Patch from Frederic. Adds support for bump-mapped (multi textured) 2d clouds, includeing support code.

This commit is contained in:
ehofman
2004-05-20 13:24:48 +00:00
parent 0c24b78573
commit 8e09486e82
5 changed files with 795 additions and 181 deletions

View File

@@ -38,16 +38,150 @@
#include <simgear/math/sg_random.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/screen/extensions.hxx>
#include <simgear/screen/texture.hxx>
#include "cloud.hxx"
#if defined(_MSC_VER) || defined(__MINGW32__)
#define isnan(x) _isnan(x)
#endif
static ssgStateSelector *layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
static bool state_initialized = false;
static bool bump_mapping = false;
static int nb_texture_unit = 0;
static ssgTexture *normal_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 };
static ssgTexture *color_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 };
static GLuint normalization_cube_map;
static glActiveTextureProc glActiveTextureARB = 0;
static glClientActiveTextureProc glClientActiveTextureARB = 0;
bool SGCloudLayer::enable_bump_mapping = false;
static void
generateNormalizationCubeMap()
{
unsigned char data[ 32 * 32 * 3 ];
const int size = 32;
const float half_size = 16.0f,
offset = 0.5f;
sgVec3 zero_normal;
sgSetVec3( zero_normal, 0.5f, 0.5f, 0.5f );
int i, j;
unsigned char *ptr = data;
for ( j = 0; j < size; j++ ) {
for ( i = 0; i < size; i++ ) {
sgVec3 tmp;
sgSetVec3( tmp, half_size,
-( j + offset - half_size ),
-( i + offset - half_size ) );
sgNormalizeVec3( tmp );
sgScaleVec3( tmp, 0.5f );
sgAddVec3( tmp, zero_normal );
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
ptr = data;
for ( j = 0; j < size; j++ ) {
for ( i = 0; i < size; i++ ) {
sgVec3 tmp;
sgSetVec3( tmp, -half_size,
-( j + offset - half_size ),
( i + offset - half_size ) );
sgNormalizeVec3( tmp );
sgScaleVec3( tmp, 0.5f );
sgAddVec3( tmp, zero_normal );
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
ptr = data;
for ( j = 0; j < size; j++ ) {
for ( i = 0; i < size; i++ ) {
sgVec3 tmp;
sgSetVec3( tmp, ( i + offset - half_size ),
half_size,
( j + offset - half_size ) );
sgNormalizeVec3( tmp );
sgScaleVec3( tmp, 0.5f );
sgAddVec3( tmp, zero_normal );
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
ptr = data;
for ( j = 0; j < size; j++ ) {
for ( i = 0; i < size; i++ ) {
sgVec3 tmp;
sgSetVec3( tmp, ( i + offset - half_size ),
-half_size,
-( j + offset - half_size ) );
sgNormalizeVec3( tmp );
sgScaleVec3( tmp, 0.5f );
sgAddVec3( tmp, zero_normal );
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
ptr = data;
for ( j = 0; j < size; j++ ) {
for ( i = 0; i < size; i++ ) {
sgVec3 tmp;
sgSetVec3( tmp, ( i + offset - half_size ),
-( j + offset - half_size ),
half_size );
sgNormalizeVec3( tmp );
sgScaleVec3( tmp, 0.5f );
sgAddVec3( tmp, zero_normal );
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
ptr = data;
for ( j = 0; j < size; j++ ) {
for ( i = 0; i < size; i++ ) {
sgVec3 tmp;
sgSetVec3( tmp, -( i + offset - half_size ),
-( j + offset - half_size ),
-half_size );
sgNormalizeVec3( tmp );
sgScaleVec3( tmp, 0.5f );
sgAddVec3( tmp, zero_normal );
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
}
// Constructor
@@ -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;
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;
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 ) {
glGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &nb_texture_unit );
if ( nb_texture_unit < 2 ) {
bump_mapping = false;
}
}
vl[i] = new ssgVertexArray( 10 );
cl[i] = new ssgColourArray( 10 );
tl[i] = new ssgTexCoordArray( 10 );
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;
sgSetVec3( vertex, layer_span*(i-2)/2, -layer_span,
alt_diff * (sin(i*mpi) - 2) );
glActiveTextureARB = (glActiveTextureProc)SGLookupFunction("glActiveTextureARB");
glClientActiveTextureARB = (glClientActiveTextureProc)SGLookupFunction("glClientActiveTextureARB");
sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
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();
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 );
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 );
}
}
}

View File

@@ -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];

View File

@@ -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

View File

@@ -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 ];

View File

@@ -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;
}
};