]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
further loading screen improvement
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 4 Apr 2009 19:31:33 +0000 (19:31 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 4 Apr 2009 19:31:33 +0000 (19:31 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8860 d7cf8633-e32d-0410-b094-e92efae38249

cl_screen.c

index 94f686f8b8e01be82326727528e51f41f21ce1a4..55333781067684a37a4b1ff0813065c3eb83d95e 100644 (file)
@@ -1619,7 +1619,9 @@ typedef struct loadingscreenstack_s
 }
 loadingscreenstack_t;
 static loadingscreenstack_t *loadingscreenstack = NULL;
-static double loadingscreentime;
+static double loadingscreentime = -1;
+static qboolean loadingscreencleared = false;
+static float loadingscreenheight = 0;
 
 void SCR_PushLoadingScreen (qboolean redraw, const char *msg, float len_in_parent)
 {
@@ -1644,7 +1646,7 @@ void SCR_PushLoadingScreen (qboolean redraw, const char *msg, float len_in_paren
        }
 
        if(redraw && realtime == loadingscreentime)
-               SCR_UpdateLoadingScreen(true);
+               SCR_UpdateLoadingScreen(loadingscreencleared);
 }
 
 void SCR_PopLoadingScreen (qboolean redraw)
@@ -1656,7 +1658,7 @@ void SCR_PopLoadingScreen (qboolean redraw)
        Z_Free(s);
 
        if(redraw && realtime == loadingscreentime)
-               SCR_UpdateLoadingScreen(true);
+               SCR_UpdateLoadingScreen(loadingscreencleared);
 }
 
 static float SCR_DrawLoadingStack_r(loadingscreenstack_t *s, float y)
@@ -1669,6 +1671,8 @@ static float SCR_DrawLoadingStack_r(loadingscreenstack_t *s, float y)
        total = 0;
        if(s)
        {
+               total += SCR_DrawLoadingStack_r(s->prev, y);
+               y -= total;
                if(!s->prev || strcmp(s->msg, s->prev->msg))
                {
                        len = strlen(s->msg);
@@ -1677,50 +1681,72 @@ static float SCR_DrawLoadingStack_r(loadingscreenstack_t *s, float y)
                        DrawQ_String_Font(x, y, s->msg, len, size, size, 1, 1, 1, 1, 0, NULL, true, FONT_INFOBAR);
                        total += size;
                }
-               total += SCR_DrawLoadingStack_r(s->prev, y);
        }
        return total;
 }
 
 static void SCR_DrawLoadingStack()
 {
-       float height;
        float verts[12];
        float colors[16];
-       height = SCR_DrawLoadingStack_r(loadingscreenstack, vid_conheight.integer);
+       int i;
+
+       if(loadingscreenheight > 0)
+       {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthRange(0, 1);
+               GL_PolygonOffset(0, 0);
+               GL_DepthTest(false);
+               GL_Color(0, 0, 0, 1);
+               R_Mesh_VertexPointer(verts, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_ResetTextureState();
+               R_SetupGenericShader(false);
+               verts[2] = verts[5] = verts[8] = verts[11] = 0;
+               verts[0] = verts[9] = 0;
+               verts[1] = verts[4] = vid_conheight.integer - loadingscreenheight;
+               verts[3] = verts[6] = vid_conwidth.integer;
+               verts[7] = verts[10] = vid_conheight.integer;
+               R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+       }
+       loadingscreenheight = SCR_DrawLoadingStack_r(loadingscreenstack, vid_conheight.integer);
        if(loadingscreenstack)
        {
-               // height = 32; // sorry, using the normal one is ugly
-               //DrawQ_Fill((vid_conwidth.integer + 2) * loadingscreenstack->absolute_loading_amount_min - 2, vid_conheight.integer - height, 2, height, 1, 0, 0, 1, DRAWFLAG_ADDITIVE);
+               // height = 32; // sorry, using the actual one is ugly
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_Color(1, 1, 1, 1);
+               GL_DepthRange(0, 1);
+               GL_PolygonOffset(0, 0);
+               GL_DepthTest(false);
                R_Mesh_VertexPointer(verts, 0, 0);
                R_Mesh_ColorPointer(colors, 0, 0);
                R_Mesh_ResetTextureState();
                R_SetupGenericShader(false);
                verts[2] = verts[5] = verts[8] = verts[11] = 0;
-               verts[0] = verts[9] = (vid_conwidth.integer + 2) * loadingscreenstack->absolute_loading_amount_min - 2;
-               verts[1] = verts[4] = vid_conheight.integer - 32;
-               verts[3] = verts[6] = (vid_conwidth.integer + 2) * loadingscreenstack->absolute_loading_amount_min;
+               verts[0] = verts[9] = 0;
+               verts[1] = verts[4] = vid_conheight.integer - 8;
+               verts[3] = verts[6] = vid_conwidth.integer * loadingscreenstack->absolute_loading_amount_min;
                verts[7] = verts[10] = vid_conheight.integer;
-               colors[0] = colors[1] = colors[2] = colors[4] = colors[5] = colors[6] = colors[8] = colors[9] = colors[10] = colors[11] = colors[12] = colors[13] = colors[14] = colors[15] = 1;
-               colors[3] = colors[7] = 0;
+
+               for(i = 0; i < 16; ++i)
+                       colors[i] = (i % 4 == 3) || (i >= 8 && i % 4 == 2);
+                       //                                     ^^^^^^^^^^ blue component
+                       //                           ^^^^^^ bottom row
+                       //          ^^^^^^^^^^^^ alpha is always on
                R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+
+               // make sure everything is cleared, including the progress indicator
+               if(loadingscreenheight < 8)
+                       loadingscreenheight = 8;
        }
 }
 
-void SCR_UpdateLoadingScreen (qboolean clear)
+static cachepic_t *loadingscreen_pic;
+static float loadingscreen_vertex3f[12];
+static float loadingscreen_texcoord2f[8];
+
+static void SCR_DrawLoadingScreen_SharedSetup (qboolean clear)
 {
        float x, y;
-       cachepic_t *pic;
-       float vertex3f[12];
-       float texcoord2f[8];
-
-       loadingscreentime = realtime;
-
-       // don't do anything if not initialized yet
-       if (vid_hidden || !scr_refresh.integer || cls.state == ca_dedicated)
-               return;
        // release mouse grab while loading
        if (!vid.fullscreen)
                VID_SetMouse(false, false, false);
@@ -1732,61 +1758,83 @@ void SCR_UpdateLoadingScreen (qboolean clear)
        qglClearColor(0,0,0,0);CHECKGLERROR
        // when starting up a new video mode, make sure the screen is cleared to black
        if (clear)
-       {
                qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
-       }
-       //qglDisable(GL_CULL_FACE);CHECKGLERROR
-       //R_ClearScreen();
        R_Textures_Frame();
        GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
        R_Mesh_Start();
        R_Mesh_Matrix(&identitymatrix);
        // draw the loading plaque
-       pic = Draw_CachePic ("gfx/loading");
-       x = (vid_conwidth.integer - pic->width)/2;
-       y = (vid_conheight.integer - pic->height)/2;
-       GL_Color(1,1,1,1);
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       GL_DepthRange(0, 1);
-       GL_PolygonOffset(0, 0);
-       GL_DepthTest(false);
-       R_Mesh_VertexPointer(vertex3f, 0, 0);
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       R_Mesh_ResetTextureState();
-       R_Mesh_TexBind(0, R_GetTexture(pic->tex));
-       R_Mesh_TexCoordPointer(0, 2, texcoord2f, 0, 0);
-       R_SetupGenericShader(true);
-       vertex3f[2] = vertex3f[5] = vertex3f[8] = vertex3f[11] = 0;
-       vertex3f[0] = vertex3f[9] = x;
-       vertex3f[1] = vertex3f[4] = y;
-       vertex3f[3] = vertex3f[6] = x + pic->width;
-       vertex3f[7] = vertex3f[10] = y + pic->height;
-       texcoord2f[0] = 0;texcoord2f[1] = 0;
-       texcoord2f[2] = 1;texcoord2f[3] = 0;
-       texcoord2f[4] = 1;texcoord2f[5] = 1;
-       texcoord2f[6] = 0;texcoord2f[7] = 1;
+       loadingscreen_pic = Draw_CachePic ("gfx/loading");
+       x = (vid_conwidth.integer - loadingscreen_pic->width)/2;
+       y = (vid_conheight.integer - loadingscreen_pic->height)/2;
+       loadingscreen_vertex3f[2] = loadingscreen_vertex3f[5] = loadingscreen_vertex3f[8] = loadingscreen_vertex3f[11] = 0;
+       loadingscreen_vertex3f[0] = loadingscreen_vertex3f[9] = x;
+       loadingscreen_vertex3f[1] = loadingscreen_vertex3f[4] = y;
+       loadingscreen_vertex3f[3] = loadingscreen_vertex3f[6] = x + loadingscreen_pic->width;
+       loadingscreen_vertex3f[7] = loadingscreen_vertex3f[10] = y + loadingscreen_pic->height;
+       loadingscreen_texcoord2f[0] = 0;loadingscreen_texcoord2f[1] = 0;
+       loadingscreen_texcoord2f[2] = 1;loadingscreen_texcoord2f[3] = 0;
+       loadingscreen_texcoord2f[4] = 1;loadingscreen_texcoord2f[5] = 1;
+       loadingscreen_texcoord2f[6] = 0;loadingscreen_texcoord2f[7] = 1;
+}
 
-       if (vid.stereobuffer)
-       {
-               qglDrawBuffer(GL_FRONT_LEFT);
-               R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
-               SCR_DrawLoadingStack();
-               qglDrawBuffer(GL_FRONT_RIGHT);
-               R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
-               SCR_DrawLoadingStack();
-       }
-       else
+static void SCR_DrawLoadingScreen (qboolean clear)
+{
+       // we only need to draw the image if it isn't already there
+       if(loadingscreenheight <= 0)
        {
-               qglDrawBuffer(GL_FRONT);
+               GL_Color(1,1,1,1);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthRange(0, 1);
+               GL_PolygonOffset(0, 0);
+               GL_DepthTest(false);
+               R_SetupGenericShader(true);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_VertexPointer(loadingscreen_vertex3f, 0, 0);
+               R_Mesh_ResetTextureState();
+               R_Mesh_TexBind(0, R_GetTexture(loadingscreen_pic->tex));
+               R_Mesh_TexCoordPointer(0, 2, loadingscreen_texcoord2f, 0, 0);
                R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
-               SCR_DrawLoadingStack();
        }
+       SCR_DrawLoadingStack();
+}
+
+static void SCR_DrawLoadingScreen_SharedFinish (qboolean clear)
+{
        R_Mesh_Finish();
        // refresh
-       // not necessary when rendering to GL_FRONT buffers
-       //VID_Finish();
+       VID_Finish();
        // however this IS necessary on Windows Vista
        qglFinish();
+}
+
+void SCR_UpdateLoadingScreen (qboolean clear)
+{
+       if(loadingscreentime != realtime)
+       {
+               loadingscreentime = realtime;
+               loadingscreenheight = 0;
+       }
+       loadingscreencleared = clear;
+
+       // don't do anything if not initialized yet
+       if (vid_hidden || !scr_refresh.integer || cls.state == ca_dedicated)
+               return;
+       
+       SCR_DrawLoadingScreen_SharedSetup(clear);
+       if (vid.stereobuffer)
+       {
+               qglDrawBuffer(GL_BACK_LEFT);
+               SCR_DrawLoadingScreen(clear);
+               qglDrawBuffer(GL_BACK_RIGHT);
+               SCR_DrawLoadingScreen(clear);
+       }
+       else
+       {
+               qglDrawBuffer(GL_BACK);
+               SCR_DrawLoadingScreen(clear);
+       }
+       SCR_DrawLoadingScreen_SharedFinish(clear);
 
        // this goes into the event loop, and should prevent unresponsive cursor on vista
        Sys_SendKeyEvents();