116 lines
3.2 KiB
C++
116 lines
3.2 KiB
C++
#ifndef __FaceApp_H__
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#define __FaceApp_H__
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#include "Application.h"
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#include "../third_party/vma/include/vk_mem_alloc.h"
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#include <map>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.inl>
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struct PushConstants {
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float myValue;
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};
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class FaceApp :public Application
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{
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public:
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FaceApp(/* args */);
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~FaceApp();
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struct
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{
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glm::mat4 projection;
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glm::mat4 model;
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glm::vec4 view_pos;
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float lod_bias = 0.0f;
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} ubo_vs;
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void initVulkan() override;
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void render(VkCommandBuffer commandBuffer) override;
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static FaceApp* Get() { return faceIns; }
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void update_face_vertex_buffer(float* pos, int pointCount);
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virtual bool isInited() override { return inited && faceAppInited; }
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virtual void cleanup() override;
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Texture tex_bg = {};
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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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private:
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static FaceApp* faceIns;
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VmaAllocator allocator = nullptr;
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bool LoadOBJ(const std::string& filename,std::vector<TextureLoadingVertexStructure>& vertices, std::vector<uint32_t>& indices);
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void createVmaAllocator();
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void update_uniform_buffers();
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void createVertexBuffer();
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void uploadVertexData();
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VkDescriptorPool descriptor_pool = VK_NULL_HANDLE;
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void create_face_pipelines();
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void setup_descriptor_pool();
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void setup_descriptor_set_layout();
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void setup_descriptor_set();
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void copyBuffer(VkBuffer srcBuffer, VkBuffer dstBuffer, VkDeviceSize size);
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VkCommandBuffer beginSingleTimeCommands();
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void endSingleTimeCommands(VkCommandBuffer commandBuffer);
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// 顶点缓冲区相关
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VkBuffer m_vertexBuffer = VK_NULL_HANDLE;
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VmaAllocation m_vertexBufferAllocation = VK_NULL_HANDLE;
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VkBuffer m_stagingBuffer = VK_NULL_HANDLE;
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VmaAllocation m_stagingBufferAllocation = VK_NULL_HANDLE;
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// 索引缓冲区相关
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VkBuffer m_indexBuffer = VK_NULL_HANDLE;
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VmaAllocation m_indexBufferAllocation = VK_NULL_HANDLE;
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// 渲染管线和描述符
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VkPipeline m_graphicsPipeline = VK_NULL_HANDLE;
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VkPipelineLayout m_pipelineLayout = VK_NULL_HANDLE;
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VkDescriptorSetLayout m_descriptorSetLayout = VK_NULL_HANDLE;
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VkDescriptorSet m_descriptor_set = VK_NULL_HANDLE;
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std::vector<TextureLoadingVertexStructure> obj_vertices;
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std::vector<uint32_t> obj_indices;
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std::map<int, int> obj_vertices_map;
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std::map<int, int> vertices_map_3dmax;
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std::mutex mtx_point;
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long long last_update_time;
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VkBuffer uniform_buffer_vs;
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VmaAllocation uniform_buffer_allocation; // 需要这个来管理内存
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void* uniform_buffer_mapped = nullptr; // 映射的内存指针
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void createUniformBuffer();
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Texture tex_demo0 = {0};
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Texture tex_demo0_ex = { 0 };
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bool faceAppInited = false;
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float myFloatValue = 1.5f;
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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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