]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/splash.cxx
Move the texture loader to SimGear
[flightgear.git] / src / Main / splash.cxx
index 092a3d3714f933b811159d1758bf940545eae71e..0c6e68e45b57a3e357ee9f5313813a0754e51c50 100644 (file)
 #  include <windows.h>
 #endif
 
-#include <GL/glut.h>
-#include <GL/gl.h>
+#include GLUT_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 <simgear/misc/texture.hxx>
 
 #include "globals.hxx"
 #include "fg_props.hxx"
 #include "splash.hxx"
 
 
-static GLuint splash_texid;
-static GLubyte *splash_texbuf;
+static SGTexture splash;
 
 
 // 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);
+    splash.bind();
 
     // load in the texture data
     int num = (int)(sg_random() * 4.0 + 1.0);
@@ -84,14 +67,15 @@ void fgSplashInit ( void ) {
     tpath.concat( num_str );
     tpath.concat( ".rgb" );
 
-    if ( (splash_texbuf = 
-         read_rgb_texture(tpath.c_str(), &width, &height)) == NULL )
+    splash.read_rgb_texture(tpath.c_str());
+    if (!splash.usable())
     {
        // Try compressed
        SGPath fg_tpath = tpath;
        fg_tpath.concat( ".gz" );
-       if ( (splash_texbuf = 
-             read_rgb_texture(fg_tpath.c_str(), &width, &height)) == NULL )
+
+        splash.read_rgb_texture(fg_tpath.c_str());
+       if ( !splash.usable() )
        {
            SG_LOG( SG_GENERAL, SG_ALERT, 
                    "Error in loading splash screen texture " << tpath.str() );
@@ -99,13 +83,12 @@ void fgSplashInit ( void ) {
        } 
     } 
 
-    glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, 
-                  GL_UNSIGNED_BYTE, (GLvoid *)(splash_texbuf) );
+    splash.select();
 }
 
 
 // Update the splash screen with progress specified from 0.0 to 1.0
-void fgSplashUpdate ( double progress ) {
+void fgSplashUpdate ( double progress, float alpha ) {
     int xmin, ymin, xmax, ymax;
     int xsize = 480;
     int ysize = 380;
@@ -121,11 +104,6 @@ void fgSplashUpdate ( double progress ) {
     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();
@@ -137,16 +115,22 @@ void fgSplashUpdate ( double progress ) {
 
     glDisable(GL_DEPTH_TEST);
     glDisable(GL_LIGHTING);
+
+    // draw the background
+    glColor4f( 0.0, 0.0, 0.0, alpha );
+    glBegin(GL_POLYGON);
+    glVertex2f(0.0, 0.0);
+    glVertex2f(fgGetInt("/sim/startup/xsize"), 0.0);
+    glVertex2f(fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize"));
+    glVertex2f(0.0, fgGetInt("/sim/startup/ysize")); 
+    glEnd();
+
+    // now draw the logo
     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);
+    splash.bind();
+    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 
+    glColor4f( 1.0, 1.0, 1.0, alpha );
     glBegin(GL_POLYGON);
     glTexCoord2f(0.0, 0.0); glVertex2f(xmin, ymin);
     glTexCoord2f(1.0, 0.0); glVertex2f(xmax, ymin);