windows 脸和线都画出来了。
This commit is contained in:
+2
-28
@@ -26,12 +26,6 @@ void Application::initWindow()
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#endif
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}
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void Application::run()
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{
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initVulkan();
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mainLoop();
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cleanup();
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}
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#ifdef _WIN32
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#else
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@@ -580,8 +574,7 @@ void Application::cleanup() {
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DestroyDebugUtilsMessengerEXT(instance, debugMessenger, nullptr);
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}
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// 等待设备空闲,确保所有命令都完成
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vkDeviceWaitIdle(device);
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// 正确销毁所有同步对象
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@@ -591,44 +584,25 @@ void Application::cleanup() {
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vkDestroyFence(device, inFlightFences[i], nullptr);
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}
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// 不需要手动释放commandBuffers,销毁命令池时会自动释放
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// 销毁命令池
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vkDestroyCommandPool(device, commandPool, nullptr);
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// 销毁图形管线
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vkDestroyPipeline(device, graphicsPipeline, nullptr);
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// 销毁管线布局
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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// 销毁渲染流程
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vkDestroyRenderPass(device, renderPass, nullptr);
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// 销毁图像视图
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for (auto imageView : swapChainImageViews) {
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vkDestroyImageView(device, imageView, nullptr);
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}
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// 销毁交换链
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vkDestroySwapchainKHR(device, swapChain, nullptr);
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// 销毁命令池
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vkDestroyCommandPool(device, commandPool, nullptr);
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// 销毁逻辑设备
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vkDestroyDevice(device, nullptr);
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// 销毁窗口表面
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vkDestroySurfaceKHR(instance, surface, nullptr);
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// 销毁 Vulkan 实例
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vkDestroyInstance(instance, nullptr);
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#ifdef _WIN32
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// 销毁 GLFW 窗口
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glfwDestroyWindow(window);
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// 终止 GLFW
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glfwTerminate();
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#endif
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}
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@@ -21,13 +21,12 @@ struct Texture
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class Application : public AppBase
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{
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public:
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void run();
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virtual void initVulkan();
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void initWindow();
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void createSurface();
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void mainLoop();
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void cleanup();
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virtual void cleanup();
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void createImageViews();
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void createFramebuffers();
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+246
-9
@@ -15,6 +15,15 @@ FaceApp::~FaceApp()
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{
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}
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void ReceiveFacePoint(float* pos, int pointCount, int width, int height)
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{
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FaceApp* self = FaceApp::Get();
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if (self != nullptr)
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{
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FaceApp::Get()->update_face_vertex_buffer(pos, pointCount);
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}
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}
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bool FaceApp::LoadOBJ(const std::string& filename,
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std::vector<TextureLoadingVertexStructure>& vertices,
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std::vector<uint32_t>& indices) {
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@@ -468,7 +477,17 @@ void FaceApp::setup_descriptor_set()
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void FaceApp::render(VkCommandBuffer commandBuffer)
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{
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Application::render(commandBuffer);
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//Application::render(commandBuffer);
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout_bg, 0, 1, &m_descriptor_set_bg, 0, NULL);
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vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_graphicsPipeline_bg);
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vkCmdPushConstants(commandBuffer, m_pipelineLayout_bg, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(float), &myFloatValue);
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vkCmdDraw(commandBuffer, 6, 1, 0, 0);
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout, 0, 1, &m_descriptor_set, 0, NULL);
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vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_graphicsPipeline);
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@@ -504,14 +523,33 @@ void FaceApp::initVulkan()
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createVmaAllocator();
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LoadOBJ("face_picture_3dmax.obj", obj_vertices, obj_indices);
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loadTexture("demo0.png", tex_demo0);
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loadTexture("out.png", tex_bg);
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createVertexBuffer();
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createUniformBuffer();
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setup_descriptor_pool();
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setup_descriptor_set_layout();
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setup_descriptor_set();
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create_face_pipelines();
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setup_descriptor_set_layout_bg();
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setup_descriptor_set_bg();
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create_pipelines_bg();
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uploadVertexData();
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faceAppInited = true;
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#if _WIN32
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std::vector<float> floatArray;
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std::string& str = HardCodeData::Get().face_result_point_str;
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std::stringstream ss(str);
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std::string token;
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while (std::getline(ss, token, ',')) {
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floatArray.push_back(std::stof(token));
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}
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ReceiveFacePoint(floatArray.data(), floatArray.size() / 3, 480, 480);
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#endif
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}
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void FaceApp::update_uniform_buffers()
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@@ -579,14 +617,7 @@ void FaceApp::uploadVertexData() {
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copyBuffer(m_stagingBuffer, m_indexBuffer, sizeof(uint32_t) * obj_indices.size());
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}
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void ReceiveFacePoint(float* pos, int pointCount, int width, int height)
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{
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FaceApp* self = FaceApp::Get();
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if (self != nullptr)
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{
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FaceApp::Get()->update_face_vertex_buffer(pos, pointCount);
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}
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}
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void FaceApp::update_face_vertex_buffer(float* pos, int pointCount)
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{
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@@ -675,3 +706,209 @@ void FaceApp::createUniformBuffer()
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update_uniform_buffers();
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}
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void FaceApp::create_pipelines_bg()
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{
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VkPipelineInputAssemblyStateCreateInfo input_assembly_state{};
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input_assembly_state.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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input_assembly_state.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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input_assembly_state.flags = 0;
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input_assembly_state.primitiveRestartEnable = VK_FALSE;
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VkPipelineRasterizationStateCreateInfo rasterization_state{};
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rasterization_state.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rasterization_state.polygonMode = VK_POLYGON_MODE_FILL;
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rasterization_state.cullMode = VK_CULL_MODE_NONE;
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rasterization_state.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
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rasterization_state.flags = 0;
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rasterization_state.depthClampEnable = VK_FALSE;
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rasterization_state.lineWidth = 1.0f;
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VkPipelineColorBlendAttachmentState colorBlendAttachment{};
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colorBlendAttachment.blendEnable = VK_FALSE;
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colorBlendAttachment.colorWriteMask = 0xf;
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VkPipelineColorBlendStateCreateInfo colorBlending{};
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colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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colorBlending.attachmentCount = 1;
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colorBlending.pAttachments = &colorBlendAttachment;
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VkPipelineDepthStencilStateCreateInfo depth_stencil_state = {};
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depth_stencil_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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depth_stencil_state.depthTestEnable = VK_FALSE;
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depth_stencil_state.depthWriteEnable = VK_FALSE;
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depth_stencil_state.depthCompareOp = VK_COMPARE_OP_GREATER;
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depth_stencil_state.front = depth_stencil_state.back;
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depth_stencil_state.back.compareOp = VK_COMPARE_OP_ALWAYS;
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VkPipelineViewportStateCreateInfo viewport_state{};
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viewport_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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viewport_state.viewportCount = 1;
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viewport_state.scissorCount = 1;
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viewport_state.flags = 0;
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VkPipelineMultisampleStateCreateInfo multisample_state{};
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multisample_state.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisample_state.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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multisample_state.flags = 0;
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// 视口状态
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VkViewport viewport{};
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viewport.x = 0.0f;
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viewport.y = 0.0f;
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viewport.width = (float)swapChainExtent.width;
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viewport.height = (float)swapChainExtent.height;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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VkRect2D scissor{};
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scissor.offset = { 0, 0 };
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scissor.extent = swapChainExtent;
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VkPipelineViewportStateCreateInfo viewportState{};
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viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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viewportState.viewportCount = 1;
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viewportState.pViewports = &viewport;
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viewportState.scissorCount = 1;
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viewportState.pScissors = &scissor;
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auto vertShaderCode = readFile("shaders/bg.vert.spv");
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auto fragShaderCode = readFile("shaders/bg.frag.spv");
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VkShaderModule vertShaderModule = createShaderModule(this->device, vertShaderCode);
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VkShaderModule fragShaderModule = createShaderModule(this->device, fragShaderCode);
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VkPipelineShaderStageCreateInfo vertShaderStageInfo{};
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vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
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vertShaderStageInfo.module = vertShaderModule;
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vertShaderStageInfo.pName = "main";
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VkPipelineShaderStageCreateInfo fragShaderStageInfo{};
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fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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fragShaderStageInfo.module = fragShaderModule;
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fragShaderStageInfo.pName = "main";
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VkPipelineShaderStageCreateInfo shader_stages[] = { vertShaderStageInfo, fragShaderStageInfo };
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VkPipelineVertexInputStateCreateInfo vertex_input_state{};
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vertex_input_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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VkGraphicsPipelineCreateInfo pipeline_create_info{};
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pipeline_create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipeline_create_info.layout = m_pipelineLayout_bg;
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pipeline_create_info.renderPass = renderPass;
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pipeline_create_info.flags = 0;
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pipeline_create_info.basePipelineIndex = -1;
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pipeline_create_info.basePipelineHandle = VK_NULL_HANDLE;
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pipeline_create_info.pVertexInputState = &vertex_input_state;
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pipeline_create_info.pInputAssemblyState = &input_assembly_state;
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pipeline_create_info.pRasterizationState = &rasterization_state;
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pipeline_create_info.pColorBlendState = &colorBlending; //&color_blend_state;
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pipeline_create_info.pMultisampleState = &multisample_state;
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pipeline_create_info.pViewportState = &viewport_state;
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pipeline_create_info.pDepthStencilState = &depth_stencil_state;
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//pipeline_create_info.pDynamicState = &dynamic_state;
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pipeline_create_info.pViewportState = &viewportState;
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pipeline_create_info.stageCount = 2;
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pipeline_create_info.pStages = shader_stages;
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VK_CHECK(vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipeline_create_info, nullptr, &m_graphicsPipeline_bg));
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}
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void FaceApp::setup_descriptor_set_layout_bg()
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{
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VkDescriptorSetLayoutBinding set_layout_binding{};
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set_layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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set_layout_binding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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set_layout_binding.binding = 0;
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set_layout_binding.descriptorCount = 1;
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std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings ={set_layout_binding };
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VkDescriptorSetLayoutCreateInfo descriptor_layout{};
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descriptor_layout.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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descriptor_layout.pBindings = set_layout_bindings.data();
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descriptor_layout.bindingCount = static_cast<uint32_t>(set_layout_bindings.size());
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VK_CHECK(vkCreateDescriptorSetLayout(device, &descriptor_layout, nullptr, &m_descriptorSetLayout_bg));
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VkPipelineLayoutCreateInfo pipeline_layout_create_info{};
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pipeline_layout_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipeline_layout_create_info.setLayoutCount = 1;
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pipeline_layout_create_info.pSetLayouts = &m_descriptorSetLayout_bg;
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VkPushConstantRange pushConstantRange{};
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pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT; // 只在片段着色器中使用
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pushConstantRange.offset = 0;
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pushConstantRange.size = sizeof(float); // 或者 sizeof(PushConstants)
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pipeline_layout_create_info.pushConstantRangeCount = 1;
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pipeline_layout_create_info.pPushConstantRanges = &pushConstantRange;
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VK_CHECK(vkCreatePipelineLayout(device, &pipeline_layout_create_info, nullptr, &m_pipelineLayout_bg));
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}
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void FaceApp::setup_descriptor_set_bg()
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{
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VkDescriptorSetAllocateInfo alloc_info{};
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alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
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alloc_info.descriptorPool = descriptor_pool;
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alloc_info.pSetLayouts = &m_descriptorSetLayout_bg;
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alloc_info.descriptorSetCount = 1;
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VK_CHECK(vkAllocateDescriptorSets(device, &alloc_info, &m_descriptor_set_bg));
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VkDescriptorImageInfo image_descriptor;
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image_descriptor.imageView = tex_bg.view;
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image_descriptor.sampler = tex_bg.sampler;
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image_descriptor.imageLayout = tex_bg.image_layout;
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VkWriteDescriptorSet write_descriptor_set{};
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write_descriptor_set.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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write_descriptor_set.dstSet = m_descriptor_set_bg;
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write_descriptor_set.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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write_descriptor_set.dstBinding = 0;
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write_descriptor_set.pImageInfo = &image_descriptor;
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write_descriptor_set.descriptorCount = 1;
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std::vector<VkWriteDescriptorSet> write_descriptor_sets = { write_descriptor_set };
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
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}
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void FaceApp::cleanup()
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{
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vkDeviceWaitIdle(device);
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vkDestroyCommandPool(device, commandPool, nullptr);
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vkDestroyPipeline(device, m_graphicsPipeline, nullptr);
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vkDestroyPipelineLayout(device, m_pipelineLayout, nullptr);
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//vmaUnmapMemory(allocator, m_stagingBufferAllocation);
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//vmaUnmapMemory(allocator, uniform_buffer_allocation);
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//vmaDestroyBuffer(allocator, uniform_buffer_vs, uniform_buffer_allocation);
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//vmaDestroyBuffer(allocator, m_indexBuffer, m_indexBufferAllocation);
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//vmaDestroyBuffer(allocator, m_vertexBuffer, m_vertexBufferAllocation);
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//vmaDestroyBuffer(allocator, m_stagingBuffer, m_stagingBufferAllocation);
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vkDestroyDescriptorSetLayout(device, m_descriptorSetLayout, nullptr);
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Application::cleanup();
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}
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+11
-1
@@ -43,7 +43,7 @@ public:
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void update_face_vertex_buffer(float* pos, int pointCount);
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virtual bool isInited() { return inited && faceAppInited; }
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virtual void cleanup() override;
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private:
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glm::vec3 rotation = glm::vec3();
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glm::vec3 camera_pos = glm::vec3();
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@@ -101,6 +101,16 @@ private:
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bool faceAppInited = false;
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float myFloatValue = 1.5f;
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Texture tex_bg = {};
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void create_pipelines_bg();
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void setup_descriptor_set_layout_bg();
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void setup_descriptor_set_bg();
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VkPipeline m_graphicsPipeline_bg = VK_NULL_HANDLE;
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VkPipelineLayout m_pipelineLayout_bg = VK_NULL_HANDLE;
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VkDescriptorSetLayout m_descriptorSetLayout_bg = VK_NULL_HANDLE;
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VkDescriptorSet m_descriptor_set_bg = VK_NULL_HANDLE;
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};
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#endif
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+3
-3
@@ -5,13 +5,13 @@
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int main() {
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FaceApp app;
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app.initVulkan();
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try {
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app.run();
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app.mainLoop();
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} catch (const std::exception& e) {
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std::cerr << e.what() << std::endl;
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return EXIT_FAILURE;
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}
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app.cleanup();
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return EXIT_SUCCESS;
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}
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Reference in New Issue
Block a user