- open window as soon as possible
- move most of the initialization in chunks into the idle loop - remove unused first fgSplashUpdate() parameter
This commit is contained in:
parent
2a5b1040d3
commit
99f4b7e66e
5 changed files with 657 additions and 640 deletions
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@ -133,6 +133,7 @@
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#include "options.hxx"
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#include "globals.hxx"
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#include "logger.hxx"
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#include "splash.hxx"
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#include "viewmgr.hxx"
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#if defined(FX) && defined(XMESA)
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@ -1059,6 +1060,8 @@ fgInitNav ()
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fgAirportDBLoad( airports, runways, aptdb.str(), p_metar.str() );
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fgSplashUpdate( 1.0 );
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FGNavList *navlist = new FGNavList;
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FGNavList *loclist = new FGNavList;
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FGNavList *gslist = new FGNavList;
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@ -1076,6 +1079,8 @@ fgInitNav ()
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"Problems loading one or more navigational database" );
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}
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fgSplashUpdate( 1.0 );
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if ( fgGetBool("/sim/navdb/localizers/auto-align", true) ) {
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// align all the localizers with their corresponding runways
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// since data sources are good for cockpit navigation
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@ -1616,6 +1621,7 @@ bool fgInitSubsystems() {
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// update the current timezone each 30 minutes
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globals->get_event_mgr()->addTask( "fgUpdateLocalTime()",
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&fgUpdateLocalTime, 30*60 );
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fgInitTimeOffset(); // the environment subsystem needs this
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////////////////////////////////////////////////////////////////////
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@ -651,13 +651,201 @@ static void fgIdleFunction ( void ) {
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// printf("idle state == %d\n", idle_state);
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if ( idle_state == 0 ) {
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// Initialize the splash screen right away
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if ( fgGetBool("/sim/startup/splash-screen") ) {
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fgSplashInit(fgGetString("/sim/startup/splash-texture"));
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}
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idle_state++;
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// This seems to be the absolute earliest in the init sequence
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// that these calls will return valid info. Too bad it's after
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// we've already created and sized out window. :-(
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general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
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general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
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general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
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SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
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GLint tmp;
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glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
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general.set_glMaxTexSize( tmp );
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SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
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glGetIntegerv( GL_DEPTH_BITS, &tmp );
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general.set_glDepthBits( tmp );
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SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
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// Initialize ssg (from plib). Needs to come before we do any
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// other ssg stuff, but after opengl has been initialized.
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ssgInit();
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// Initialize the user interface (we need to do this before
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// passing off control to the OS main loop and before
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// fgInitGeneral to get our fonts !!!
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guiInit();
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} else if ( idle_state == 1 ) {
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idle_state++;
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// Read the list of available aircrafts
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fgReadAircraft();
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#ifdef GL_EXT_texture_lod_bias
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glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
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#endif
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// get the address of our OpenGL extensions
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if ( fgGetBool("/sim/rendering/distance-attenuation") ) {
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if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
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glPointParameterIsSupported = true;
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glPointParameterfPtr = (glPointParameterfProc)
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SGLookupFunction("glPointParameterfEXT");
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glPointParameterfvPtr = (glPointParameterfvProc)
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SGLookupFunction("glPointParameterfvEXT");
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} else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
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glPointParameterIsSupported = true;
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glPointParameterfPtr = (glPointParameterfProc)
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SGLookupFunction("glPointParameterfARB");
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glPointParameterfvPtr = (glPointParameterfvProc)
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SGLookupFunction("glPointParameterfvARB");
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} else
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glPointParameterIsSupported = false;
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}
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} else if ( idle_state == 2 ) {
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idle_state++;
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fgInitNav();
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} else if ( idle_state == 3 ) {
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idle_state++;
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// based on the requested presets, calculate the true starting
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// lon, lat
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fgInitPosition();
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SGTime *t = fgInitTime();
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globals->set_time_params( t );
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// Do some quick general initializations
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if( !fgInitGeneral()) {
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SG_LOG( SG_GENERAL, SG_ALERT,
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"General initializations failed ..." );
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exit(-1);
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}
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////////////////////////////////////////////////////////////////////
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// Initialize the property-based built-in commands
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////////////////////////////////////////////////////////////////////
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fgInitCommands();
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////////////////////////////////////////////////////////////////////
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// Initialize the material manager
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////////////////////////////////////////////////////////////////////
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globals->set_matlib( new SGMaterialLib );
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globals->set_model_lib(new SGModelLib);
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////////////////////////////////////////////////////////////////////
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// Initialize the TG scenery subsystem.
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////////////////////////////////////////////////////////////////////
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globals->set_scenery( new FGScenery );
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globals->get_scenery()->init();
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globals->get_scenery()->bind();
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globals->set_tile_mgr( new FGTileMgr );
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////////////////////////////////////////////////////////////////////
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// Initialize the general model subsystem.
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////////////////////////////////////////////////////////////////////
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globals->set_model_mgr(new FGModelMgr);
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globals->get_model_mgr()->init();
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globals->get_model_mgr()->bind();
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} else if ( idle_state == 4 ) {
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idle_state++;
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////////////////////////////////////////////////////////////////////
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// Initialize the 3D aircraft model subsystem (has a dependency on
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// the scenery subsystem.)
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////////////////////////////////////////////////////////////////////
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globals->set_aircraft_model(new FGAircraftModel);
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globals->get_aircraft_model()->init();
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globals->get_aircraft_model()->bind();
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////////////////////////////////////////////////////////////////////
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// Initialize the view manager subsystem.
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////////////////////////////////////////////////////////////////////
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FGViewMgr *viewmgr = new FGViewMgr;
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globals->set_viewmgr( viewmgr );
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viewmgr->init();
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viewmgr->bind();
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} else if ( idle_state == 5 ) {
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idle_state++;
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// Initialize the sky
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SGPath ephem_data_path( globals->get_fg_root() );
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ephem_data_path.append( "Astro" );
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SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
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ephem->update( globals->get_time_params()->getMjd(),
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globals->get_time_params()->getLst(),
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0.0 );
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globals->set_ephem( ephem );
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// TODO: move to environment mgr
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thesky = new SGSky;
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SGPath texture_path(globals->get_fg_root());
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texture_path.append("Textures");
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texture_path.append("Sky");
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for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
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SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
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thesky->add_cloud_layer(layer);
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}
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SGPath sky_tex_path( globals->get_fg_root() );
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sky_tex_path.append( "Textures" );
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sky_tex_path.append( "Sky" );
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thesky->texture_path( sky_tex_path.str() );
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// The sun and moon diameters are scaled down numbers of the
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// actual diameters. This was needed to fit bot the sun and the
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// moon within the distance to the far clip plane.
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// Moon diameter: 3,476 kilometers
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// Sun diameter: 1,390,000 kilometers
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thesky->build( 80000.0, 80000.0,
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463.3, 361.8,
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globals->get_ephem()->getNumPlanets(),
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globals->get_ephem()->getPlanets(),
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globals->get_ephem()->getNumStars(),
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globals->get_ephem()->getStars() );
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// Initialize MagVar model
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SGMagVar *magvar = new SGMagVar();
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globals->set_mag( magvar );
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// kludge to initialize mag compass
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// (should only be done for in-flight
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// startup)
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// update magvar model
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globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
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* SGD_DEGREES_TO_RADIANS,
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fgGetDouble("/position/latitude-deg")
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* SGD_DEGREES_TO_RADIANS,
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fgGetDouble("/position/altitude-ft")
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* SG_FEET_TO_METER,
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globals->get_time_params()->getJD() );
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double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
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fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
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// airport = new ssgBranch;
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// airport->setName( "Airport Lighting" );
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// lighting->addKid( airport );
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// build our custom render states
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globals->get_renderer()->build_states();
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} else if ( idle_state == 6 ) {
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idle_state++;
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// Initialize audio support
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#ifdef ENABLE_AUDIO_SUPPORT
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@ -681,8 +869,6 @@ static void fgIdleFunction ( void ) {
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}
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#endif
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idle_state++;
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} else if ( idle_state == 2 ) {
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// These are a few miscellaneous things that aren't really
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// "subsystems" but still need to be initialized.
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@ -692,8 +878,6 @@ static void fgIdleFunction ( void ) {
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}
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#endif
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idle_state++;
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} else if ( idle_state == 3 ) {
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// This is the top level init routine which calls all the
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// other subsystem initialization routines. If you are adding
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// a subsystem to flightgear, its initialization call should
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@ -704,8 +888,9 @@ static void fgIdleFunction ( void ) {
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exit(-1);
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}
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} else if ( idle_state == 7 ) {
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idle_state++;
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} else if ( idle_state == 4 ) {
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// Initialize the time offset (warp) after fgInitSubsystem
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// (which initializes the lighting interpolation tables.)
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fgInitTimeOffset();
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// Read the list of available aircrafts
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fgReadAircraft();
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idle_state++;
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} else if ( idle_state == 5 ) {
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idle_state++;
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} else if ( idle_state == 6 ) {
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// sleep(1);
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} else if ( idle_state == 8 ) {
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idle_state = 1000;
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SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
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globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
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fgGetInt("/sim/startup/ysize") );
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}
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if ( idle_state == 1000 ) {
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}
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if ( idle_state < 1000 ) {
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fgSplashUpdate( 1.0 );
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} else {
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// We've finished all our initialization steps, from now on we
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// run the main loop.
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fgSetBool("sim/sceneryloaded",false);
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fgRegisterIdleHandler(fgMainLoop);
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} else {
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if ( fgGetBool("/sim/startup/splash-screen") ) {
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fgSplashUpdate(0.0, 1.0);
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}
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fgRegisterIdleHandler( fgMainLoop );
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}
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}
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@ -835,6 +1014,9 @@ bool fgMainInit( int argc, char **argv ) {
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bool get_stencil_buffer = false;
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#endif
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// Initialize plib net interface
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netInit( &argc, argv );
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// Clouds3D requires an alpha channel
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// clouds may require stencil buffer
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fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
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get_stencil_buffer,
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fgGetBool("/sim/startup/fullscreen") );
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// This seems to be the absolute earliest in the init sequence
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// that these calls will return valid info. Too bad it's after
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// we've already created and sized out window. :-(
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general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
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general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
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general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
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SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
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GLint tmp;
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glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
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general.set_glMaxTexSize( tmp );
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SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
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glGetIntegerv( GL_DEPTH_BITS, &tmp );
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general.set_glDepthBits( tmp );
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SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
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// Initialize plib net interface
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netInit( &argc, argv );
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// Initialize ssg (from plib). Needs to come before we do any
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// other ssg stuff, but after opengl has been initialized.
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ssgInit();
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// Initialize the user interface (we need to do this before
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// passing off control to the OS main loop and before
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// fgInitGeneral to get our fonts !!!
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guiInit();
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// Read the list of available aircrafts
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fgReadAircraft();
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#ifdef GL_EXT_texture_lod_bias
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glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
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#endif
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// get the address of our OpenGL extensions
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if ( fgGetBool("/sim/rendering/distance-attenuation") )
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{
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if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
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glPointParameterIsSupported = true;
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glPointParameterfPtr = (glPointParameterfProc)
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SGLookupFunction("glPointParameterfEXT");
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glPointParameterfvPtr = (glPointParameterfvProc)
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SGLookupFunction("glPointParameterfvEXT");
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} else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
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glPointParameterIsSupported = true;
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glPointParameterfPtr = (glPointParameterfProc)
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SGLookupFunction("glPointParameterfARB");
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glPointParameterfvPtr = (glPointParameterfvProc)
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SGLookupFunction("glPointParameterfvARB");
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} else
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glPointParameterIsSupported = false;
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}
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// based on the requested presets, calculate the true starting
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// lon, lat
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fgInitNav();
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fgInitPosition();
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SGTime *t = fgInitTime();
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globals->set_time_params( t );
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// Do some quick general initializations
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if( !fgInitGeneral()) {
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SG_LOG( SG_GENERAL, SG_ALERT,
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"General initializations failed ..." );
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exit(-1);
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}
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////////////////////////////////////////////////////////////////////
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// Initialize the property-based built-in commands
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////////////////////////////////////////////////////////////////////
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fgInitCommands();
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////////////////////////////////////////////////////////////////////
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// Initialize the material manager
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////////////////////////////////////////////////////////////////////
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globals->set_matlib( new SGMaterialLib );
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globals->set_model_lib(new SGModelLib);
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////////////////////////////////////////////////////////////////////
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// Initialize the TG scenery subsystem.
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////////////////////////////////////////////////////////////////////
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globals->set_scenery( new FGScenery );
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globals->get_scenery()->init();
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globals->get_scenery()->bind();
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globals->set_tile_mgr( new FGTileMgr );
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////////////////////////////////////////////////////////////////////
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// Initialize the general model subsystem.
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////////////////////////////////////////////////////////////////////
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globals->set_model_mgr(new FGModelMgr);
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globals->get_model_mgr()->init();
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globals->get_model_mgr()->bind();
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////////////////////////////////////////////////////////////////////
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// Initialize the 3D aircraft model subsystem (has a dependency on
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// the scenery subsystem.)
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////////////////////////////////////////////////////////////////////
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globals->set_aircraft_model(new FGAircraftModel);
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globals->get_aircraft_model()->init();
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globals->get_aircraft_model()->bind();
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////////////////////////////////////////////////////////////////////
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// Initialize the view manager subsystem.
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////////////////////////////////////////////////////////////////////
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FGViewMgr *viewmgr = new FGViewMgr;
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globals->set_viewmgr( viewmgr );
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viewmgr->init();
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viewmgr->bind();
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// Initialize the sky
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SGPath ephem_data_path( globals->get_fg_root() );
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ephem_data_path.append( "Astro" );
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SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
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ephem->update( globals->get_time_params()->getMjd(),
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globals->get_time_params()->getLst(),
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0.0 );
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globals->set_ephem( ephem );
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// TODO: move to environment mgr
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thesky = new SGSky;
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SGPath texture_path(globals->get_fg_root());
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texture_path.append("Textures");
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texture_path.append("Sky");
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for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
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SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
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thesky->add_cloud_layer(layer);
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}
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SGPath sky_tex_path( globals->get_fg_root() );
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sky_tex_path.append( "Textures" );
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sky_tex_path.append( "Sky" );
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thesky->texture_path( sky_tex_path.str() );
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|
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// The sun and moon diameters are scaled down numbers of the
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// actual diameters. This was needed to fit bot the sun and the
|
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// moon within the distance to the far clip plane.
|
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// Moon diameter: 3,476 kilometers
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// Sun diameter: 1,390,000 kilometers
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thesky->build( 80000.0, 80000.0,
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463.3, 361.8,
|
||||
globals->get_ephem()->getNumPlanets(),
|
||||
globals->get_ephem()->getPlanets(),
|
||||
globals->get_ephem()->getNumStars(),
|
||||
globals->get_ephem()->getStars() );
|
||||
|
||||
// Initialize MagVar model
|
||||
SGMagVar *magvar = new SGMagVar();
|
||||
globals->set_mag( magvar );
|
||||
|
||||
|
||||
// kludge to initialize mag compass
|
||||
// (should only be done for in-flight
|
||||
// startup)
|
||||
// update magvar model
|
||||
globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
|
||||
* SGD_DEGREES_TO_RADIANS,
|
||||
fgGetDouble("/position/latitude-deg")
|
||||
* SGD_DEGREES_TO_RADIANS,
|
||||
fgGetDouble("/position/altitude-ft")
|
||||
* SG_FEET_TO_METER,
|
||||
globals->get_time_params()->getJD() );
|
||||
double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
|
||||
fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
|
||||
|
||||
// airport = new ssgBranch;
|
||||
// airport->setName( "Airport Lighting" );
|
||||
// lighting->addKid( airport );
|
||||
|
||||
// build our custom render states
|
||||
globals->get_renderer()->build_states();
|
||||
// Initialize the splash screen right away
|
||||
fgSplashInit(fgGetString("/sim/startup/splash-texture"));
|
||||
|
||||
// pass control off to the master event handler
|
||||
fgOSMainLoop();
|
||||
|
@ -1030,4 +1038,3 @@ bool fgMainInit( int argc, char **argv ) {
|
|||
}
|
||||
|
||||
|
||||
// end of main.cxx
|
||||
|
|
|
@ -233,6 +233,18 @@ FGRenderer::init( void ) {
|
|||
void
|
||||
FGRenderer::update( bool refresh_camera_settings ) {
|
||||
bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
|
||||
|
||||
if ( idle_state < 1000 || !scenery_loaded ) {
|
||||
// still initializing, draw the splash screen
|
||||
fgSplashUpdate(1.0);
|
||||
|
||||
// Keep resetting sim time while the sim is initializing
|
||||
globals->set_sim_time_sec( 0.0 );
|
||||
SGAnimation::set_sim_time_sec( 0.0 );
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
|
||||
bool skyblend = fgGetBool("/sim/rendering/skyblend");
|
||||
bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
|
||||
|
@ -290,481 +302,468 @@ FGRenderer::update( bool refresh_camera_settings ) {
|
|||
// GLfloat mat_shininess[] = { 10.0 };
|
||||
GLbitfield clear_mask;
|
||||
|
||||
if ( idle_state != 1000 || !scenery_loaded ) {
|
||||
// still initializing, draw the splash screen
|
||||
if ( fgGetBool("/sim/startup/splash-screen") ) {
|
||||
fgSplashUpdate(0.0, 1.0);
|
||||
}
|
||||
// Keep resetting sim time while the sim is initializing
|
||||
globals->set_sim_time_sec( 0.0 );
|
||||
SGAnimation::set_sim_time_sec( 0.0 );
|
||||
} else {
|
||||
// idle_state is now 1000 meaning we've finished all our
|
||||
// initializations and are running the main loop, so this will
|
||||
// now work without seg faulting the system.
|
||||
// idle_state is now 1000 meaning we've finished all our
|
||||
// initializations and are running the main loop, so this will
|
||||
// now work without seg faulting the system.
|
||||
|
||||
FGViewer *current__view = globals->get_current_view();
|
||||
FGViewer *current__view = globals->get_current_view();
|
||||
|
||||
// calculate our current position in cartesian space
|
||||
Point3D cntr = globals->get_scenery()->get_next_center();
|
||||
globals->get_scenery()->set_center(cntr);
|
||||
current__view->set_scenery_center(cntr);
|
||||
// calculate our current position in cartesian space
|
||||
Point3D cntr = globals->get_scenery()->get_next_center();
|
||||
globals->get_scenery()->set_center(cntr);
|
||||
current__view->set_scenery_center(cntr);
|
||||
|
||||
if ( refresh_camera_settings ) {
|
||||
// update view port
|
||||
resize( fgGetInt("/sim/startup/xsize"),
|
||||
fgGetInt("/sim/startup/ysize") );
|
||||
if ( refresh_camera_settings ) {
|
||||
// update view port
|
||||
resize( fgGetInt("/sim/startup/xsize"),
|
||||
fgGetInt("/sim/startup/ysize") );
|
||||
|
||||
// Tell GL we are switching to model view parameters
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
|
||||
}
|
||||
// Tell GL we are switching to model view parameters
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
|
||||
}
|
||||
|
||||
if ( fgGetBool("/sim/rendering/clouds3d") ) {
|
||||
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
|
||||
cloud3d_imposter_state->force();
|
||||
glDisable( GL_FOG );
|
||||
glColor4f( 1.0, 1.0, 1.0, 1.0 );
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
|
||||
if ( fgGetBool("/sim/rendering/clouds3d") ) {
|
||||
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
|
||||
cloud3d_imposter_state->force();
|
||||
glDisable( GL_FOG );
|
||||
glColor4f( 1.0, 1.0, 1.0, 1.0 );
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
|
||||
|
||||
#ifdef FG_USE_CLOUDS_3D
|
||||
if ( _bcloud_orig ) {
|
||||
Point3D c = globals->get_scenery()->get_center();
|
||||
sgClouds3d->Set_Cloud_Orig( &c );
|
||||
_bcloud_orig = false;
|
||||
}
|
||||
sgClouds3d->Update( current__view->get_absolute_view_pos() );
|
||||
if ( _bcloud_orig ) {
|
||||
Point3D c = globals->get_scenery()->get_center();
|
||||
sgClouds3d->Set_Cloud_Orig( &c );
|
||||
_bcloud_orig = false;
|
||||
}
|
||||
sgClouds3d->Update( current__view->get_absolute_view_pos() );
|
||||
#endif
|
||||
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
clear_mask = GL_DEPTH_BUFFER_BIT;
|
||||
if ( fgGetBool("/sim/rendering/wireframe") ) {
|
||||
clear_mask |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
clear_mask = GL_DEPTH_BUFFER_BIT;
|
||||
if ( fgGetBool("/sim/rendering/wireframe") ) {
|
||||
clear_mask |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
|
||||
if ( skyblend ) {
|
||||
if ( fgGetBool("/sim/rendering/textures") ) {
|
||||
// glClearColor(black[0], black[1], black[2], black[3]);
|
||||
glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
|
||||
l->adj_fog_color()[2], l->adj_fog_color()[3]);
|
||||
clear_mask |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
if ( skyblend ) {
|
||||
if ( fgGetBool("/sim/rendering/textures") ) {
|
||||
// glClearColor(black[0], black[1], black[2], black[3]);
|
||||
glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
|
||||
l->adj_fog_color()[2], l->adj_fog_color()[3]);
|
||||
clear_mask |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
} else {
|
||||
glClearColor(l->sky_color()[0], l->sky_color()[1],
|
||||
l->sky_color()[2], l->sky_color()[3]);
|
||||
clear_mask |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
if ( multi_pass_clouds && draw_clouds ) {
|
||||
glClearStencil( 0 );
|
||||
clear_mask |= GL_STENCIL_BUFFER_BIT;
|
||||
}
|
||||
glClear( clear_mask );
|
||||
|
||||
// set the opengl state to known default values
|
||||
default_state->force();
|
||||
|
||||
// update fog params if visibility has changed
|
||||
double visibility_meters = fgGetDouble("/environment/visibility-m");
|
||||
thesky->set_visibility(visibility_meters);
|
||||
|
||||
thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
|
||||
( global_multi_loop * fgGetInt("/sim/speed-up") )
|
||||
/ (double)fgGetInt("/sim/model-hz") );
|
||||
|
||||
// Set correct opengl fog density
|
||||
glFogf (GL_FOG_DENSITY, fog_exp2_density);
|
||||
|
||||
// update the sky dome
|
||||
if ( skyblend ) {
|
||||
/*
|
||||
SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
|
||||
<< l->sky_color()[0] << " "
|
||||
<< l->sky_color()[1] << " "
|
||||
<< l->sky_color()[2] << " "
|
||||
<< l->sky_color()[3] );
|
||||
SG_LOG( SG_GENERAL, SG_BULK, " fog = "
|
||||
<< l->fog_color()[0] << " "
|
||||
<< l->fog_color()[1] << " "
|
||||
<< l->fog_color()[2] << " "
|
||||
<< l->fog_color()[3] );
|
||||
SG_LOG( SG_GENERAL, SG_BULK,
|
||||
" sun_angle = " << l->sun_angle
|
||||
<< " moon_angle = " << l->moon_angle );
|
||||
*/
|
||||
|
||||
static SGSkyColor scolor;
|
||||
FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
|
||||
|
||||
scolor.sky_color = l->sky_color();
|
||||
scolor.fog_color = l->adj_fog_color();
|
||||
scolor.cloud_color = l->cloud_color();
|
||||
scolor.sun_angle = l->get_sun_angle();
|
||||
scolor.moon_angle = l->get_moon_angle();
|
||||
scolor.nplanets = globals->get_ephem()->getNumPlanets();
|
||||
scolor.nstars = globals->get_ephem()->getNumStars();
|
||||
scolor.planet_data = globals->get_ephem()->getPlanets();
|
||||
scolor.star_data = globals->get_ephem()->getStars();
|
||||
|
||||
thesky->repaint( scolor );
|
||||
|
||||
/*
|
||||
SG_LOG( SG_GENERAL, SG_BULK,
|
||||
"thesky->reposition( view_pos = " << view_pos[0] << " "
|
||||
<< view_pos[1] << " " << view_pos[2] );
|
||||
SG_LOG( SG_GENERAL, SG_BULK,
|
||||
" zero_elev = " << zero_elev[0] << " "
|
||||
<< zero_elev[1] << " " << zero_elev[2]
|
||||
<< " lon = " << cur_fdm_state->get_Longitude()
|
||||
<< " lat = " << cur_fdm_state->get_Latitude() );
|
||||
SG_LOG( SG_GENERAL, SG_BULK,
|
||||
" sun_rot = " << l->get_sun_rotation
|
||||
<< " gst = " << SGTime::cur_time_params->getGst() );
|
||||
SG_LOG( SG_GENERAL, SG_BULK,
|
||||
" sun ra = " << globals->get_ephem()->getSunRightAscension()
|
||||
<< " sun dec = " << globals->get_ephem()->getSunDeclination()
|
||||
<< " moon ra = " << globals->get_ephem()->getMoonRightAscension()
|
||||
<< " moon dec = " << globals->get_ephem()->getMoonDeclination() );
|
||||
*/
|
||||
|
||||
// The sun and moon distances are scaled down versions
|
||||
// of the actual distance to get both the moon and the sun
|
||||
// within the range of the far clip plane.
|
||||
// Moon distance: 384,467 kilometers
|
||||
// Sun distance: 150,000,000 kilometers
|
||||
double sun_horiz_eff, moon_horiz_eff;
|
||||
if (fgGetBool("/sim/rendering/horizon-effect")) {
|
||||
sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
|
||||
moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
|
||||
} else {
|
||||
glClearColor(l->sky_color()[0], l->sky_color()[1],
|
||||
l->sky_color()[2], l->sky_color()[3]);
|
||||
clear_mask |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
if ( multi_pass_clouds && draw_clouds ) {
|
||||
glClearStencil( 0 );
|
||||
clear_mask |= GL_STENCIL_BUFFER_BIT;
|
||||
}
|
||||
glClear( clear_mask );
|
||||
|
||||
// set the opengl state to known default values
|
||||
default_state->force();
|
||||
|
||||
// update fog params if visibility has changed
|
||||
double visibility_meters = fgGetDouble("/environment/visibility-m");
|
||||
thesky->set_visibility(visibility_meters);
|
||||
|
||||
thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
|
||||
( global_multi_loop * fgGetInt("/sim/speed-up") )
|
||||
/ (double)fgGetInt("/sim/model-hz") );
|
||||
|
||||
// Set correct opengl fog density
|
||||
glFogf (GL_FOG_DENSITY, fog_exp2_density);
|
||||
|
||||
// update the sky dome
|
||||
if ( skyblend ) {
|
||||
/*
|
||||
SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
|
||||
<< l->sky_color()[0] << " "
|
||||
<< l->sky_color()[1] << " "
|
||||
<< l->sky_color()[2] << " "
|
||||
<< l->sky_color()[3] );
|
||||
SG_LOG( SG_GENERAL, SG_BULK, " fog = "
|
||||
<< l->fog_color()[0] << " "
|
||||
<< l->fog_color()[1] << " "
|
||||
<< l->fog_color()[2] << " "
|
||||
<< l->fog_color()[3] );
|
||||
SG_LOG( SG_GENERAL, SG_BULK,
|
||||
" sun_angle = " << l->sun_angle
|
||||
<< " moon_angle = " << l->moon_angle );
|
||||
*/
|
||||
|
||||
static SGSkyColor scolor;
|
||||
FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
|
||||
|
||||
scolor.sky_color = l->sky_color();
|
||||
scolor.fog_color = l->adj_fog_color();
|
||||
scolor.cloud_color = l->cloud_color();
|
||||
scolor.sun_angle = l->get_sun_angle();
|
||||
scolor.moon_angle = l->get_moon_angle();
|
||||
scolor.nplanets = globals->get_ephem()->getNumPlanets();
|
||||
scolor.nstars = globals->get_ephem()->getNumStars();
|
||||
scolor.planet_data = globals->get_ephem()->getPlanets();
|
||||
scolor.star_data = globals->get_ephem()->getStars();
|
||||
|
||||
thesky->repaint( scolor );
|
||||
|
||||
/*
|
||||
SG_LOG( SG_GENERAL, SG_BULK,
|
||||
"thesky->reposition( view_pos = " << view_pos[0] << " "
|
||||
<< view_pos[1] << " " << view_pos[2] );
|
||||
SG_LOG( SG_GENERAL, SG_BULK,
|
||||
" zero_elev = " << zero_elev[0] << " "
|
||||
<< zero_elev[1] << " " << zero_elev[2]
|
||||
<< " lon = " << cur_fdm_state->get_Longitude()
|
||||
<< " lat = " << cur_fdm_state->get_Latitude() );
|
||||
SG_LOG( SG_GENERAL, SG_BULK,
|
||||
" sun_rot = " << l->get_sun_rotation
|
||||
<< " gst = " << SGTime::cur_time_params->getGst() );
|
||||
SG_LOG( SG_GENERAL, SG_BULK,
|
||||
" sun ra = " << globals->get_ephem()->getSunRightAscension()
|
||||
<< " sun dec = " << globals->get_ephem()->getSunDeclination()
|
||||
<< " moon ra = " << globals->get_ephem()->getMoonRightAscension()
|
||||
<< " moon dec = " << globals->get_ephem()->getMoonDeclination() );
|
||||
*/
|
||||
|
||||
// The sun and moon distances are scaled down versions
|
||||
// of the actual distance to get both the moon and the sun
|
||||
// within the range of the far clip plane.
|
||||
// Moon distance: 384,467 kilometers
|
||||
// Sun distance: 150,000,000 kilometers
|
||||
double sun_horiz_eff, moon_horiz_eff;
|
||||
if (fgGetBool("/sim/rendering/horizon-effect")) {
|
||||
sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
|
||||
moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
|
||||
} else {
|
||||
sun_horiz_eff = moon_horiz_eff = 1.0;
|
||||
}
|
||||
|
||||
static SGSkyState sstate;
|
||||
|
||||
sstate.view_pos = current__view->get_view_pos();
|
||||
sstate.zero_elev = current__view->get_zero_elev();
|
||||
sstate.view_up = current__view->get_world_up();
|
||||
sstate.lon = current__view->getLongitude_deg()
|
||||
* SGD_DEGREES_TO_RADIANS;
|
||||
sstate.lat = current__view->getLatitude_deg()
|
||||
* SGD_DEGREES_TO_RADIANS;
|
||||
sstate.alt = current__view->getAltitudeASL_ft()
|
||||
* SG_FEET_TO_METER;
|
||||
sstate.spin = l->get_sun_rotation();
|
||||
sstate.gst = globals->get_time_params()->getGst();
|
||||
sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
|
||||
sstate.sun_dec = globals->get_ephem()->getSunDeclination();
|
||||
sstate.sun_dist = 50000.0 * sun_horiz_eff;
|
||||
sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
|
||||
sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
|
||||
sstate.moon_dist = 40000.0 * moon_horiz_eff;
|
||||
|
||||
thesky->reposition( sstate, delta_time_sec );
|
||||
sun_horiz_eff = moon_horiz_eff = 1.0;
|
||||
}
|
||||
|
||||
glEnable( GL_DEPTH_TEST );
|
||||
if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
|
||||
glEnable( GL_FOG );
|
||||
glFogi( GL_FOG_MODE, GL_EXP2 );
|
||||
glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
|
||||
}
|
||||
static SGSkyState sstate;
|
||||
|
||||
// set sun/lighting parameters
|
||||
ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
|
||||
sstate.view_pos = current__view->get_view_pos();
|
||||
sstate.zero_elev = current__view->get_zero_elev();
|
||||
sstate.view_up = current__view->get_world_up();
|
||||
sstate.lon = current__view->getLongitude_deg()
|
||||
* SGD_DEGREES_TO_RADIANS;
|
||||
sstate.lat = current__view->getLatitude_deg()
|
||||
* SGD_DEGREES_TO_RADIANS;
|
||||
sstate.alt = current__view->getAltitudeASL_ft()
|
||||
* SG_FEET_TO_METER;
|
||||
sstate.spin = l->get_sun_rotation();
|
||||
sstate.gst = globals->get_time_params()->getGst();
|
||||
sstate.sun_ra = globals->get_ephem()->getSunRightAscension();
|
||||
sstate.sun_dec = globals->get_ephem()->getSunDeclination();
|
||||
sstate.sun_dist = 50000.0 * sun_horiz_eff;
|
||||
sstate.moon_ra = globals->get_ephem()->getMoonRightAscension();
|
||||
sstate.moon_dec = globals->get_ephem()->getMoonDeclination();
|
||||
sstate.moon_dist = 40000.0 * moon_horiz_eff;
|
||||
|
||||
// GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
|
||||
// we only update GL_AMBIENT for our lights we will never get
|
||||
// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
|
||||
// explicitely to black.
|
||||
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
|
||||
thesky->reposition( sstate, delta_time_sec );
|
||||
}
|
||||
|
||||
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
|
||||
glEnable( GL_DEPTH_TEST );
|
||||
if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
|
||||
glEnable( GL_FOG );
|
||||
glFogi( GL_FOG_MODE, GL_EXP2 );
|
||||
glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
|
||||
}
|
||||
|
||||
// set sun/lighting parameters
|
||||
ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
|
||||
|
||||
// GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
|
||||
// we only update GL_AMBIENT for our lights we will never get
|
||||
// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
|
||||
// explicitely to black.
|
||||
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
|
||||
|
||||
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
|
||||
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
|
||||
ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
|
||||
|
||||
// texture parameters
|
||||
// glEnable( GL_TEXTURE_2D );
|
||||
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
|
||||
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
|
||||
|
||||
double agl =
|
||||
current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
|
||||
- globals->get_scenery()->get_cur_elev();
|
||||
|
||||
if ( agl > 50.0 ) {
|
||||
scene_nearplane = 10.0f;
|
||||
scene_farplane = 120000.0f;
|
||||
} else {
|
||||
scene_nearplane = groundlevel_nearplane->getDoubleValue();
|
||||
scene_farplane = 120000.0f;
|
||||
}
|
||||
|
||||
setNearFar( scene_nearplane, scene_farplane );
|
||||
|
||||
if ( draw_otw && skyblend ) {
|
||||
// draw the sky backdrop
|
||||
|
||||
// we need a white diffuse light for the phase of the moon
|
||||
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
|
||||
thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
|
||||
fog_exp2_density );
|
||||
// return to the desired diffuse color
|
||||
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
|
||||
ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
|
||||
}
|
||||
|
||||
// texture parameters
|
||||
// glEnable( GL_TEXTURE_2D );
|
||||
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
|
||||
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
|
||||
// draw the ssg scene
|
||||
glEnable( GL_DEPTH_TEST );
|
||||
|
||||
double agl =
|
||||
current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
|
||||
- globals->get_scenery()->get_cur_elev();
|
||||
if ( fgGetBool("/sim/rendering/wireframe") ) {
|
||||
// draw wire frame
|
||||
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
|
||||
}
|
||||
if ( draw_otw ) {
|
||||
if ( draw_clouds ) {
|
||||
|
||||
if ( agl > 10.0 ) {
|
||||
scene_nearplane = 10.0f;
|
||||
scene_farplane = 120000.0f;
|
||||
} else {
|
||||
scene_nearplane = groundlevel_nearplane->getDoubleValue();
|
||||
scene_farplane = 120000.0f;
|
||||
}
|
||||
// Draw the terrain
|
||||
FGTileMgr::set_tile_filter( true );
|
||||
sgSetModelFilter( false );
|
||||
globals->get_aircraft_model()->select( false );
|
||||
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
|
||||
|
||||
setNearFar( scene_nearplane, scene_farplane );
|
||||
|
||||
if ( draw_otw && skyblend ) {
|
||||
// draw the sky backdrop
|
||||
|
||||
// we need a white diffuse light for the phase of the moon
|
||||
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
|
||||
thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
|
||||
fog_exp2_density );
|
||||
// return to the desired diffuse color
|
||||
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
|
||||
}
|
||||
|
||||
// draw the ssg scene
|
||||
glEnable( GL_DEPTH_TEST );
|
||||
|
||||
if ( fgGetBool("/sim/rendering/wireframe") ) {
|
||||
// draw wire frame
|
||||
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
|
||||
}
|
||||
if ( draw_otw ) {
|
||||
if ( draw_clouds ) {
|
||||
|
||||
// Draw the terrain
|
||||
FGTileMgr::set_tile_filter( true );
|
||||
sgSetModelFilter( false );
|
||||
globals->get_aircraft_model()->select( false );
|
||||
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
|
||||
|
||||
// Disable depth buffer update, draw the clouds
|
||||
glDepthMask( GL_FALSE );
|
||||
thesky->drawUpperClouds();
|
||||
if ( multi_pass_clouds ) {
|
||||
thesky->drawLowerClouds();
|
||||
}
|
||||
glDepthMask( GL_TRUE );
|
||||
|
||||
if ( multi_pass_clouds ) {
|
||||
// Draw the objects except the aircraft
|
||||
// and update the stencil buffer with 1
|
||||
glEnable( GL_STENCIL_TEST );
|
||||
glStencilFunc( GL_ALWAYS, 1, 1 );
|
||||
glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
|
||||
}
|
||||
FGTileMgr::set_tile_filter( false );
|
||||
sgSetModelFilter( true );
|
||||
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
|
||||
} else {
|
||||
FGTileMgr::set_tile_filter( true );
|
||||
sgSetModelFilter( true );
|
||||
globals->get_aircraft_model()->select( false );
|
||||
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
|
||||
// Disable depth buffer update, draw the clouds
|
||||
glDepthMask( GL_FALSE );
|
||||
thesky->drawUpperClouds();
|
||||
if ( multi_pass_clouds ) {
|
||||
thesky->drawLowerClouds();
|
||||
}
|
||||
}
|
||||
glDepthMask( GL_TRUE );
|
||||
|
||||
// This is a bit kludgy. Every 200 frames, do an extra
|
||||
// traversal of the scene graph without drawing anything, but
|
||||
// with the field-of-view set to 360x360 degrees. This
|
||||
// ensures that out-of-range random objects that are not in
|
||||
// the current view frustum will still be freed properly.
|
||||
static int counter = 0;
|
||||
counter++;
|
||||
if (counter >= 200) {
|
||||
sgFrustum f;
|
||||
f.setFOV(360, 360);
|
||||
// No need to put the near plane too close;
|
||||
// this way, at least the aircraft can be
|
||||
// culled.
|
||||
f.setNearFar(1000, 1000000);
|
||||
sgMat4 m;
|
||||
ssgGetModelviewMatrix(m);
|
||||
if ( multi_pass_clouds ) {
|
||||
// Draw the objects except the aircraft
|
||||
// and update the stencil buffer with 1
|
||||
glEnable( GL_STENCIL_TEST );
|
||||
glStencilFunc( GL_ALWAYS, 1, 1 );
|
||||
glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
|
||||
}
|
||||
FGTileMgr::set_tile_filter( false );
|
||||
sgSetModelFilter( true );
|
||||
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
|
||||
} else {
|
||||
FGTileMgr::set_tile_filter( true );
|
||||
sgSetModelFilter( true );
|
||||
globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
|
||||
counter = 0;
|
||||
globals->get_aircraft_model()->select( false );
|
||||
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
|
||||
}
|
||||
}
|
||||
|
||||
// change state for lighting here
|
||||
// This is a bit kludgy. Every 200 frames, do an extra
|
||||
// traversal of the scene graph without drawing anything, but
|
||||
// with the field-of-view set to 360x360 degrees. This
|
||||
// ensures that out-of-range random objects that are not in
|
||||
// the current view frustum will still be freed properly.
|
||||
static int counter = 0;
|
||||
counter++;
|
||||
if (counter >= 200) {
|
||||
sgFrustum f;
|
||||
f.setFOV(360, 360);
|
||||
// No need to put the near plane too close;
|
||||
// this way, at least the aircraft can be
|
||||
// culled.
|
||||
f.setNearFar(1000, 1000000);
|
||||
sgMat4 m;
|
||||
ssgGetModelviewMatrix(m);
|
||||
FGTileMgr::set_tile_filter( true );
|
||||
sgSetModelFilter( true );
|
||||
globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
|
||||
counter = 0;
|
||||
}
|
||||
|
||||
// draw runway lighting
|
||||
glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
|
||||
// change state for lighting here
|
||||
|
||||
// CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
|
||||
// fgSetNearFar( scene_nearplane, scene_farplane );
|
||||
// draw runway lighting
|
||||
glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
|
||||
|
||||
if ( enhanced_lighting ) {
|
||||
// CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
|
||||
// fgSetNearFar( scene_nearplane, scene_farplane );
|
||||
|
||||
if ( enhanced_lighting ) {
|
||||
|
||||
// Enable states for drawing points with GL_extension
|
||||
glEnable(GL_POINT_SMOOTH);
|
||||
|
||||
if ( distance_attenuation && glPointParameterIsSupported )
|
||||
{
|
||||
// Enable states for drawing points with GL_extension
|
||||
glEnable(GL_POINT_SMOOTH);
|
||||
|
||||
if ( distance_attenuation && glPointParameterIsSupported )
|
||||
{
|
||||
// Enable states for drawing points with GL_extension
|
||||
glEnable(GL_POINT_SMOOTH);
|
||||
|
||||
float quadratic[3] = {1.0, 0.001, 0.0000001};
|
||||
// makes the points fade as they move away
|
||||
glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
|
||||
glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
|
||||
}
|
||||
|
||||
glPointSize(4.0);
|
||||
|
||||
// blending function for runway lights
|
||||
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
|
||||
float quadratic[3] = {1.0, 0.001, 0.0000001};
|
||||
// makes the points fade as they move away
|
||||
glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
|
||||
glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
|
||||
}
|
||||
|
||||
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
||||
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
||||
glEnable(GL_TEXTURE_GEN_S);
|
||||
glEnable(GL_TEXTURE_GEN_T);
|
||||
glPolygonMode(GL_FRONT, GL_POINT);
|
||||
glPointSize(4.0);
|
||||
|
||||
// draw runway lighting
|
||||
if ( draw_otw ) {
|
||||
ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
|
||||
ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
|
||||
// blending function for runway lights
|
||||
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
|
||||
}
|
||||
|
||||
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
||||
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
||||
glEnable(GL_TEXTURE_GEN_S);
|
||||
glEnable(GL_TEXTURE_GEN_T);
|
||||
glPolygonMode(GL_FRONT, GL_POINT);
|
||||
|
||||
// draw runway lighting
|
||||
if ( draw_otw ) {
|
||||
ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
|
||||
ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
|
||||
}
|
||||
|
||||
// change punch through and then draw taxi lighting
|
||||
glFogf ( GL_FOG_DENSITY, fog_exp2_density );
|
||||
// sgVec3 taxi_fog;
|
||||
// sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
|
||||
// glFogfv ( GL_FOG_COLOR, taxi_fog );
|
||||
if ( draw_otw ) {
|
||||
ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
|
||||
}
|
||||
|
||||
// clean up lighting
|
||||
glPolygonMode(GL_FRONT, GL_FILL);
|
||||
glDisable(GL_TEXTURE_GEN_S);
|
||||
glDisable(GL_TEXTURE_GEN_T);
|
||||
|
||||
//static int _frame_count = 0;
|
||||
//if (_frame_count % 30 == 0) {
|
||||
// printf("SSG: %s\n", ssgShowStats());
|
||||
//}
|
||||
//else {
|
||||
// ssgShowStats();
|
||||
//}
|
||||
//_frame_count++;
|
||||
|
||||
|
||||
if ( enhanced_lighting ) {
|
||||
if ( distance_attenuation && glPointParameterIsSupported ) {
|
||||
glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
|
||||
default_attenuation);
|
||||
}
|
||||
|
||||
// change punch through and then draw taxi lighting
|
||||
glFogf ( GL_FOG_DENSITY, fog_exp2_density );
|
||||
// sgVec3 taxi_fog;
|
||||
// sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
|
||||
// glFogfv ( GL_FOG_COLOR, taxi_fog );
|
||||
if ( draw_otw ) {
|
||||
ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
|
||||
}
|
||||
glPointSize(1.0);
|
||||
glDisable(GL_POINT_SMOOTH);
|
||||
}
|
||||
|
||||
// clean up lighting
|
||||
glPolygonMode(GL_FRONT, GL_FILL);
|
||||
glDisable(GL_TEXTURE_GEN_S);
|
||||
glDisable(GL_TEXTURE_GEN_T);
|
||||
// draw ground lighting
|
||||
glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
|
||||
if ( draw_otw ) {
|
||||
ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
|
||||
}
|
||||
|
||||
//static int _frame_count = 0;
|
||||
//if (_frame_count % 30 == 0) {
|
||||
// printf("SSG: %s\n", ssgShowStats());
|
||||
//}
|
||||
//else {
|
||||
// ssgShowStats();
|
||||
//}
|
||||
//_frame_count++;
|
||||
if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
|
||||
glDisable( GL_FOG );
|
||||
glDisable( GL_LIGHTING );
|
||||
// cout << "drawing new clouds" << endl;
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
|
||||
|
||||
if ( enhanced_lighting ) {
|
||||
if ( distance_attenuation && glPointParameterIsSupported ) {
|
||||
glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
|
||||
default_attenuation);
|
||||
}
|
||||
|
||||
glPointSize(1.0);
|
||||
glDisable(GL_POINT_SMOOTH);
|
||||
}
|
||||
|
||||
// draw ground lighting
|
||||
glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
|
||||
if ( draw_otw ) {
|
||||
ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
|
||||
}
|
||||
|
||||
if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
|
||||
glDisable( GL_FOG );
|
||||
glDisable( GL_LIGHTING );
|
||||
// cout << "drawing new clouds" << endl;
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
|
||||
|
||||
/*
|
||||
glEnable( GL_TEXTURE_2D );
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
*/
|
||||
/*
|
||||
glEnable( GL_TEXTURE_2D );
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
*/
|
||||
|
||||
#ifdef FG_USE_CLOUDS_3D
|
||||
sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
|
||||
sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
|
||||
#endif
|
||||
glEnable( GL_FOG );
|
||||
glEnable( GL_LIGHTING );
|
||||
glEnable( GL_DEPTH_TEST );
|
||||
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
|
||||
}
|
||||
|
||||
if ( draw_otw && draw_clouds ) {
|
||||
if ( multi_pass_clouds ) {
|
||||
// Disable depth buffer update, draw the clouds where the
|
||||
// objects overwrite the already drawn clouds, by testing
|
||||
// the stencil buffer against 1
|
||||
glDepthMask( GL_FALSE );
|
||||
glStencilFunc( GL_EQUAL, 1, 1 );
|
||||
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
|
||||
thesky->drawUpperClouds();
|
||||
thesky->drawLowerClouds();
|
||||
glDepthMask( GL_TRUE );
|
||||
glDisable( GL_STENCIL_TEST );
|
||||
} else {
|
||||
glDepthMask( GL_FALSE );
|
||||
thesky->drawLowerClouds();
|
||||
glDepthMask( GL_TRUE );
|
||||
}
|
||||
}
|
||||
|
||||
if ( draw_otw ) {
|
||||
FGTileMgr::set_tile_filter( false );
|
||||
sgSetModelFilter( false );
|
||||
globals->get_aircraft_model()->select( true );
|
||||
globals->get_model_mgr()->draw();
|
||||
globals->get_aircraft_model()->draw();
|
||||
// If the view is internal, the previous line draw the
|
||||
// cockpit with modified near/far clip planes and deselect
|
||||
// the aircraft in the global scenegraph
|
||||
// Otherwise, it just enables the aircraft: The scenegraph
|
||||
// must be drawn again to see the plane.
|
||||
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
|
||||
FGTileMgr::set_tile_filter( true );
|
||||
sgSetModelFilter( true );
|
||||
globals->get_aircraft_model()->select( true );
|
||||
}
|
||||
|
||||
// display HUD && Panel
|
||||
glDisable( GL_FOG );
|
||||
glDisable( GL_DEPTH_TEST );
|
||||
// glDisable( GL_CULL_FACE );
|
||||
// glDisable( GL_TEXTURE_2D );
|
||||
|
||||
// update the controls subsystem
|
||||
globals->get_controls()->update(delta_time_sec);
|
||||
|
||||
hud_and_panel->apply();
|
||||
fgCockpitUpdate();
|
||||
|
||||
// Use the hud_and_panel ssgSimpleState for rendering the ATC output
|
||||
// This only works properly if called before the panel call
|
||||
if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
|
||||
globals->get_ATC_display()->update(delta_time_sec);
|
||||
|
||||
// update the panel subsystem
|
||||
if ( globals->get_current_panel() != NULL ) {
|
||||
globals->get_current_panel()->update(delta_time_sec);
|
||||
}
|
||||
fgUpdate3DPanels();
|
||||
|
||||
// We can do translucent menus, so why not. :-)
|
||||
menus->apply();
|
||||
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
|
||||
puDisplay();
|
||||
// glDisable ( GL_BLEND ) ;
|
||||
|
||||
glEnable( GL_DEPTH_TEST );
|
||||
glEnable( GL_FOG );
|
||||
glEnable( GL_LIGHTING );
|
||||
glEnable( GL_DEPTH_TEST );
|
||||
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
|
||||
}
|
||||
|
||||
// Fade out the splash screen over the first three seconds.
|
||||
double t = globals->get_sim_time_sec();
|
||||
if ( t <= 1.0 ) {
|
||||
fgSplashUpdate(0.0, 1.0);
|
||||
} else if ( t <= 3.0) {
|
||||
fgSplashUpdate(0.0, (3.0 - t) / 2.0);
|
||||
if ( draw_otw && draw_clouds ) {
|
||||
if ( multi_pass_clouds ) {
|
||||
// Disable depth buffer update, draw the clouds where the
|
||||
// objects overwrite the already drawn clouds, by testing
|
||||
// the stencil buffer against 1
|
||||
glDepthMask( GL_FALSE );
|
||||
glStencilFunc( GL_EQUAL, 1, 1 );
|
||||
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
|
||||
thesky->drawUpperClouds();
|
||||
thesky->drawLowerClouds();
|
||||
glDepthMask( GL_TRUE );
|
||||
glDisable( GL_STENCIL_TEST );
|
||||
} else {
|
||||
glDepthMask( GL_FALSE );
|
||||
thesky->drawLowerClouds();
|
||||
glDepthMask( GL_TRUE );
|
||||
}
|
||||
}
|
||||
|
||||
if ( draw_otw ) {
|
||||
FGTileMgr::set_tile_filter( false );
|
||||
sgSetModelFilter( false );
|
||||
globals->get_aircraft_model()->select( true );
|
||||
globals->get_model_mgr()->draw();
|
||||
globals->get_aircraft_model()->draw();
|
||||
// If the view is internal, the previous line draw the
|
||||
// cockpit with modified near/far clip planes and deselect
|
||||
// the aircraft in the global scenegraph
|
||||
// Otherwise, it just enables the aircraft: The scenegraph
|
||||
// must be drawn again to see the plane.
|
||||
ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
|
||||
FGTileMgr::set_tile_filter( true );
|
||||
sgSetModelFilter( true );
|
||||
globals->get_aircraft_model()->select( true );
|
||||
}
|
||||
|
||||
// display HUD && Panel
|
||||
glDisable( GL_FOG );
|
||||
glDisable( GL_DEPTH_TEST );
|
||||
// glDisable( GL_CULL_FACE );
|
||||
// glDisable( GL_TEXTURE_2D );
|
||||
|
||||
// update the controls subsystem
|
||||
globals->get_controls()->update(delta_time_sec);
|
||||
|
||||
hud_and_panel->apply();
|
||||
fgCockpitUpdate();
|
||||
|
||||
// Use the hud_and_panel ssgSimpleState for rendering the ATC output
|
||||
// This only works properly if called before the panel call
|
||||
if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
|
||||
globals->get_ATC_display()->update(delta_time_sec);
|
||||
|
||||
// update the panel subsystem
|
||||
if ( globals->get_current_panel() != NULL ) {
|
||||
globals->get_current_panel()->update(delta_time_sec);
|
||||
}
|
||||
fgUpdate3DPanels();
|
||||
|
||||
// We can do translucent menus, so why not. :-)
|
||||
menus->apply();
|
||||
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
|
||||
puDisplay();
|
||||
// glDisable ( GL_BLEND ) ;
|
||||
|
||||
glEnable( GL_DEPTH_TEST );
|
||||
glEnable( GL_FOG );
|
||||
|
||||
// Fade out the splash screen over the first three seconds.
|
||||
double t = globals->get_sim_time_sec();
|
||||
if (t <= 2.5)
|
||||
fgSplashUpdate((2.5 - t) / 2.5);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -57,6 +57,9 @@ static SGTexture splash;
|
|||
|
||||
// Initialize the splash screen
|
||||
void fgSplashInit ( const char *splash_texture ) {
|
||||
if (!fgGetBool("/sim/startup/splash-screen"))
|
||||
return;
|
||||
|
||||
SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
|
||||
|
||||
splash.bind();
|
||||
|
@ -94,8 +97,8 @@ void fgSplashInit ( const char *splash_texture ) {
|
|||
}
|
||||
|
||||
|
||||
// Update the splash screen with progress specified from 0.0 to 1.0
|
||||
void fgSplashUpdate ( double progress, float alpha ) {
|
||||
// Update the splash screen with alpha specified from 0.0 to 1.0
|
||||
void fgSplashUpdate ( float alpha ) {
|
||||
int xmin, ymin, xmax, ymax;
|
||||
int xsize = 512;
|
||||
int ysize = 512;
|
||||
|
@ -133,17 +136,19 @@ void fgSplashUpdate ( double progress, float alpha ) {
|
|||
glEnd();
|
||||
|
||||
// now draw the logo
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
splash.bind();
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
if (fgGetBool("/sim/startup/splash-screen") && splash.usable()) {
|
||||
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();
|
||||
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();
|
||||
}
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_LIGHTING);
|
||||
|
|
|
@ -34,8 +34,8 @@
|
|||
// Initialize the splash screen
|
||||
void fgSplashInit ( const char *splash_texture );
|
||||
|
||||
// Update the splash screen with progress specified from 0.0 to 1.0
|
||||
void fgSplashUpdate ( double progress, float alpha );
|
||||
// Update the splash screen with alpha specified from 0.0 to 1.0
|
||||
void fgSplashUpdate ( float alpha );
|
||||
|
||||
|
||||
#endif // _SPLASH_HXX
|
||||
|
|
Loading…
Reference in a new issue