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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:
frohlich 2007-05-03 18:12:29 +00:00
parent 9438288755
commit 2f8beb56ea
8 changed files with 354 additions and 235 deletions

View file

@ -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

View file

@ -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);
};

View file

@ -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();

View file

@ -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<SGPropertyNode> 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<osg::Switch*>(node));
osg::Switch* sw = static_cast<osg::Switch*>(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<osgUtil::SceneView> sceneView = new osgUtil::SceneView; // This Sc
static osg::ref_ptr<osg::FrameStamp> mFrameStamp = new osg::FrameStamp;
static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
static osg::ref_ptr<osg::CameraView> 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");

View file

@ -24,6 +24,7 @@ public:
FGRenderer();
~FGRenderer();
void splashinit();
void init();
static void resize(int width, int height );

View file

@ -26,23 +26,23 @@
# include <config.h>
#endif
#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#include <osg/BlendFunc>
#include <osg/Camera>
#include <osg/Depth>
#include <osg/Geometry>
#include <osg/Node>
#include <osg/NodeCallback>
#include <osg/NodeVisitor>
#include <osg/StateSet>
#include <osg/Switch>
#include <osg/Texture2D>
#include <osgUtil/CullVisitor>
#include <osgText/Text>
#include <osgDB/ReadFile>
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <string.h>
#include <plib/pu.h>
#include <simgear/compiler.h>
#include SG_GLU_H
#include <simgear/debug/logstream.hxx>
#include <simgear/screen/texture.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
@ -51,26 +51,102 @@
#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<osg::Vec4Array> _colorArray;
SGSharedPtr<const SGPropertyNode> _colorProperty;
SGSharedPtr<const SGPropertyNode> _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<osgText::Text*>(drawable));
osgText::Text* text = static_cast<osgText::Text*>(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<const SGPropertyNode> _textProperty;
SGSharedPtr<const SGPropertyNode> _alphaProperty;
SGSharedPtr<const SGPropertyNode> _styleProperty;
};
// Initialize the splash screen
void fgSplashInit ( const char *splash_texture ) {
fgRequestRedraw();
class FGSplashContentProjectionCalback : public osg::NodeCallback {
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<osgUtil::CullVisitor*>(nv));
osgUtil::CullVisitor* cullVisitor = static_cast<osgUtil::CullVisitor*>(nv);
SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
// 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());
style = fgGetNode("/sim/gui/style[0]", true);
float height, width;
if (viewportAspect < 1) {
height = 1;
width = 1/viewportAspect;
} else {
height = viewportAspect;
width = 1;
}
if (!fgGetBool("/sim/startup/splash-screen"))
return;
osg::RefMatrix* matrix = new osg::RefMatrix;
matrix->makeOrtho2D(-width, width, -height, height);
splash->bind();
// 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<SGPropertyNode> style = fgGetNode("/sim/gui/style[0]", true);
SGPath tpath( globals->get_fg_root() );
if (splash_texture == NULL || !strcmp(splash_texture, "")) {
@ -85,132 +161,154 @@ void fgSplashInit ( const char *splash_texture ) {
} 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" );
osg::Texture2D* splashTexture = new osg::Texture2D;
splashTexture->setImage(osgDB::readImageFile(tpath.c_str()));
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);
}
}
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);
splash->select();
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<osg::Group*>(node));
osg::Group* group = static_cast<osg::Group*>(node);
void fgSplashExit ()
{
delete splash;
splash = 0;
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;
}
void fgSplashProgress ( const char *s )
{
progress_text = s;
// Initialize the splash screen
void fgSplashInit () {
SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
globals->get_renderer()->splashinit();
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();
void fgSplashProgress ( const char *text ) {
SG_LOG( SG_GENERAL, SG_INFO, "Splash screen progress " << text );
fgSetString("/sim/startup/splash-progress-text", text);
fgRequestRedraw();
}

View file

@ -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

View file

@ -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;