1
0
Fork 0
flightgear/src/Main/splash.cxx

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 SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <GL/gl.h>
#include <string.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.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;
SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
#ifdef GL_VERSION_1_1
glGenTextures(1, &splash_texid);
glBindTexture(GL_TEXTURE_2D, splash_texid);
#elif GL_EXT_texture_object
glGenTexturesEXT(1, &splash_texid);
glBindTextureEXT(GL_TEXTURE_2D, splash_texid);
#else
# error port me
#endif
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(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);
SGPath 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
SGPath fg_tpath = tpath;
fg_tpath.concat( ".gz" );
if ( (splash_texbuf =
read_rgb_texture(fg_tpath.c_str(), &width, &height)) == NULL )
{
SG_LOG( SG_GENERAL, SG_ALERT,
"Error in loading splash screen texture " << tpath.str() );
exit(-1);
}
}
glTexImage2D( 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;
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
// now draw the logo
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, fgGetInt("/sim/startup/xsize"),
0, fgGetInt("/sim/startup/ysize"));
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
#ifdef GL_VERSION_1_1
glBindTexture(GL_TEXTURE_2D, splash_texid);
#elif GL_EXT_texture_object
glBindTextureEXT(GL_TEXTURE_2D, splash_texid);
#else
# error port me
#endif
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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();
glutSwapBuffers();
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}