1
0
Fork 0
flightgear/src/Main/splash.cxx
curt 576432ec75 David Megginson writes:
FGOptions is history, and the modules are (starting) to use the property
manager directly.  Let me know if I left any files out.

Inevitably, there will be some problems with broken options, etc.,
that I haven't found in my tests, but I'll try to fix them quickly.
We also need to stress that the property names currently in use are
not stable -- we need to reorganize them a bit for clarity.
2001-01-13 22:06:39 +00:00

169 lines
4.5 KiB
C++

// 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 <config.h>
#endif
#ifdef FG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <simgear/xgl/xgl.h>
#include <string.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/fgpath.hxx>
#include <Objects/texload.h>
#include "globals.hxx"
#include "fg_props.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)(sg_random() * 4.0 + 1.0);
char num_str[256];
sprintf(num_str, "%d", num);
FGPath tpath( globals->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 ( !fgGetInt("/sim/startup/xsize")
|| !fgGetInt("/sim/startup/ysize") ) {
return;
}
xmin = (fgGetInt("/sim/startup/xsize") - xsize) / 2;
xmax = xmin + xsize;
ymin = (fgGetInt("/sim/startup/ysize") - 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, fgGetInt("/sim/startup/xsize"),
0, fgGetInt("/sim/startup/ysize"));
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();
}