mirror of
https://github.com/OpenSpace/OpenSpace.git
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451 lines
14 KiB
C++
451 lines
14 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2017 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include <openspace/rendering/loadingscreen.h>
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#include <openspace/engine/openspaceengine.h>
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#include <openspace/engine/wrapper/windowwrapper.h>
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#include <ghoul/font/font.h>
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#include <ghoul/font/fontmanager.h>
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#include <ghoul/font/fontrenderer.h>
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#include <ghoul/filesystem/filesystem.h>
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#include <ghoul/io/texture/texturereader.h>
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#include <ghoul/opengl/programobject.h>
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#include <ghoul/opengl/texture.h>
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#include <ghoul/opengl/textureunit.h>
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#include <random>
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#include <thread>
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namespace {
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const glm::vec2 LogoCenter = { 0.f, 0.4f };
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const glm::vec2 LogoSize = { 0.4f, 0.4 };
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const float LoadingTextPosition = 0.275f;
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const float StatusMessageOffset = 0.225f;
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const int MaximumMessageQueue = 6;
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const std::chrono::milliseconds TTL(5000);
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const std::chrono::milliseconds RefreshRate(16);
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const float MinimumAlpha = 0.2f;
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const float MaximumAlpha = 1.f;
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} // namespace
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namespace openspace {
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LoadingScreen::LoadingScreen()
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: _randomEngine(_randomDevice())
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{
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const glm::vec2 dpiScaling = OsEng.windowWrapper().dpiScaling();
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const glm::ivec2 res =
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glm::vec2(OsEng.windowWrapper().currentWindowResolution()) / dpiScaling;
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_program = ghoul::opengl::ProgramObject::Build(
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"Loading Screen",
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"${SHADERS}/loadingscreen.vert",
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"${SHADERS}/loadingscreen.frag"
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);
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_loadingFont = OsEng.fontManager().font(
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"Loading",
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25,
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ghoul::fontrendering::FontManager::Outline::No,
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ghoul::fontrendering::FontManager::LoadGlyphs::No
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);
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_messageFont = OsEng.fontManager().font(
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"Loading",
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22,
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ghoul::fontrendering::FontManager::Outline::No,
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ghoul::fontrendering::FontManager::LoadGlyphs::No
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);
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_itemFont = OsEng.fontManager().font(
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"Loading",
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13,
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ghoul::fontrendering::FontManager::Outline::No,
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ghoul::fontrendering::FontManager::LoadGlyphs::No
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);
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{
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// Logo stuff
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_logoTexture = ghoul::io::TextureReader::ref().loadTexture(
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absPath("${OPENSPACE_DATA}/openspace-logo.png")
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);
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_logoTexture->uploadTexture();
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float screenAspectRatio = static_cast<float>(res.x) / static_cast<float>(res.y);
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float textureAspectRatio = static_cast<float>(_logoTexture->dimensions().x) /
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static_cast<float>(_logoTexture->dimensions().y);
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glm::vec2 size = {
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LogoSize.x,
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LogoSize.y * textureAspectRatio * screenAspectRatio
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};
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glm::vec2 ll = { LogoCenter.x - size.x, LogoCenter.y - size.y };
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glm::vec2 ur = { LogoCenter.x + size.x, LogoCenter.y + size.y };
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GLfloat data[] = {
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ll.x, ll.y, 0.f, 0.f,
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ur.x, ur.y, 1.f, 1.f,
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ll.x, ur.y, 0.f, 1.f,
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ll.x, ll.y, 0.f, 0.f,
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ur.x, ll.y, 1.f, 0.f,
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ur.x, ur.y, 1.f, 1.f
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};
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glGenVertexArrays(1, &_logo.vao);
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glBindVertexArray(_logo.vao);
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glGenBuffers(1, &_logo.vbo);
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glBindBuffer(GL_ARRAY_BUFFER, _logo.vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(
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0,
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2,
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GL_FLOAT,
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GL_FALSE,
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4 * sizeof(GLfloat),
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nullptr
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);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(
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1,
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2,
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GL_FLOAT,
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GL_FALSE,
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4 * sizeof(GLfloat),
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reinterpret_cast<void*>(2 * sizeof(GLfloat))
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);
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glBindVertexArray(0);
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}
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}
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LoadingScreen::~LoadingScreen() {
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_logoTexture = nullptr;
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}
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void LoadingScreen::render() {
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const glm::vec2 dpiScaling = OsEng.windowWrapper().dpiScaling();
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const glm::ivec2 res =
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glm::vec2(OsEng.windowWrapper().currentWindowResolution()) / dpiScaling;
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float screenAspectRatio = static_cast<float>(res.x) / static_cast<float>(res.y);
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float textureAspectRatio = static_cast<float>(_logoTexture->dimensions().x) /
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static_cast<float>(_logoTexture->dimensions().y);
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glm::vec2 size = {
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LogoSize.x,
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LogoSize.y * textureAspectRatio * screenAspectRatio
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};
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glm::vec2 logoLl = { LogoCenter.x - size.x, LogoCenter.y - size.y };
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glm::vec2 logoUr = { LogoCenter.x + size.x, LogoCenter.y + size.y };
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GLfloat data[] = {
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logoLl.x, logoLl.y, 0.f, 0.f,
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logoUr.x, logoUr.y, 1.f, 1.f,
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logoLl.x, logoUr.y, 0.f, 1.f,
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logoLl.x, logoLl.y, 0.f, 0.f,
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logoUr.x, logoLl.y, 1.f, 0.f,
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logoUr.x, logoUr.y, 1.f, 1.f
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};
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glBindVertexArray(_logo.vao);
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glBindBuffer(GL_ARRAY_BUFFER, _logo.vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
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// Clear background
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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClear(ClearBufferMask::GL_COLOR_BUFFER_BIT);
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glDisable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_DEPTH_TEST);
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// Render logo
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_program->activate();
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ghoul::opengl::TextureUnit unit;
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unit.activate();
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_logoTexture->bind();
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_program->setUniform(
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"logoTexture",
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unit
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);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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_program->deactivate();
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// "Loading" text
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using FR = ghoul::fontrendering::FontRenderer;
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FR& renderer = FR::defaultRenderer();
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// We use "Loading" to center the text, but render "Loading..." to make it look more
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// pleasing
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FR::BoundingBoxInformation bbox = renderer.boundingBox(
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*_loadingFont,
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"%s",
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"Loading."
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);
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glm::vec2 loadingLl = glm::vec2(
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res.x / 2.f - bbox.boundingBox.x / 2.f,
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res.y * LoadingTextPosition
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);
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glm::vec2 loadingUr = loadingLl + bbox.boundingBox;
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renderer.render(
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*_loadingFont,
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loadingLl,
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glm::vec4(1.f, 1.f, 1.f, 1.f),
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"%s",
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"Loading..."
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);
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glm::vec2 messageLl;
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glm::vec2 messageUr;
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{
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std::lock_guard<std::mutex> guard(_messageMutex);
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FR::BoundingBoxInformation bboxMessage = renderer.boundingBox(
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*_messageFont,
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"%s",
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_message.c_str()
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);
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messageLl = glm::vec2(
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res.x / 2.f - bboxMessage.boundingBox.x / 2.f,
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res.y * StatusMessageOffset
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);
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messageUr = messageLl + bboxMessage.boundingBox;
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renderer.render(
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*_messageFont,
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messageLl,
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glm::vec4(1.f, 1.f, 1.f, 1.f),
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"%s",
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_message.c_str()
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);
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}
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{
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std::lock_guard<std::mutex> guard(_itemsMutex);
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std::chrono::system_clock::time_point now = std::chrono::system_clock::now();
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for (Item& item : _items) {
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if (!item.hasLocation) {
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// Compute a new location
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FR::BoundingBoxInformation b = renderer.boundingBox(
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*_itemFont,
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"%s",
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item.name.c_str()
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);
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// The maximum count is in here since we can't control the amount of
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// screen estate and the number of nodes. Rather than looping forever
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// we make use with an overlap in the worst (=500) case
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int MaxCounts = 500;
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bool foundSpace = false;
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glm::vec2 ll;
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glm::vec2 ur;
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for (int i = 0; i < MaxCounts && !foundSpace; ++i) {
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std::uniform_int_distribution<int> distX(
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15,
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res.x - b.boundingBox.x - 15
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);
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std::uniform_int_distribution<int> distY(
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15,
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res.y - b.boundingBox.y - 15
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);
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ll = { distX(_randomEngine), distY(_randomEngine) };
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ur = ll + b.boundingBox;
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// Test against logo and text
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bool logoOverlap = !(
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(logoUr.x + 1.f) / 2.f * res.x < ll.x ||
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(logoLl.x + 1.f) / 2.f * res.x > ur.x ||
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(logoUr.y + 1.f) / 2.f * res.y < ll.y ||
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(logoLl.y + 1.f) / 2.f * res.y > ur.y
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);
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bool loadingOverlap = !(
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loadingUr.x < ll.x ||
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loadingLl.x > ur.x ||
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loadingUr.y < ll.y ||
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loadingLl.y > ur.y
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);
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bool messageOverlap = !(
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messageUr.x < ll.x ||
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messageLl.x > ur.x ||
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messageUr.y < ll.y ||
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messageLl.y > ur.y
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);
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if (logoOverlap || loadingOverlap || messageOverlap) {
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continue;
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}
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// Test against all other boxes
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bool overlap = false;
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for (const Item& j : _items) {
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overlap |= !(j.ur.x < ll.x || j.ll.x > ur.x || j.ur.y < ll.y || j.ll.y > ur.y);
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if (overlap) {
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break;
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}
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}
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if (!overlap) {
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break;
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}
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}
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item.ll = ll;
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item.ur = ur;
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item.hasLocation = true;
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}
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glm::vec4 color = [status = item.status]() {
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switch (status) {
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case ItemStatus::Started:
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return glm::vec4(0.5f, 0.5f, 0.5f, 1.f);
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case ItemStatus::Initializing:
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return glm::vec4(0.7f, 0.7f, 0.f, 1.f);
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case ItemStatus::Finished:
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return glm::vec4(0.1f, 0.75f, 0.1f, 1.f);
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default:
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return glm::vec4(1.f);
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}
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}();
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if (item.status == ItemStatus::Finished) {
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auto t = std::chrono::duration_cast<std::chrono::milliseconds>(now - item.finishedTime);
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color.a = 1.f - static_cast<float>(t.count()) / static_cast<float>(TTL.count());
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}
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renderer.render(
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*_itemFont,
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item.ll,
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color,
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"%s",
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item.name.c_str()
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);
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}
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_items.erase(
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std::remove_if(
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_items.begin(),
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_items.end(),
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[now](const Item& i) {
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if (i.status == ItemStatus::Finished) {
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return i.finishedTime > now + TTL;
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}
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else {
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return false;
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}
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}
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),
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_items.end()
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);
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}
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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std::this_thread::sleep_for(RefreshRate);
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OsEng.windowWrapper().swapBuffer();
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}
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void LoadingScreen::postMessage(std::string message) {
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std::lock_guard<std::mutex> guard(_messageMutex);
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_message = std::move(message);
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}
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void LoadingScreen::updateItem(const std::string& itemName, ItemStatus newStatus) {
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std::lock_guard<std::mutex> guard(_itemsMutex);
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auto it = std::find_if(
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_items.begin(),
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_items.end(),
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[&itemName](const Item& i) {
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return i.name == itemName;
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}
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);
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if (it != _items.end()) {
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it->status = newStatus;
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if (newStatus == ItemStatus::Finished) {
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it->finishedTime = std::chrono::system_clock::now();
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}
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}
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else {
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ghoul_assert(
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newStatus == ItemStatus::Started,
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"Item '" + itemName + "' did not exist but first message was not Started"
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);
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// We are not computing the location in here since doing it this way might stall
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// the main thread while trying to find a position for the new item
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_items.push_back({
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itemName,
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ItemStatus::Started,
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false,
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{},
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{},
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std::chrono::system_clock::from_time_t(0)
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});
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}
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}
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} // namespace openspace
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