openmw-tes3coop/apps/openmw/mwgui/loadingscreen.cpp
2012-09-11 19:18:26 +02:00

182 lines
6.1 KiB
C++

#include "loadingscreen.hpp"
#include <OgreRenderWindow.h>
#include <OgreRoot.h>
#include <OgreCompositorManager.h>
#include <OgreCompositorChain.h>
#include <OgreMaterial.h>
#include "../mwbase/environment.hpp"
#include "../mwbase/inputmanager.hpp"
namespace MWGui
{
LoadingScreen::LoadingScreen(Ogre::SceneManager* sceneMgr, Ogre::RenderWindow* rw, MWBase::WindowManager& parWindowManager)
: mSceneMgr(sceneMgr)
, mWindow(rw)
, WindowBase("openmw_loading_screen.layout", parWindowManager)
, mLoadingOn(false)
, mLastRenderTime(0.f)
{
getWidget(mLoadingText, "LoadingText");
getWidget(mProgressBar, "ProgressBar");
getWidget(mBackgroundImage, "BackgroundImage");
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);
}
LoadingScreen::~LoadingScreen()
{
delete mRectangle;
}
void LoadingScreen::onResChange(int w, int h)
{
setCoord(0,0,w,h);
}
void LoadingScreen::setLoadingProgress (const std::string& stage, int depth, int current, int total)
{
if (!mLoadingOn)
loadingOn();
const int numRefLists = 20;
if (depth == 0)
{
mCurrentCellLoading = current;
mTotalCellsLoading = total;
mCurrentRefLoading = 0;
mCurrentRefList = 0;
}
else if (depth == 1)
{
mCurrentRefLoading = current;
mTotalRefsLoading = total;
}
if (mTotalCellsLoading == 0)
{
loadingOff();
return;
}
float refProgress;
if (mTotalRefsLoading <= 1)
refProgress = 1;
else
refProgress = float(mCurrentRefLoading) / float(mTotalRefsLoading-1);
refProgress += mCurrentRefList;
refProgress /= numRefLists;
assert(refProgress <= 1 && refProgress >= 0);
if (depth == 1 && mCurrentRefLoading == mTotalRefsLoading-1)
++mCurrentRefList;
float progress = (float(mCurrentCellLoading)+refProgress) / float(mTotalCellsLoading);
assert(progress <= 1 && progress >= 0);
if (progress >= 1)
{
loadingOff();
return;
}
mLoadingText->setCaption(stage + "... ");
mProgressBar->setProgressPosition (static_cast<size_t>(progress * 1000));
static float loadingScreenFps = 30.f;
if (mTimer.getMilliseconds () > mLastRenderTime + (1.f/loadingScreenFps) * 1000.f)
{
mLastRenderTime = mTimer.getMilliseconds ();
// 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);
// always update input before rendering something, otherwise mygui goes crazy when something was entered in the frame before
// (e.g. when using "coc" console command, it would enter an infinite loop and crash due to overflow)
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
{
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; i<chain->getNumCompositors(); ++i)
{
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mWindow->getViewport(0), chain->getCompositor(i)->getCompositor()->getName(), false);
}
}
mWindow->update();
if (!hasCompositor)
mWindow->getViewport(0)->setClearEveryFrame(true);
else
{
for (unsigned int i = 0; i<chain->getNumCompositors(); ++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);
}
}
void LoadingScreen::loadingOn()
{
setVisible(true);
mLoadingOn = true;
}
void LoadingScreen::loadingOff()
{
setVisible(false);
mLoadingOn = false;
}
}