Files
face_sdk/vulkan/FaceApp.h
T

102 lines
2.7 KiB
C++

#ifndef __FaceApp_H__
#define __FaceApp_H__
#include "Application.h"
#include "vma/include/vk_mem_alloc.h"
#include <map>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/matrix_transform.inl>
struct TextureLoadingVertexStructure
{
float pos[3];
float uv[2];
float normal[3];
};
struct PushConstants {
float myValue;
};
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) override;
static FaceApp* Get() { return faceIns; }
void update_face_vertex_buffer(float* pos, int pointCount);
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 update_uniform_buffers();
void createVertexBuffer();
void uploadVertexData();
VkDescriptorPool descriptor_pool = VK_NULL_HANDLE;
void setup_descriptor_pool();
void setup_descriptor_set_layout();
void setup_descriptor_set();
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;
VkDescriptorSet m_descriptor_set = VK_NULL_HANDLE;
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();
Texture tex_demo0;
};
#endif