u32 last_time_ms;
u16 last_percent;
const wchar_t* text_base;
+ ITextureSource *tsrc;
} TextureUpdateArgs;
void texture_update_progress(void *args, u32 progress, u32 max_progress)
targs->last_time_ms = time_ms;
std::basic_stringstream<wchar_t> strm;
strm << targs->text_base << " " << targs->last_percent << "%...";
- draw_load_screen(strm.str(), targs->device, targs->guienv, 0,
- 72 + (u16) ((18. / 100.) * (double) targs->last_percent));
+ draw_load_screen(strm.str(), targs->device, targs->guienv, targs->tsrc, 0,
+ 72 + (u16) ((18. / 100.) * (double) targs->last_percent), true);
}
}
// Rebuild inherited images and recreate textures
infostream<<"- Rebuilding images and textures"<<std::endl;
- draw_load_screen(text,device, guienv, 0, 70);
+ draw_load_screen(text,device, guienv, m_tsrc, 0, 70);
m_tsrc->rebuildImagesAndTextures();
delete[] text;
// Rebuild shaders
infostream<<"- Rebuilding shaders"<<std::endl;
text = wgettext("Rebuilding shaders...");
- draw_load_screen(text, device, guienv, 0, 71);
+ draw_load_screen(text, device, guienv, m_tsrc, 0, 71);
m_shsrc->rebuildShaders();
delete[] text;
// Update node aliases
infostream<<"- Updating node aliases"<<std::endl;
text = wgettext("Initializing nodes...");
- draw_load_screen(text, device, guienv, 0, 72);
+ draw_load_screen(text, device, guienv, m_tsrc, 0, 72);
m_nodedef->updateAliases(m_itemdef);
std::string texture_path = g_settings->get("texture_path");
if (texture_path != "" && fs::IsDir(texture_path))
tu_args.last_time_ms = getTimeMs();
tu_args.last_percent = 0;
tu_args.text_base = wgettext("Initializing nodes");
+ tu_args.tsrc = m_tsrc;
m_nodedef->updateTextures(this, texture_update_progress, &tu_args);
delete[] tu_args.text_base;
}
text = wgettext("Done!");
- draw_load_screen(text, device, guienv, 0, 100);
+ draw_load_screen(text, device, guienv, m_tsrc, 0, 100);
infostream<<"Client::afterContentReceived() done"<<std::endl;
delete[] text;
}
video::IImage *img = generateImage(ti->name);
#ifdef __ANDROID__
img = Align2Npot2(img, driver);
- sanity_check(img->getDimension().Height == npot2(img->getDimension().Height));
- sanity_check(img->getDimension().Width == npot2(img->getDimension().Width));
#endif
// Create texture from resulting image
video::ITexture *t = NULL;
* @param driver driver to use for image operations
* @return image or copy of image aligned to npot2
*/
+
+inline u16 get_GL_major_version()
+{
+ const GLubyte *gl_version = glGetString(GL_VERSION);
+ std::string gl_ver((const char *)gl_version);
+ return (u16) (gl_version[0] - '0');
+}
+
video::IImage * Align2Npot2(video::IImage * image,
video::IVideoDriver* driver)
{
core::dimension2d<u32> dim = image->getDimension();
std::string extensions = (char*) glGetString(GL_EXTENSIONS);
- if (extensions.find("GL_OES_texture_npot") != std::string::npos) {
+
+ // Only GLES2 is trusted to correctly report npot support
+ if (get_GL_major_version() > 1 &&
+ extensions.find("GL_OES_texture_npot") != std::string::npos) {
return image;
}
Additionally, a progressbar can be drawn when percent is set between 0 and 100.
*/
void draw_load_screen(const std::wstring &text, IrrlichtDevice* device,
- gui::IGUIEnvironment* guienv, float dtime, int percent, bool clouds )
+ gui::IGUIEnvironment* guienv, ITextureSource *tsrc,
+ float dtime, int percent, bool clouds)
{
video::IVideoDriver* driver = device->getVideoDriver();
v2u32 screensize = porting::getWindowSize();
// draw progress bar
if ((percent >= 0) && (percent <= 100)) {
- const std::string &texture_path = g_settings->get("texture_path");
- std::string tp_progress_bar = texture_path + "/progress_bar.png";
- std::string tp_progress_bar_bg = texture_path + "/progress_bar_bg.png";
-
- if (!(fs::PathExists(tp_progress_bar) &&
- fs::PathExists(tp_progress_bar_bg))) {
- std::string gamepath = fs::RemoveRelativePathComponents(
- porting::path_share + DIR_DELIM + "textures");
- tp_progress_bar = gamepath + "/base/pack/progress_bar.png";
- tp_progress_bar_bg = gamepath + "/base/pack/progress_bar_bg.png";
- }
-
- video::ITexture *progress_img =
- driver->getTexture(tp_progress_bar.c_str());
- video::ITexture *progress_img_bg =
- driver->getTexture(tp_progress_bar_bg.c_str());
+ video::ITexture *progress_img = tsrc->getTexture("progress_bar.png");
+ video::ITexture *progress_img_bg = tsrc->getTexture("progress_bar_bg.png");
if (progress_img && progress_img_bg) {
+#ifndef __ANDROID__
const core::dimension2d<u32> &img_size = progress_img_bg->getSize();
u32 imgW = rangelim(img_size.Width, 200, 600);
u32 imgH = rangelim(img_size.Height, 24, 72);
+#else
+ const core::dimension2d<u32> img_size(256, 48);
+ float imgRatio = (float) img_size.Height / img_size.Width;
+ u32 imgW = screensize.X / 2.2f;
+ u32 imgH = floor(imgW * imgRatio);
+#endif
v2s32 img_pos((screensize.X - imgW) / 2, (screensize.Y - imgH) / 2);
draw2DImageFilterScaled(
void draw_load_screen(const std::wstring &text, IrrlichtDevice *device,
- gui::IGUIEnvironment *guienv, float dtime = 0, int percent = 0,
- bool clouds = true);
+ gui::IGUIEnvironment *guienv, ITextureSource *tsrc, float dtime = 0,
+ int percent = 0, bool clouds = true);
void draw_scene(video::IVideoDriver *driver, scene::ISceneManager *smgr,
Camera &camera, Client &client, LocalPlayer *player,
u16 port,
const SubgameSpec &gamespec)
{
+ texture_src = createTextureSource(device);
+
showOverlayMessage(wgettext("Loading..."), 0, 0);
- texture_src = createTextureSource(device);
shader_src = createShaderSource(device);
itemdef_manager = createItemDefManager();
if (!client->itemdefReceived()) {
const wchar_t *text = wgettext("Item definitions...");
progress = 25;
- draw_load_screen(text, device, guienv, dtime, progress);
+ draw_load_screen(text, device, guienv, texture_src,
+ dtime, progress);
delete[] text;
} else if (!client->nodedefReceived()) {
const wchar_t *text = wgettext("Node definitions...");
progress = 30;
- draw_load_screen(text, device, guienv, dtime, progress);
+ draw_load_screen(text, device, guienv, texture_src,
+ dtime, progress);
delete[] text;
} else {
std::stringstream message;
progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
draw_load_screen(utf8_to_wide(message.str()), device,
- guienv, dtime, progress);
+ guienv, texture_src, dtime, progress);
}
}
void Game::showOverlayMessage(const wchar_t *msg, float dtime,
int percent, bool draw_clouds)
{
- draw_load_screen(msg, device, guienv, dtime, percent, draw_clouds);
+ draw_load_screen(msg, device, guienv, texture_src, dtime, percent,
+ draw_clouds);
delete[] msg;
}