#include "loadingscreen.hpp" #include #include #include #include #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); Ogre::CompositorChain* chain = Ogre::CompositorManager::getSingleton().getCompositorChain(mWindow->getViewport(0)); bool hasCompositor = chain->getCompositor ("gbufferFinalizer"); if (!hasCompositor) { mWindow->getViewport(0)->setClearEveryFrame(false); } else { if (!mFirstLoad) { mBackgroundMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(chain->getCompositor ("gbufferFinalizer")->getTextureInstance ("no_mrt_output", 0)->getName()); mRectangle->setVisible(true); } for (unsigned int i = 0; igetNumCompositors(); ++i) { Ogre::CompositorManager::getSingleton().setCompositorEnabled(mWindow->getViewport(0), chain->getCompositor(i)->getCompositor()->getName(), 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); if (!hasCompositor) mWindow->getViewport(0)->setClearEveryFrame(true); else { for (unsigned int i = 0; igetNumCompositors(); ++i) { Ogre::CompositorManager::getSingleton().setCompositorEnabled(mWindow->getViewport(0), chain->getCompositor(i)->getCompositor()->getName(), true); } } mRectangle->setVisible(false); // resume 3d rendering mSceneMgr->clearSpecialCaseRenderQueues(); mSceneMgr->setSpecialCaseRenderQueueMode(Ogre::SceneManager::SCRQM_EXCLUDE); } } }