diff --git a/src/GUI/new_gui.cxx b/src/GUI/new_gui.cxx index fb36cc0ca..fa1abaf53 100644 --- a/src/GUI/new_gui.cxx +++ b/src/GUI/new_gui.cxx @@ -423,27 +423,11 @@ FGFontCache::~FGFontCache() struct FGFontCache::fnt * FGFontCache::getfnt(const char *name, float size, float slant) { - if (!_initialized) { - char *envp = ::getenv("FG_FONTS"); - if (envp != NULL) { - _path.set(envp); - } else { - _path.set(globals->get_fg_root()); - _path.append("Fonts"); - } - - for (int i = 0; guifonts[i].name; i++) - _fonts[guifonts[i].name] = new fnt(guifonts[i].font); - - _initialized = true; - } - _itt_t it; if ((it = _fonts.find(name)) != _fonts.end()) return it->second; - SGPath path(_path); - path.append(name); + SGPath path = getfntpath(name); fnt *f = new fnt(); f->texfont = new fntTexFont; @@ -483,4 +467,35 @@ FGFontCache::get(SGPropertyNode *node) return get(name, size, slant); } +SGPath +FGFontCache::getfntpath(const char *name) +{ + if (!_initialized) { + char *envp = ::getenv("FG_FONTS"); + if (envp != NULL) { + _path.set(envp); + } else { + _path.set(globals->get_fg_root()); + _path.append("Fonts"); + } + + for (int i = 0; guifonts[i].name; i++) + _fonts[guifonts[i].name] = new fnt(guifonts[i].font); + + _initialized = true; + } + + SGPath path(_path); + if (name && std::string(name) != "") { + path.append(name); + if (path.exists()) + return path; + } + + path = SGPath(_path); + path.append("Helvetica.txf"); + + return path; +} + // end of new_gui.cxx diff --git a/src/GUI/new_gui.hxx b/src/GUI/new_gui.hxx index d258399f6..981628af8 100644 --- a/src/GUI/new_gui.hxx +++ b/src/GUI/new_gui.hxx @@ -315,6 +315,8 @@ public: puFont *get(SGPropertyNode *node); fntTexFont *getTexFont(const char *name, float size=15.0, float slant=0.0); + + SGPath getfntpath(const char *name); }; diff --git a/src/Main/main.cxx b/src/Main/main.cxx index b47080c30..2cd9514e0 100644 --- a/src/Main/main.cxx +++ b/src/Main/main.cxx @@ -977,9 +977,6 @@ bool fgMainInit( int argc, char **argv ) { exit(-1); } - //OSGFIXME -// sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true ); - // Load the configuration parameters. (Command line options // override config file options. Config file options override // defaults.) @@ -1021,7 +1018,7 @@ bool fgMainInit( int argc, char **argv ) { // Initialize the splash screen right away fntInit(); - fgSplashInit(fgGetString("/sim/startup/splash-texture")); + fgSplashInit(); // pass control off to the master event handler fgOSMainLoop(); diff --git a/src/Main/renderer.cxx b/src/Main/renderer.cxx index f6522af0a..ee0ee1743 100644 --- a/src/Main/renderer.cxx +++ b/src/Main/renderer.cxx @@ -143,20 +143,6 @@ public: glPopClientAttrib(); glPopAttrib(); - // Fade out the splash screen over the first three seconds. - double t = globals->get_sim_time_sec(); - if (t <= 2.5) { - glPushAttrib(GL_ALL_ATTRIB_BITS); - glPushClientAttrib(~0u); - - fgSplashUpdate((2.5 - t) / 2.5); - - glPopClientAttrib(); - glPopAttrib(); - } else { - fgSplashExit(); - } - state.popStateSet(); state.dirtyAllModes(); state.dirtyAllAttributes(); @@ -326,6 +312,23 @@ private: SGSharedPtr mFogEnabled; }; +// update callback for the switch node guarding that splash +class FGScenerySwitchCallback : public osg::NodeCallback { +public: + virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) + { + assert(dynamic_cast(node)); + osg::Switch* sw = static_cast(node); + + double t = globals->get_sim_time_sec(); + bool enabled = 0 < t; + sw->setValue(0, enabled); + if (!enabled) + return; + traverse(node, nv); + } +}; + // fog constants. I'm a little nervous about putting actual code out // here but it seems to work (?) static const double m_log01 = -log( 0.01 ); @@ -343,6 +346,8 @@ osg::ref_ptr sceneView = new osgUtil::SceneView; // This Sc static osg::ref_ptr mFrameStamp = new osg::FrameStamp; static osg::ref_ptr mUpdateVisitor= new SGUpdateVisitor; +static osg::ref_ptr mRealRoot = new osg::Group; + static osg::ref_ptr mRoot = new osg::Group; static osg::ref_ptr mCameraView = new osg::CameraView; @@ -368,6 +373,17 @@ FGRenderer::~FGRenderer() } // Initialize various GL/view parameters +void +FGRenderer::splashinit( void ) { + // Add the splash screen node + mRealRoot->addChild(fgCreateSplashNode()); + sceneView->setSceneData(mRealRoot.get()); + + sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT); + sceneView->setFrameStamp(mFrameStamp.get()); + sceneView->setUpdateVisitor(mUpdateVisitor.get()); +} + void FGRenderer::init( void ) { @@ -395,18 +411,11 @@ FGRenderer::init( void ) { glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE); - sceneView->setDefaults(osgUtil::SceneView::COMPILE_GLOBJECTS_AT_INIT); - mFog->setMode(osg::Fog::EXP2); mRunwayLightingFog->setMode(osg::Fog::EXP2); mTaxiLightingFog->setMode(osg::Fog::EXP2); mGroundLightingFog->setMode(osg::Fog::EXP2); - sceneView->setFrameStamp(mFrameStamp.get()); - - mUpdateVisitor = new SGUpdateVisitor; - sceneView->setUpdateVisitor(mUpdateVisitor.get()); - sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); sceneView->getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); @@ -505,7 +514,6 @@ FGRenderer::init( void ) { guiCamera->setInheritanceMask(inheritanceMask); guiCamera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); guiCamera->setCullingMode(osg::CullSettings::NO_CULLING); - mRoot->addChild(guiCamera); osg::Geode* geode = new osg::Geode; geode->addDrawable(new SGPuDrawable); geode->addDrawable(new SGHUDAndPanelDrawable); @@ -534,9 +542,13 @@ FGRenderer::init( void ) { stateSet->setUpdateCallback(new FGFogEnableUpdateCallback); mCameraView->addChild(mRoot.get()); - sceneView->setSceneData(mCameraView.get()); -// sceneView->getState()->setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE); + osg::Switch* sw = new osg::Switch; + sw->setUpdateCallback(new FGScenerySwitchCallback); + sw->addChild(mCameraView.get()); + + mRealRoot->addChild(sw); + mRealRoot->addChild(guiCamera); } @@ -547,25 +559,23 @@ FGRenderer::update( bool refresh_camera_settings ) { || fgGetBool("sim/sceneryloaded-override"); if ( idle_state < 1000 || !scenery_loaded ) { - if (sceneView.valid() && sceneView->getState()) { - sceneView->getState()->setActiveTextureUnit(0); - sceneView->getState()->setClientActiveTextureUnit(0); - sceneView->getState()->disableAllVertexArrays(); - } - // still initializing, draw the splash screen - glPushAttrib(GL_ALL_ATTRIB_BITS); - glPushClientAttrib(~0u); - - fgSplashUpdate(1.0); - - glPopClientAttrib(); - glPopAttrib(); + fgSetDouble("/sim/startup/splash-alpha", 1.0); // Keep resetting sim time while the sim is initializing globals->set_sim_time_sec( 0.0 ); + + // the splash screen is now in the scenegraph + sceneView->update(); + sceneView->cull(); + sceneView->draw(); + return; } + // Fade out the splash screen over the first three seconds. + double sAlpha = SGMiscd::max(0, (2.5 - globals->get_sim_time_sec()) / 2.5); + fgSetDouble("/sim/startup/splash-alpha", sAlpha); + bool skyblend = fgGetBool("/sim/rendering/skyblend"); bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites"); bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting"); diff --git a/src/Main/renderer.hxx b/src/Main/renderer.hxx index b80087da6..02e0f6982 100644 --- a/src/Main/renderer.hxx +++ b/src/Main/renderer.hxx @@ -24,6 +24,7 @@ public: FGRenderer(); ~FGRenderer(); + void splashinit(); void init(); static void resize(int width, int height ); diff --git a/src/Main/splash.cxx b/src/Main/splash.cxx index 761c14e5b..f922ce448 100644 --- a/src/Main/splash.cxx +++ b/src/Main/splash.cxx @@ -26,23 +26,23 @@ # include #endif -#ifdef SG_MATH_EXCEPTION_CLASH -# include -#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include -#ifdef HAVE_WINDOWS_H -# include -#endif - -#include - -#include #include -#include SG_GLU_H - #include -#include #include #include @@ -51,166 +51,264 @@ #include "globals.hxx" #include "fg_props.hxx" #include "splash.hxx" -#include "fg_os.hxx" #include "renderer.hxx" +#include "fg_os.hxx" -static const char *progress_text = 0; -static SGTexture *splash = new SGTexture; -SGPropertyNode_ptr style = 0; +class FGSplashUpdateCallback : public osg::Drawable::UpdateCallback { +public: + FGSplashUpdateCallback(osg::Vec4Array* colorArray, SGPropertyNode* prop) : + _colorArray(colorArray), + _colorProperty(prop), + _alphaProperty(fgGetNode("/sim/startup/splash-alpha", true)) + { } + virtual void update(osg::NodeVisitor*, osg::Drawable*) + { + FGColor c(0, 0, 0); + if (_colorProperty) { + c.merge(_colorProperty); + (*_colorArray)[0][0] = c.red(); + (*_colorArray)[0][1] = c.green(); + (*_colorArray)[0][2] = c.blue(); + } + (*_colorArray)[0][3] = _alphaProperty->getFloatValue(); + _colorArray->dirty(); + } +private: + osg::ref_ptr _colorArray; + SGSharedPtr _colorProperty; + SGSharedPtr _alphaProperty; +}; +class FGSplashTextUpdateCallback : public osg::Drawable::UpdateCallback { +public: + FGSplashTextUpdateCallback(const SGPropertyNode* prop) : + _textProperty(prop), + _alphaProperty(fgGetNode("/sim/startup/splash-alpha", true)), + _styleProperty(fgGetNode("/sim/gui/style[0]", true)) + {} + virtual void update(osg::NodeVisitor*, osg::Drawable* drawable) + { + assert(dynamic_cast(drawable)); + osgText::Text* text = static_cast(drawable); + + FGColor c(1.0, 0.9, 0.0); + c.merge(_styleProperty->getNode("colors/splash-font")); + float alpha = _alphaProperty->getFloatValue(); + text->setColor(osg::Vec4(c.red(), c.green(), c.blue(), alpha)); + + const char* s = _textProperty->getStringValue(); + if (s && fgGetBool("/sim/startup/splash-progress", true)) + text->setText(s); + else + text->setText(""); + } +private: + SGSharedPtr _textProperty; + SGSharedPtr _alphaProperty; + SGSharedPtr _styleProperty; +}; + + +class FGSplashContentProjectionCalback : public osg::NodeCallback { +public: + virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) + { + assert(dynamic_cast(nv)); + osgUtil::CullVisitor* cullVisitor = static_cast(nv); + + // adjust the projection matrix in a way that preserves the aspect ratio + // of the content ... + const osg::Viewport* viewport = cullVisitor->getViewport(); + float viewportAspect = float(viewport->height())/float(viewport->width()); + + float height, width; + if (viewportAspect < 1) { + height = 1; + width = 1/viewportAspect; + } else { + height = viewportAspect; + width = 1; + } + + osg::RefMatrix* matrix = new osg::RefMatrix; + matrix->makeOrtho2D(-width, width, -height, height); + + // The trick is to have the projection matrix adapted independent + // of the scenegraph but dependent on the viewport of this current + // camera we cull for. Therefore we do not put that projection matrix into + // an additional camera rather than from within that cull callback. + cullVisitor->pushProjectionMatrix(matrix); + traverse(node, nv); + cullVisitor->popProjectionMatrix(); + } +}; + +static osg::Node* fgCreateSplashCamera() +{ + const char* splash_texture = fgGetString("/sim/startup/splash-texture"); + SGSharedPtr style = fgGetNode("/sim/gui/style[0]", true); + + 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 ); + + osg::Texture2D* splashTexture = new osg::Texture2D; + splashTexture->setImage(osgDB::readImageFile(tpath.c_str())); + + osg::Camera* camera = new osg::Camera; + camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); + camera->setProjectionMatrix(osg::Matrix::ortho2D(-1, 1, -1, 1)); + camera->setViewMatrix(osg::Matrix::identity()); + camera->setRenderOrder(osg::Camera::POST_RENDER, 10000); + camera->setClearMask(0); + camera->setAllowEventFocus(false); + camera->setCullingActive(false); + + osg::StateSet* stateSet = camera->getOrCreateStateSet(); + stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF); + stateSet->setMode(GL_BLEND, osg::StateAttribute::ON); + stateSet->setAttribute(new osg::BlendFunc); + stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF); + stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); + stateSet->setAttribute(new osg::Depth(osg::Depth::ALWAYS, 0, 1, false)); + stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF); + + + osg::Geometry* geometry = new osg::Geometry; + geometry->setSupportsDisplayList(false); + + osg::Vec3Array* vertexArray = new osg::Vec3Array; + vertexArray->push_back(osg::Vec3(-1, -1, 0)); + vertexArray->push_back(osg::Vec3( 1, -1, 0)); + vertexArray->push_back(osg::Vec3( 1, 1, 0)); + vertexArray->push_back(osg::Vec3(-1, 1, 0)); + geometry->setVertexArray(vertexArray); + osg::Vec4Array* colorArray = new osg::Vec4Array; + colorArray->push_back(osg::Vec4(0, 0, 0, 1)); + geometry->setColorArray(colorArray); + 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(node)); + osg::Group* group = static_cast(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 _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(); -} - - diff --git a/src/Main/splash.hxx b/src/Main/splash.hxx index 7ee57e856..30643c2ab 100644 --- a/src/Main/splash.hxx +++ b/src/Main/splash.hxx @@ -25,24 +25,20 @@ #ifndef _SPLASH_HXX #define _SPLASH_HXX +#include #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 diff --git a/src/Scenery/scenery.hxx b/src/Scenery/scenery.hxx index 4229e4c58..9ee3ae482 100644 --- a/src/Scenery/scenery.hxx +++ b/src/Scenery/scenery.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 scene_graph; osg::ref_ptr terrain_branch; osg::ref_ptr gnd_lights_root;