1 // splash.cxx -- draws the initial splash screen
3 // Written by Curtis Olson, started July 1998. (With a little looking
4 // at Freidemann's panel code.) :-)
6 // Copyright (C) 1997 Michele F. America - nomimarketing@mail.telepac.pt
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
29 #include <osg/BlendFunc>
32 #include <osg/Geometry>
34 #include <osg/NodeCallback>
35 #include <osg/NodeVisitor>
36 #include <osg/StateSet>
38 #include <osg/Texture2D>
39 #include <osgUtil/CullVisitor>
40 #include <osgText/Text>
41 #include <osgDB/ReadFile>
43 #include <simgear/compiler.h>
45 #include <simgear/debug/logstream.hxx>
46 #include <simgear/math/sg_random.h>
47 #include <simgear/misc/sg_path.hxx>
49 #include <GUI/new_gui.hxx>
51 #include "globals.hxx"
52 #include "fg_props.hxx"
54 #include "renderer.hxx"
57 class FGSplashUpdateCallback : public osg::Drawable::UpdateCallback {
59 FGSplashUpdateCallback(osg::Vec4Array* colorArray, SGPropertyNode* prop) :
60 _colorArray(colorArray),
62 _alphaProperty(fgGetNode("/sim/startup/splash-alpha", true))
64 virtual void update(osg::NodeVisitor*, osg::Drawable*)
68 c.merge(_colorProperty);
69 (*_colorArray)[0][0] = c.red();
70 (*_colorArray)[0][1] = c.green();
71 (*_colorArray)[0][2] = c.blue();
73 (*_colorArray)[0][3] = _alphaProperty->getFloatValue();
77 osg::ref_ptr<osg::Vec4Array> _colorArray;
78 SGSharedPtr<const SGPropertyNode> _colorProperty;
79 SGSharedPtr<const SGPropertyNode> _alphaProperty;
82 class FGSplashTextUpdateCallback : public osg::Drawable::UpdateCallback {
84 FGSplashTextUpdateCallback(const SGPropertyNode* prop) :
86 _alphaProperty(fgGetNode("/sim/startup/splash-alpha", true)),
87 _styleProperty(fgGetNode("/sim/gui/style[0]", true))
89 virtual void update(osg::NodeVisitor*, osg::Drawable* drawable)
91 assert(dynamic_cast<osgText::Text*>(drawable));
92 osgText::Text* text = static_cast<osgText::Text*>(drawable);
94 FGColor c(1.0, 0.9, 0.0);
95 c.merge(_styleProperty->getNode("colors/splash-font"));
96 float alpha = _alphaProperty->getFloatValue();
97 text->setColor(osg::Vec4(c.red(), c.green(), c.blue(), alpha));
99 const char* s = _textProperty->getStringValue();
100 if (s && fgGetBool("/sim/startup/splash-progress", true))
106 SGSharedPtr<const SGPropertyNode> _textProperty;
107 SGSharedPtr<const SGPropertyNode> _alphaProperty;
108 SGSharedPtr<const SGPropertyNode> _styleProperty;
112 class FGSplashContentProjectionCalback : public osg::NodeCallback {
114 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
116 assert(dynamic_cast<osgUtil::CullVisitor*>(nv));
117 osgUtil::CullVisitor* cullVisitor = static_cast<osgUtil::CullVisitor*>(nv);
119 // adjust the projection matrix in a way that preserves the aspect ratio
120 // of the content ...
121 const osg::Viewport* viewport = cullVisitor->getViewport();
122 float viewportAspect = float(viewport->height())/float(viewport->width());
125 if (viewportAspect < 1) {
127 width = 1/viewportAspect;
129 height = viewportAspect;
133 osg::RefMatrix* matrix = new osg::RefMatrix;
134 matrix->makeOrtho2D(-width, width, -height, height);
136 // The trick is to have the projection matrix adapted independent
137 // of the scenegraph but dependent on the viewport of this current
138 // camera we cull for. Therefore we do not put that projection matrix into
139 // an additional camera rather than from within that cull callback.
140 cullVisitor->pushProjectionMatrix(matrix);
142 cullVisitor->popProjectionMatrix();
146 static osg::Node* fgCreateSplashCamera()
148 const char* splash_texture = fgGetString("/sim/startup/splash-texture");
149 SGSharedPtr<SGPropertyNode> style = fgGetNode("/sim/gui/style[0]", true);
151 SGPath tpath( globals->get_fg_root() );
152 if (splash_texture == NULL || !strcmp(splash_texture, "")) {
153 // load in the texture data
154 int num = (int)(sg_random() * 5.0 + 1.0);
156 snprintf(num_str, 4, "%d", num);
158 tpath.append( "Textures/Splash" );
159 tpath.concat( num_str );
160 tpath.concat( ".png" );
162 tpath.append( splash_texture );
164 osg::Texture2D* splashTexture = new osg::Texture2D;
165 splashTexture->setImage(osgDB::readImageFile(tpath.c_str()));
167 osg::Camera* camera = new osg::Camera;
168 camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
169 camera->setProjectionMatrix(osg::Matrix::ortho2D(-1, 1, -1, 1));
170 camera->setViewMatrix(osg::Matrix::identity());
171 camera->setRenderOrder(osg::Camera::POST_RENDER, 10000);
172 camera->setClearMask(0);
173 camera->setAllowEventFocus(false);
174 camera->setCullingActive(false);
176 osg::StateSet* stateSet = camera->getOrCreateStateSet();
177 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
178 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
179 stateSet->setAttribute(new osg::BlendFunc);
180 stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
181 stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
182 stateSet->setAttribute(new osg::Depth(osg::Depth::ALWAYS, 0, 1, false));
183 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
186 osg::Geometry* geometry = new osg::Geometry;
187 geometry->setSupportsDisplayList(false);
189 osg::Vec3Array* vertexArray = new osg::Vec3Array;
190 vertexArray->push_back(osg::Vec3(-1, -1, 0));
191 vertexArray->push_back(osg::Vec3( 1, -1, 0));
192 vertexArray->push_back(osg::Vec3( 1, 1, 0));
193 vertexArray->push_back(osg::Vec3(-1, 1, 0));
194 geometry->setVertexArray(vertexArray);
195 osg::Vec4Array* colorArray = new osg::Vec4Array;
196 colorArray->push_back(osg::Vec4(0, 0, 0, 1));
197 geometry->setColorArray(colorArray);
198 geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
199 geometry->addPrimitiveSet(new osg::DrawArrays(GL_POLYGON, 0, 4));
200 geometry->setUpdateCallback(new FGSplashUpdateCallback(colorArray,
201 style->getNode("colors/splash-screen")));
203 osg::Geode* geode = new osg::Geode;
204 geode->addDrawable(geometry);
206 stateSet = geode->getOrCreateStateSet();
207 stateSet->setRenderBinDetails(1, "RenderBin");
208 camera->addChild(geode);
211 // The group is needed because of osg is handling the cull callbacks in a
212 // different way for groups than for a geode. It does not hurt here ...
213 osg::Group* group = new osg::Group;
214 group->setCullCallback(new FGSplashContentProjectionCalback);
215 camera->addChild(group);
217 geode = new osg::Geode;
218 stateSet = geode->getOrCreateStateSet();
219 stateSet->setRenderBinDetails(2, "RenderBin");
220 group->addChild(geode);
223 geometry = new osg::Geometry;
224 geometry->setSupportsDisplayList(false);
226 vertexArray = new osg::Vec3Array;
227 vertexArray->push_back(osg::Vec3(-0.84, -0.84, 0));
228 vertexArray->push_back(osg::Vec3( 0.84, -0.84, 0));
229 vertexArray->push_back(osg::Vec3( 0.84, 0.84, 0));
230 vertexArray->push_back(osg::Vec3(-0.84, 0.84, 0));
231 geometry->setVertexArray(vertexArray);
232 osg::Vec2Array* texCoordArray = new osg::Vec2Array;
233 texCoordArray->push_back(osg::Vec2(0, 0));
234 texCoordArray->push_back(osg::Vec2(1, 0));
235 texCoordArray->push_back(osg::Vec2(1, 1));
236 texCoordArray->push_back(osg::Vec2(0, 1));
237 geometry->setTexCoordArray(0, texCoordArray);
238 colorArray = new osg::Vec4Array;
239 colorArray->push_back(osg::Vec4(1, 1, 1, 1));
240 geometry->setColorArray(colorArray);
241 geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
242 geometry->addPrimitiveSet(new osg::DrawArrays(GL_POLYGON, 0, 4));
243 geometry->setUpdateCallback(new FGSplashUpdateCallback(colorArray, 0));
244 stateSet = geometry->getOrCreateStateSet();
245 stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
246 stateSet->setTextureAttribute(0, splashTexture);
247 geode->addDrawable(geometry);
250 osgText::Text* text = new osgText::Text;
251 std::string fn = style->getStringValue("fonts/splash", "");
252 text->setFont(globals->get_fontcache()->getfntpath(fn.c_str()).str());
253 text->setCharacterSize(0.06);
254 text->setColor(osg::Vec4(1, 1, 1, 1));
255 text->setPosition(osg::Vec3(0, -0.92, 0));
256 text->setAlignment(osgText::Text::CENTER_CENTER);
257 SGPropertyNode* prop = fgGetNode("/sim/startup/splash-progress-text", true);
258 text->setUpdateCallback(new FGSplashTextUpdateCallback(prop));
259 geode->addDrawable(text);
261 text = new osgText::Text;
262 text->setFont(globals->get_fontcache()->getfntpath(fn.c_str()).str());
263 text->setCharacterSize(0.06);
264 text->setColor(osg::Vec4(1, 1, 1, 1));
265 text->setPosition(osg::Vec3(0, 0.92, 0));
266 text->setAlignment(osgText::Text::CENTER_CENTER);
267 prop = fgGetNode("/sim/startup/splash-title", true);
268 text->setUpdateCallback(new FGSplashTextUpdateCallback(prop));
269 geode->addDrawable(text);
274 // update callback for the switch node guarding that splash
275 class FGSplashGroupUpdateCallback : public osg::NodeCallback {
277 FGSplashGroupUpdateCallback() :
278 _splashAlphaNode(fgGetNode("/sim/startup/splash-alpha", true))
280 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
282 assert(dynamic_cast<osg::Group*>(node));
283 osg::Group* group = static_cast<osg::Group*>(node);
285 double alpha = _splashAlphaNode->getDoubleValue();
286 if (alpha <= 0 || !fgGetBool("/sim/startup/splash-screen"))
287 group->removeChild(0, group->getNumChildren());
288 else if (group->getNumChildren() == 0)
289 group->addChild(fgCreateSplashCamera());
294 SGSharedPtr<const SGPropertyNode> _splashAlphaNode;
297 osg::Node* fgCreateSplashNode() {
298 osg::Group* group = new osg::Group;
299 group->setUpdateCallback(new FGSplashGroupUpdateCallback);
303 // Initialize the splash screen
304 void fgSplashInit () {
305 SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
306 globals->get_renderer()->splashinit();
310 void fgSplashProgress ( const char *text ) {
311 SG_LOG( SG_GENERAL, SG_INFO, "Splash screen progress " << text );
312 fgSetString("/sim/startup/splash-progress-text", text);