修改为单纹理,在android上编译通过,apk修改为日期名字

This commit is contained in:
xsl
2025-10-27 21:48:15 +08:00
parent 300340bb19
commit 10505c616f
12 changed files with 158 additions and 82 deletions
+1 -40
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@@ -1,7 +1,6 @@
#version 450 #version 450
layout (binding = 1) uniform sampler2D samplerColor; layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 2) uniform sampler2D samplerColor_ex;
layout (location = 0) in vec2 inUV; layout (location = 0) in vec2 inUV;
layout (location = 1) in vec3 inNormal; layout (location = 1) in vec3 inNormal;
@@ -12,45 +11,7 @@ layout (location = 0) out vec4 outFragColor;
void main() void main()
{ {
vec4 color = texture(samplerColor, inUV); vec4 color = texture(samplerColor, inUV);
vec4 color_ex = texture(samplerColor_ex, inUV);
vec3 N = normalize(inNormal); outFragColor = color;
// 计算与 (0,0,1) 的点乘
float ndot = dot(N, vec3(0.0, 0.0, -1.0));
// 保证结果 >= 0
ndot = max(ndot, 0.0);
// 重新映射ndot值,让中间2/3部分进行融合
// 当ndot在[0.166, 0.833]范围内时进行混合,两端保持不变
float blendFactor;
if (ndot < 0.0) {
blendFactor = 0.0; // 完全使用color_ex
} else if (ndot > 0.1) {
blendFactor = 1.0; // 完全使用color
} else {
// 在中间2/3部分进行平滑过渡
blendFactor = (ndot - 0.0) / (1 - 0);
}
// 使用smoothstep创建中间2/3的融合区域
// 参数说明:smoothstep(edge0, edge1, x)
// 当x < edge0时返回0,当x > edge1时返回1,在中间时平滑过渡
//float blendFactor = smoothstep(0.166, 0.833, ndot);
// vec4 blendedColor = mix(color_ex, color, ndot);
// outFragColor = blendedColor;
if (ndot < 0.3){
outFragColor = color_ex;
}
else
{
outFragColor = color;
}
// outFragColor = vec4(1, 0, 0, 1);
} }
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@@ -0,0 +1,56 @@
#version 450
layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 2) uniform sampler2D samplerColor_ex;
layout (location = 0) in vec2 inUV;
layout (location = 1) in vec3 inNormal;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerColor, inUV);
vec4 color_ex = texture(samplerColor_ex, inUV);
vec3 N = normalize(inNormal);
// 计算与 (0,0,1) 的点乘
float ndot = dot(N, vec3(0.0, 0.0, -1.0));
// 保证结果 >= 0
ndot = max(ndot, 0.0);
// 重新映射ndot值,让中间2/3部分进行融合
// 当ndot在[0.166, 0.833]范围内时进行混合,两端保持不变
float blendFactor;
if (ndot < 0.0) {
blendFactor = 0.0; // 完全使用color_ex
} else if (ndot > 0.1) {
blendFactor = 1.0; // 完全使用color
} else {
// 在中间2/3部分进行平滑过渡
blendFactor = (ndot - 0.0) / (1 - 0);
}
// 使用smoothstep创建中间2/3的融合区域
// 参数说明:smoothstep(edge0, edge1, x)
// 当x < edge0时返回0,当x > edge1时返回1,在中间时平滑过渡
//float blendFactor = smoothstep(0.166, 0.833, ndot);
// vec4 blendedColor = mix(color_ex, color, ndot);
// outFragColor = blendedColor;
if (ndot < 0.3){
outFragColor = color_ex;
}
else
{
outFragColor = color;
}
// outFragColor = vec4(1, 0, 0, 1);
}
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+3
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@@ -4,5 +4,8 @@ glslangValidator -V app/src/main/assets/shaders/bg.vert -o app/src/main/assets/s
glslangValidator -V app/src/main/assets/shaders/texture.frag -o app/src/main/assets/shaders/texture.frag.spv glslangValidator -V app/src/main/assets/shaders/texture.frag -o app/src/main/assets/shaders/texture.frag.spv
glslangValidator -V app/src/main/assets/shaders/texture.vert -o app/src/main/assets/shaders/texture.vert.spv glslangValidator -V app/src/main/assets/shaders/texture.vert -o app/src/main/assets/shaders/texture.vert.spv
glslangValidator -V app/src/main/assets/shaders/texture_thick.frag -o app/src/main/assets/shaders/texture_thick.frag.spv
glslangValidator -V app/src/main/assets/shaders/texture_thick.vert -o app/src/main/assets/shaders/texture_thick.vert.spv
glslangValidator -V app/src/main/assets/shaders/simple_shader.frag -o app/src/main/assets/shaders/simple_shader.frag.spv glslangValidator -V app/src/main/assets/shaders/simple_shader.frag -o app/src/main/assets/shaders/simple_shader.frag.spv
glslangValidator -V app/src/main/assets/shaders/simple_shader.vert -o app/src/main/assets/shaders/simple_shader.vert.spv glslangValidator -V app/src/main/assets/shaders/simple_shader.vert -o app/src/main/assets/shaders/simple_shader.vert.spv
+1 -1
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@@ -7,7 +7,7 @@ android {
compileSdk 36 compileSdk 36
defaultConfig { defaultConfig {
applicationId "com.hmwl.example" applicationId "com.hmwl.f20251028"
minSdk 30 minSdk 30
targetSdk 36 targetSdk 36
versionCode 1 versionCode 1
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After

Width:  |  Height:  |  Size: 15 KiB

@@ -7,7 +7,7 @@ public class MainActivity extends FaceActivity{
@Override @Override
protected void onCreate(Bundle savedInstanceState) protected void onCreate(Bundle savedInstanceState)
{ {
SetInitArg("{\"action_fps\":3,\"motion\":{\"png_name\":\"demo\",\"png_num\":1,\"show_type\":\"direction\",\"step\":\"press2\",\"technique\":\"base_makeup\",\"type\":\"bottom_makeup\"},\"zoom\":1.5}"); SetInitArg("{\"action_fps\":3,\"motion\":{\"png_name\":\"test\",\"png_num\":1,\"show_type\":\"direction\",\"step\":\"press2\",\"technique\":\"base_makeup\",\"type\":\"bottom_makeup\"},\"zoom\":1.5}");
super.onCreate(savedInstanceState); super.onCreate(savedInstanceState);
//这个是设置接口的参数,采用json传递,可以保证接口灵活性 //这个是设置接口的参数,采用json传递,可以保证接口灵活性
+1 -1
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@@ -1,3 +1,3 @@
<resources> <resources>
<string name="app_name">example</string> <string name="app_name">f20251028</string>
</resources> </resources>
+93 -38
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@@ -360,9 +360,20 @@ void FaceApp::create_face_pipelines()
viewportState.scissorCount = 1; viewportState.scissorCount = 1;
viewportState.pScissors = &scissor; viewportState.pScissors = &scissor;
std::vector<char> vertShaderCode;
std::vector<char> fragShaderCode;
if (kThick)
{
vertShaderCode = readFile("shaders/texture_thick.vert.spv");
fragShaderCode = readFile("shaders/texture_thick.frag.spv");
}
else
{
vertShaderCode = readFile("shaders/texture.vert.spv");
fragShaderCode = readFile("shaders/texture.frag.spv");
}
auto vertShaderCode = readFile("shaders/texture.vert.spv");
auto fragShaderCode = readFile("shaders/texture.frag.spv");
VkShaderModule vertShaderModule = createShaderModule(this->device, vertShaderCode); VkShaderModule vertShaderModule = createShaderModule(this->device, vertShaderCode);
VkShaderModule fragShaderModule = createShaderModule(this->device, fragShaderCode); VkShaderModule fragShaderModule = createShaderModule(this->device, fragShaderCode);
@@ -492,22 +503,38 @@ void FaceApp::setup_descriptor_set_layout()
set_layout_binding_fragment.binding = 1; set_layout_binding_fragment.binding = 1;
set_layout_binding_fragment.descriptorCount = 1; set_layout_binding_fragment.descriptorCount = 1;
// 添加第二个纹理绑定点 if (kThick)
VkDescriptorSetLayoutBinding set_layout_binding_fragment1{}; {
set_layout_binding_fragment1.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; // 添加第二个纹理绑定点
set_layout_binding_fragment1.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; VkDescriptorSetLayoutBinding set_layout_binding_fragment1{};
set_layout_binding_fragment1.binding = 2; set_layout_binding_fragment1.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
set_layout_binding_fragment1.descriptorCount = 1; set_layout_binding_fragment1.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
set_layout_binding_fragment1.binding = 2;
set_layout_binding_fragment1.descriptorCount = 1;
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings{ set_layout_binding_vertex , set_layout_binding_fragment, set_layout_binding_fragment1 }; std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings{ set_layout_binding_vertex , set_layout_binding_fragment, set_layout_binding_fragment1 };
VkDescriptorSetLayoutCreateInfo descriptor_layout{}; VkDescriptorSetLayoutCreateInfo descriptor_layout{};
descriptor_layout.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; descriptor_layout.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
descriptor_layout.pBindings = set_layout_bindings.data(); descriptor_layout.pBindings = set_layout_bindings.data();
descriptor_layout.bindingCount = static_cast<uint32_t>(set_layout_bindings.size()); descriptor_layout.bindingCount = static_cast<uint32_t>(set_layout_bindings.size());
VK_CHECK(vkCreateDescriptorSetLayout(device, &descriptor_layout, nullptr, &m_descriptorSetLayout)); VK_CHECK(vkCreateDescriptorSetLayout(device, &descriptor_layout, nullptr, &m_descriptorSetLayout));
}
else
{
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings{ set_layout_binding_vertex , set_layout_binding_fragment };
VkDescriptorSetLayoutCreateInfo descriptor_layout{};
descriptor_layout.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
descriptor_layout.pBindings = set_layout_bindings.data();
descriptor_layout.bindingCount = static_cast<uint32_t>(set_layout_bindings.size());
VK_CHECK(vkCreateDescriptorSetLayout(device, &descriptor_layout, nullptr, &m_descriptorSetLayout));
}
VkPipelineLayoutCreateInfo pipeline_layout_create_info{}; VkPipelineLayoutCreateInfo pipeline_layout_create_info{};
@@ -550,12 +577,6 @@ void FaceApp::setup_descriptor_set()
image_descriptor.sampler = m_texs[i].sampler; image_descriptor.sampler = m_texs[i].sampler;
image_descriptor.imageLayout = m_texs[i].image_layout; image_descriptor.imageLayout = m_texs[i].image_layout;
// 第二个纹理描述符 - 假设你的第二个纹理变量名为 tex_demo1
VkDescriptorImageInfo image_descriptor1;
image_descriptor1.imageView = m_texs_ex[i].view;
image_descriptor1.sampler = m_texs_ex[i].sampler;
image_descriptor1.imageLayout = m_texs_ex[i].image_layout;
VkWriteDescriptorSet write_descriptor_set_uniform{}; VkWriteDescriptorSet write_descriptor_set_uniform{};
write_descriptor_set_uniform.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; write_descriptor_set_uniform.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write_descriptor_set_uniform.dstSet = m_descriptor_sets[i]; write_descriptor_set_uniform.dstSet = m_descriptor_sets[i];
@@ -573,23 +594,51 @@ void FaceApp::setup_descriptor_set()
write_descriptor_set_image.pImageInfo = &image_descriptor; write_descriptor_set_image.pImageInfo = &image_descriptor;
write_descriptor_set_image.descriptorCount = 1; write_descriptor_set_image.descriptorCount = 1;
// 添加第二个纹理的写入描述符 if (kThick)
VkWriteDescriptorSet write_descriptor_set_image1{};
write_descriptor_set_image1.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write_descriptor_set_image1.dstSet = m_descriptor_sets[i];
write_descriptor_set_image1.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
write_descriptor_set_image1.dstBinding = 2; // 绑定到位置2
write_descriptor_set_image1.pImageInfo = &image_descriptor1;
write_descriptor_set_image1.descriptorCount = 1;
std::vector<VkWriteDescriptorSet> write_descriptor_sets =
{ {
write_descriptor_set_uniform, // 第二个纹理描述符 - 假设你的第二个纹理变量名为 tex_demo1
write_descriptor_set_image, VkDescriptorImageInfo image_descriptor1;
write_descriptor_set_image1, // 添加第二个纹理 image_descriptor1.imageView = m_texs_ex[i].view;
}; image_descriptor1.sampler = m_texs_ex[i].sampler;
image_descriptor1.imageLayout = m_texs_ex[i].image_layout;
// 添加第二个纹理的写入描述符
VkWriteDescriptorSet write_descriptor_set_image1{};
write_descriptor_set_image1.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write_descriptor_set_image1.dstSet = m_descriptor_sets[i];
write_descriptor_set_image1.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
write_descriptor_set_image1.dstBinding = 2; // 绑定到位置2
write_descriptor_set_image1.pImageInfo = &image_descriptor1;
write_descriptor_set_image1.descriptorCount = 1;
std::vector<VkWriteDescriptorSet> write_descriptor_sets =
{
write_descriptor_set_uniform,
write_descriptor_set_image,
write_descriptor_set_image1, // 添加第二个纹理
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
}
else
{
std::vector<VkWriteDescriptorSet> write_descriptor_sets =
{
write_descriptor_set_uniform,
write_descriptor_set_image,
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
}
vkUpdateDescriptorSets(device, static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
} }
@@ -1099,13 +1148,19 @@ void FaceApp::changeMotion(Motion& motion)
{ {
string path = _curMotion.type + "/" + _curMotion.technique + "/" + _curMotion.step + "/" + _curMotion.show_type; string path = _curMotion.type + "/" + _curMotion.technique + "/" + _curMotion.step + "/" + _curMotion.show_type;
string path_name = path + "/" + _curMotion.png_name + std::to_string(i) + ".png"; string path_name = path + "/" + _curMotion.png_name + std::to_string(i) + ".png";
string path_name_ex = path + "/" + _curMotion.png_name + std::to_string(i) + "_thick.png";
#ifdef _WIN32 #ifdef _WIN32
loadTextureExample(path_name, m_texs[i], true); loadTextureExample(path_name, m_texs[i], true);
loadTextureExample(path_name_ex, m_texs_ex[i], true); if (kThick)
{
string path_name_ex = path + "/" + _curMotion.png_name + std::to_string(i) + "_thick.png";
loadTextureExample(path_name_ex, m_texs_ex[i], true);
}
#else #else
loadTexture(path_name, m_texs[i], true); loadTexture(path_name, m_texs[i], true);
loadTexture(path_name, m_texs_ex[i], true); if (kThick)
{
loadTexture(path_name, m_texs_ex[i], true);
}
#endif // _WIN32 #endif // _WIN32
+1
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@@ -83,6 +83,7 @@ private:
void setup_descriptor_pool(); void setup_descriptor_pool();
void setup_descriptor_set_layout(); void setup_descriptor_set_layout();
void setup_descriptor_set(); void setup_descriptor_set();
const bool kThick = false;
void copyBuffer(VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size); void copyBuffer(VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size);
VkCommandBuffer beginSingleTimeCommands(); VkCommandBuffer beginSingleTimeCommands();
+1 -1
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@@ -9,7 +9,7 @@ int main() {
motion.technique = "base_makeup"; motion.technique = "base_makeup";
motion.step = "press2"; motion.step = "press2";
motion.show_type = "direction"; motion.show_type = "direction";
motion.png_name = "demo"; motion.png_name = "test";
motion.png_num = 1; motion.png_num = 1;
# #