X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FMain%2Fsplash.cxx;h=ce9d4361ea09fe8174a47c490c88fca5ecfd1621;hb=df472fe0f5542d570feab42ce9ac1076a07419eb;hp=092a3d3714f933b811159d1758bf940545eae71e;hpb=a0d50000ba0aef47f52bedbd7e335501c291bb9b;p=flightgear.git diff --git a/src/Main/splash.cxx b/src/Main/splash.cxx index 092a3d371..ce9d4361e 100644 --- a/src/Main/splash.cxx +++ b/src/Main/splash.cxx @@ -34,64 +34,53 @@ # include #endif -#include -#include - #include +#include + #include +#include #include #include -#include - #include "globals.hxx" #include "fg_props.hxx" #include "splash.hxx" +#include "fg_os.hxx" -static GLuint splash_texid; -static GLubyte *splash_texbuf; +static SGTexture splash; -// Initialize the splash screen -void fgSplashInit ( void ) { - int width, height; +// Initialize the splash screen +void fgSplashInit ( const char *splash_texture ) { 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); - // load in the texture data - int num = (int)(sg_random() * 4.0 + 1.0); - char num_str[256]; - sprintf(num_str, "%d", num); + splash.bind(); SGPath tpath( globals->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 ) + 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 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() ); @@ -99,16 +88,15 @@ 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; + int xsize = 512; + int ysize = 512; if ( !fgGetInt("/sim/startup/xsize") || !fgGetInt("/sim/startup/ysize") ) { @@ -121,11 +109,6 @@ 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 +120,22 @@ 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); @@ -154,8 +143,6 @@ void fgSplashUpdate ( double progress ) { glTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax); glEnd(); - glutSwapBuffers(); - glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glDisable(GL_TEXTURE_2D);