X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FMain%2Fsplash.cxx;h=0c6e68e45b57a3e357ee9f5313813a0754e51c50;hb=d53b612e2a72f06b51a9a4c24e6aefc992984b46;hp=f2be9494582caeb3c0be04fd76c3674556fe0534;hpb=f1b1077d930d542014baf54a328b7a233182647a;p=flightgear.git diff --git a/src/Main/splash.cxx b/src/Main/splash.cxx index f2be94945..0c6e68e45 100644 --- a/src/Main/splash.cxx +++ b/src/Main/splash.cxx @@ -34,45 +34,28 @@ # include #endif -#include -#include +#include GLUT_H #include #include #include #include - -#include +#include #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 - 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); + 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 ) { } } - 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; @@ -121,49 +104,50 @@ void fgSplashUpdate ( double progress ) { 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 ); - - // now draw the logo - xglMatrixMode(GL_PROJECTION); - xglPushMatrix(); - xglLoadIdentity(); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); gluOrtho2D(0, fgGetInt("/sim/startup/xsize"), 0, fgGetInt("/sim/startup/ysize")); - 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(); + 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(); - xglEnable(GL_DEPTH_TEST); - xglEnable(GL_LIGHTING); - xglDisable(GL_TEXTURE_2D); - - xglMatrixMode(GL_PROJECTION); - xglPopMatrix(); - xglMatrixMode(GL_MODELVIEW); - xglPopMatrix(); + // now draw the logo + 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(); + + glutSwapBuffers(); + + glEnable(GL_DEPTH_TEST); + glEnable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); }