From 99f4b7e66e1dd729d538e583b04cfb6886de98c9 Mon Sep 17 00:00:00 2001 From: mfranz Date: Wed, 4 May 2005 21:28:42 +0000 Subject: [PATCH] - open window as soon as possible - move most of the initialization in chunks into the idle loop - remove unused first fgSplashUpdate() parameter --- src/Main/fg_init.cxx | 6 + src/Main/main.cxx | 409 +++++++++++---------- src/Main/renderer.cxx | 829 +++++++++++++++++++++--------------------- src/Main/splash.cxx | 31 +- src/Main/splash.hxx | 4 +- 5 files changed, 648 insertions(+), 631 deletions(-) diff --git a/src/Main/fg_init.cxx b/src/Main/fg_init.cxx index 5dd56df2e..c2bc2bc9d 100644 --- a/src/Main/fg_init.cxx +++ b/src/Main/fg_init.cxx @@ -133,6 +133,7 @@ #include "options.hxx" #include "globals.hxx" #include "logger.hxx" +#include "splash.hxx" #include "viewmgr.hxx" #if defined(FX) && defined(XMESA) @@ -1059,6 +1060,8 @@ fgInitNav () fgAirportDBLoad( airports, runways, aptdb.str(), p_metar.str() ); + fgSplashUpdate( 1.0 ); + FGNavList *navlist = new FGNavList; FGNavList *loclist = new FGNavList; FGNavList *gslist = new FGNavList; @@ -1076,6 +1079,8 @@ fgInitNav () "Problems loading one or more navigational database" ); } + fgSplashUpdate( 1.0 ); + if ( fgGetBool("/sim/navdb/localizers/auto-align", true) ) { // align all the localizers with their corresponding runways // since data sources are good for cockpit navigation @@ -1616,6 +1621,7 @@ bool fgInitSubsystems() { // update the current timezone each 30 minutes globals->get_event_mgr()->addTask( "fgUpdateLocalTime()", &fgUpdateLocalTime, 30*60 ); + fgInitTimeOffset(); // the environment subsystem needs this //////////////////////////////////////////////////////////////////// diff --git a/src/Main/main.cxx b/src/Main/main.cxx index e3f255f6b..83fe5dbd6 100644 --- a/src/Main/main.cxx +++ b/src/Main/main.cxx @@ -651,13 +651,201 @@ static void fgIdleFunction ( void ) { // printf("idle state == %d\n", idle_state); if ( idle_state == 0 ) { - // Initialize the splash screen right away - if ( fgGetBool("/sim/startup/splash-screen") ) { - fgSplashInit(fgGetString("/sim/startup/splash-texture")); - } - idle_state++; + + // This seems to be the absolute earliest in the init sequence + // that these calls will return valid info. Too bad it's after + // we've already created and sized out window. :-( + general.set_glVendor( (char *)glGetString ( GL_VENDOR ) ); + general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) ); + general.set_glVersion( (char *)glGetString ( GL_VERSION ) ); + SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() ); + + GLint tmp; + glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp ); + general.set_glMaxTexSize( tmp ); + SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp ); + + glGetIntegerv( GL_DEPTH_BITS, &tmp ); + general.set_glDepthBits( tmp ); + SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp ); + + // Initialize ssg (from plib). Needs to come before we do any + // other ssg stuff, but after opengl has been initialized. + ssgInit(); + + // Initialize the user interface (we need to do this before + // passing off control to the OS main loop and before + // fgInitGeneral to get our fonts !!! + guiInit(); + + } else if ( idle_state == 1 ) { + idle_state++; + // Read the list of available aircrafts + fgReadAircraft(); + +#ifdef GL_EXT_texture_lod_bias + glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ; +#endif + + // get the address of our OpenGL extensions + if ( fgGetBool("/sim/rendering/distance-attenuation") ) { + if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) { + glPointParameterIsSupported = true; + glPointParameterfPtr = (glPointParameterfProc) + SGLookupFunction("glPointParameterfEXT"); + glPointParameterfvPtr = (glPointParameterfvProc) + SGLookupFunction("glPointParameterfvEXT"); + + } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) { + glPointParameterIsSupported = true; + glPointParameterfPtr = (glPointParameterfProc) + SGLookupFunction("glPointParameterfARB"); + glPointParameterfvPtr = (glPointParameterfvProc) + SGLookupFunction("glPointParameterfvARB"); + } else + glPointParameterIsSupported = false; + } + + + } else if ( idle_state == 2 ) { + idle_state++; + fgInitNav(); + + + } else if ( idle_state == 3 ) { + idle_state++; + // based on the requested presets, calculate the true starting + // lon, lat + fgInitPosition(); + + SGTime *t = fgInitTime(); + globals->set_time_params( t ); + + // Do some quick general initializations + if( !fgInitGeneral()) { + SG_LOG( SG_GENERAL, SG_ALERT, + "General initializations failed ..." ); + exit(-1); + } + + //////////////////////////////////////////////////////////////////// + // Initialize the property-based built-in commands + //////////////////////////////////////////////////////////////////// + fgInitCommands(); + + + //////////////////////////////////////////////////////////////////// + // Initialize the material manager + //////////////////////////////////////////////////////////////////// + globals->set_matlib( new SGMaterialLib ); + globals->set_model_lib(new SGModelLib); + + + //////////////////////////////////////////////////////////////////// + // Initialize the TG scenery subsystem. + //////////////////////////////////////////////////////////////////// + globals->set_scenery( new FGScenery ); + globals->get_scenery()->init(); + globals->get_scenery()->bind(); + globals->set_tile_mgr( new FGTileMgr ); + + + //////////////////////////////////////////////////////////////////// + // Initialize the general model subsystem. + //////////////////////////////////////////////////////////////////// + globals->set_model_mgr(new FGModelMgr); + globals->get_model_mgr()->init(); + globals->get_model_mgr()->bind(); + + + } else if ( idle_state == 4 ) { + idle_state++; + //////////////////////////////////////////////////////////////////// + // Initialize the 3D aircraft model subsystem (has a dependency on + // the scenery subsystem.) + //////////////////////////////////////////////////////////////////// + globals->set_aircraft_model(new FGAircraftModel); + globals->get_aircraft_model()->init(); + globals->get_aircraft_model()->bind(); + + //////////////////////////////////////////////////////////////////// + // Initialize the view manager subsystem. + //////////////////////////////////////////////////////////////////// + FGViewMgr *viewmgr = new FGViewMgr; + globals->set_viewmgr( viewmgr ); + viewmgr->init(); + viewmgr->bind(); + + + } else if ( idle_state == 5 ) { + idle_state++; + // Initialize the sky + SGPath ephem_data_path( globals->get_fg_root() ); + ephem_data_path.append( "Astro" ); + SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() ); + ephem->update( globals->get_time_params()->getMjd(), + globals->get_time_params()->getLst(), + 0.0 ); + globals->set_ephem( ephem ); + + // TODO: move to environment mgr + thesky = new SGSky; + SGPath texture_path(globals->get_fg_root()); + texture_path.append("Textures"); + texture_path.append("Sky"); + for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) { + SGCloudLayer * layer = new SGCloudLayer(texture_path.str()); + thesky->add_cloud_layer(layer); + } + + SGPath sky_tex_path( globals->get_fg_root() ); + sky_tex_path.append( "Textures" ); + sky_tex_path.append( "Sky" ); + thesky->texture_path( sky_tex_path.str() ); + + // The sun and moon diameters are scaled down numbers of the + // actual diameters. This was needed to fit bot the sun and the + // moon within the distance to the far clip plane. + // Moon diameter: 3,476 kilometers + // Sun diameter: 1,390,000 kilometers + thesky->build( 80000.0, 80000.0, + 463.3, 361.8, + globals->get_ephem()->getNumPlanets(), + globals->get_ephem()->getPlanets(), + globals->get_ephem()->getNumStars(), + globals->get_ephem()->getStars() ); + + // Initialize MagVar model + SGMagVar *magvar = new SGMagVar(); + globals->set_mag( magvar ); + + + // kludge to initialize mag compass + // (should only be done for in-flight + // startup) + // update magvar model + globals->get_mag()->update( fgGetDouble("/position/longitude-deg") + * SGD_DEGREES_TO_RADIANS, + fgGetDouble("/position/latitude-deg") + * SGD_DEGREES_TO_RADIANS, + fgGetDouble("/position/altitude-ft") + * SG_FEET_TO_METER, + globals->get_time_params()->getJD() ); + double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES; + fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var); + + // airport = new ssgBranch; + // airport->setName( "Airport Lighting" ); + // lighting->addKid( airport ); + + // build our custom render states + globals->get_renderer()->build_states(); + + + } else if ( idle_state == 6 ) { + idle_state++; // Initialize audio support #ifdef ENABLE_AUDIO_SUPPORT @@ -681,8 +869,6 @@ static void fgIdleFunction ( void ) { } #endif - idle_state++; - } else if ( idle_state == 2 ) { // These are a few miscellaneous things that aren't really // "subsystems" but still need to be initialized. @@ -692,8 +878,6 @@ static void fgIdleFunction ( void ) { } #endif - idle_state++; - } else if ( idle_state == 3 ) { // This is the top level init routine which calls all the // other subsystem initialization routines. If you are adding // a subsystem to flightgear, its initialization call should @@ -704,8 +888,9 @@ static void fgIdleFunction ( void ) { exit(-1); } + + } else if ( idle_state == 7 ) { idle_state++; - } else if ( idle_state == 4 ) { // Initialize the time offset (warp) after fgInitSubsystem // (which initializes the lighting interpolation tables.) fgInitTimeOffset(); @@ -716,31 +901,25 @@ static void fgIdleFunction ( void ) { // Read the list of available aircrafts fgReadAircraft(); - idle_state++; - } else if ( idle_state == 5 ) { - - idle_state++; - } else if ( idle_state == 6 ) { - // sleep(1); + } else if ( idle_state == 8 ) { idle_state = 1000; SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() ); globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize") ); - } - if ( idle_state == 1000 ) { + } + + if ( idle_state < 1000 ) { + fgSplashUpdate( 1.0 ); + + } else { // We've finished all our initialization steps, from now on we // run the main loop. fgSetBool("sim/sceneryloaded",false); - - fgRegisterIdleHandler(fgMainLoop); - } else { - if ( fgGetBool("/sim/startup/splash-screen") ) { - fgSplashUpdate(0.0, 1.0); - } + fgRegisterIdleHandler( fgMainLoop ); } } @@ -835,6 +1014,9 @@ bool fgMainInit( int argc, char **argv ) { bool get_stencil_buffer = false; #endif + // Initialize plib net interface + netInit( &argc, argv ); + // Clouds3D requires an alpha channel // clouds may require stencil buffer fgOSOpenWindow( fgGetInt("/sim/startup/xsize"), @@ -844,182 +1026,8 @@ bool fgMainInit( int argc, char **argv ) { get_stencil_buffer, fgGetBool("/sim/startup/fullscreen") ); - // This seems to be the absolute earliest in the init sequence - // that these calls will return valid info. Too bad it's after - // we've already created and sized out window. :-( - general.set_glVendor( (char *)glGetString ( GL_VENDOR ) ); - general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) ); - general.set_glVersion( (char *)glGetString ( GL_VERSION ) ); - SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() ); - - GLint tmp; - glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp ); - general.set_glMaxTexSize( tmp ); - SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp ); - - glGetIntegerv( GL_DEPTH_BITS, &tmp ); - general.set_glDepthBits( tmp ); - SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp ); - - // Initialize plib net interface - netInit( &argc, argv ); - - // Initialize ssg (from plib). Needs to come before we do any - // other ssg stuff, but after opengl has been initialized. - ssgInit(); - - // Initialize the user interface (we need to do this before - // passing off control to the OS main loop and before - // fgInitGeneral to get our fonts !!! - guiInit(); - - // Read the list of available aircrafts - fgReadAircraft(); - -#ifdef GL_EXT_texture_lod_bias - glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ; -#endif - - // get the address of our OpenGL extensions - if ( fgGetBool("/sim/rendering/distance-attenuation") ) - { - if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) { - glPointParameterIsSupported = true; - glPointParameterfPtr = (glPointParameterfProc) - SGLookupFunction("glPointParameterfEXT"); - glPointParameterfvPtr = (glPointParameterfvProc) - SGLookupFunction("glPointParameterfvEXT"); - - } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) { - glPointParameterIsSupported = true; - glPointParameterfPtr = (glPointParameterfProc) - SGLookupFunction("glPointParameterfARB"); - glPointParameterfvPtr = (glPointParameterfvProc) - SGLookupFunction("glPointParameterfvARB"); - } else - glPointParameterIsSupported = false; - } - - // based on the requested presets, calculate the true starting - // lon, lat - fgInitNav(); - fgInitPosition(); - - SGTime *t = fgInitTime(); - globals->set_time_params( t ); - - // Do some quick general initializations - if( !fgInitGeneral()) { - SG_LOG( SG_GENERAL, SG_ALERT, - "General initializations failed ..." ); - exit(-1); - } - - //////////////////////////////////////////////////////////////////// - // Initialize the property-based built-in commands - //////////////////////////////////////////////////////////////////// - fgInitCommands(); - - //////////////////////////////////////////////////////////////////// - // Initialize the material manager - //////////////////////////////////////////////////////////////////// - globals->set_matlib( new SGMaterialLib ); - - globals->set_model_lib(new SGModelLib); - - //////////////////////////////////////////////////////////////////// - // Initialize the TG scenery subsystem. - //////////////////////////////////////////////////////////////////// - globals->set_scenery( new FGScenery ); - globals->get_scenery()->init(); - globals->get_scenery()->bind(); - globals->set_tile_mgr( new FGTileMgr ); - - //////////////////////////////////////////////////////////////////// - // Initialize the general model subsystem. - //////////////////////////////////////////////////////////////////// - globals->set_model_mgr(new FGModelMgr); - globals->get_model_mgr()->init(); - globals->get_model_mgr()->bind(); - - //////////////////////////////////////////////////////////////////// - // Initialize the 3D aircraft model subsystem (has a dependency on - // the scenery subsystem.) - //////////////////////////////////////////////////////////////////// - globals->set_aircraft_model(new FGAircraftModel); - globals->get_aircraft_model()->init(); - globals->get_aircraft_model()->bind(); - - //////////////////////////////////////////////////////////////////// - // Initialize the view manager subsystem. - //////////////////////////////////////////////////////////////////// - FGViewMgr *viewmgr = new FGViewMgr; - globals->set_viewmgr( viewmgr ); - viewmgr->init(); - viewmgr->bind(); - - - // Initialize the sky - SGPath ephem_data_path( globals->get_fg_root() ); - ephem_data_path.append( "Astro" ); - SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() ); - ephem->update( globals->get_time_params()->getMjd(), - globals->get_time_params()->getLst(), - 0.0 ); - globals->set_ephem( ephem ); - - // TODO: move to environment mgr - thesky = new SGSky; - SGPath texture_path(globals->get_fg_root()); - texture_path.append("Textures"); - texture_path.append("Sky"); - for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) { - SGCloudLayer * layer = new SGCloudLayer(texture_path.str()); - thesky->add_cloud_layer(layer); - } - - SGPath sky_tex_path( globals->get_fg_root() ); - sky_tex_path.append( "Textures" ); - sky_tex_path.append( "Sky" ); - thesky->texture_path( sky_tex_path.str() ); - - // The sun and moon diameters are scaled down numbers of the - // actual diameters. This was needed to fit bot the sun and the - // moon within the distance to the far clip plane. - // Moon diameter: 3,476 kilometers - // Sun diameter: 1,390,000 kilometers - thesky->build( 80000.0, 80000.0, - 463.3, 361.8, - globals->get_ephem()->getNumPlanets(), - globals->get_ephem()->getPlanets(), - globals->get_ephem()->getNumStars(), - globals->get_ephem()->getStars() ); - - // Initialize MagVar model - SGMagVar *magvar = new SGMagVar(); - globals->set_mag( magvar ); - - - // kludge to initialize mag compass - // (should only be done for in-flight - // startup) - // update magvar model - globals->get_mag()->update( fgGetDouble("/position/longitude-deg") - * SGD_DEGREES_TO_RADIANS, - fgGetDouble("/position/latitude-deg") - * SGD_DEGREES_TO_RADIANS, - fgGetDouble("/position/altitude-ft") - * SG_FEET_TO_METER, - globals->get_time_params()->getJD() ); - double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES; - fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var); - - // airport = new ssgBranch; - // airport->setName( "Airport Lighting" ); - // lighting->addKid( airport ); - - // build our custom render states - globals->get_renderer()->build_states(); + // Initialize the splash screen right away + fgSplashInit(fgGetString("/sim/startup/splash-texture")); // pass control off to the master event handler fgOSMainLoop(); @@ -1030,4 +1038,3 @@ bool fgMainInit( int argc, char **argv ) { } -// end of main.cxx diff --git a/src/Main/renderer.cxx b/src/Main/renderer.cxx index b3102774b..2664a29e0 100644 --- a/src/Main/renderer.cxx +++ b/src/Main/renderer.cxx @@ -233,6 +233,18 @@ FGRenderer::init( void ) { void FGRenderer::update( bool refresh_camera_settings ) { bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override"); + + if ( idle_state < 1000 || !scenery_loaded ) { + // still initializing, draw the splash screen + fgSplashUpdate(1.0); + + // Keep resetting sim time while the sim is initializing + globals->set_sim_time_sec( 0.0 ); + SGAnimation::set_sim_time_sec( 0.0 ); + return; + } + + bool draw_otw = fgGetBool("/sim/rendering/draw-otw"); bool skyblend = fgGetBool("/sim/rendering/skyblend"); bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting"); @@ -290,481 +302,468 @@ FGRenderer::update( bool refresh_camera_settings ) { // GLfloat mat_shininess[] = { 10.0 }; GLbitfield clear_mask; - if ( idle_state != 1000 || !scenery_loaded ) { - // still initializing, draw the splash screen - if ( fgGetBool("/sim/startup/splash-screen") ) { - fgSplashUpdate(0.0, 1.0); - } - // Keep resetting sim time while the sim is initializing - globals->set_sim_time_sec( 0.0 ); - SGAnimation::set_sim_time_sec( 0.0 ); - } else { - // idle_state is now 1000 meaning we've finished all our - // initializations and are running the main loop, so this will - // now work without seg faulting the system. - - FGViewer *current__view = globals->get_current_view(); - - // calculate our current position in cartesian space - Point3D cntr = globals->get_scenery()->get_next_center(); - globals->get_scenery()->set_center(cntr); - current__view->set_scenery_center(cntr); - - if ( refresh_camera_settings ) { - // update view port - resize( fgGetInt("/sim/startup/xsize"), - fgGetInt("/sim/startup/ysize") ); - - // Tell GL we are switching to model view parameters - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - ssgSetCamera( (sgVec4 *)current__view->get_VIEW() ); - } + // idle_state is now 1000 meaning we've finished all our + // initializations and are running the main loop, so this will + // now work without seg faulting the system. + + FGViewer *current__view = globals->get_current_view(); + + // calculate our current position in cartesian space + Point3D cntr = globals->get_scenery()->get_next_center(); + globals->get_scenery()->set_center(cntr); + current__view->set_scenery_center(cntr); + + if ( refresh_camera_settings ) { + // update view port + resize( fgGetInt("/sim/startup/xsize"), + fgGetInt("/sim/startup/ysize") ); - if ( fgGetBool("/sim/rendering/clouds3d") ) { - glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT ); - cloud3d_imposter_state->force(); - glDisable( GL_FOG ); - glColor4f( 1.0, 1.0, 1.0, 1.0 ); - glEnable(GL_DEPTH_TEST); - glEnable(GL_BLEND); - glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ; + // Tell GL we are switching to model view parameters + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + ssgSetCamera( (sgVec4 *)current__view->get_VIEW() ); + } + + if ( fgGetBool("/sim/rendering/clouds3d") ) { + glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT ); + cloud3d_imposter_state->force(); + glDisable( GL_FOG ); + glColor4f( 1.0, 1.0, 1.0, 1.0 ); + glEnable(GL_DEPTH_TEST); + glEnable(GL_BLEND); + glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ; #ifdef FG_USE_CLOUDS_3D - if ( _bcloud_orig ) { - Point3D c = globals->get_scenery()->get_center(); - sgClouds3d->Set_Cloud_Orig( &c ); - _bcloud_orig = false; - } - sgClouds3d->Update( current__view->get_absolute_view_pos() ); -#endif - glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ; - glDisable(GL_DEPTH_TEST); + if ( _bcloud_orig ) { + Point3D c = globals->get_scenery()->get_center(); + sgClouds3d->Set_Cloud_Orig( &c ); + _bcloud_orig = false; } + sgClouds3d->Update( current__view->get_absolute_view_pos() ); +#endif + glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ; + glDisable(GL_DEPTH_TEST); + } - clear_mask = GL_DEPTH_BUFFER_BIT; - if ( fgGetBool("/sim/rendering/wireframe") ) { - clear_mask |= GL_COLOR_BUFFER_BIT; - } + clear_mask = GL_DEPTH_BUFFER_BIT; + if ( fgGetBool("/sim/rendering/wireframe") ) { + clear_mask |= GL_COLOR_BUFFER_BIT; + } - if ( skyblend ) { - if ( fgGetBool("/sim/rendering/textures") ) { - // glClearColor(black[0], black[1], black[2], black[3]); - glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1], - l->adj_fog_color()[2], l->adj_fog_color()[3]); - clear_mask |= GL_COLOR_BUFFER_BIT; - } - } else { - glClearColor(l->sky_color()[0], l->sky_color()[1], - l->sky_color()[2], l->sky_color()[3]); - clear_mask |= GL_COLOR_BUFFER_BIT; + if ( skyblend ) { + if ( fgGetBool("/sim/rendering/textures") ) { + // glClearColor(black[0], black[1], black[2], black[3]); + glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1], + l->adj_fog_color()[2], l->adj_fog_color()[3]); + clear_mask |= GL_COLOR_BUFFER_BIT; } - if ( multi_pass_clouds && draw_clouds ) { - glClearStencil( 0 ); - clear_mask |= GL_STENCIL_BUFFER_BIT; + } else { + glClearColor(l->sky_color()[0], l->sky_color()[1], + l->sky_color()[2], l->sky_color()[3]); + clear_mask |= GL_COLOR_BUFFER_BIT; + } + if ( multi_pass_clouds && draw_clouds ) { + glClearStencil( 0 ); + clear_mask |= GL_STENCIL_BUFFER_BIT; + } + glClear( clear_mask ); + + // set the opengl state to known default values + default_state->force(); + + // update fog params if visibility has changed + double visibility_meters = fgGetDouble("/environment/visibility-m"); + thesky->set_visibility(visibility_meters); + + thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, + ( global_multi_loop * fgGetInt("/sim/speed-up") ) + / (double)fgGetInt("/sim/model-hz") ); + + // Set correct opengl fog density + glFogf (GL_FOG_DENSITY, fog_exp2_density); + + // update the sky dome + if ( skyblend ) { + /* + SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = " + << l->sky_color()[0] << " " + << l->sky_color()[1] << " " + << l->sky_color()[2] << " " + << l->sky_color()[3] ); + SG_LOG( SG_GENERAL, SG_BULK, " fog = " + << l->fog_color()[0] << " " + << l->fog_color()[1] << " " + << l->fog_color()[2] << " " + << l->fog_color()[3] ); + SG_LOG( SG_GENERAL, SG_BULK, + " sun_angle = " << l->sun_angle + << " moon_angle = " << l->moon_angle ); + */ + + static SGSkyColor scolor; + FGLight *l = (FGLight *)(globals->get_subsystem("lighting")); + + scolor.sky_color = l->sky_color(); + scolor.fog_color = l->adj_fog_color(); + scolor.cloud_color = l->cloud_color(); + scolor.sun_angle = l->get_sun_angle(); + scolor.moon_angle = l->get_moon_angle(); + scolor.nplanets = globals->get_ephem()->getNumPlanets(); + scolor.nstars = globals->get_ephem()->getNumStars(); + scolor.planet_data = globals->get_ephem()->getPlanets(); + scolor.star_data = globals->get_ephem()->getStars(); + + thesky->repaint( scolor ); + + /* + SG_LOG( SG_GENERAL, SG_BULK, + "thesky->reposition( view_pos = " << view_pos[0] << " " + << view_pos[1] << " " << view_pos[2] ); + SG_LOG( SG_GENERAL, SG_BULK, + " zero_elev = " << zero_elev[0] << " " + << zero_elev[1] << " " << zero_elev[2] + << " lon = " << cur_fdm_state->get_Longitude() + << " lat = " << cur_fdm_state->get_Latitude() ); + SG_LOG( SG_GENERAL, SG_BULK, + " sun_rot = " << l->get_sun_rotation + << " gst = " << SGTime::cur_time_params->getGst() ); + SG_LOG( SG_GENERAL, SG_BULK, + " sun ra = " << globals->get_ephem()->getSunRightAscension() + << " sun dec = " << globals->get_ephem()->getSunDeclination() + << " moon ra = " << globals->get_ephem()->getMoonRightAscension() + << " moon dec = " << globals->get_ephem()->getMoonDeclination() ); + */ + + // The sun and moon distances are scaled down versions + // of the actual distance to get both the moon and the sun + // within the range of the far clip plane. + // Moon distance: 384,467 kilometers + // Sun distance: 150,000,000 kilometers + double sun_horiz_eff, moon_horiz_eff; + if (fgGetBool("/sim/rendering/horizon-effect")) { + sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3; + moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3; + } else { + sun_horiz_eff = moon_horiz_eff = 1.0; } - glClear( clear_mask ); - - // set the opengl state to known default values - default_state->force(); - - // update fog params if visibility has changed - double visibility_meters = fgGetDouble("/environment/visibility-m"); - thesky->set_visibility(visibility_meters); - - thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, - ( global_multi_loop * fgGetInt("/sim/speed-up") ) - / (double)fgGetInt("/sim/model-hz") ); - - // Set correct opengl fog density - glFogf (GL_FOG_DENSITY, fog_exp2_density); - - // update the sky dome - if ( skyblend ) { - /* - SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = " - << l->sky_color()[0] << " " - << l->sky_color()[1] << " " - << l->sky_color()[2] << " " - << l->sky_color()[3] ); - SG_LOG( SG_GENERAL, SG_BULK, " fog = " - << l->fog_color()[0] << " " - << l->fog_color()[1] << " " - << l->fog_color()[2] << " " - << l->fog_color()[3] ); - SG_LOG( SG_GENERAL, SG_BULK, - " sun_angle = " << l->sun_angle - << " moon_angle = " << l->moon_angle ); - */ - - static SGSkyColor scolor; - FGLight *l = (FGLight *)(globals->get_subsystem("lighting")); - - scolor.sky_color = l->sky_color(); - scolor.fog_color = l->adj_fog_color(); - scolor.cloud_color = l->cloud_color(); - scolor.sun_angle = l->get_sun_angle(); - scolor.moon_angle = l->get_moon_angle(); - scolor.nplanets = globals->get_ephem()->getNumPlanets(); - scolor.nstars = globals->get_ephem()->getNumStars(); - scolor.planet_data = globals->get_ephem()->getPlanets(); - scolor.star_data = globals->get_ephem()->getStars(); - - thesky->repaint( scolor ); - - /* - SG_LOG( SG_GENERAL, SG_BULK, - "thesky->reposition( view_pos = " << view_pos[0] << " " - << view_pos[1] << " " << view_pos[2] ); - SG_LOG( SG_GENERAL, SG_BULK, - " zero_elev = " << zero_elev[0] << " " - << zero_elev[1] << " " << zero_elev[2] - << " lon = " << cur_fdm_state->get_Longitude() - << " lat = " << cur_fdm_state->get_Latitude() ); - SG_LOG( SG_GENERAL, SG_BULK, - " sun_rot = " << l->get_sun_rotation - << " gst = " << SGTime::cur_time_params->getGst() ); - SG_LOG( SG_GENERAL, SG_BULK, - " sun ra = " << globals->get_ephem()->getSunRightAscension() - << " sun dec = " << globals->get_ephem()->getSunDeclination() - << " moon ra = " << globals->get_ephem()->getMoonRightAscension() - << " moon dec = " << globals->get_ephem()->getMoonDeclination() ); - */ - - // The sun and moon distances are scaled down versions - // of the actual distance to get both the moon and the sun - // within the range of the far clip plane. - // Moon distance: 384,467 kilometers - // Sun distance: 150,000,000 kilometers - double sun_horiz_eff, moon_horiz_eff; - if (fgGetBool("/sim/rendering/horizon-effect")) { - sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3; - moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3; - } else { - sun_horiz_eff = moon_horiz_eff = 1.0; - } - static SGSkyState sstate; - - sstate.view_pos = current__view->get_view_pos(); - sstate.zero_elev = current__view->get_zero_elev(); - sstate.view_up = current__view->get_world_up(); - sstate.lon = current__view->getLongitude_deg() - * SGD_DEGREES_TO_RADIANS; - sstate.lat = current__view->getLatitude_deg() - * SGD_DEGREES_TO_RADIANS; - sstate.alt = current__view->getAltitudeASL_ft() - * SG_FEET_TO_METER; - sstate.spin = l->get_sun_rotation(); - sstate.gst = globals->get_time_params()->getGst(); - sstate.sun_ra = globals->get_ephem()->getSunRightAscension(); - sstate.sun_dec = globals->get_ephem()->getSunDeclination(); - sstate.sun_dist = 50000.0 * sun_horiz_eff; - sstate.moon_ra = globals->get_ephem()->getMoonRightAscension(); - sstate.moon_dec = globals->get_ephem()->getMoonDeclination(); - sstate.moon_dist = 40000.0 * moon_horiz_eff; - - thesky->reposition( sstate, delta_time_sec ); - } + static SGSkyState sstate; + + sstate.view_pos = current__view->get_view_pos(); + sstate.zero_elev = current__view->get_zero_elev(); + sstate.view_up = current__view->get_world_up(); + sstate.lon = current__view->getLongitude_deg() + * SGD_DEGREES_TO_RADIANS; + sstate.lat = current__view->getLatitude_deg() + * SGD_DEGREES_TO_RADIANS; + sstate.alt = current__view->getAltitudeASL_ft() + * SG_FEET_TO_METER; + sstate.spin = l->get_sun_rotation(); + sstate.gst = globals->get_time_params()->getGst(); + sstate.sun_ra = globals->get_ephem()->getSunRightAscension(); + sstate.sun_dec = globals->get_ephem()->getSunDeclination(); + sstate.sun_dist = 50000.0 * sun_horiz_eff; + sstate.moon_ra = globals->get_ephem()->getMoonRightAscension(); + sstate.moon_dec = globals->get_ephem()->getMoonDeclination(); + sstate.moon_dist = 40000.0 * moon_horiz_eff; + + thesky->reposition( sstate, delta_time_sec ); + } - glEnable( GL_DEPTH_TEST ); - if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) { - glEnable( GL_FOG ); - glFogi( GL_FOG_MODE, GL_EXP2 ); - glFogfv( GL_FOG_COLOR, l->adj_fog_color() ); - } + glEnable( GL_DEPTH_TEST ); + if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) { + glEnable( GL_FOG ); + glFogi( GL_FOG_MODE, GL_EXP2 ); + glFogfv( GL_FOG_COLOR, l->adj_fog_color() ); + } - // set sun/lighting parameters - ssgGetLight( 0 ) -> setPosition( l->sun_vec() ); + // set sun/lighting parameters + ssgGetLight( 0 ) -> setPosition( l->sun_vec() ); - // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if - // we only update GL_AMBIENT for our lights we will never get - // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT - // explicitely to black. - glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black ); + // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if + // we only update GL_AMBIENT for our lights we will never get + // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT + // explicitely to black. + glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black ); - ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() ); - ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() ); - ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() ); + ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() ); + ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() ); + ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() ); - // texture parameters - // glEnable( GL_TEXTURE_2D ); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ; - glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ; + // texture parameters + // glEnable( GL_TEXTURE_2D ); + glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ; + glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ; - double agl = - current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER - - globals->get_scenery()->get_cur_elev(); + double agl = + current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER + - globals->get_scenery()->get_cur_elev(); - if ( agl > 10.0 ) { - scene_nearplane = 10.0f; - scene_farplane = 120000.0f; - } else { - scene_nearplane = groundlevel_nearplane->getDoubleValue(); - scene_farplane = 120000.0f; - } + if ( agl > 50.0 ) { + scene_nearplane = 10.0f; + scene_farplane = 120000.0f; + } else { + scene_nearplane = groundlevel_nearplane->getDoubleValue(); + scene_farplane = 120000.0f; + } - setNearFar( scene_nearplane, scene_farplane ); + setNearFar( scene_nearplane, scene_farplane ); - if ( draw_otw && skyblend ) { - // draw the sky backdrop + if ( draw_otw && skyblend ) { + // draw the sky backdrop - // we need a white diffuse light for the phase of the moon - ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white ); - thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, - fog_exp2_density ); - // return to the desired diffuse color - ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() ); - } + // we need a white diffuse light for the phase of the moon + ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white ); + thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, + fog_exp2_density ); + // return to the desired diffuse color + ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() ); + } - // draw the ssg scene - glEnable( GL_DEPTH_TEST ); + // draw the ssg scene + glEnable( GL_DEPTH_TEST ); - if ( fgGetBool("/sim/rendering/wireframe") ) { - // draw wire frame - glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); - } - if ( draw_otw ) { - if ( draw_clouds ) { - - // Draw the terrain - FGTileMgr::set_tile_filter( true ); - sgSetModelFilter( false ); - globals->get_aircraft_model()->select( false ); - ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); - - // Disable depth buffer update, draw the clouds - glDepthMask( GL_FALSE ); - thesky->drawUpperClouds(); - if ( multi_pass_clouds ) { - thesky->drawLowerClouds(); - } - glDepthMask( GL_TRUE ); - - if ( multi_pass_clouds ) { - // Draw the objects except the aircraft - // and update the stencil buffer with 1 - glEnable( GL_STENCIL_TEST ); - glStencilFunc( GL_ALWAYS, 1, 1 ); - glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE ); - } - FGTileMgr::set_tile_filter( false ); - sgSetModelFilter( true ); - ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); - } else { - FGTileMgr::set_tile_filter( true ); - sgSetModelFilter( true ); - globals->get_aircraft_model()->select( false ); - ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); + if ( fgGetBool("/sim/rendering/wireframe") ) { + // draw wire frame + glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); + } + if ( draw_otw ) { + if ( draw_clouds ) { + + // Draw the terrain + FGTileMgr::set_tile_filter( true ); + sgSetModelFilter( false ); + globals->get_aircraft_model()->select( false ); + ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); + + // Disable depth buffer update, draw the clouds + glDepthMask( GL_FALSE ); + thesky->drawUpperClouds(); + if ( multi_pass_clouds ) { + thesky->drawLowerClouds(); } - } + glDepthMask( GL_TRUE ); - // This is a bit kludgy. Every 200 frames, do an extra - // traversal of the scene graph without drawing anything, but - // with the field-of-view set to 360x360 degrees. This - // ensures that out-of-range random objects that are not in - // the current view frustum will still be freed properly. - static int counter = 0; - counter++; - if (counter >= 200) { - sgFrustum f; - f.setFOV(360, 360); - // No need to put the near plane too close; - // this way, at least the aircraft can be - // culled. - f.setNearFar(1000, 1000000); - sgMat4 m; - ssgGetModelviewMatrix(m); + if ( multi_pass_clouds ) { + // Draw the objects except the aircraft + // and update the stencil buffer with 1 + glEnable( GL_STENCIL_TEST ); + glStencilFunc( GL_ALWAYS, 1, 1 ); + glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE ); + } + FGTileMgr::set_tile_filter( false ); + sgSetModelFilter( true ); + ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); + } else { FGTileMgr::set_tile_filter( true ); sgSetModelFilter( true ); - globals->get_scenery()->get_scene_graph()->cull(&f, m, true); - counter = 0; + globals->get_aircraft_model()->select( false ); + ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); } + } - // change state for lighting here + // This is a bit kludgy. Every 200 frames, do an extra + // traversal of the scene graph without drawing anything, but + // with the field-of-view set to 360x360 degrees. This + // ensures that out-of-range random objects that are not in + // the current view frustum will still be freed properly. + static int counter = 0; + counter++; + if (counter >= 200) { + sgFrustum f; + f.setFOV(360, 360); + // No need to put the near plane too close; + // this way, at least the aircraft can be + // culled. + f.setNearFar(1000, 1000000); + sgMat4 m; + ssgGetModelviewMatrix(m); + FGTileMgr::set_tile_filter( true ); + sgSetModelFilter( true ); + globals->get_scenery()->get_scene_graph()->cull(&f, m, true); + counter = 0; + } - // draw runway lighting - glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through); + // change state for lighting here - // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()? - // fgSetNearFar( scene_nearplane, scene_farplane ); + // draw runway lighting + glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through); - if ( enhanced_lighting ) { + // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()? + // fgSetNearFar( scene_nearplane, scene_farplane ); + if ( enhanced_lighting ) { + + // Enable states for drawing points with GL_extension + glEnable(GL_POINT_SMOOTH); + + if ( distance_attenuation && glPointParameterIsSupported ) + { // Enable states for drawing points with GL_extension glEnable(GL_POINT_SMOOTH); - if ( distance_attenuation && glPointParameterIsSupported ) - { - // Enable states for drawing points with GL_extension - glEnable(GL_POINT_SMOOTH); + float quadratic[3] = {1.0, 0.001, 0.0000001}; + // makes the points fade as they move away + glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic); + glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0); + } - float quadratic[3] = {1.0, 0.001, 0.0000001}; - // makes the points fade as they move away - glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic); - glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0); - } + glPointSize(4.0); - glPointSize(4.0); + // blending function for runway lights + glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ; + } - // blending function for runway lights - glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ; - } + glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); + glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); + glEnable(GL_TEXTURE_GEN_S); + glEnable(GL_TEXTURE_GEN_T); + glPolygonMode(GL_FRONT, GL_POINT); - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); - glEnable(GL_TEXTURE_GEN_S); - glEnable(GL_TEXTURE_GEN_T); - glPolygonMode(GL_FRONT, GL_POINT); + // draw runway lighting + if ( draw_otw ) { + ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() ); + ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() ); + } - // draw runway lighting - if ( draw_otw ) { - ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() ); - ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() ); - } + // change punch through and then draw taxi lighting + glFogf ( GL_FOG_DENSITY, fog_exp2_density ); + // sgVec3 taxi_fog; + // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 ); + // glFogfv ( GL_FOG_COLOR, taxi_fog ); + if ( draw_otw ) { + ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() ); + } - // change punch through and then draw taxi lighting - glFogf ( GL_FOG_DENSITY, fog_exp2_density ); - // sgVec3 taxi_fog; - // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 ); - // glFogfv ( GL_FOG_COLOR, taxi_fog ); - if ( draw_otw ) { - ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() ); + // clean up lighting + glPolygonMode(GL_FRONT, GL_FILL); + glDisable(GL_TEXTURE_GEN_S); + glDisable(GL_TEXTURE_GEN_T); + + //static int _frame_count = 0; + //if (_frame_count % 30 == 0) { + // printf("SSG: %s\n", ssgShowStats()); + //} + //else { + // ssgShowStats(); + //} + //_frame_count++; + + + if ( enhanced_lighting ) { + if ( distance_attenuation && glPointParameterIsSupported ) { + glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, + default_attenuation); } - // clean up lighting - glPolygonMode(GL_FRONT, GL_FILL); - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); - - //static int _frame_count = 0; - //if (_frame_count % 30 == 0) { - // printf("SSG: %s\n", ssgShowStats()); - //} - //else { - // ssgShowStats(); - //} - //_frame_count++; - - - if ( enhanced_lighting ) { - if ( distance_attenuation && glPointParameterIsSupported ) { - glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, - default_attenuation); - } - - glPointSize(1.0); - glDisable(GL_POINT_SMOOTH); - } + glPointSize(1.0); + glDisable(GL_POINT_SMOOTH); + } - // draw ground lighting - glFogf (GL_FOG_DENSITY, ground_exp2_punch_through); - if ( draw_otw ) { - ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() ); - } + // draw ground lighting + glFogf (GL_FOG_DENSITY, ground_exp2_punch_through); + if ( draw_otw ) { + ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() ); + } - if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) { - glDisable( GL_FOG ); - glDisable( GL_LIGHTING ); - // cout << "drawing new clouds" << endl; + if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) { + glDisable( GL_FOG ); + glDisable( GL_LIGHTING ); + // cout << "drawing new clouds" << endl; - glEnable(GL_DEPTH_TEST); - glEnable(GL_BLEND); - glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ; + glEnable(GL_DEPTH_TEST); + glEnable(GL_BLEND); + glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ; - /* - glEnable( GL_TEXTURE_2D ); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - */ + /* + glEnable( GL_TEXTURE_2D ); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + */ #ifdef FG_USE_CLOUDS_3D - sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW()); + sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW()); #endif - glEnable( GL_FOG ); - glEnable( GL_LIGHTING ); - glEnable( GL_DEPTH_TEST ); - glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ; - } + glEnable( GL_FOG ); + glEnable( GL_LIGHTING ); + glEnable( GL_DEPTH_TEST ); + glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ; + } - if ( draw_otw && draw_clouds ) { - if ( multi_pass_clouds ) { - // Disable depth buffer update, draw the clouds where the - // objects overwrite the already drawn clouds, by testing - // the stencil buffer against 1 - glDepthMask( GL_FALSE ); - glStencilFunc( GL_EQUAL, 1, 1 ); - glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); - thesky->drawUpperClouds(); - thesky->drawLowerClouds(); - glDepthMask( GL_TRUE ); - glDisable( GL_STENCIL_TEST ); - } else { - glDepthMask( GL_FALSE ); - thesky->drawLowerClouds(); - glDepthMask( GL_TRUE ); - } + if ( draw_otw && draw_clouds ) { + if ( multi_pass_clouds ) { + // Disable depth buffer update, draw the clouds where the + // objects overwrite the already drawn clouds, by testing + // the stencil buffer against 1 + glDepthMask( GL_FALSE ); + glStencilFunc( GL_EQUAL, 1, 1 ); + glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); + thesky->drawUpperClouds(); + thesky->drawLowerClouds(); + glDepthMask( GL_TRUE ); + glDisable( GL_STENCIL_TEST ); + } else { + glDepthMask( GL_FALSE ); + thesky->drawLowerClouds(); + glDepthMask( GL_TRUE ); } + } - if ( draw_otw ) { - FGTileMgr::set_tile_filter( false ); - sgSetModelFilter( false ); - globals->get_aircraft_model()->select( true ); - globals->get_model_mgr()->draw(); - globals->get_aircraft_model()->draw(); - // If the view is internal, the previous line draw the - // cockpit with modified near/far clip planes and deselect - // the aircraft in the global scenegraph - // Otherwise, it just enables the aircraft: The scenegraph - // must be drawn again to see the plane. - ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); - FGTileMgr::set_tile_filter( true ); - sgSetModelFilter( true ); - globals->get_aircraft_model()->select( true ); - } + if ( draw_otw ) { + FGTileMgr::set_tile_filter( false ); + sgSetModelFilter( false ); + globals->get_aircraft_model()->select( true ); + globals->get_model_mgr()->draw(); + globals->get_aircraft_model()->draw(); + // If the view is internal, the previous line draw the + // cockpit with modified near/far clip planes and deselect + // the aircraft in the global scenegraph + // Otherwise, it just enables the aircraft: The scenegraph + // must be drawn again to see the plane. + ssgCullAndDraw( globals->get_scenery()->get_scene_graph() ); + FGTileMgr::set_tile_filter( true ); + sgSetModelFilter( true ); + globals->get_aircraft_model()->select( true ); + } - // display HUD && Panel - glDisable( GL_FOG ); - glDisable( GL_DEPTH_TEST ); - // glDisable( GL_CULL_FACE ); - // glDisable( GL_TEXTURE_2D ); + // display HUD && Panel + glDisable( GL_FOG ); + glDisable( GL_DEPTH_TEST ); + // glDisable( GL_CULL_FACE ); + // glDisable( GL_TEXTURE_2D ); - // update the controls subsystem - globals->get_controls()->update(delta_time_sec); + // update the controls subsystem + globals->get_controls()->update(delta_time_sec); - hud_and_panel->apply(); - fgCockpitUpdate(); + hud_and_panel->apply(); + fgCockpitUpdate(); - // Use the hud_and_panel ssgSimpleState for rendering the ATC output - // This only works properly if called before the panel call - if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled"))) - globals->get_ATC_display()->update(delta_time_sec); + // Use the hud_and_panel ssgSimpleState for rendering the ATC output + // This only works properly if called before the panel call + if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled"))) + globals->get_ATC_display()->update(delta_time_sec); - // update the panel subsystem - if ( globals->get_current_panel() != NULL ) { - globals->get_current_panel()->update(delta_time_sec); - } - fgUpdate3DPanels(); + // update the panel subsystem + if ( globals->get_current_panel() != NULL ) { + globals->get_current_panel()->update(delta_time_sec); + } + fgUpdate3DPanels(); - // We can do translucent menus, so why not. :-) - menus->apply(); - glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ; - puDisplay(); - // glDisable ( GL_BLEND ) ; + // We can do translucent menus, so why not. :-) + menus->apply(); + glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ; + puDisplay(); + // glDisable ( GL_BLEND ) ; - glEnable( GL_DEPTH_TEST ); - glEnable( GL_FOG ); + glEnable( GL_DEPTH_TEST ); + glEnable( GL_FOG ); - // Fade out the splash screen over the first three seconds. - double t = globals->get_sim_time_sec(); - if ( t <= 1.0 ) { - fgSplashUpdate(0.0, 1.0); - } else if ( t <= 3.0) { - fgSplashUpdate(0.0, (3.0 - t) / 2.0); - } - } + // Fade out the splash screen over the first three seconds. + double t = globals->get_sim_time_sec(); + if (t <= 2.5) + fgSplashUpdate((2.5 - t) / 2.5); } diff --git a/src/Main/splash.cxx b/src/Main/splash.cxx index a316e3b82..9c93de2d4 100644 --- a/src/Main/splash.cxx +++ b/src/Main/splash.cxx @@ -57,6 +57,9 @@ static SGTexture splash; // Initialize the splash screen void fgSplashInit ( const char *splash_texture ) { + if (!fgGetBool("/sim/startup/splash-screen")) + return; + SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" ); splash.bind(); @@ -94,8 +97,8 @@ void fgSplashInit ( const char *splash_texture ) { } -// Update the splash screen with progress specified from 0.0 to 1.0 -void fgSplashUpdate ( double progress, float alpha ) { +// Update the splash screen with alpha specified from 0.0 to 1.0 +void fgSplashUpdate ( float alpha ) { int xmin, ymin, xmax, ymax; int xsize = 512; int ysize = 512; @@ -133,17 +136,19 @@ void fgSplashUpdate ( double progress, float alpha ) { glEnd(); // 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(); + if (fgGetBool("/sim/startup/splash-screen") && splash.usable()) { + 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); diff --git a/src/Main/splash.hxx b/src/Main/splash.hxx index 99dbcbd69..31e1bca27 100644 --- a/src/Main/splash.hxx +++ b/src/Main/splash.hxx @@ -34,8 +34,8 @@ // Initialize the splash screen void fgSplashInit ( const char *splash_texture ); -// Update the splash screen with progress specified from 0.0 to 1.0 -void fgSplashUpdate ( double progress, float alpha ); +// Update the splash screen with alpha specified from 0.0 to 1.0 +void fgSplashUpdate ( float alpha ); #endif // _SPLASH_HXX -- 2.39.5