Files
face_sdk/vulkan/FaceApp.h
T
2025-10-29 21:38:03 +08:00

151 lines
4.0 KiB
C++

#ifndef __FaceApp_H__
#define __FaceApp_H__
#include "Application.h"
#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 Motion {
string type;
string technique;
string step;
string show_type;
string png_name;
int png_num;
string getMotionId() {
return type + technique + step + show_type + png_name;
}
NLOHMANN_DEFINE_TYPE_INTRUSIVE(Motion, type, technique, step, show_type, png_name, png_num)
};
struct InitArg
{
int action_fps;
float zoom;
Motion motion;
NLOHMANN_DEFINE_TYPE_INTRUSIVE(InitArg, action_fps, zoom, motion);
};
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, 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();
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;
const int kMaxTexture = 2;
vector<Texture> m_texs;
vector<Texture> m_texs_ex;
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 changeMotion(const char* json);
void changeMotion(Motion& motion);
InitArg _initArg;
Motion _curMotion;
int _curTexIndex = 0;
void SetInitArg(const char* arg);
};
#endif