// splash.cxx -- draws the initial splash screen // // Written by Curtis Olson, started July 1998. (With a little looking // at Freidemann's panel code.) :-) // // Copyright (C) 1997 Michele F. America - nomimarketing@mail.telepac.pt // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifdef HAVE_CONFIG_H # include #endif #ifdef FG_MATH_EXCEPTION_CLASH # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #include #include #include
#include #include "globals.hxx" #include "splash.hxx" static GLuint splash_texid; static GLubyte *splash_texbuf; // Initialize the splash screen void fgSplashInit ( void ) { int width, height; FG_LOG( FG_GENERAL, FG_INFO, "Initializing splash screen" ); #ifdef GL_VERSION_1_1 xglGenTextures(1, &splash_texid); xglBindTexture(GL_TEXTURE_2D, splash_texid); #elif GL_EXT_texture_object xglGenTexturesEXT(1, &splash_texid); xglBindTextureEXT(GL_TEXTURE_2D, splash_texid); #else # error port me #endif xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // load in the texture data int num = (int)(fg_random() * 4.0 + 1.0); char num_str[256]; sprintf(num_str, "%d", num); FGPath tpath( current_options.get_fg_root() ); tpath.append( "Textures/Splash" ); tpath.concat( num_str ); tpath.concat( ".rgb" ); if ( (splash_texbuf = read_rgb_texture(tpath.c_str(), &width, &height)) == NULL ) { // Try compressed FGPath fg_tpath = tpath; fg_tpath.concat( ".gz" ); if ( (splash_texbuf = read_rgb_texture(fg_tpath.c_str(), &width, &height)) == NULL ) { FG_LOG( FG_GENERAL, FG_ALERT, "Error in loading splash screen texture " << tpath.str() ); exit(-1); } } xglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(splash_texbuf) ); } // Update the splash screen with progress specified from 0.0 to 1.0 void fgSplashUpdate ( double progress ) { int xmin, ymin, xmax, ymax; int xsize = 480; int ysize = 380; if ( !globals->get_current_view()->get_winWidth() || !globals->get_current_view()->get_winHeight() ) { return; } xmin = (globals->get_current_view()->get_winWidth() - xsize) / 2; xmax = xmin + xsize; ymin = (globals->get_current_view()->get_winHeight() - ysize) / 2; ymax = ymin + ysize; // first clear the screen; xglClearColor(0.0, 0.0, 0.0, 1.0); xglClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT ); // now draw the logo xglMatrixMode(GL_PROJECTION); xglPushMatrix(); xglLoadIdentity(); gluOrtho2D(0, globals->get_current_view()->get_winWidth(), 0, globals->get_current_view()->get_winHeight()); xglMatrixMode(GL_MODELVIEW); xglPushMatrix(); xglLoadIdentity(); xglDisable(GL_DEPTH_TEST); xglDisable(GL_LIGHTING); xglEnable(GL_TEXTURE_2D); #ifdef GL_VERSION_1_1 xglBindTexture(GL_TEXTURE_2D, splash_texid); #elif GL_EXT_texture_object xglBindTextureEXT(GL_TEXTURE_2D, splash_texid); #else # error port me #endif xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); xglBegin(GL_POLYGON); xglTexCoord2f(0.0, 0.0); glVertex2f(xmin, ymin); xglTexCoord2f(1.0, 0.0); glVertex2f(xmax, ymin); xglTexCoord2f(1.0, 1.0); glVertex2f(xmax, ymax); xglTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax); xglEnd(); xglutSwapBuffers(); xglEnable(GL_DEPTH_TEST); xglEnable(GL_LIGHTING); xglDisable(GL_TEXTURE_2D); xglMatrixMode(GL_PROJECTION); xglPopMatrix(); xglMatrixMode(GL_MODELVIEW); xglPopMatrix(); }