From e65c85ce731e3c2321cd124c63a28ee1225cf557 Mon Sep 17 00:00:00 2001 From: ehofman Date: Mon, 7 Jun 2004 18:49:32 +0000 Subject: [PATCH] Frederic Bouvier: I am still experimenting with the code. Here is so far the best I could achieve. The dark aspect of clouds at dusk or dawn is far better than the problems of transparency of the previous version. --- simgear/scene/sky/cloud.cxx | 90 ++++++++++++++++++------------------- 1 file changed, 43 insertions(+), 47 deletions(-) diff --git a/simgear/scene/sky/cloud.cxx b/simgear/scene/sky/cloud.cxx index 319467eb..48818bcf 100644 --- a/simgear/scene/sky/cloud.cxx +++ b/simgear/scene/sky/cloud.cxx @@ -320,7 +320,7 @@ SGCloudLayer::rebuild() 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 ) { @@ -829,7 +829,7 @@ void SGCloudLayer::draw( bool top ) { ssgGetModelviewMatrix( modelview ); layer_transform->getTransform( transform ); - sgInvertMat4( tmp, transform ); + sgTransposeNegateMat4( tmp, transform ); sgPostMultMat4( transform, modelview ); ssgLoadModelviewMatrix( transform ); @@ -858,6 +858,7 @@ void SGCloudLayer::draw( bool top ) { 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 ); @@ -869,7 +870,7 @@ void SGCloudLayer::draw( bool top ) { 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 ) @@ -879,11 +880,13 @@ void SGCloudLayer::draw( bool top ) { 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 ); @@ -897,12 +900,12 @@ void SGCloudLayer::draw( bool top ) { //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 ); @@ -936,19 +939,10 @@ void SGCloudLayer::draw( bool top ) { 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 ); @@ -1006,47 +1000,49 @@ void SGCloudLayer::draw( bool top ) { //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 ); -- 2.39.5