported("GL_ARB_texture_cube_map") &&
+ SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") &&
+ SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3") && true;
+
+ if ( bump_mapping ) {
+ glGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &nb_texture_unit );
+ if ( nb_texture_unit < 2 ) {
+ bump_mapping = false;
+ }
+ }
+
+ 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;
+
+ glActiveTextureARB = (glActiveTextureProc)SGLookupFunction("glActiveTextureARB");
+ glClientActiveTextureARB = (glClientActiveTextureProc)SGLookupFunction("glClientActiveTextureARB");
+
+ 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;
- 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 = acos( 0.5*layer_span / layer_to_core);
- const float border_to_core = layer_to_core * sin(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
+ if ( bump_mapping ) {
+
+ if ( !vertices ) {
+ vertices = new CloudVertex[ 25 ];
+ indices = new unsigned int[ 40 ];
}
- vl[i] = new ssgVertexArray( 10 );
- cl[i] = new ssgColourArray( 10 );
- tl[i] = new ssgTexCoordArray( 10 );
+ 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;
+ }
+ }
+ } /* else */ {
- sgSetVec3( vertex, layer_span*(i-2)/2, -layer_span,
- alt_diff * (sin(i*mpi) - 2) );
+ scale = 4000.0;
+ last_lon = last_lat = -999.0f;
- sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
+ sgVec2 base;
+ sgSetVec2( base, sg_random(), sg_random() );
- sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f );
+ // build the cloud layer
+ sgVec4 color;
+ sgVec3 vertex;
+ sgVec2 tc;
- cl[i]->add( color );
- vl[i]->add( vertex );
- tl[i]->add( 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 j = 0; j < 4; j++)
+ for (int i = 0; i < 4; i++)
{
- sgSetVec3( vertex, layer_span*(i-1)/2, layer_span*(j-2)/2,
- alt_diff * (sin((i+1)*mpi) + sin(j*mpi) - 2) );
+ if ( layer[i] != NULL ) {
+ layer_transform->removeKid(layer[i]); // automatic delete
+ }
- sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
- base[1] + layer_scale * j/4 );
+ 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,
- ( (j == 0) || (i == 3)) ?
- ( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
+ 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) );
- 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+1)/4,
+ base[1] + layer_scale * j/4 );
- sgSetVec2( tc, base[0] + layer_scale * i/4,
- base[1] + layer_scale * (j+1)/4 );
+ sgSetVec4( color, 1.0f, 1.0f, 1.0f,
+ ( (j == 0) || (i == 3)) ?
+ ( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
- 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 );
- }
+ 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 );
+ sgSetVec3( vertex, layer_span*(i-2)/2, layer_span*(j-1)/2,
+ alt_diff * (sin(i*mpi) + sin((j+1)*mpi) - 2) );
- sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f );
+ 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 );
+ }
- 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) );
- layer[i] = new ssgVtxTable(GL_TRIANGLE_STRIP, vl[i], NULL, tl[i], cl[i]);
- layer_transform->addKid( layer[i] );
+ sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
+ base[1] + layer_scale );
- if ( layer_states[layer_coverage] != NULL ) {
- layer[i]->setState( layer_states[layer_coverage] );
- }
- state_sel = layer_states[layer_coverage];
- }
+ sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f );
- // force a repaint of the sky colors with arbitrary defaults
- repaint( color );
+ 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++ )
- for ( int j = 0; j < 10; ++j ) {
- color = cl[i]->get( j );
- sgCopyVec3( 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;
}
// 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",
// 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 );
// cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
- float *base, *tc;
-
- base = tl[0]->get( 0 );
+ 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
base[0] -= (int)base[0];
} else {
SG_LOG(SG_ASTRO, SG_DEBUG,
- "Error: base = " << base[0] << "," << base[1] <<
- " course = " << course << " dist = " << dist );
+ "Error: base = " << base[0] << "," << base[1] <<
+ " course = " << course << " dist = " << dist );
base[0] = 0.0;
}
// 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 {
- 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] <<
+ " course = " << course << " dist = " << dist );
+ base[1] = 0.0;
}
- // cout << "base = " << base[0] << "," << base[1] << endl;
+ 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 );
+ }
+ }
- 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 );
+ } 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 * j/4 );
-
- tc = tl[i]->get( (j+1)*2 );
- sgSetVec2( tc, base[0] + layer_scale * i/4,
- base[1] + layer_scale * (j+1)/4 );
+ base[1] + layer_scale );
}
-
- tc = tl[i]->get( 9 );
- sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
- base[1] + layer_scale );
}
-
+
last_lon = lon;
last_lat = lat;
}
void SGCloudLayer::draw( bool top ) {
if ( layer_coverage != SG_CLOUD_CLEAR ) {
- state_sel->selectStep( top ? 1 : 0 );
- ssgCullAndDraw( layer_root );
+
+ 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 );
+ }
}
}