Kelsidavis-WoWee/src/rendering/loading_screen.cpp
Kelsi 01bf3b4c08 Add loading screen with random WOWEE splash images
- Add loading screen system with stb_image for JPEG loading
- Two loading screen images (orc and dwarf) randomly selected
- Display loading screen while terrain data loads
- Cache WMO inverse matrices to reduce per-frame computation
- Stub WMO liquid rendering (needs coordinate system fix)
- Update spawn point to Stormwind Trade District
2026-02-03 13:33:31 -08:00

225 lines
6.2 KiB
C++

#include "rendering/loading_screen.hpp"
#include "core/logger.hpp"
#include <random>
#include <chrono>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
namespace wowee {
namespace rendering {
LoadingScreen::LoadingScreen() {
// Add loading screen image paths
imagePaths.push_back("assets/loading1.jpg");
imagePaths.push_back("assets/loading2.jpg");
}
LoadingScreen::~LoadingScreen() {
shutdown();
}
bool LoadingScreen::initialize() {
LOG_INFO("Initializing loading screen");
// Create simple shader for textured quad
const char* vertexSrc = R"(
#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
TexCoord = aTexCoord;
}
)";
const char* fragmentSrc = R"(
#version 330 core
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D screenTexture;
void main() {
FragColor = texture(screenTexture, TexCoord);
}
)";
// Compile vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSrc, nullptr);
glCompileShader(vertexShader);
GLint success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
LOG_ERROR("Loading screen vertex shader compilation failed: ", infoLog);
return false;
}
// Compile fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSrc, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
LOG_ERROR("Loading screen fragment shader compilation failed: ", infoLog);
return false;
}
// Link shader program
shaderId = glCreateProgram();
glAttachShader(shaderId, vertexShader);
glAttachShader(shaderId, fragmentShader);
glLinkProgram(shaderId);
glGetProgramiv(shaderId, GL_LINK_STATUS, &success);
if (!success) {
char infoLog[512];
glGetProgramInfoLog(shaderId, 512, nullptr, infoLog);
LOG_ERROR("Loading screen shader linking failed: ", infoLog);
return false;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
createQuad();
selectRandomImage();
LOG_INFO("Loading screen initialized");
return true;
}
void LoadingScreen::shutdown() {
if (textureId) {
glDeleteTextures(1, &textureId);
textureId = 0;
}
if (vao) {
glDeleteVertexArrays(1, &vao);
vao = 0;
}
if (vbo) {
glDeleteBuffers(1, &vbo);
vbo = 0;
}
if (shaderId) {
glDeleteProgram(shaderId);
shaderId = 0;
}
}
void LoadingScreen::selectRandomImage() {
if (imagePaths.empty()) return;
// Seed with current time
unsigned seed = static_cast<unsigned>(
std::chrono::system_clock::now().time_since_epoch().count());
std::default_random_engine generator(seed);
std::uniform_int_distribution<int> distribution(0, imagePaths.size() - 1);
currentImageIndex = distribution(generator);
LOG_INFO("Selected loading screen: ", imagePaths[currentImageIndex]);
loadImage(imagePaths[currentImageIndex]);
}
bool LoadingScreen::loadImage(const std::string& path) {
// Delete old texture if exists
if (textureId) {
glDeleteTextures(1, &textureId);
textureId = 0;
}
// Load image with stb_image
int channels;
stbi_set_flip_vertically_on_load(true);
unsigned char* data = stbi_load(path.c_str(), &imageWidth, &imageHeight, &channels, 4);
if (!data) {
LOG_ERROR("Failed to load loading screen image: ", path);
return false;
}
LOG_INFO("Loaded loading screen image: ", imageWidth, "x", imageHeight);
// Create OpenGL texture
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth, imageHeight, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void LoadingScreen::createQuad() {
// Full-screen quad vertices (position + texcoord)
float vertices[] = {
// Position // TexCoord
-1.0f, 1.0f, 0.0f, 1.0f, // Top-left
-1.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
1.0f, -1.0f, 1.0f, 0.0f, // Bottom-right
-1.0f, 1.0f, 0.0f, 1.0f, // Top-left
1.0f, -1.0f, 1.0f, 0.0f, // Bottom-right
1.0f, 1.0f, 1.0f, 1.0f // Top-right
};
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Texture coordinate attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
}
void LoadingScreen::render() {
if (!textureId || !vao || !shaderId) return;
// Clear screen
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Disable depth test for 2D rendering
glDisable(GL_DEPTH_TEST);
// Use shader and bind texture
glUseProgram(shaderId);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
// Draw quad
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
// Re-enable depth test
glEnable(GL_DEPTH_TEST);
}
} // namespace rendering
} // namespace wowee