# include <config.h>
#endif
-#ifdef FG_MATH_EXCEPTION_CLASH
+#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
# include <windows.h>
#endif
-#include <GL/glut.h>
-#include <XGL/xgl.h>
-
#include <string.h>
-#include <Debug/logstream.hxx>
-#include <Main/options.hxx>
-#include <Math/fg_random.h>
-#include <Misc/fgpath.hxx>
-#include <Objects/texload.h>
-
-#include "splash.hxx"
-#include "views.hxx"
-
+#include <GL/glu.h>
-static GLuint splash_texid;
-static GLubyte *splash_texbuf;
+#include <simgear/debug/logstream.hxx>
+#include <simgear/screen/texture.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/misc/sg_path.hxx>
+#include "globals.hxx"
+#include "fg_props.hxx"
+#include "splash.hxx"
+#include "fg_os.hxx"
-// 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
- 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);
- // load in the texture data
- int num = (int)(fg_random() * 4.0 + 1.0);
- char num_str[256];
- sprintf(num_str, "%d", num);
+static SGTexture splash;
- 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 )
+// Initialize the splash screen
+void fgSplashInit ( const char *splash_texture ) {
+ SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
+
+ splash.bind();
+
+ 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 );
+
+ splash.read_rgb_texture(tpath.c_str());
+ if (!splash.usable())
{
// Try compressed
- FGPath fg_tpath = tpath;
+ 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() )
{
- FG_LOG( FG_GENERAL, FG_ALERT,
+ SG_LOG( SG_GENERAL, SG_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) );
+ 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;
+ int xsize = 512;
+ int ysize = 512;
- if ( !current_view.get_winWidth() || !current_view.get_winHeight() ) {
+ if ( !fgGetInt("/sim/startup/xsize")
+ || !fgGetInt("/sim/startup/ysize") ) {
return;
}
- xmin = (current_view.get_winWidth() - xsize) / 2;
+ xmin = (fgGetInt("/sim/startup/xsize") - xsize) / 2;
xmax = xmin + xsize;
- ymin = (current_view.get_winHeight() - ysize) / 2;
+ ymin = (fgGetInt("/sim/startup/ysize") - 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 );
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ gluOrtho2D(0, fgGetInt("/sim/startup/xsize"),
+ 0, fgGetInt("/sim/startup/ysize"));
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ 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
- 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);
-
- 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();
-
- xglutSwapBuffers();
-
- xglEnable(GL_DEPTH_TEST);
- xglEnable(GL_LIGHTING);
- xglDisable(GL_TEXTURE_2D);
-
- xglMatrixMode(GL_PROJECTION);
- xglPopMatrix();
- xglMatrixMode(GL_MODELVIEW);
- xglPopMatrix();
+ glEnable(GL_TEXTURE_2D);
+ 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);
+ glTexCoord2f(1.0, 1.0); glVertex2f(xmax, ymax);
+ glTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax);
+ glEnd();
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
}