Modified Files:
src/GUI/new_gui.cxx src/GUI/new_gui.hxx src/Main/main.cxx src/Main/renderer.cxx src/Main/renderer.hxx src/Main/splash.cxx src/Main/splash.hxx src/Scenery/scenery.hxx: Move splash screen into the scenegraph.
This commit is contained in:
parent
9438288755
commit
2f8beb56ea
8 changed files with 354 additions and 235 deletions
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@ -423,27 +423,11 @@ FGFontCache::~FGFontCache()
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struct FGFontCache::fnt *
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FGFontCache::getfnt(const char *name, float size, float slant)
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{
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if (!_initialized) {
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char *envp = ::getenv("FG_FONTS");
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if (envp != NULL) {
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_path.set(envp);
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} else {
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_path.set(globals->get_fg_root());
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_path.append("Fonts");
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}
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for (int i = 0; guifonts[i].name; i++)
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_fonts[guifonts[i].name] = new fnt(guifonts[i].font);
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_initialized = true;
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}
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_itt_t it;
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if ((it = _fonts.find(name)) != _fonts.end())
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return it->second;
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SGPath path(_path);
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path.append(name);
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SGPath path = getfntpath(name);
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fnt *f = new fnt();
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f->texfont = new fntTexFont;
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@ -483,4 +467,35 @@ FGFontCache::get(SGPropertyNode *node)
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return get(name, size, slant);
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}
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SGPath
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FGFontCache::getfntpath(const char *name)
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{
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if (!_initialized) {
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char *envp = ::getenv("FG_FONTS");
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if (envp != NULL) {
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_path.set(envp);
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} else {
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_path.set(globals->get_fg_root());
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_path.append("Fonts");
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}
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for (int i = 0; guifonts[i].name; i++)
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_fonts[guifonts[i].name] = new fnt(guifonts[i].font);
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_initialized = true;
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}
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SGPath path(_path);
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if (name && std::string(name) != "") {
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path.append(name);
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if (path.exists())
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return path;
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}
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path = SGPath(_path);
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path.append("Helvetica.txf");
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return path;
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}
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// end of new_gui.cxx
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@ -315,6 +315,8 @@ public:
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puFont *get(SGPropertyNode *node);
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fntTexFont *getTexFont(const char *name, float size=15.0, float slant=0.0);
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SGPath getfntpath(const char *name);
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};
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@ -977,9 +977,6 @@ bool fgMainInit( int argc, char **argv ) {
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exit(-1);
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}
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//OSGFIXME
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// sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
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// Load the configuration parameters. (Command line options
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// override config file options. Config file options override
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// defaults.)
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@ -1021,7 +1018,7 @@ bool fgMainInit( int argc, char **argv ) {
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// Initialize the splash screen right away
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fntInit();
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fgSplashInit(fgGetString("/sim/startup/splash-texture"));
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fgSplashInit();
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// pass control off to the master event handler
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fgOSMainLoop();
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@ -143,20 +143,6 @@ public:
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glPopClientAttrib();
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glPopAttrib();
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// Fade out the splash screen over the first three seconds.
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double t = globals->get_sim_time_sec();
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if (t <= 2.5) {
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glPushClientAttrib(~0u);
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fgSplashUpdate((2.5 - t) / 2.5);
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glPopClientAttrib();
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glPopAttrib();
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} else {
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fgSplashExit();
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}
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state.popStateSet();
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state.dirtyAllModes();
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state.dirtyAllAttributes();
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@ -326,6 +312,23 @@ private:
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SGSharedPtr<SGPropertyNode> mFogEnabled;
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};
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// update callback for the switch node guarding that splash
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class FGScenerySwitchCallback : public osg::NodeCallback {
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public:
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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assert(dynamic_cast<osg::Switch*>(node));
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osg::Switch* sw = static_cast<osg::Switch*>(node);
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double t = globals->get_sim_time_sec();
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bool enabled = 0 < t;
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sw->setValue(0, enabled);
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if (!enabled)
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return;
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traverse(node, nv);
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}
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};
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// fog constants. I'm a little nervous about putting actual code out
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// here but it seems to work (?)
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static const double m_log01 = -log( 0.01 );
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@ -343,6 +346,8 @@ osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView; // This Sc
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static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
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static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
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static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
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static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
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static osg::ref_ptr<osg::CameraView> mCameraView = new osg::CameraView;
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@ -368,6 +373,17 @@ FGRenderer::~FGRenderer()
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}
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// Initialize various GL/view parameters
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void
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FGRenderer::splashinit( void ) {
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// Add the splash screen node
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mRealRoot->addChild(fgCreateSplashNode());
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sceneView->setSceneData(mRealRoot.get());
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sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
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sceneView->setFrameStamp(mFrameStamp.get());
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sceneView->setUpdateVisitor(mUpdateVisitor.get());
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}
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void
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FGRenderer::init( void ) {
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@ -395,18 +411,11 @@ FGRenderer::init( void ) {
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glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
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glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
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sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT);
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mFog->setMode(osg::Fog::EXP2);
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mRunwayLightingFog->setMode(osg::Fog::EXP2);
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mTaxiLightingFog->setMode(osg::Fog::EXP2);
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mGroundLightingFog->setMode(osg::Fog::EXP2);
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sceneView->setFrameStamp(mFrameStamp.get());
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mUpdateVisitor = new SGUpdateVisitor;
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sceneView->setUpdateVisitor(mUpdateVisitor.get());
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sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
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sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
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@ -505,7 +514,6 @@ FGRenderer::init( void ) {
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guiCamera->setInheritanceMask(inheritanceMask);
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guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
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guiCamera->setCullingMode(osg::CullSettings::NO_CULLING);
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mRoot->addChild(guiCamera);
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(new SGPuDrawable);
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geode->addDrawable(new SGHUDAndPanelDrawable);
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@ -534,9 +542,13 @@ FGRenderer::init( void ) {
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stateSet->setUpdateCallback(new FGFogEnableUpdateCallback);
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mCameraView->addChild(mRoot.get());
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sceneView->setSceneData(mCameraView.get());
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// sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
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osg::Switch* sw = new osg::Switch;
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sw->setUpdateCallback(new FGScenerySwitchCallback);
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sw->addChild(mCameraView.get());
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mRealRoot->addChild(sw);
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mRealRoot->addChild(guiCamera);
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}
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@ -547,25 +559,23 @@ FGRenderer::update( bool refresh_camera_settings ) {
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|| fgGetBool("sim/sceneryloaded-override");
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if ( idle_state < 1000 || !scenery_loaded ) {
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if (sceneView.valid() && sceneView->getState()) {
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sceneView->getState()->setActiveTextureUnit(0);
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sceneView->getState()->setClientActiveTextureUnit(0);
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sceneView->getState()->disableAllVertexArrays();
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}
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// still initializing, draw the splash screen
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glPushClientAttrib(~0u);
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fgSplashUpdate(1.0);
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glPopClientAttrib();
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glPopAttrib();
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fgSetDouble("/sim/startup/splash-alpha", 1.0);
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// Keep resetting sim time while the sim is initializing
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globals->set_sim_time_sec( 0.0 );
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// the splash screen is now in the scenegraph
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sceneView->update();
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sceneView->cull();
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sceneView->draw();
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return;
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}
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// Fade out the splash screen over the first three seconds.
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double sAlpha = SGMiscd::max(0, (2.5 - globals->get_sim_time_sec()) / 2.5);
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fgSetDouble("/sim/startup/splash-alpha", sAlpha);
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bool skyblend = fgGetBool("/sim/rendering/skyblend");
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bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
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bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
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@ -24,6 +24,7 @@ public:
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FGRenderer();
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~FGRenderer();
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void splashinit();
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void init();
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static void resize(int width, int height );
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@ -26,23 +26,23 @@
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# include <config.h>
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#endif
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#ifdef SG_MATH_EXCEPTION_CLASH
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# include <math.h>
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#endif
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#include <osg/BlendFunc>
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#include <osg/Camera>
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#include <osg/Depth>
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#include <osg/Geometry>
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#include <osg/Node>
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#include <osg/NodeCallback>
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#include <osg/NodeVisitor>
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#include <osg/StateSet>
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#include <osg/Switch>
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#include <osg/Texture2D>
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#include <osgUtil/CullVisitor>
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#include <osgText/Text>
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#include <osgDB/ReadFile>
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <string.h>
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#include <plib/pu.h>
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#include <simgear/compiler.h>
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#include SG_GLU_H
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#include <simgear/debug/logstream.hxx>
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#include <simgear/screen/texture.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/sg_path.hxx>
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@ -51,166 +51,264 @@
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#include "globals.hxx"
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#include "fg_props.hxx"
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#include "splash.hxx"
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#include "fg_os.hxx"
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#include "renderer.hxx"
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#include "fg_os.hxx"
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static const char *progress_text = 0;
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static SGTexture *splash = new SGTexture;
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SGPropertyNode_ptr style = 0;
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class FGSplashUpdateCallback : public osg::Drawable::UpdateCallback {
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public:
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FGSplashUpdateCallback(osg::Vec4Array* colorArray, SGPropertyNode* prop) :
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_colorArray(colorArray),
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_colorProperty(prop),
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_alphaProperty(fgGetNode("/sim/startup/splash-alpha", true))
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{ }
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virtual void update(osg::NodeVisitor*, osg::Drawable*)
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{
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FGColor c(0, 0, 0);
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if (_colorProperty) {
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c.merge(_colorProperty);
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(*_colorArray)[0][0] = c.red();
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(*_colorArray)[0][1] = c.green();
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(*_colorArray)[0][2] = c.blue();
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}
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(*_colorArray)[0][3] = _alphaProperty->getFloatValue();
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_colorArray->dirty();
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}
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private:
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osg::ref_ptr<osg::Vec4Array> _colorArray;
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SGSharedPtr<const SGPropertyNode> _colorProperty;
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SGSharedPtr<const SGPropertyNode> _alphaProperty;
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};
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class FGSplashTextUpdateCallback : public osg::Drawable::UpdateCallback {
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public:
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FGSplashTextUpdateCallback(const SGPropertyNode* prop) :
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_textProperty(prop),
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_alphaProperty(fgGetNode("/sim/startup/splash-alpha", true)),
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_styleProperty(fgGetNode("/sim/gui/style[0]", true))
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{}
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virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)
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{
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assert(dynamic_cast<osgText::Text*>(drawable));
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osgText::Text* text = static_cast<osgText::Text*>(drawable);
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FGColor c(1.0, 0.9, 0.0);
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c.merge(_styleProperty->getNode("colors/splash-font"));
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float alpha = _alphaProperty->getFloatValue();
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text->setColor(osg::Vec4(c.red(), c.green(), c.blue(), alpha));
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const char* s = _textProperty->getStringValue();
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if (s && fgGetBool("/sim/startup/splash-progress", true))
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text->setText(s);
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else
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text->setText("");
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}
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private:
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SGSharedPtr<const SGPropertyNode> _textProperty;
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SGSharedPtr<const SGPropertyNode> _alphaProperty;
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SGSharedPtr<const SGPropertyNode> _styleProperty;
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};
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class FGSplashContentProjectionCalback : public osg::NodeCallback {
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public:
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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assert(dynamic_cast<osgUtil::CullVisitor*>(nv));
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osgUtil::CullVisitor* cullVisitor = static_cast<osgUtil::CullVisitor*>(nv);
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// adjust the projection matrix in a way that preserves the aspect ratio
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// of the content ...
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const osg::Viewport* viewport = cullVisitor->getViewport();
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float viewportAspect = float(viewport->height())/float(viewport->width());
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float height, width;
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if (viewportAspect < 1) {
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height = 1;
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width = 1/viewportAspect;
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} else {
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height = viewportAspect;
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width = 1;
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}
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osg::RefMatrix* matrix = new osg::RefMatrix;
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matrix->makeOrtho2D(-width, width, -height, height);
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// The trick is to have the projection matrix adapted independent
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// of the scenegraph but dependent on the viewport of this current
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// camera we cull for. Therefore we do not put that projection matrix into
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// an additional camera rather than from within that cull callback.
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cullVisitor->pushProjectionMatrix(matrix);
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traverse(node, nv);
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cullVisitor->popProjectionMatrix();
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}
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};
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static osg::Node* fgCreateSplashCamera()
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{
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const char* splash_texture = fgGetString("/sim/startup/splash-texture");
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SGSharedPtr<SGPropertyNode> style = fgGetNode("/sim/gui/style[0]", true);
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SGPath tpath( globals->get_fg_root() );
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if (splash_texture == NULL || !strcmp(splash_texture, "")) {
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// load in the texture data
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int num = (int)(sg_random() * 5.0 + 1.0);
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char num_str[5];
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snprintf(num_str, 4, "%d", num);
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tpath.append( "Textures/Splash" );
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tpath.concat( num_str );
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tpath.concat( ".rgb" );
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} else
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tpath.append( splash_texture );
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osg::Texture2D* splashTexture = new osg::Texture2D;
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splashTexture->setImage(osgDB::readImageFile(tpath.c_str()));
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osg::Camera* camera = new osg::Camera;
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setProjectionMatrix(osg::Matrix::ortho2D(-1, 1, -1, 1));
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camera->setViewMatrix(osg::Matrix::identity());
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camera->setRenderOrder(osg::Camera::POST_RENDER, 10000);
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camera->setClearMask(0);
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camera->setAllowEventFocus(false);
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camera->setCullingActive(false);
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osg::StateSet* stateSet = camera->getOrCreateStateSet();
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stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
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stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateSet->setAttribute(new osg::BlendFunc);
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stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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stateSet->setAttribute(new osg::Depth(osg::Depth::ALWAYS, 0, 1, false));
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stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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osg::Geometry* geometry = new osg::Geometry;
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geometry->setSupportsDisplayList(false);
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osg::Vec3Array* vertexArray = new osg::Vec3Array;
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vertexArray->push_back(osg::Vec3(-1, -1, 0));
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vertexArray->push_back(osg::Vec3( 1, -1, 0));
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vertexArray->push_back(osg::Vec3( 1, 1, 0));
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vertexArray->push_back(osg::Vec3(-1, 1, 0));
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geometry->setVertexArray(vertexArray);
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osg::Vec4Array* colorArray = new osg::Vec4Array;
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colorArray->push_back(osg::Vec4(0, 0, 0, 1));
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geometry->setColorArray(colorArray);
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
|
||||
geometry->addPrimitiveSet(new osg::DrawArrays(GL_POLYGON, 0, 4));
|
||||
geometry->setUpdateCallback(new FGSplashUpdateCallback(colorArray,
|
||||
style->getNode("colors/splash-screen")));
|
||||
|
||||
osg::Geode* geode = new osg::Geode;
|
||||
geode->addDrawable(geometry);
|
||||
|
||||
stateSet = geode->getOrCreateStateSet();
|
||||
stateSet->setRenderBinDetails(1, "RenderBin");
|
||||
camera->addChild(geode);
|
||||
|
||||
|
||||
// The group is needed because of osg is handling the cull callbacks in a
|
||||
// different way for groups than for a geode. It does not hurt here ...
|
||||
osg::Group* group = new osg::Group;
|
||||
group->setCullCallback(new FGSplashContentProjectionCalback);
|
||||
camera->addChild(group);
|
||||
|
||||
geode = new osg::Geode;
|
||||
stateSet = geode->getOrCreateStateSet();
|
||||
stateSet->setRenderBinDetails(2, "RenderBin");
|
||||
group->addChild(geode);
|
||||
|
||||
|
||||
geometry = new osg::Geometry;
|
||||
geometry->setSupportsDisplayList(false);
|
||||
|
||||
vertexArray = new osg::Vec3Array;
|
||||
vertexArray->push_back(osg::Vec3(-0.84, -0.84, 0));
|
||||
vertexArray->push_back(osg::Vec3( 0.84, -0.84, 0));
|
||||
vertexArray->push_back(osg::Vec3( 0.84, 0.84, 0));
|
||||
vertexArray->push_back(osg::Vec3(-0.84, 0.84, 0));
|
||||
geometry->setVertexArray(vertexArray);
|
||||
osg::Vec2Array* texCoordArray = new osg::Vec2Array;
|
||||
texCoordArray->push_back(osg::Vec2(0, 0));
|
||||
texCoordArray->push_back(osg::Vec2(1, 0));
|
||||
texCoordArray->push_back(osg::Vec2(1, 1));
|
||||
texCoordArray->push_back(osg::Vec2(0, 1));
|
||||
geometry->setTexCoordArray(0, texCoordArray);
|
||||
colorArray = new osg::Vec4Array;
|
||||
colorArray->push_back(osg::Vec4(1, 1, 1, 1));
|
||||
geometry->setColorArray(colorArray);
|
||||
geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
|
||||
geometry->addPrimitiveSet(new osg::DrawArrays(GL_POLYGON, 0, 4));
|
||||
geometry->setUpdateCallback(new FGSplashUpdateCallback(colorArray, 0));
|
||||
stateSet = geometry->getOrCreateStateSet();
|
||||
stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
|
||||
stateSet->setTextureAttribute(0, splashTexture);
|
||||
geode->addDrawable(geometry);
|
||||
|
||||
|
||||
osgText::Text* text = new osgText::Text;
|
||||
std::string fn = style->getStringValue("fonts/splash", "");
|
||||
text->setFont(globals->get_fontcache()->getfntpath(fn.c_str()).str());
|
||||
text->setCharacterSize(0.06);
|
||||
text->setColor(osg::Vec4(1, 1, 1, 1));
|
||||
text->setPosition(osg::Vec3(0, -0.92, 0));
|
||||
text->setAlignment(osgText::Text::CENTER_CENTER);
|
||||
SGPropertyNode* prop = fgGetNode("/sim/startup/splash-progress-text", true);
|
||||
text->setUpdateCallback(new FGSplashTextUpdateCallback(prop));
|
||||
geode->addDrawable(text);
|
||||
|
||||
text = new osgText::Text;
|
||||
text->setFont(globals->get_fontcache()->getfntpath(fn.c_str()).str());
|
||||
text->setCharacterSize(0.06);
|
||||
text->setColor(osg::Vec4(1, 1, 1, 1));
|
||||
text->setPosition(osg::Vec3(0, 0.92, 0));
|
||||
text->setAlignment(osgText::Text::CENTER_CENTER);
|
||||
prop = fgGetNode("/sim/startup/splash-title", true);
|
||||
text->setUpdateCallback(new FGSplashTextUpdateCallback(prop));
|
||||
geode->addDrawable(text);
|
||||
|
||||
return camera;
|
||||
}
|
||||
|
||||
// update callback for the switch node guarding that splash
|
||||
class FGSplashGroupUpdateCallback : public osg::NodeCallback {
|
||||
public:
|
||||
FGSplashGroupUpdateCallback() :
|
||||
_splashAlphaNode(fgGetNode("/sim/startup/splash-alpha", true))
|
||||
{ }
|
||||
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
|
||||
{
|
||||
assert(dynamic_cast<osg::Group*>(node));
|
||||
osg::Group* group = static_cast<osg::Group*>(node);
|
||||
|
||||
double alpha = _splashAlphaNode->getDoubleValue();
|
||||
if (alpha <= 0 || !fgGetBool("/sim/startup/splash-screen"))
|
||||
group->removeChild(0, group->getNumChildren());
|
||||
else if (group->getNumChildren() == 0)
|
||||
group->addChild(fgCreateSplashCamera());
|
||||
|
||||
traverse(node, nv);
|
||||
}
|
||||
private:
|
||||
SGSharedPtr<const SGPropertyNode> _splashAlphaNode;
|
||||
};
|
||||
|
||||
osg::Node* fgCreateSplashNode() {
|
||||
osg::Group* group = new osg::Group;
|
||||
group->setUpdateCallback(new FGSplashGroupUpdateCallback);
|
||||
return group;
|
||||
}
|
||||
|
||||
// Initialize the splash screen
|
||||
void fgSplashInit ( const char *splash_texture ) {
|
||||
fgRequestRedraw();
|
||||
|
||||
SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
|
||||
|
||||
style = fgGetNode("/sim/gui/style[0]", true);
|
||||
|
||||
if (!fgGetBool("/sim/startup/splash-screen"))
|
||||
return;
|
||||
|
||||
splash->bind();
|
||||
|
||||
SGPath tpath( globals->get_fg_root() );
|
||||
if (splash_texture == NULL || !strcmp(splash_texture, "")) {
|
||||
// load in the texture data
|
||||
int num = (int)(sg_random() * 5.0 + 1.0);
|
||||
char num_str[5];
|
||||
snprintf(num_str, 4, "%d", num);
|
||||
|
||||
tpath.append( "Textures/Splash" );
|
||||
tpath.concat( num_str );
|
||||
tpath.concat( ".rgb" );
|
||||
} else
|
||||
tpath.append( splash_texture );
|
||||
|
||||
splash->read_rgba_texture(tpath.c_str());
|
||||
if (!splash->usable())
|
||||
{
|
||||
// Try compressed
|
||||
SGPath fg_tpath = tpath;
|
||||
fg_tpath.concat( ".gz" );
|
||||
|
||||
splash->read_rgba_texture(fg_tpath.c_str());
|
||||
if ( !splash->usable() )
|
||||
{
|
||||
SG_LOG( SG_GENERAL, SG_ALERT,
|
||||
"Error in loading splash screen texture " << tpath.str() );
|
||||
exit(-1);
|
||||
}
|
||||
}
|
||||
|
||||
splash->select();
|
||||
void fgSplashInit () {
|
||||
SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
|
||||
globals->get_renderer()->splashinit();
|
||||
fgRequestRedraw();
|
||||
}
|
||||
|
||||
|
||||
void fgSplashExit ()
|
||||
{
|
||||
delete splash;
|
||||
splash = 0;
|
||||
void fgSplashProgress ( const char *text ) {
|
||||
SG_LOG( SG_GENERAL, SG_INFO, "Splash screen progress " << text );
|
||||
fgSetString("/sim/startup/splash-progress-text", text);
|
||||
fgRequestRedraw();
|
||||
}
|
||||
|
||||
|
||||
void fgSplashProgress ( const char *s )
|
||||
{
|
||||
progress_text = s;
|
||||
fgRequestRedraw();
|
||||
}
|
||||
|
||||
|
||||
// Update the splash screen with alpha specified from 0.0 to 1.0
|
||||
void fgSplashUpdate ( float alpha ) {
|
||||
const int EMPTYSPACE = 80;
|
||||
|
||||
int screen_width = fgGetInt("/sim/startup/xsize", 0);
|
||||
int screen_height = fgGetInt("/sim/startup/ysize", 0);
|
||||
|
||||
if (!screen_width || !screen_height)
|
||||
return;
|
||||
|
||||
globals->get_renderer()->resize(screen_width, screen_height);
|
||||
int size = screen_width < (screen_height - EMPTYSPACE)
|
||||
? screen_width : screen_height - EMPTYSPACE;
|
||||
if (size > 512)
|
||||
size = 512;
|
||||
|
||||
int xmin, ymin, xmax, ymax;
|
||||
xmin = (screen_width - size) / 2;
|
||||
xmax = xmin + size;
|
||||
|
||||
ymin = (screen_height - size) / 2;
|
||||
ymax = ymin + size;
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
gluOrtho2D(0, screen_width, 0, screen_height);
|
||||
glViewport(0, 0, screen_width, screen_height);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
// draw the background
|
||||
FGColor c(0.0, 0.0, 0.0);
|
||||
c.merge(style->getNode("colors/splash-screen"));
|
||||
glColor4f(c.red(), c.green(), c.blue(), alpha );
|
||||
glBegin(GL_POLYGON);
|
||||
glVertex2f(0.0, 0.0);
|
||||
glVertex2f(screen_width, 0.0);
|
||||
glVertex2f(screen_width, screen_height);
|
||||
glVertex2f(0.0, screen_height);
|
||||
glEnd();
|
||||
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glAlphaFunc(GL_GREATER, 0.1f);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// now draw the logo
|
||||
if (fgGetBool("/sim/startup/splash-screen", true)) {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
splash->bind();
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
||||
glColor4f( 1.0, 1.0, 1.0, alpha );
|
||||
glBegin(GL_POLYGON);
|
||||
glTexCoord2f(0.0, 0.0); glVertex2f(xmin, ymin);
|
||||
glTexCoord2f(1.0, 0.0); glVertex2f(xmax, ymin);
|
||||
glTexCoord2f(1.0, 1.0); glVertex2f(xmax, ymax);
|
||||
glTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax);
|
||||
glEnd();
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
if (progress_text && fgGetBool("/sim/startup/splash-progress", true)) {
|
||||
puFont *fnt = globals->get_fontcache()->get(style->getNode("fonts/splash"));
|
||||
|
||||
FGColor c(1.0, 0.9, 0.0);
|
||||
c.merge(style->getNode("colors/splash-font"));
|
||||
glColor4f(c.red(), c.green(), c.blue(), alpha);
|
||||
|
||||
float height = fnt->getStringHeight("/M$");
|
||||
float descender = fnt->getStringDescender();
|
||||
float width = fnt->getFloatStringWidth(progress_text);
|
||||
fnt->drawString(progress_text, int((screen_width - width) / 2), int(10 + descender));
|
||||
|
||||
const char *title = fgGetString("/sim/startup/splash-title", "");
|
||||
width = fnt->getFloatStringWidth(title);
|
||||
fnt->drawString(title, int((screen_width - width) / 2), int(screen_height - 10 - height));
|
||||
}
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_LIGHTING);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -25,24 +25,20 @@
|
|||
#ifndef _SPLASH_HXX
|
||||
#define _SPLASH_HXX
|
||||
|
||||
#include <osg/Node>
|
||||
|
||||
#ifndef __cplusplus
|
||||
# error This library requires C++
|
||||
#endif
|
||||
|
||||
|
||||
// Initialize the splash screen
|
||||
void fgSplashInit ( const char *splash_texture );
|
||||
|
||||
// Update the splash screen with alpha specified from 0.0 to 1.0
|
||||
void fgSplashUpdate ( float alpha );
|
||||
void fgSplashInit ();
|
||||
|
||||
// Set progress information
|
||||
void fgSplashProgress ( const char *text );
|
||||
|
||||
// Free texture memory
|
||||
void fgSplashExit ();
|
||||
|
||||
// Retrieve the splash screen node ...
|
||||
osg::Node* fgCreateSplashNode();
|
||||
|
||||
#endif // _SPLASH_HXX
|
||||
|
||||
|
|
|
@ -54,7 +54,7 @@ class FGScenery : public SGSubsystem {
|
|||
// angle of sun relative to current local horizontal
|
||||
double sun_angle;
|
||||
|
||||
// SSG scene graph
|
||||
// scene graph
|
||||
osg::ref_ptr<osg::Group> scene_graph;
|
||||
osg::ref_ptr<osg::Group> terrain_branch;
|
||||
osg::ref_ptr<osg::Group> gnd_lights_root;
|
||||
|
|
Loading…
Reference in a new issue