Kelsidavis-WoWee/include/rendering/loading_screen.hpp
Kelsi 02cf0e4df3 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
2026-03-07 18:40:24 -08:00

62 lines
1.5 KiB
C++

#pragma once
#include <vulkan/vulkan.h>
#include <string>
#include <vector>
struct SDL_Window;
namespace wowee {
namespace rendering {
class VkContext;
class LoadingScreen {
public:
LoadingScreen();
~LoadingScreen();
bool initialize();
void shutdown();
void selectRandomImage();
// Render the loading screen with progress bar and status text (pure ImGui)
void render();
// Draw loading screen as ImGui overlay (call within an existing ImGui frame).
// Used during warmup to overlay loading screen on top of the rendered world.
void renderOverlay();
void setProgress(float progress) { loadProgress = progress; }
void setStatus(const std::string& status) { statusText = status; }
// Must be set before initialize() for Vulkan texture upload
void setVkContext(VkContext* ctx) { vkCtx = ctx; }
void setSDLWindow(SDL_Window* win) { sdlWindow = win; }
private:
bool loadImage(const std::string& path);
VkContext* vkCtx = nullptr;
SDL_Window* sdlWindow = nullptr;
// Vulkan texture for background image
VkImage bgImage = VK_NULL_HANDLE;
VkDeviceMemory bgMemory = VK_NULL_HANDLE;
VkImageView bgImageView = VK_NULL_HANDLE;
VkSampler bgSampler = VK_NULL_HANDLE;
VkDescriptorSet bgDescriptorSet = VK_NULL_HANDLE; // ImGui texture handle
std::vector<std::string> imagePaths;
int currentImageIndex = 0;
float loadProgress = 0.0f;
std::string statusText = "Loading...";
int imageWidth = 0;
int imageHeight = 0;
};
} // namespace rendering
} // namespace wowee