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 ) {
ssgGetModelviewMatrix( modelview );
layer_transform->getTransform( transform );
- sgInvertMat4( tmp, transform );
+ sgTransposeNegateMat4( tmp, transform );
sgPostMultMat4( transform, modelview );
ssgLoadModelviewMatrix( transform );
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_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 )
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 );
//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 );
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 );
//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;
- average = 0.15 + average/10;
- 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 );