添加了动画,资源也改为英文名了
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+27
-5
@@ -4,7 +4,6 @@
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FaceApp* FaceApp::faceIns = nullptr;
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FaceApp::FaceApp(/* args */)
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@@ -515,8 +514,21 @@ void FaceApp::setup_descriptor_set()
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}
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void FaceApp::render(VkCommandBuffer commandBuffer)
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void FaceApp::render(VkCommandBuffer commandBuffer, long long frameTime)
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{
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static long long game_time = 0;
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game_time += frameTime;
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long long actionTime = (1000 / _initArg.action_fps);
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if (game_time > actionTime)
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{
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_curTexIndex++;
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if (_curTexIndex >= _curMotion.png_num)
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{
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_curTexIndex = 0;
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}
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game_time = game_time - actionTime;
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}
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std::unique_lock<std::mutex> lock(mtx);
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std::unique_lock<std::mutex> lock_point(mtx_point);
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//Application::render(commandBuffer);
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@@ -527,7 +539,8 @@ void FaceApp::render(VkCommandBuffer commandBuffer)
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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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vkCmdDraw(commandBuffer, 6, 1, 0, 0);
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout, 0, 1, &m_descriptor_sets[_curTexIndex], 0, NULL);
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@@ -604,8 +617,9 @@ void FaceApp::initVulkan()
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uploadVertexData();
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last_update_time = getCurrentTimeMillis();
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faceAppInited = true;
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changeMotion(_initArg.motion);
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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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@@ -616,6 +630,7 @@ void FaceApp::initVulkan()
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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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@@ -1003,8 +1018,15 @@ void FaceApp::changeMotion(Motion& motion)
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{
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string path = _curMotion.type + "/" + _curMotion.technique + "/" + _curMotion.step + "/" + _curMotion.show_type;
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string path_name = path + "/" + _curMotion.png_name + std::to_string(i) + ".png";
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loadTexture(path_name, m_texs[i], true);
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string path_name_ex = path + "/" + _curMotion.png_name + std::to_string(i) + "_thick.png";
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#ifdef _WIN32
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loadTextureExample(path_name, m_texs[i], true);
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loadTextureExample(path_name_ex, m_texs_ex[i], true);
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#else
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loadTexture(path_name, m_texs[i], true);
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loadTexture(path_name, path_name_ex[i], true);
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#endif // _WIN32
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}
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}
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