Files
2025-12-22 14:55:00 +08:00

213 lines
5.7 KiB
C++

#ifndef __FaceApp_H__
#define __FaceApp_H__
#include "Application.h"
#include <functional>
#include "../third_party/vma/include/vk_mem_alloc.h"
#include <map>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/matrix_transform.inl>
#include "nlohmann/json.hpp"
using namespace std;
using json = nlohmann::json;
struct Frame {
string name;
float x;
float y;
NLOHMANN_DEFINE_TYPE_INTRUSIVE(Frame, name, x, y)
};
struct Motion {
string name;
vector< Frame> frames;
string getMotionId() {
return name;
}
NLOHMANN_DEFINE_TYPE_INTRUSIVE(Motion, name, frames)
};
struct MotionList
{
vector<Motion> motions;
NLOHMANN_DEFINE_TYPE_INTRUSIVE(MotionList, motions)
};
struct InitArg
{
int action_fps;
float zoom;
//Motion motion;
NLOHMANN_DEFINE_TYPE_INTRUSIVE(InitArg, action_fps, zoom);
};
struct PushConstants {
float myValue;
};
using Callback = std::function<void()>;
using AnimationFinishedCallback = std::function<void()>;
class FaceApp :public Application
{
public:
FaceApp(/* args */);
~FaceApp();
struct
{
glm::mat4 projection;
glm::mat4 model;
glm::vec4 view_pos;
float lod_bias = 0.0f;
} ubo_vs;
void initVulkan() override;
void render(VkCommandBuffer commandBuffer, long long frameTime) override;
static FaceApp* Get() { return faceIns; }
void update_face_vertex_buffer(float* pos, int pointCount);
virtual bool isInited() override { return inited && faceAppInited; }
virtual void cleanup() override;
Texture tex_bg = {};
private:
glm::vec3 rotation = glm::vec3();
glm::vec3 camera_pos = glm::vec3();
private:
static FaceApp* faceIns;
VmaAllocator allocator = nullptr;
bool LoadOBJ(const std::string& filename,std::vector<TextureLoadingVertexStructure>& vertices, std::vector<uint32_t>& indices);
void createVmaAllocator();
void update_uniform_buffers();
void createVertexBuffer();
void uploadVertexData();
VkDescriptorPool descriptor_pool = VK_NULL_HANDLE;
void create_face_pipelines();
void setup_descriptor_pool();
void setup_descriptor_set_layout();
void setup_descriptor_set();
void update_descriptor_set(vector<Texture>& texs, vector<VkDescriptorSet>& descriptSet);
const bool kThick = false;
void copyBuffer(VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size);
VkCommandBuffer beginSingleTimeCommands();
void endSingleTimeCommands(VkCommandBuffer commandBuffer);
// 顶点缓冲区相关
VkBuffer m_vertexBuffer = VK_NULL_HANDLE;
VmaAllocation m_vertexBufferAllocation = VK_NULL_HANDLE;
VkBuffer m_stagingBuffer = VK_NULL_HANDLE;
VmaAllocation m_stagingBufferAllocation = VK_NULL_HANDLE;
// 索引缓冲区相关
VkBuffer m_indexBuffer = VK_NULL_HANDLE;
VmaAllocation m_indexBufferAllocation = VK_NULL_HANDLE;
// 渲染管线和描述符
VkPipeline m_graphicsPipeline = VK_NULL_HANDLE;
VkPipelineLayout m_pipelineLayout = VK_NULL_HANDLE;
VkDescriptorSetLayout m_descriptorSetLayout = VK_NULL_HANDLE;
vector<VkDescriptorSet> m_descriptor_sets_left;
//vector<VkDescriptorSet> m_descriptor_sets_right;
const uint32_t kTextureInit = 1;
const uint32_t kTextureMax = 20;
vector<Texture> m_texs_left;
map<string, int> motion_list_map;
//vector<Texture> m_texs_right;
//bool cur_left = true;
//vector<Texture>* _cur_texs;
vector<Texture> m_texs_thick;
std::vector<unsigned char> dummy_data;
unsigned dummy_w = 2048;
unsigned dummy_h = 2048;
std::vector<TextureLoadingVertexStructure> obj_vertices;
std::vector<uint32_t> obj_indices;
std::map<int, int> obj_vertices_map;
std::map<int, int> vertices_map_3dmax;
std::mutex mtx_point;
long long last_update_time;
VkBuffer uniform_buffer_vs;
VmaAllocation uniform_buffer_allocation; // 需要这个来管理内存
void* uniform_buffer_mapped = nullptr; // 映射的内存指针
void createUniformBuffer();
bool faceAppInited = false;
float myFloatValue = 1.5f;
void create_pipelines_bg();
void setup_descriptor_set_layout_bg();
void setup_descriptor_set_bg();
VkPipeline m_graphicsPipeline_bg = VK_NULL_HANDLE;
VkPipelineLayout m_pipelineLayout_bg = VK_NULL_HANDLE;
VkDescriptorSetLayout m_descriptorSetLayout_bg = VK_NULL_HANDLE;
VkDescriptorSet m_descriptor_set_bg = VK_NULL_HANDLE;
public:
void loadMotionThread();
std::thread worker_;
bool _isLoadMotion = false;
bool _isChangeMostion = false;
Callback _callback_loadfinish;
AnimationFinishedCallback _animationFinishedCallback;
bool _animationLoop = true;
string preLoadMotionList(string motion_list_str, Callback callback);
Motion getMotionByName(string name);
vector<Motion>_loadMotions;
vector<Motion>_curMotions;
void changeMotionList(vector<string> motions, AnimationFinishedCallback callback, bool loop);
//void changeMotion(Motion& motion);
InitArg _initArg;
//Motion _curMotion;
//string _curMotion_type;
//int _curMotion_png_size;
//Motion _nextMotion;
//int _nextMotionIndex;
//enum MotionState {
// ready,
// loading_next_motion,
// load_next_motion_finished,
//};
//MotionState _motionState = ready;
int _curFrameIndex = 0;
int _curMotionIndex = 0;
void SetInitArg(const char* arg);
void drawFrame(long long frameTime)override;
void destroyTexture(VkDevice device, Texture& texture);
void cleanupResources(VkDevice device, VmaAllocator allocator);
bool _running = false;
bool _playMotion = true;
void StopMotion();
void ResumeMotion();
};
#endif