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flightgear/src/Main/splash.cxx
frohlich 2f8beb56ea Modified Files:
src/GUI/new_gui.cxx src/GUI/new_gui.hxx src/Main/main.cxx
 	src/Main/renderer.cxx src/Main/renderer.hxx
	src/Main/splash.cxx src/Main/splash.hxx
	src/Scenery/scenery.hxx: Move splash screen into the scenegraph.
2007-05-03 18:12:29 +00:00

314 lines
11 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <osg/BlendFunc>
#include <osg/Camera>
#include <osg/Depth>
#include <osg/Geometry>
#include <osg/Node>
#include <osg/NodeCallback>
#include <osg/NodeVisitor>
#include <osg/StateSet>
#include <osg/Switch>
#include <osg/Texture2D>
#include <osgUtil/CullVisitor>
#include <osgText/Text>
#include <osgDB/ReadFile>
#include <simgear/compiler.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
#include <GUI/new_gui.hxx>
#include "globals.hxx"
#include "fg_props.hxx"
#include "splash.hxx"
#include "renderer.hxx"
#include "fg_os.hxx"
class FGSplashUpdateCallback : public osg::Drawable::UpdateCallback {
public:
FGSplashUpdateCallback(osg::Vec4Array* colorArray, SGPropertyNode* prop) :
_colorArray(colorArray),
_colorProperty(prop),
_alphaProperty(fgGetNode("/sim/startup/splash-alpha", true))
{ }
virtual void update(osg::NodeVisitor*, osg::Drawable*)
{
FGColor c(0, 0, 0);
if (_colorProperty) {
c.merge(_colorProperty);
(*_colorArray)[0][0] = c.red();
(*_colorArray)[0][1] = c.green();
(*_colorArray)[0][2] = c.blue();
}
(*_colorArray)[0][3] = _alphaProperty->getFloatValue();
_colorArray->dirty();
}
private:
osg::ref_ptr<osg::Vec4Array> _colorArray;
SGSharedPtr<const SGPropertyNode> _colorProperty;
SGSharedPtr<const SGPropertyNode> _alphaProperty;
};
class FGSplashTextUpdateCallback : public osg::Drawable::UpdateCallback {
public:
FGSplashTextUpdateCallback(const SGPropertyNode* prop) :
_textProperty(prop),
_alphaProperty(fgGetNode("/sim/startup/splash-alpha", true)),
_styleProperty(fgGetNode("/sim/gui/style[0]", true))
{}
virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)
{
assert(dynamic_cast<osgText::Text*>(drawable));
osgText::Text* text = static_cast<osgText::Text*>(drawable);
FGColor c(1.0, 0.9, 0.0);
c.merge(_styleProperty->getNode("colors/splash-font"));
float alpha = _alphaProperty->getFloatValue();
text->setColor(osg::Vec4(c.red(), c.green(), c.blue(), alpha));
const char* s = _textProperty->getStringValue();
if (s && fgGetBool("/sim/startup/splash-progress", true))
text->setText(s);
else
text->setText("");
}
private:
SGSharedPtr<const SGPropertyNode> _textProperty;
SGSharedPtr<const SGPropertyNode> _alphaProperty;
SGSharedPtr<const SGPropertyNode> _styleProperty;
};
class FGSplashContentProjectionCalback : public osg::NodeCallback {
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<osgUtil::CullVisitor*>(nv));
osgUtil::CullVisitor* cullVisitor = static_cast<osgUtil::CullVisitor*>(nv);
// adjust the projection matrix in a way that preserves the aspect ratio
// of the content ...
const osg::Viewport* viewport = cullVisitor->getViewport();
float viewportAspect = float(viewport->height())/float(viewport->width());
float height, width;
if (viewportAspect < 1) {
height = 1;
width = 1/viewportAspect;
} else {
height = viewportAspect;
width = 1;
}
osg::RefMatrix* matrix = new osg::RefMatrix;
matrix->makeOrtho2D(-width, width, -height, height);
// The trick is to have the projection matrix adapted independent
// of the scenegraph but dependent on the viewport of this current
// camera we cull for. Therefore we do not put that projection matrix into
// an additional camera rather than from within that cull callback.
cullVisitor->pushProjectionMatrix(matrix);
traverse(node, nv);
cullVisitor->popProjectionMatrix();
}
};
static osg::Node* fgCreateSplashCamera()
{
const char* splash_texture = fgGetString("/sim/startup/splash-texture");
SGSharedPtr<SGPropertyNode> style = fgGetNode("/sim/gui/style[0]", true);
SGPath tpath( globals->get_fg_root() );
if (splash_texture == NULL || !strcmp(splash_texture, "")) {
// load in the texture data
int num = (int)(sg_random() * 5.0 + 1.0);
char num_str[5];
snprintf(num_str, 4, "%d", num);
tpath.append( "Textures/Splash" );
tpath.concat( num_str );
tpath.concat( ".rgb" );
} else
tpath.append( splash_texture );
osg::Texture2D* splashTexture = new osg::Texture2D;
splashTexture->setImage(osgDB::readImageFile(tpath.c_str()));
osg::Camera* camera = new osg::Camera;
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setProjectionMatrix(osg::Matrix::ortho2D(-1, 1, -1, 1));
camera->setViewMatrix(osg::Matrix::identity());
camera->setRenderOrder(osg::Camera::POST_RENDER, 10000);
camera->setClearMask(0);
camera->setAllowEventFocus(false);
camera->setCullingActive(false);
osg::StateSet* stateSet = camera->getOrCreateStateSet();
stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setAttribute(new osg::BlendFunc);
stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::Depth(osg::Depth::ALWAYS, 0, 1, false));
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
osg::Geometry* geometry = new osg::Geometry;
geometry->setSupportsDisplayList(false);
osg::Vec3Array* vertexArray = new osg::Vec3Array;
vertexArray->push_back(osg::Vec3(-1, -1, 0));
vertexArray->push_back(osg::Vec3( 1, -1, 0));
vertexArray->push_back(osg::Vec3( 1, 1, 0));
vertexArray->push_back(osg::Vec3(-1, 1, 0));
geometry->setVertexArray(vertexArray);
osg::Vec4Array* colorArray = new osg::Vec4Array;
colorArray->push_back(osg::Vec4(0, 0, 0, 1));
geometry->setColorArray(colorArray);
geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_POLYGON, 0, 4));
geometry->setUpdateCallback(new FGSplashUpdateCallback(colorArray,
style->getNode("colors/splash-screen")));
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geometry);
stateSet = geode->getOrCreateStateSet();
stateSet->setRenderBinDetails(1, "RenderBin");
camera->addChild(geode);
// The group is needed because of osg is handling the cull callbacks in a
// different way for groups than for a geode. It does not hurt here ...
osg::Group* group = new osg::Group;
group->setCullCallback(new FGSplashContentProjectionCalback);
camera->addChild(group);
geode = new osg::Geode;
stateSet = geode->getOrCreateStateSet();
stateSet->setRenderBinDetails(2, "RenderBin");
group->addChild(geode);
geometry = new osg::Geometry;
geometry->setSupportsDisplayList(false);
vertexArray = new osg::Vec3Array;
vertexArray->push_back(osg::Vec3(-0.84, -0.84, 0));
vertexArray->push_back(osg::Vec3( 0.84, -0.84, 0));
vertexArray->push_back(osg::Vec3( 0.84, 0.84, 0));
vertexArray->push_back(osg::Vec3(-0.84, 0.84, 0));
geometry->setVertexArray(vertexArray);
osg::Vec2Array* texCoordArray = new osg::Vec2Array;
texCoordArray->push_back(osg::Vec2(0, 0));
texCoordArray->push_back(osg::Vec2(1, 0));
texCoordArray->push_back(osg::Vec2(1, 1));
texCoordArray->push_back(osg::Vec2(0, 1));
geometry->setTexCoordArray(0, texCoordArray);
colorArray = new osg::Vec4Array;
colorArray->push_back(osg::Vec4(1, 1, 1, 1));
geometry->setColorArray(colorArray);
geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_POLYGON, 0, 4));
geometry->setUpdateCallback(new FGSplashUpdateCallback(colorArray, 0));
stateSet = geometry->getOrCreateStateSet();
stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
stateSet->setTextureAttribute(0, splashTexture);
geode->addDrawable(geometry);
osgText::Text* text = new osgText::Text;
std::string fn = style->getStringValue("fonts/splash", "");
text->setFont(globals->get_fontcache()->getfntpath(fn.c_str()).str());
text->setCharacterSize(0.06);
text->setColor(osg::Vec4(1, 1, 1, 1));
text->setPosition(osg::Vec3(0, -0.92, 0));
text->setAlignment(osgText::Text::CENTER_CENTER);
SGPropertyNode* prop = fgGetNode("/sim/startup/splash-progress-text", true);
text->setUpdateCallback(new FGSplashTextUpdateCallback(prop));
geode->addDrawable(text);
text = new osgText::Text;
text->setFont(globals->get_fontcache()->getfntpath(fn.c_str()).str());
text->setCharacterSize(0.06);
text->setColor(osg::Vec4(1, 1, 1, 1));
text->setPosition(osg::Vec3(0, 0.92, 0));
text->setAlignment(osgText::Text::CENTER_CENTER);
prop = fgGetNode("/sim/startup/splash-title", true);
text->setUpdateCallback(new FGSplashTextUpdateCallback(prop));
geode->addDrawable(text);
return camera;
}
// update callback for the switch node guarding that splash
class FGSplashGroupUpdateCallback : public osg::NodeCallback {
public:
FGSplashGroupUpdateCallback() :
_splashAlphaNode(fgGetNode("/sim/startup/splash-alpha", true))
{ }
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<osg::Group*>(node));
osg::Group* group = static_cast<osg::Group*>(node);
double alpha = _splashAlphaNode->getDoubleValue();
if (alpha <= 0 || !fgGetBool("/sim/startup/splash-screen"))
group->removeChild(0, group->getNumChildren());
else if (group->getNumChildren() == 0)
group->addChild(fgCreateSplashCamera());
traverse(node, nv);
}
private:
SGSharedPtr<const SGPropertyNode> _splashAlphaNode;
};
osg::Node* fgCreateSplashNode() {
osg::Group* group = new osg::Group;
group->setUpdateCallback(new FGSplashGroupUpdateCallback);
return group;
}
// Initialize the splash screen
void fgSplashInit () {
SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
globals->get_renderer()->splashinit();
fgRequestRedraw();
}
void fgSplashProgress ( const char *text ) {
SG_LOG( SG_GENERAL, SG_INFO, "Splash screen progress " << text );
fgSetString("/sim/startup/splash-progress-text", text);
fgRequestRedraw();
}