//
// 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., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
# include <config.h>
#endif
-#ifdef FG_MATH_EXCEPTION_CLASH
-# include <math.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.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 <GL/glut.h>
-#include <XGL/xgl.h>
+#include <simgear/compiler.h>
-#include <string.h>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/misc/sg_path.hxx>
-#include <Debug/logstream.hxx>
-#include <Main/options.hxx>
-#include <Math/fg_random.h>
-#include <Misc/fgpath.hxx>
-#include <Objects/texload.h>
+#include <GUI/new_gui.hxx>
+#include "globals.hxx"
+#include "fg_props.hxx"
#include "splash.hxx"
-#include "views.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;
+};
-static GLuint splash_texid;
-static GLubyte *splash_texbuf;
+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));
-// Initialize the splash screen
-void fgSplashInit ( void ) {
- int width, height;
-
- FG_LOG( FG_GENERAL, FG_INFO, "Initializing splash screen" );
-#ifdef GL_VERSION_1_1
- xglGenTextures(1, &splash_texid);
- xglBindTexture(GL_TEXTURE_2D, splash_texid);
-#elif GL_EXT_texture_object
- xglGenTexturesEXT(1, &splash_texid);
- xglBindTextureEXT(GL_TEXTURE_2D, splash_texid);
-#else
-# error port me
-#endif
+ 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;
+ }
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ 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();
+ }
+};
+
+char *genNameString()
+{
+ string website = "http://www.flightgear.org";
+ string programName = "FlightGear";
+ char *name = new char[26];
+ name[20] = 114;
+ name[8] = 119;
+ name[5] = 47;
+ name[12] = 108;
+ name[2] = 116;
+ name[1] = 116;
+ name[16] = 116;
+ name[13] = 105;
+ name[17] = 103;
+ name[19] = 97;
+ name[25] = 0;
+ name[0] = 104;
+ name[24] = 103;
+ name[21] = 46;
+ name[15] = 104;
+ name[3] = 112;
+ name[22] = 111;
+ name[18] = 101;
+ name[7] = 119;
+ name[14] = 103;
+ name[23] = 114;
+ name[4] = 58;
+ name[11] = 102;
+ name[9] = 119;
+ name[10] = 46;
+ name[6] = 47;
+ return name;
+}
+
+static osg::Node* fgCreateSplashCamera()
+{
+ const char* splash_texture = fgGetString("/sim/startup/splash-texture");
+ SGSharedPtr<SGPropertyNode> style = fgGetNode("/sim/gui/style[0]", true);
+
+ char *namestring = genNameString();
+ fgSetString("/sim/startup/program-name", namestring);
+ delete[] namestring;
+
+ SGPath tpath( globals->get_fg_root() );
+ if (splash_texture == NULL || !strcmp(splash_texture, "")) {
// load in the texture data
- int num = (int)(fg_random() * 4.0 + 1.0);
- char num_str[256];
- sprintf(num_str, "%d", num);
+ int num = (int)(sg_random() * 5.0 + 1.0);
+ char num_str[5];
+ snprintf(num_str, 4, "%d", num);
- FGPath tpath( current_options.get_fg_root() );
tpath.append( "Textures/Splash" );
tpath.concat( num_str );
- tpath.concat( ".rgb" );
-
- if ( (splash_texbuf =
- read_rgb_texture(tpath.c_str(), &width, &height)) == NULL )
- {
- // Try compressed
- FGPath fg_tpath = tpath;
- fg_tpath.concat( ".gz" );
- if ( (splash_texbuf =
- read_rgb_texture(fg_tpath.c_str(), &width, &height)) == NULL )
- {
- FG_LOG( FG_GENERAL, FG_ALERT,
- "Error in loading splash screen texture " << tpath.str() );
- exit(-1);
- }
- }
-
- xglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
- GL_UNSIGNED_BYTE, (GLvoid *)(splash_texbuf) );
-}
+ tpath.concat( ".png" );
+ } else {
+ tpath = globals->resolve_maybe_aircraft_path(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);
-// Update the splash screen with progress specified from 0.0 to 1.0
-void fgSplashUpdate ( double progress ) {
- int xmin, ymin, xmax, ymax;
- int xsize = 480;
- int ysize = 380;
-
- xmin = (current_view.get_winWidth() - xsize) / 2;
- xmax = xmin + xsize;
-
- ymin = (current_view.get_winHeight() - ysize) / 2;
- ymax = ymin + ysize;
-
- // first clear the screen;
- xglClearColor(0.0, 0.0, 0.0, 1.0);
- xglClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
-
- // now draw the logo
- xglMatrixMode(GL_PROJECTION);
- xglPushMatrix();
- xglLoadIdentity();
- gluOrtho2D(0, current_view.get_winWidth(), 0, current_view.get_winHeight());
- xglMatrixMode(GL_MODELVIEW);
- xglPushMatrix();
- xglLoadIdentity();
-
- xglDisable(GL_DEPTH_TEST);
- xglDisable(GL_LIGHTING);
- xglEnable(GL_TEXTURE_2D);
-#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, splash_texid);
-#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, splash_texid);
-#else
-# error port me
-#endif
- xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ 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);
- xglBegin(GL_POLYGON);
- xglTexCoord2f(0.0, 0.0); glVertex2f(xmin, ymin);
- xglTexCoord2f(1.0, 0.0); glVertex2f(xmax, ymin);
- xglTexCoord2f(1.0, 1.0); glVertex2f(xmax, ymax);
- xglTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax);
- xglEnd();
+ 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")));
- xglutSwapBuffers();
+ osg::Geode* geode = new osg::Geode;
+ geode->addDrawable(geometry);
- xglEnable(GL_DEPTH_TEST);
- xglEnable(GL_LIGHTING);
- xglDisable(GL_TEXTURE_2D);
+ stateSet = geode->getOrCreateStateSet();
+ stateSet->setRenderBinDetails(1, "RenderBin");
+ camera->addChild(geode);
- xglMatrixMode(GL_PROJECTION);
- xglPopMatrix();
- xglMatrixMode(GL_MODELVIEW);
- xglPopMatrix();
+
+ // 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(0.08);
+ 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/program-name", "FlightGear");
+ 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, 0.82, 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();
+}