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:
Kelsi 2026-03-07 18:40:24 -08:00
parent 63efac9fa6
commit 02cf0e4df3
5 changed files with 218 additions and 60 deletions

View file

@ -240,6 +240,66 @@ bool LoadingScreen::loadImage(const std::string& path) {
return true;
}
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