mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Background normal map generation, queue-draining load screen warmup
- Normal map CPU work (luminance→blur→Sobel) moved to background threads, main thread only does GPU upload (~1-2ms vs 15-22ms per texture) - Load screen warmup now waits until ALL spawn/equipment/gameobject queues are drained before transitioning (prevents naked character, NPC pop-in) - Exit condition: min 2s + 5 consecutive empty iterations, hard cap 15s - Equipment queue processes 8 items per warmup iteration instead of 1 - Added LoadingScreen::renderOverlay() for future world-behind-loading use
This commit is contained in:
parent
63efac9fa6
commit
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5 changed files with 218 additions and 60 deletions
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@ -13,6 +13,8 @@
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#include <utility>
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#include <future>
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#include <deque>
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#include <mutex>
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#include <atomic>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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@ -304,15 +306,23 @@ private:
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std::unique_ptr<VkTexture> generateNormalHeightMap(
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const uint8_t* pixels, uint32_t width, uint32_t height, float& outVariance);
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// Deferred normal map generation — avoids stalling loadModel
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struct PendingNormalMap {
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// Background normal map generation — CPU work on thread pool, GPU upload on main thread
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struct NormalMapResult {
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std::string cacheKey;
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std::vector<uint8_t> pixels; // RGBA pixel data
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std::vector<uint8_t> pixels; // RGBA normal map output
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uint32_t width, height;
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float variance;
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};
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std::deque<PendingNormalMap> pendingNormalMaps_;
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// Completed results ready for GPU upload (populated by background threads)
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std::mutex normalMapResultsMutex_;
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std::deque<NormalMapResult> completedNormalMaps_;
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std::atomic<int> pendingNormalMapCount_{0}; // in-flight background tasks
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// Pure CPU normal map generation (thread-safe, no GPU access)
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static NormalMapResult generateNormalHeightMapCPU(
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std::string cacheKey, std::vector<uint8_t> pixels, uint32_t width, uint32_t height);
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public:
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void processPendingNormalMaps(int budget = 2);
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void processPendingNormalMaps(int budget = 4);
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private:
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// Normal mapping / POM settings
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@ -24,6 +24,10 @@ public:
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// Render the loading screen with progress bar and status text (pure ImGui)
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void render();
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// Draw loading screen as ImGui overlay (call within an existing ImGui frame).
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// Used during warmup to overlay loading screen on top of the rendered world.
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void renderOverlay();
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void setProgress(float progress) { loadProgress = progress; }
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void setStatus(const std::string& status) { statusText = status; }
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@ -49,9 +49,9 @@
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#include <SDL2/SDL.h>
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// GL/glew.h removed — Vulkan migration Phase 1
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#include <cstdlib>
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#include <climits>
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#include <algorithm>
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#include <cctype>
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#include <cctype>
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#include <optional>
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#include <sstream>
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#include <set>
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@ -922,9 +922,9 @@ void Application::update(float deltaTime) {
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auto t3 = std::chrono::steady_clock::now();
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processDeferredEquipmentQueue();
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auto t4 = std::chrono::steady_clock::now();
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// Process deferred normal maps (2 per frame to spread CPU cost)
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// Upload completed normal maps from background threads (~1-2ms each GPU upload)
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if (auto* cr = renderer ? renderer->getCharacterRenderer() : nullptr) {
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cr->processPendingNormalMaps(2);
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cr->processPendingNormalMaps(4);
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}
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auto t5 = std::chrono::steady_clock::now();
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float pMs = std::chrono::duration<float, std::milli>(t1 - t0).count();
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@ -4167,11 +4167,17 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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});
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}
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// Hide first-login hitch by draining initial world packets/spawn queues before
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// dropping the loading screen. Keep this bounded so we don't stall indefinitely.
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// Keep the loading screen visible until all spawn/equipment/gameobject queues
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// are fully drained. This ensures the player sees a fully populated world
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// (character clothed, NPCs placed, game objects loaded) when the screen drops.
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{
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const float kWarmupMaxSeconds = 2.5f;
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const float kMinWarmupSeconds = 2.0f; // minimum time to drain network packets
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const float kMaxWarmupSeconds = 15.0f; // hard cap to avoid infinite stall
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const auto warmupStart = std::chrono::high_resolution_clock::now();
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// Track consecutive idle iterations (all queues empty) to detect convergence
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int idleIterations = 0;
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const int kIdleThreshold = 5; // require 5 consecutive empty loops (~80ms)
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while (true) {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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@ -4185,7 +4191,6 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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int w = event.window.data1;
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int h = event.window.data2;
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window->setSize(w, h);
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// Vulkan viewport set in command buffer
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if (renderer && renderer->getCamera()) {
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renderer->getCamera()->setAspectRatio(static_cast<float>(w) / h);
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}
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@ -4208,14 +4213,17 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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// During load screen warmup: lift per-frame budgets so GPU uploads
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// and spawns happen in bulk while the loading screen is still visible.
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processCreatureSpawnQueue(true); // unlimited: no model upload cap, no time budget
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processCreatureSpawnQueue(true);
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processAsyncNpcCompositeResults();
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processDeferredEquipmentQueue();
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// Process equipment queue more aggressively during warmup (multiple per iteration)
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for (int i = 0; i < 8 && (!deferredEquipmentQueue_.empty() || !asyncEquipmentLoads_.empty()); i++) {
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processDeferredEquipmentQueue();
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}
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if (auto* cr = renderer ? renderer->getCharacterRenderer() : nullptr) {
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cr->processPendingNormalMaps(10); // higher budget during load screen
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cr->processPendingNormalMaps(INT_MAX);
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}
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// Process ALL pending game object spawns (no 1-per-frame cap during load screen).
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// Process ALL pending game object spawns.
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while (!pendingGameObjectSpawns_.empty()) {
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auto& s = pendingGameObjectSpawns_.front();
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spawnOnlineGameObject(s.guid, s.entry, s.displayId, s.x, s.y, s.z, s.orientation);
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@ -4226,14 +4234,42 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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processPendingMount();
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updateQuestMarkers();
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// Update renderer (terrain streaming, animations)
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if (renderer) {
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renderer->update(1.0f / 60.0f);
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}
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const auto now = std::chrono::high_resolution_clock::now();
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const float elapsed = std::chrono::duration<float>(now - warmupStart).count();
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const float t = std::clamp(elapsed / kWarmupMaxSeconds, 0.0f, 1.0f);
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showProgress("Finalizing world sync...", 0.97f + t * 0.025f);
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if (elapsed >= kWarmupMaxSeconds) {
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// Check if all queues are drained
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bool queuesEmpty =
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pendingCreatureSpawns_.empty() &&
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asyncCreatureLoads_.empty() &&
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asyncNpcCompositeLoads_.empty() &&
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deferredEquipmentQueue_.empty() &&
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asyncEquipmentLoads_.empty() &&
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pendingGameObjectSpawns_.empty() &&
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asyncGameObjectLoads_.empty() &&
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pendingPlayerSpawns_.empty();
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if (queuesEmpty) {
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idleIterations++;
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} else {
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idleIterations = 0;
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}
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// Exit when: (min time passed AND queues drained for several iterations) OR hard cap
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bool readyToExit = (elapsed >= kMinWarmupSeconds && idleIterations >= kIdleThreshold);
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if (readyToExit || elapsed >= kMaxWarmupSeconds) {
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if (elapsed >= kMaxWarmupSeconds) {
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LOG_WARNING("Warmup hit hard cap (", kMaxWarmupSeconds, "s), entering world with pending work");
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}
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break;
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}
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const float t = std::clamp(elapsed / kMaxWarmupSeconds, 0.0f, 1.0f);
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showProgress("Finalizing world sync...", 0.97f + t * 0.025f);
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SDL_Delay(16);
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}
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}
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@ -332,6 +332,11 @@ void CharacterRenderer::shutdown() {
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LOG_INFO("CharacterRenderer::shutdown instances=", instances.size(),
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" models=", models.size(), " override=", (void*)renderPassOverride_);
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// Wait for any in-flight background normal map generation threads
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while (pendingNormalMapCount_.load(std::memory_order_relaxed) > 0) {
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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}
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vkDeviceWaitIdle(vkCtx_->getDevice());
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VkDevice device = vkCtx_->getDevice();
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VmaAllocator alloc = vkCtx_->getAllocator();
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@ -413,6 +418,16 @@ void CharacterRenderer::clear() {
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LOG_INFO("CharacterRenderer::clear instances=", instances.size(),
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" models=", models.size());
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// Wait for any in-flight background normal map generation threads
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while (pendingNormalMapCount_.load(std::memory_order_relaxed) > 0) {
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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}
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// Discard any completed results that haven't been uploaded
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{
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std::lock_guard<std::mutex> lock(normalMapResultsMutex_);
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completedNormalMaps_.clear();
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}
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vkDeviceWaitIdle(vkCtx_->getDevice());
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VkDevice device = vkCtx_->getDevice();
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@ -509,7 +524,32 @@ std::unique_ptr<VkTexture> CharacterRenderer::generateNormalHeightMap(
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const uint8_t* pixels, uint32_t width, uint32_t height, float& outVariance) {
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if (!vkCtx_ || width == 0 || height == 0) return nullptr;
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// Use the CPU-only static method, then upload to GPU
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std::vector<uint8_t> dummy(width * height * 4);
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std::memcpy(dummy.data(), pixels, dummy.size());
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auto result = generateNormalHeightMapCPU("", std::move(dummy), width, height);
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outVariance = result.variance;
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auto tex = std::make_unique<VkTexture>();
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if (!tex->upload(*vkCtx_, result.pixels.data(), width, height, VK_FORMAT_R8G8B8A8_UNORM, true)) {
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return nullptr;
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}
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tex->createSampler(vkCtx_->getDevice(), VK_FILTER_LINEAR, VK_FILTER_LINEAR,
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VK_SAMPLER_ADDRESS_MODE_REPEAT);
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return tex;
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}
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// Static, thread-safe CPU-only normal map generation (no GPU access)
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CharacterRenderer::NormalMapResult CharacterRenderer::generateNormalHeightMapCPU(
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std::string cacheKey, std::vector<uint8_t> srcPixels, uint32_t width, uint32_t height) {
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NormalMapResult result;
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result.cacheKey = std::move(cacheKey);
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result.width = width;
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result.height = height;
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result.variance = 0.0f;
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const uint32_t totalPixels = width * height;
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const uint8_t* pixels = srcPixels.data();
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// Step 1: Compute height from luminance
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std::vector<float> heightMap(totalPixels);
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@ -524,7 +564,7 @@ std::unique_ptr<VkTexture> CharacterRenderer::generateNormalHeightMap(
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sumH2 += h * h;
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}
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double mean = sumH / totalPixels;
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outVariance = static_cast<float>(sumH2 / totalPixels - mean * mean);
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result.variance = static_cast<float>(sumH2 / totalPixels - mean * mean);
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// Step 1.5: Box blur the height map to reduce noise from diffuse textures
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auto wrapSample = [&](const std::vector<float>& map, int x, int y) -> float {
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@ -545,11 +585,9 @@ std::unique_ptr<VkTexture> CharacterRenderer::generateNormalHeightMap(
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}
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}
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// Step 2: Sobel 3x3 → normal map (crisp detail from original, blurred for POM alpha)
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// Higher strength than WMO (2.0) because character/weapon textures are hand-painted
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// with baked-in lighting that produces low-contrast gradients in the Sobel filter.
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// Step 2: Sobel 3x3 → normal map
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const float strength = 5.0f;
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std::vector<uint8_t> output(totalPixels * 4);
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result.pixels.resize(totalPixels * 4);
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auto sampleH = [&](int x, int y) -> float {
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x = ((x % (int)width) + (int)width) % (int)width;
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@ -573,20 +611,14 @@ std::unique_ptr<VkTexture> CharacterRenderer::generateNormalHeightMap(
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if (len > 0.0f) { nx /= len; ny /= len; nz /= len; }
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uint32_t idx = (y * width + x) * 4;
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output[idx + 0] = static_cast<uint8_t>(std::clamp((nx * 0.5f + 0.5f) * 255.0f, 0.0f, 255.0f));
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output[idx + 1] = static_cast<uint8_t>(std::clamp((ny * 0.5f + 0.5f) * 255.0f, 0.0f, 255.0f));
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output[idx + 2] = static_cast<uint8_t>(std::clamp((nz * 0.5f + 0.5f) * 255.0f, 0.0f, 255.0f));
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output[idx + 3] = static_cast<uint8_t>(std::clamp(blurredHeight[y * width + x] * 255.0f, 0.0f, 255.0f));
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result.pixels[idx + 0] = static_cast<uint8_t>(std::clamp((nx * 0.5f + 0.5f) * 255.0f, 0.0f, 255.0f));
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result.pixels[idx + 1] = static_cast<uint8_t>(std::clamp((ny * 0.5f + 0.5f) * 255.0f, 0.0f, 255.0f));
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result.pixels[idx + 2] = static_cast<uint8_t>(std::clamp((nz * 0.5f + 0.5f) * 255.0f, 0.0f, 255.0f));
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result.pixels[idx + 3] = static_cast<uint8_t>(std::clamp(blurredHeight[y * width + x] * 255.0f, 0.0f, 255.0f));
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}
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}
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auto tex = std::make_unique<VkTexture>();
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if (!tex->upload(*vkCtx_, output.data(), width, height, VK_FORMAT_R8G8B8A8_UNORM, true)) {
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return nullptr;
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}
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tex->createSampler(vkCtx_->getDevice(), VK_FILTER_LINEAR, VK_FILTER_LINEAR,
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VK_SAMPLER_ADDRESS_MODE_REPEAT);
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return tex;
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return result;
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}
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VkTexture* CharacterRenderer::loadTexture(const std::string& path) {
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@ -687,15 +719,22 @@ VkTexture* CharacterRenderer::loadTexture(const std::string& path) {
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e.hasAlpha = hasAlpha;
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e.colorKeyBlack = colorKeyBlackHint;
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// Defer normal/height map generation to avoid stalling loadModel.
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// Normal maps are generated in processPendingNormalMaps() at a per-frame budget.
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// Launch normal map generation on background thread — CPU work is pure compute,
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// only the GPU upload (in processPendingNormalMaps) needs the main thread (~1-2ms).
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if (blpImage.width >= 32 && blpImage.height >= 32) {
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PendingNormalMap pending;
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pending.cacheKey = key;
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pending.pixels.assign(blpImage.data.begin(), blpImage.data.end());
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pending.width = blpImage.width;
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pending.height = blpImage.height;
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pendingNormalMaps_.push_back(std::move(pending));
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uint32_t w = blpImage.width, h = blpImage.height;
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std::string ck = key;
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std::vector<uint8_t> px(blpImage.data.begin(), blpImage.data.end());
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pendingNormalMapCount_.fetch_add(1, std::memory_order_relaxed);
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auto* self = this;
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std::thread([self, ck = std::move(ck), px = std::move(px), w, h]() mutable {
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auto result = generateNormalHeightMapCPU(std::move(ck), std::move(px), w, h);
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{
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std::lock_guard<std::mutex> lock(self->normalMapResultsMutex_);
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self->completedNormalMaps_.push_back(std::move(result));
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}
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self->pendingNormalMapCount_.fetch_sub(1, std::memory_order_relaxed);
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}).detach();
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e.normalMapPending = true;
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}
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@ -709,30 +748,39 @@ VkTexture* CharacterRenderer::loadTexture(const std::string& path) {
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}
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void CharacterRenderer::processPendingNormalMaps(int budget) {
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if (pendingNormalMaps_.empty() || !vkCtx_) return;
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if (!vkCtx_) return;
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int processed = 0;
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while (!pendingNormalMaps_.empty() && processed < budget) {
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auto pending = std::move(pendingNormalMaps_.front());
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pendingNormalMaps_.pop_front();
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// Collect completed results from background threads
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std::deque<NormalMapResult> ready;
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{
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std::lock_guard<std::mutex> lock(normalMapResultsMutex_);
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if (completedNormalMaps_.empty()) return;
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int count = std::min(budget, static_cast<int>(completedNormalMaps_.size()));
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for (int i = 0; i < count; i++) {
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ready.push_back(std::move(completedNormalMaps_.front()));
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completedNormalMaps_.pop_front();
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}
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}
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auto it = textureCache.find(pending.cacheKey);
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// GPU upload only (~1-2ms each) — CPU work already done on background thread
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for (auto& result : ready) {
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auto it = textureCache.find(result.cacheKey);
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if (it == textureCache.end()) continue; // texture was evicted
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float nhVariance = 0.0f;
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vkCtx_->beginUploadBatch();
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auto nhMap = generateNormalHeightMap(pending.pixels.data(),
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pending.width, pending.height, nhVariance);
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vkCtx_->endUploadBatch();
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if (nhMap) {
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it->second.heightMapVariance = nhVariance;
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it->second.approxBytes += approxTextureBytesWithMips(pending.width, pending.height);
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textureCacheBytes_ += approxTextureBytesWithMips(pending.width, pending.height);
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it->second.normalHeightMap = std::move(nhMap);
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auto tex = std::make_unique<VkTexture>();
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bool ok = tex->upload(*vkCtx_, result.pixels.data(), result.width, result.height,
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VK_FORMAT_R8G8B8A8_UNORM, true);
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if (ok) {
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tex->createSampler(vkCtx_->getDevice(), VK_FILTER_LINEAR, VK_FILTER_LINEAR,
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VK_SAMPLER_ADDRESS_MODE_REPEAT);
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it->second.heightMapVariance = result.variance;
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it->second.approxBytes += approxTextureBytesWithMips(result.width, result.height);
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textureCacheBytes_ += approxTextureBytesWithMips(result.width, result.height);
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it->second.normalHeightMap = std::move(tex);
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}
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vkCtx_->endUploadBatch();
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it->second.normalMapPending = false;
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processed++;
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}
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}
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@ -240,6 +240,66 @@ bool LoadingScreen::loadImage(const std::string& path) {
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return true;
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||||
}
|
||||
|
||||
void LoadingScreen::renderOverlay() {
|
||||
// Draw loading screen content as ImGui overlay within an existing ImGui frame.
|
||||
// Caller is responsible for ImGui NewFrame/Render and Vulkan frame management.
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
float screenW = io.DisplaySize.x;
|
||||
float screenH = io.DisplaySize.y;
|
||||
|
||||
ImGui::SetNextWindowPos(ImVec2(0, 0));
|
||||
ImGui::SetNextWindowSize(ImVec2(screenW, screenH));
|
||||
ImGui::Begin("##LoadingScreenOverlay", nullptr,
|
||||
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize |
|
||||
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar |
|
||||
ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoBackground |
|
||||
ImGuiWindowFlags_NoBringToFrontOnFocus);
|
||||
|
||||
if (bgDescriptorSet) {
|
||||
ImGui::GetWindowDrawList()->AddImage(
|
||||
reinterpret_cast<ImTextureID>(bgDescriptorSet),
|
||||
ImVec2(0, 0), ImVec2(screenW, screenH));
|
||||
}
|
||||
|
||||
// Progress bar
|
||||
{
|
||||
const float barWidthFrac = 0.6f;
|
||||
const float barHeight = 6.0f;
|
||||
const float barY = screenH * 0.06f;
|
||||
float barX = screenW * (0.5f - barWidthFrac * 0.5f);
|
||||
float barW = screenW * barWidthFrac;
|
||||
ImDrawList* drawList = ImGui::GetWindowDrawList();
|
||||
drawList->AddRectFilled(ImVec2(barX, barY), ImVec2(barX + barW, barY + barHeight),
|
||||
IM_COL32(25, 25, 25, 200), 2.0f);
|
||||
if (loadProgress > 0.001f) {
|
||||
drawList->AddRectFilled(ImVec2(barX, barY), ImVec2(barX + barW * loadProgress, barY + barHeight),
|
||||
IM_COL32(199, 156, 33, 255), 2.0f);
|
||||
}
|
||||
drawList->AddRect(ImVec2(barX - 1, barY - 1), ImVec2(barX + barW + 1, barY + barHeight + 1),
|
||||
IM_COL32(140, 110, 25, 255), 2.0f);
|
||||
}
|
||||
|
||||
// Percentage text
|
||||
{
|
||||
char pctBuf[32];
|
||||
snprintf(pctBuf, sizeof(pctBuf), "%d%%", static_cast<int>(loadProgress * 100.0f));
|
||||
float textY = screenH * 0.06f - 20.0f;
|
||||
ImVec2 pctSize = ImGui::CalcTextSize(pctBuf);
|
||||
ImGui::SetCursorPos(ImVec2((screenW - pctSize.x) * 0.5f, textY));
|
||||
ImGui::TextColored(ImVec4(0.0f, 0.0f, 0.0f, 1.0f), "%s", pctBuf);
|
||||
}
|
||||
|
||||
// Status text
|
||||
{
|
||||
float statusY = screenH * 0.06f + 14.0f;
|
||||
ImVec2 statusSize = ImGui::CalcTextSize(statusText.c_str());
|
||||
ImGui::SetCursorPos(ImVec2((screenW - statusSize.x) * 0.5f, statusY));
|
||||
ImGui::TextColored(ImVec4(0.0f, 0.0f, 0.0f, 1.0f), "%s", statusText.c_str());
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void LoadingScreen::render() {
|
||||
// If a frame is already in progress (e.g. called from a UI callback),
|
||||
// end it before starting our own
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue