169 lines
4.5 KiB
C++
169 lines
4.5 KiB
C++
// splash.cxx -- draws the initial splash screen
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//
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// Written by Curtis Olson, started July 1998. (With a little looking
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// at Freidemann's panel code.) :-)
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//
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// Copyright (C) 1997 Michele F. America - nomimarketing@mail.telepac.pt
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef SG_MATH_EXCEPTION_CLASH
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# include <math.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <GL/glut.h>
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#include <GL/gl.h>
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#include <string.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/sg_path.hxx>
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#include <Objects/texload.h>
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#include "globals.hxx"
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#include "fg_props.hxx"
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#include "splash.hxx"
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static GLuint splash_texid;
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static GLubyte *splash_texbuf;
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// Initialize the splash screen
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void fgSplashInit ( void ) {
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int width, height;
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SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
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#ifdef GL_VERSION_1_1
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glGenTextures(1, &splash_texid);
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glBindTexture(GL_TEXTURE_2D, splash_texid);
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#elif GL_EXT_texture_object
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glGenTexturesEXT(1, &splash_texid);
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glBindTextureEXT(GL_TEXTURE_2D, splash_texid);
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#else
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# error port me
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#endif
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load in the texture data
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int num = (int)(sg_random() * 4.0 + 1.0);
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char num_str[256];
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sprintf(num_str, "%d", num);
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SGPath tpath( globals->get_fg_root() );
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tpath.append( "Textures/Splash" );
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tpath.concat( num_str );
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tpath.concat( ".rgb" );
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if ( (splash_texbuf =
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read_rgb_texture(tpath.c_str(), &width, &height)) == NULL )
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{
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// Try compressed
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SGPath fg_tpath = tpath;
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fg_tpath.concat( ".gz" );
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if ( (splash_texbuf =
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read_rgb_texture(fg_tpath.c_str(), &width, &height)) == NULL )
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{
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SG_LOG( SG_GENERAL, SG_ALERT,
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"Error in loading splash screen texture " << tpath.str() );
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exit(-1);
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}
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}
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
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GL_UNSIGNED_BYTE, (GLvoid *)(splash_texbuf) );
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}
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// Update the splash screen with progress specified from 0.0 to 1.0
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void fgSplashUpdate ( double progress ) {
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int xmin, ymin, xmax, ymax;
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int xsize = 480;
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int ysize = 380;
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if ( !fgGetInt("/sim/startup/xsize")
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|| !fgGetInt("/sim/startup/ysize") ) {
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return;
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}
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xmin = (fgGetInt("/sim/startup/xsize") - xsize) / 2;
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xmax = xmin + xsize;
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ymin = (fgGetInt("/sim/startup/ysize") - ysize) / 2;
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ymax = ymin + ysize;
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// first clear the screen;
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
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// now draw the logo
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(0, fgGetInt("/sim/startup/xsize"),
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0, fgGetInt("/sim/startup/ysize"));
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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#ifdef GL_VERSION_1_1
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glBindTexture(GL_TEXTURE_2D, splash_texid);
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#elif GL_EXT_texture_object
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glBindTextureEXT(GL_TEXTURE_2D, splash_texid);
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#else
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# error port me
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#endif
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glBegin(GL_POLYGON);
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glTexCoord2f(0.0, 0.0); glVertex2f(xmin, ymin);
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glTexCoord2f(1.0, 0.0); glVertex2f(xmax, ymin);
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glTexCoord2f(1.0, 1.0); glVertex2f(xmax, ymax);
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glTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax);
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glEnd();
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glutSwapBuffers();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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