完成双贴图效果,修改闪退的bug,换成赴宴的贴图
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@@ -6,27 +6,28 @@ layout (binding = 2) uniform sampler2D samplerColor_ex;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inNormal;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = texture(samplerColor, inUV);
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vec4 color_ex = texture(samplerColor_ex, inUV);
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vec4 color = texture(samplerColor, inUV);
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vec4 color_ex = texture(samplerColor_ex, inUV);
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vec3 N = normalize(inNormal);
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vec3 N = normalize(inNormal);
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// 计算与 (0,0,1) 的点乘
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float ndot = dot(N, vec3(0.0, 0.0, -1.0));
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// 保证结果 >= 0
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// 保证结果 >= 0
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ndot = max(ndot, 0.0);
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// 重新映射ndot值,让中间2/3部分进行融合
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// 当ndot在[0.166, 0.833]范围内时进行混合,两端保持不变
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float blendFactor;
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if (ndot < 0.166) {
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if (ndot < 0.266) {
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blendFactor = 0.0; // 完全使用color_ex
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} else if (ndot > 0.833) {
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} else if (ndot > 0.733) {
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blendFactor = 1.0; // 完全使用color
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} else {
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// 在中间2/3部分进行平滑过渡
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@@ -41,5 +42,7 @@ void main()
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vec4 blendedColor = mix(color_ex, color, blendFactor);
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outFragColor = blendedColor;
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outFragColor = blendedColor;
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// outFragColor = vec4(1, 0, 0, 1);
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}
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@@ -737,10 +737,6 @@ void Application::createTexture(VkDevice device, VkPhysicalDevice physicalDevice
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void Application::processWithVulkan(uint8_t* data, int width, int height, int rowStride, size_t dataSize, Texture& out_texture, bool srgb)
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{
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if(!isInited())
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{
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return;
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}
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std::unique_lock<std::mutex> lock(mtx);
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if (out_texture.image == VK_NULL_HANDLE)
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{
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+5
-2
@@ -28,8 +28,11 @@ void ReceiveFacePoint(float* pos, int pointCount, int width, int height)
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void TextureLoadProcessWithVulkan(uint8_t* data, int width, int height, int rowStride, size_t dataSize)
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{
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Texture& tex_bg = FaceApp::Get()->tex_bg;
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FaceApp::Get()->processWithVulkan(data, width, height, rowStride, dataSize, tex_bg, false);
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if(FaceApp::Get()->isInited())
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{
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Texture& tex_bg = FaceApp::Get()->tex_bg;
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FaceApp::Get()->processWithVulkan(data, width, height, rowStride, dataSize, tex_bg, false);
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}
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}
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bool FaceApp::LoadOBJ(const std::string& filename,
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