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OpenMW/apps/openmw/mwgui/loadingscreen.cpp
2013-12-16 15:35:38 +01:00

222 lines
7.7 KiB
C++

#include "loadingscreen.hpp"
#include <OgreRenderWindow.h>
#include <openengine/ogre/fader.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/inputmanager.hpp"
namespace MWGui
{
LoadingScreen::LoadingScreen(Ogre::SceneManager* sceneMgr, Ogre::RenderWindow* rw)
: mSceneMgr(sceneMgr)
, mWindow(rw)
, WindowBase("openmw_loading_screen.layout")
, mLastRenderTime(0.f)
, mLastWallpaperChangeTime(0.f)
, mFirstLoad(true)
, mProgress(0)
, mVSyncWasEnabled(false)
{
getWidget(mLoadingText, "LoadingText");
getWidget(mProgressBar, "ProgressBar");
getWidget(mBackgroundImage, "BackgroundImage");
mProgressBar->setScrollViewPage(1);
mBackgroundMaterial = Ogre::MaterialManager::getSingleton().create("BackgroundMaterial", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
mBackgroundMaterial->getTechnique(0)->getPass(0)->setLightingEnabled(false);
mBackgroundMaterial->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
mBackgroundMaterial->getTechnique(0)->getPass(0)->createTextureUnitState("");
mRectangle = new Ogre::Rectangle2D(true);
mRectangle->setCorners(-1.0, 1.0, 1.0, -1.0);
mRectangle->setMaterial("BackgroundMaterial");
// Render the background before everything else
mRectangle->setRenderQueueGroup(Ogre::RENDER_QUEUE_OVERLAY-1);
// Use infinite AAB to always stay visible
Ogre::AxisAlignedBox aabInf;
aabInf.setInfinite();
mRectangle->setBoundingBox(aabInf);
// Attach background to the scene
Ogre::SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
node->attachObject(mRectangle);
mRectangle->setVisible(false);
}
void LoadingScreen::setLabel(const std::string &label)
{
mLoadingText->setCaptionWithReplacing(label);
}
LoadingScreen::~LoadingScreen()
{
delete mRectangle;
}
void LoadingScreen::onResChange(int w, int h)
{
setCoord(0,0,w,h);
}
void LoadingScreen::loadingOn()
{
// Temporarily turn off VSync, we want to do actual loading rather than waiting for the screen to sync.
// Threaded loading would be even better, of course - especially because some drivers force VSync to on and we can't change it.
// In Ogre 1.8, the swapBuffers argument is useless and setVSyncEnabled is bugged with GLX, nothing we can do :/
mVSyncWasEnabled = mWindow->isVSyncEnabled();
#if OGRE_VERSION >= (1 << 16 | 9 << 8 | 0)
mWindow->setVSyncEnabled(false);
#endif
setVisible(true);
if (mFirstLoad)
{
changeWallpaper();
}
else
{
mBackgroundImage->setImageTexture("");
}
MWBase::Environment::get().getWindowManager()->pushGuiMode(mFirstLoad ? GM_LoadingWallpaper : GM_Loading);
}
void LoadingScreen::loadingOff()
{
// Re-enable vsync now.
// In Ogre 1.8, the swapBuffers argument is useless and setVSyncEnabled is bugged with GLX, nothing we can do :/
#if OGRE_VERSION >= (1 << 16 | 9 << 8 | 0)
mWindow->setVSyncEnabled(mVSyncWasEnabled);
#endif
setVisible(false);
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Loading);
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_LoadingWallpaper);
}
void LoadingScreen::changeWallpaper ()
{
if (mResources.empty())
{
Ogre::StringVector groups = Ogre::ResourceGroupManager::getSingleton().getResourceGroups ();
for (Ogre::StringVector::iterator it = groups.begin(); it != groups.end(); ++it)
{
Ogre::StringVectorPtr resourcesInThisGroup = Ogre::ResourceGroupManager::getSingleton ().findResourceNames (*it, "Splash_*.tga");
mResources.insert(mResources.end(), resourcesInThisGroup->begin(), resourcesInThisGroup->end());
}
}
if (!mResources.empty())
{
std::string const & randomSplash = mResources.at (rand() % mResources.size());
Ogre::TexturePtr tex = Ogre::TextureManager::getSingleton ().load (randomSplash, Ogre::ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME);
mBackgroundImage->setImageTexture (randomSplash);
}
else
std::cerr << "No loading screens found!" << std::endl;
}
void LoadingScreen::setProgressRange (size_t range)
{
mProgressBar->setScrollRange(range+1);
mProgressBar->setScrollPosition(0);
mProgressBar->setTrackSize(0);
mProgress = 0;
}
void LoadingScreen::setProgress (size_t value)
{
assert(value < mProgressBar->getScrollRange());
if (value - mProgress < mProgressBar->getScrollRange()/100.f)
return;
mProgress = value;
mProgressBar->setScrollPosition(0);
mProgressBar->setTrackSize(value / (float)(mProgressBar->getScrollRange()) * mProgressBar->getLineSize());
draw();
}
void LoadingScreen::increaseProgress (size_t increase)
{
mProgressBar->setScrollPosition(0);
size_t value = mProgress + increase;
mProgress = value;
assert(mProgress < mProgressBar->getScrollRange());
mProgressBar->setTrackSize(value / (float)(mProgressBar->getScrollRange()) * mProgressBar->getLineSize());
draw();
}
void LoadingScreen::indicateProgress()
{
float time = (mTimer.getMilliseconds() % 2001) / 1000.f;
if (time > 1)
time = (time-2)*-1;
mProgressBar->setTrackSize(50);
mProgressBar->setScrollPosition(time * (mProgressBar->getScrollRange()-1));
draw();
}
void LoadingScreen::removeWallpaper()
{
mFirstLoad = false;
}
void LoadingScreen::draw()
{
const float loadingScreenFps = 20.f;
if (mTimer.getMilliseconds () > mLastRenderTime + (1.f/loadingScreenFps) * 1000.f)
{
mLastRenderTime = mTimer.getMilliseconds ();
if (mFirstLoad && mTimer.getMilliseconds () > mLastWallpaperChangeTime + 5000*1)
{
mLastWallpaperChangeTime = mTimer.getMilliseconds ();
changeWallpaper();
}
// Turn off rendering except the GUI
mSceneMgr->clearSpecialCaseRenderQueues();
// SCRQM_INCLUDE with RENDER_QUEUE_OVERLAY does not work.
for (int i = 0; i < Ogre::RENDER_QUEUE_MAX; ++i)
{
if (i > 0 && i < 96)
mSceneMgr->addSpecialCaseRenderQueue(i);
}
mSceneMgr->setSpecialCaseRenderQueueMode(Ogre::SceneManager::SCRQM_EXCLUDE);
MWBase::Environment::get().getInputManager()->update(0, true);
mWindow->getViewport(0)->setClearEveryFrame(false);
// First, swap buffers from last draw, then, queue an update of the
// window contents, but don't swap buffers (which would have
// caused a sync / flush and would be expensive).
// We're doing this so we can do some actual loading while the GPU is busy with the render.
// This means the render is lagging a frame behind, but this is hardly noticable.
mWindow->swapBuffers();
mWindow->update(false);
mWindow->getViewport(0)->setClearEveryFrame(true);
mRectangle->setVisible(false);
// resume 3d rendering
mSceneMgr->clearSpecialCaseRenderQueues();
mSceneMgr->setSpecialCaseRenderQueueMode(Ogre::SceneManager::SCRQM_EXCLUDE);
}
}
}