From: ehofman Date: Thu, 20 May 2004 13:24:48 +0000 (+0000) Subject: Patch from Frederic. Adds support for bump-mapped (multi textured) 2d clouds, include... X-Git-Url: https://git.mxchange.org/?a=commitdiff_plain;h=8e09486e82340656edd81d25762d90b4e7bce946;p=simgear.git Patch from Frederic. Adds support for bump-mapped (multi textured) 2d clouds, includeing support code. --- diff --git a/simgear/scene/sky/cloud.cxx b/simgear/scene/sky/cloud.cxx index f6278bdc..5b6fcaea 100644 --- a/simgear/scene/sky/cloud.cxx +++ b/simgear/scene/sky/cloud.cxx @@ -38,16 +38,150 @@ #include #include #include +#include +#include #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 @@ -65,7 +199,9 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) : 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; @@ -79,6 +215,8 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) : // Destructor SGCloudLayer::~SGCloudLayer() { + delete vertices; + delete indices; delete layer_root; // deletes layer_transform and layer as well } @@ -166,173 +304,325 @@ SGCloudLayer::rebuild() 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; } @@ -365,7 +655,6 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, // 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", @@ -375,12 +664,9 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, // 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 ); @@ -443,9 +729,12 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, // 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 @@ -456,8 +745,8 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, 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; } @@ -467,37 +756,52 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, // 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; } @@ -508,8 +812,229 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double 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 ); + } } } diff --git a/simgear/scene/sky/cloud.hxx b/simgear/scene/sky/cloud.hxx index cda7245f..369dbfa7 100644 --- a/simgear/scene/sky/cloud.hxx +++ b/simgear/scene/sky/cloud.hxx @@ -169,8 +169,23 @@ public: /** draw the cloud layer */ void draw( bool top ); + static bool enable_bump_mapping; + private: + struct CloudVertex { + sgVec3 position; + sgVec2 texCoord; + sgVec3 tangentSpLight; + sgVec3 sTangent; + sgVec3 tTangent; + sgVec3 normal; + sgVec4 color; + }; + + CloudVertex *vertices; + unsigned int *indices; + ssgRoot *layer_root; ssgTransform *layer_transform; ssgLeaf *layer[4]; diff --git a/simgear/screen/extensions.hxx b/simgear/screen/extensions.hxx index bc3219ac..b6856a77 100644 --- a/simgear/screen/extensions.hxx +++ b/simgear/screen/extensions.hxx @@ -78,6 +78,17 @@ inline void (*SGLookupFunction(const char *func))() #endif } +/* + * OpenGL 1.2 and 1.3 enumerants + */ + +#ifndef GL_CLAMP_TO_EDGE +#define GL_CLAMP_TO_EDGE 0x812F +#endif + +#ifndef GL_TEXTURE_WRAP_R +#define GL_TEXTURE_WRAP_R 0x8072 +#endif /* OpenGL extension declarations */ @@ -144,6 +155,7 @@ typedef void (APIENTRY * glPointParameterfvProc)(GLenum pname, const GLfloat *pa #endif typedef void (APIENTRY * glActiveTextureProc)(GLenum texture); +typedef void (APIENTRY * glClientActiveTextureProc)(GLenum texture); /* * GL_EXT_separate_specular_color @@ -155,6 +167,65 @@ typedef void (APIENTRY * glActiveTextureProc)(GLenum texture); #define GL_SEPARATE_SPECULAR_COLOR 0x81FA #endif +/* + * GL_ARB_texture_cube_map + */ + +#ifndef GL_ARB_texture_cube_map +#define GL_ARB_texture_cube_map 1 +#define GL_NORMAL_MAP_ARB 0x8511 +#define GL_REFLECTION_MAP_ARB 0x8512 +#define GL_TEXTURE_CUBE_MAP_ARB 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C +#endif + +/* + * GL_ARB_texture_env_combine + */ + +#ifndef GL_ARB_texture_env_combine +#define GL_ARB_texture_env_combine 1 +#define GL_COMBINE_ARB 0x8570 +#define GL_COMBINE_RGB_ARB 0x8571 +#define GL_COMBINE_ALPHA_ARB 0x8572 +#define GL_RGB_SCALE_ARB 0x8573 +#define GL_ADD_SIGNED_ARB 0x8574 +#define GL_INTERPOLATE_ARB 0x8575 +#define GL_CONSTANT_ARB 0x8576 +#define GL_PRIMARY_COLOR_ARB 0x8577 +#define GL_PREVIOUS_ARB 0x8578 +#define GL_SOURCE0_RGB_ARB 0x8580 +#define GL_SOURCE1_RGB_ARB 0x8581 +#define GL_SOURCE2_RGB_ARB 0x8582 +#define GL_SOURCE0_ALPHA_ARB 0x8588 +#define GL_SOURCE1_ALPHA_ARB 0x8589 +#define GL_SOURCE2_ALPHA_ARB 0x858A +#define GL_OPERAND0_RGB_ARB 0x8590 +#define GL_OPERAND1_RGB_ARB 0x8591 +#define GL_OPERAND2_RGB_ARB 0x8592 +#define GL_OPERAND0_ALPHA_ARB 0x8598 +#define GL_OPERAND1_ALPHA_ARB 0x8599 +#define GL_OPERAND2_ALPHA_ARB 0x859A +#endif + +/* + * GL_ARB_texture_env_dot3 + */ + +#ifndef GL_ARB_texture_env_dot3 +#define GL_ARB_texture_env_dot3 1 +#define GL_DOT3_RGB_ARB 0x86AE +#define GL_DOT3_RGBA_ARB 0x86AF +#endif + #if defined(__cplusplus) } #endif diff --git a/simgear/screen/texture.cxx b/simgear/screen/texture.cxx index f573b98c..e3331a74 100644 --- a/simgear/screen/texture.cxx +++ b/simgear/screen/texture.cxx @@ -193,6 +193,7 @@ SGTexture::read_alpha_texture(const char *name) } texture_data = new GLubyte[ image->xsize * image->ysize ]; + num_colors = 1; if (!texture_data) return; @@ -227,6 +228,7 @@ SGTexture::read_rgb_texture(const char *name) } texture_data = new GLubyte[ image->xsize * image->ysize * 3 ]; + num_colors = 3; rbuf = new GLubyte[ image->xsize ]; gbuf = new GLubyte[ image->xsize ]; bbuf = new GLubyte[ image->xsize ]; @@ -290,6 +292,7 @@ SGTexture::read_rgba_texture(const char *name) } texture_data = new GLubyte[ image->xsize * image->ysize * 4 ]; + num_colors = 4; rbuf = new GLubyte[ image->xsize ]; gbuf = new GLubyte[ image->xsize ]; bbuf = new GLubyte[ image->xsize ]; diff --git a/simgear/screen/texture.hxx b/simgear/screen/texture.hxx index 05fa393d..22f1f01c 100644 --- a/simgear/screen/texture.hxx +++ b/simgear/screen/texture.hxx @@ -109,9 +109,9 @@ public: void bind(); inline void select(bool keep_data = false) { - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, + glTexImage2D( GL_TEXTURE_2D, 0, num_colors, texture_width, texture_height, 0, - GL_RGB, GL_UNSIGNED_BYTE, texture_data ); + (num_colors==1)?GL_LUMINANCE:(num_colors==3)?GL_RGB:GL_RGBA, GL_UNSIGNED_BYTE, texture_data ); if (!keep_data) { delete[] texture_data; @@ -125,7 +125,7 @@ public: inline bool is_resident() { GLboolean is_res; glAreTexturesResident(1, &texture_id, &is_res); - return is_res; + return is_res != 0; } };