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@@ -38,16 +38,150 @@
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#include <simgear/math/sg_random.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/screen/extensions.hxx>
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#include <simgear/screen/texture.hxx>
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#include "cloud.hxx"
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#if defined(_MSC_VER) || defined(__MINGW32__)
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#define isnan(x) _isnan(x)
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#endif
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static ssgStateSelector *layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
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static bool state_initialized = false;
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static bool bump_mapping = false;
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static int nb_texture_unit = 0;
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static ssgTexture *normal_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 };
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static ssgTexture *color_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 };
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static GLuint normalization_cube_map;
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static glActiveTextureProc glActiveTextureARB = 0;
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static glClientActiveTextureProc glClientActiveTextureARB = 0;
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bool SGCloudLayer::enable_bump_mapping = false;
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static void
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generateNormalizationCubeMap()
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{
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unsigned char data[ 32 * 32 * 3 ];
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const int size = 32;
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const float half_size = 16.0f,
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offset = 0.5f;
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sgVec3 zero_normal;
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sgSetVec3( zero_normal, 0.5f, 0.5f, 0.5f );
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int i, j;
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unsigned char *ptr = data;
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for ( j = 0; j < size; j++ ) {
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for ( i = 0; i < size; i++ ) {
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sgVec3 tmp;
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sgSetVec3( tmp, half_size,
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-( j + offset - half_size ),
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-( i + offset - half_size ) );
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sgNormalizeVec3( tmp );
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sgScaleVec3( tmp, 0.5f );
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sgAddVec3( tmp, zero_normal );
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*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
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}
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}
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glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
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0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
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ptr = data;
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for ( j = 0; j < size; j++ ) {
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for ( i = 0; i < size; i++ ) {
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sgVec3 tmp;
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sgSetVec3( tmp, -half_size,
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-( j + offset - half_size ),
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( i + offset - half_size ) );
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sgNormalizeVec3( tmp );
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sgScaleVec3( tmp, 0.5f );
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sgAddVec3( tmp, zero_normal );
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*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
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}
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}
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glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
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0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
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ptr = data;
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for ( j = 0; j < size; j++ ) {
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for ( i = 0; i < size; i++ ) {
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sgVec3 tmp;
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sgSetVec3( tmp, ( i + offset - half_size ),
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half_size,
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( j + offset - half_size ) );
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sgNormalizeVec3( tmp );
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sgScaleVec3( tmp, 0.5f );
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sgAddVec3( tmp, zero_normal );
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*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
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}
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}
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glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
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0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
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ptr = data;
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for ( j = 0; j < size; j++ ) {
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for ( i = 0; i < size; i++ ) {
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sgVec3 tmp;
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sgSetVec3( tmp, ( i + offset - half_size ),
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-half_size,
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-( j + offset - half_size ) );
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sgNormalizeVec3( tmp );
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sgScaleVec3( tmp, 0.5f );
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sgAddVec3( tmp, zero_normal );
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*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
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}
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}
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glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
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0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
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ptr = data;
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for ( j = 0; j < size; j++ ) {
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for ( i = 0; i < size; i++ ) {
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sgVec3 tmp;
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sgSetVec3( tmp, ( i + offset - half_size ),
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-( j + offset - half_size ),
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half_size );
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sgNormalizeVec3( tmp );
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sgScaleVec3( tmp, 0.5f );
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sgAddVec3( tmp, zero_normal );
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*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
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}
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}
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glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
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0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
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ptr = data;
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for ( j = 0; j < size; j++ ) {
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for ( i = 0; i < size; i++ ) {
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sgVec3 tmp;
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sgSetVec3( tmp, -( i + offset - half_size ),
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-( j + offset - half_size ),
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-half_size );
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sgNormalizeVec3( tmp );
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sgScaleVec3( tmp, 0.5f );
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sgAddVec3( tmp, zero_normal );
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*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
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}
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}
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glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
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0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
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}
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// Constructor
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@@ -65,7 +199,9 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) :
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speed(0.0),
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direction(0.0),
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last_lon(0.0),
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last_lat(0.0)
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last_lat(0.0),
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vertices(0),
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indices(0)
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{
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cl[0] = cl[1] = cl[2] = cl[3] = NULL;
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vl[0] = vl[1] = vl[2] = vl[3] = NULL;
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@@ -79,6 +215,8 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) :
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// Destructor
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SGCloudLayer::~SGCloudLayer()
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{
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delete vertices;
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delete indices;
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delete layer_root; // deletes layer_transform and layer as well
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}
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@@ -166,173 +304,325 @@ SGCloudLayer::rebuild()
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SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
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SGPath cloud_path;
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ssgStateSelector *state_sel;
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ssgSimpleState *state;
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bump_mapping = SGIsOpenGLExtensionSupported("GL_ARB_multitexture") &&
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SGIsOpenGLExtensionSupported("GL_ARB_texture_cube_map") &&
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SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") &&
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SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3") && true;
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state_sel = new ssgStateSelector( 2 );
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state_sel->ref();
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cloud_path.set(texture_path.str());
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cloud_path.append("overcast.rgb");
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state_sel->setStep( 0, sgCloudMakeState(cloud_path.str()) );
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cloud_path.set(texture_path.str());
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cloud_path.append("overcast_top.rgb");
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state_sel->setStep( 1, sgCloudMakeState(cloud_path.str()) );
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layer_states[SG_CLOUD_OVERCAST] = state_sel;
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state_sel = new ssgStateSelector( 2 );
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state_sel->ref();
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cloud_path.set(texture_path.str());
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cloud_path.append("broken.rgba");
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state = sgCloudMakeState(cloud_path.str());
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state_sel->setStep( 0, state );
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state_sel->setStep( 1, state );
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layer_states[SG_CLOUD_BROKEN] = state_sel;
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state_sel = new ssgStateSelector( 2 );
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state_sel->ref();
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cloud_path.set(texture_path.str());
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cloud_path.append("scattered.rgba");
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state = sgCloudMakeState(cloud_path.str());
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state_sel->setStep( 0, state );
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state_sel->setStep( 1, state );
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layer_states[SG_CLOUD_SCATTERED] = state_sel;
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state_sel = new ssgStateSelector( 2 );
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state_sel->ref();
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cloud_path.set(texture_path.str());
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cloud_path.append("few.rgba");
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state = sgCloudMakeState(cloud_path.str());
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state_sel->setStep( 0, state );
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state_sel->setStep( 1, state );
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layer_states[SG_CLOUD_FEW] = state_sel;
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state_sel = new ssgStateSelector( 2 );
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state_sel->ref();
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cloud_path.set(texture_path.str());
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cloud_path.append("cirrus.rgba");
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state = sgCloudMakeState(cloud_path.str());
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state_sel->setStep( 0, state );
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state_sel->setStep( 1, state );
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layer_states[SG_CLOUD_CIRRUS] = state_sel;
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layer_states[SG_CLOUD_CLEAR] = 0;
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}
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scale = 4000.0;
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last_lon = last_lat = -999.0f;
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sgVec2 base;
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sgSetVec2( base, sg_random(), sg_random() );
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// build the cloud layer
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sgVec4 color;
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sgVec3 vertex;
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sgVec2 tc;
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const float layer_scale = layer_span / scale;
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const float mpi = SG_PI/4;
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// caclculate the difference between a flat-earth model and
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// a round earth model given the span and altutude ASL of
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// the cloud layer. This is the difference in altitude between
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// the top of the inverted bowl and the edge of the bowl.
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// const float alt_diff = layer_asl * 0.8;
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const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl);
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const float layer_angle = acos( 0.5*layer_span / layer_to_core);
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const float border_to_core = layer_to_core * sin(layer_angle);
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const float alt_diff = layer_to_core - border_to_core;
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for (int i = 0; i < 4; i++)
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{
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if ( layer[i] != NULL ) {
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layer_transform->removeKid(layer[i]); // automatic delete
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if ( bump_mapping ) {
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glGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &nb_texture_unit );
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if ( nb_texture_unit < 2 ) {
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bump_mapping = false;
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}
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}
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vl[i] = new ssgVertexArray( 10 );
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cl[i] = new ssgColourArray( 10 );
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tl[i] = new ssgTexCoordArray( 10 );
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if ( bump_mapping ) {
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// This bump mapping code was inspired by the tutorial available at
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// http://www.paulsprojects.net/tutorials/simplebump/simplebump.html
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// and a NVidia white paper
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// http://developer.nvidia.com/object/bumpmappingwithregistercombiners.html
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// The normal map textures were generated by the normal map Gimp plugin :
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// http://nifelheim.dyndns.org/~cocidius/normalmap/
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//
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SGPath cloud_path;
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sgSetVec3( vertex, layer_span*(i-2)/2, -layer_span,
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alt_diff * (sin(i*mpi) - 2) );
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glActiveTextureARB = (glActiveTextureProc)SGLookupFunction("glActiveTextureARB");
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glClientActiveTextureARB = (glClientActiveTextureProc)SGLookupFunction("glClientActiveTextureARB");
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sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
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cloud_path.set(texture_path.str());
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cloud_path.append("overcast.rgb");
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color_map[ SG_CLOUD_OVERCAST ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
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color_map[ SG_CLOUD_OVERCAST ][ 0 ]->ref();
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cloud_path.set(texture_path.str());
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cloud_path.append("overcast_n.rgb");
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normal_map[ SG_CLOUD_OVERCAST ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
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normal_map[ SG_CLOUD_OVERCAST ][ 0 ]->ref();
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|
|
|
sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f );
|
|
|
|
|
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();
|
|
|
|
|
|
|
|
|
|
cl[i]->add( color );
|
|
|
|
|
vl[i]->add( vertex );
|
|
|
|
|
tl[i]->add( tc );
|
|
|
|
|
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();
|
|
|
|
|
|
|
|
|
|
for (int j = 0; j < 4; j++)
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( bump_mapping ) {
|
|
|
|
|
|
|
|
|
|
if ( !vertices ) {
|
|
|
|
|
vertices = new CloudVertex[ 25 ];
|
|
|
|
|
indices = new unsigned int[ 40 ];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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 */ {
|
|
|
|
|
|
|
|
|
|
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 = 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 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
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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, (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) );
|
|
|
|
|
|
|
|
|
|
sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
|
|
|
|
|
base[1] + layer_scale * j/4 );
|
|
|
|
|
|
|
|
|
|
sgSetVec4( color, 1.0f, 1.0f, 1.0f,
|
|
|
|
|
( (j == 0) || (i == 3)) ?
|
|
|
|
|
( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
|
|
|
|
|
|
|
|
|
|
cl[i]->add( color );
|
|
|
|
|
vl[i]->add( vertex );
|
|
|
|
|
tl[i]->add( tc );
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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/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 );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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 * j/4 );
|
|
|
|
|
base[1] + layer_scale );
|
|
|
|
|
|
|
|
|
|
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 == 3) ? 0.0f : 0.15f );
|
|
|
|
|
|
|
|
|
|
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] );
|
|
|
|
|
|
|
|
|
|
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/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 );
|
|
|
|
|
if ( layer_states[layer_coverage] != NULL ) {
|
|
|
|
|
layer[i]->setState( layer_states[layer_coverage] );
|
|
|
|
|
}
|
|
|
|
|
state_sel = layer_states[layer_coverage];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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 );
|
|
|
|
|
|
|
|
|
|
sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f );
|
|
|
|
|
|
|
|
|
|
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 );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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 = 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 );
|
|
|
|
|
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 );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} 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 );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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 );
|
|
|
|
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|
|
|
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 );
|
|
|
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|
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 );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|