#include <Main/main.hxx>
#include <Main/globals.hxx>
+#include <Main/locale.hxx>
#include <Main/fg_props.hxx>
-#include <Main/WindowSystemAdapter.hxx>
+#include <Viewer/WindowSystemAdapter.hxx>
+#include <Viewer/CameraGroup.hxx>
#include <GUI/new_gui.hxx>
#include <GUI/FGFontCache.hxx>
FGFontCache *fc = globals->get_fontcache();
fc->initializeFonts();
puFont *GuiFont
- = fc->get(globals->get_locale()->getStringValue("font",
- "typewriter.txf"),
+ = fc->get(globals->get_locale()->getDefaultFont("typewriter.txf"),
15);
puSetDefaultFonts(*GuiFont, *GuiFont);
guiFnt = puGetDefaultLabelFont();
}
};
-osg::ref_ptr<GUIInitOperation> initOp;
-}
+// Operation for querying OpenGL parameters. This must be done in a
+// valid OpenGL context, potentially in another thread.
-void guiStartInit(osg::GraphicsContext* gc)
+struct GeneralInitOperation : public GraphicsContextOperation
{
- if (gc) {
- initOp = new GUIInitOperation;
- gc->add(initOp.get());
+ GeneralInitOperation()
+ : GraphicsContextOperation(std::string("General init"))
+ {
}
+ void run(osg::GraphicsContext* gc)
+ {
+ SGPropertyNode* simRendering = fgGetNode("/sim/rendering");
+
+ simRendering->setStringValue("gl-vendor", (char*) glGetString(GL_VENDOR));
+ SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_VENDOR));
+
+ simRendering->setStringValue("gl-renderer", (char*) glGetString(GL_RENDERER));
+ SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_RENDERER));
+
+ simRendering->setStringValue("gl-version", (char*) glGetString(GL_VERSION));
+ SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_VERSION));
+
+ // Old hardware without support for OpenGL 2.0 does not support GLSL and
+ // glGetString returns NULL for GL_SHADING_LANGUAGE_VERSION.
+ //
+ // See http://flightgear.org/forums/viewtopic.php?f=17&t=19670&start=15#p181945
+ const char* glsl_version = (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
+ if( !glsl_version )
+ glsl_version = "UNSUPPORTED";
+ simRendering->setStringValue("gl-shading-language-version", glsl_version);
+ SG_LOG( SG_GENERAL, SG_INFO, glsl_version);
+
+ GLint tmp;
+ glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
+ simRendering->setIntValue("max-texture-size", tmp);
+
+ glGetIntegerv( GL_DEPTH_BITS, &tmp );
+ simRendering->setIntValue("depth-buffer-bits", tmp);
+ }
+};
+
+osg::ref_ptr<GUIInitOperation> initOp;
+
}
-bool guiFinishInit()
+/** Initializes GUI.
+ * Returns true when done, false when still busy (call again). */
+bool guiInit()
{
- if (!initOp.valid())
+ static osg::ref_ptr<GeneralInitOperation> genOp;
+
+ if (!genOp.valid())
+ {
+ // Pick some window on which to do queries.
+ // XXX Perhaps all this graphics initialization code should be
+ // moved to renderer.cxx?
+ genOp = new GeneralInitOperation;
+ osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault());
+ WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
+ osg::GraphicsContext* gc = 0;
+ if (guiCamera)
+ gc = guiCamera->getGraphicsContext();
+ if (gc) {
+ gc->add(genOp.get());
+ initOp = new GUIInitOperation;
+ gc->add(initOp.get());
+ } else {
+ wsa->windows[0]->gc->add(genOp.get());
+ }
+ return false; // not ready yet
+ }
+ else
+ {
+ if (!genOp->isFinished())
+ return false;
+ if (!initOp.valid())
+ return true;
+ if (!initOp->isFinished())
+ return false;
+ genOp = 0;
+ initOp = 0;
+ // we're done
return true;
- if (!initOp->isFinished())
- return false;
- initOp = 0;
- return true;
+ }
}
-