update chinese UI
parent
3c1b0b8451
commit
dc58fbad2b
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@ -1688,9 +1688,9 @@ PlumageRender::PlumageRender()
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if(gui->beginMainMenuBar()) {
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if(gui->beginMainMenuBar()) {
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if (gui->beginMenu("file"))
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if (gui->beginMenu(chineseUI.menuFile))
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{
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{
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if (gui->menuItem("open"))
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if (gui->menuItem(chineseUI.menuOpenNewModel))
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{
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{
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std::wstring filename = L"";
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std::wstring filename = L"";
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wchar_t buffer[MAX_PATH];
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wchar_t buffer[MAX_PATH];
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@ -1719,9 +1719,9 @@ PlumageRender::PlumageRender()
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}
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}
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gui->endMenu();
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gui->endMenu();
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}
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}
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if (gui->beginMenu("environment"))
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if (gui->beginMenu(chineseUI.menuEnvironment))
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{
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{
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if (gui->beginMenu("config"))
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if (gui->beginMenu(chineseUI.menuEnvironmentConfig))
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{
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{
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if (gui->combo(chineseUI.environmentMap, selectedEnvironment, environments)) {
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if (gui->combo(chineseUI.environmentMap, selectedEnvironment, environments)) {
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vkDeviceWaitIdle(device);
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vkDeviceWaitIdle(device);
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@ -1729,7 +1729,7 @@ PlumageRender::PlumageRender()
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setupDescriptors();
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setupDescriptors();
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updateCBs = true;
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updateCBs = true;
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}
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}
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if (gui->checkbox("Background", &displayBackground)) {
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if (gui->checkbox(chineseUI.environmentBackGround, &displayBackground)) {
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updateShaderParams = true;
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updateShaderParams = true;
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}
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}
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if (gui->slider("Exposure", &shaderData.exposure, 0.1f, 10.0f)) {
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if (gui->slider("Exposure", &shaderData.exposure, 0.1f, 10.0f)) {
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@ -1747,7 +1747,7 @@ PlumageRender::PlumageRender()
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}
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}
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if (gui->beginMenu("debug"))
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if (gui->beginMenu("debug"))
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{
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{
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if (gui->beginMenu("input"))
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if (gui->beginMenu(chineseUI.menuDebugInput))
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{
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{
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const std::vector<std::string> debugNamesInputs = {
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const std::vector<std::string> debugNamesInputs = {
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"none", "Base color", "Normal", "Occlusion", "Emissive", "Metallic", "Roughness"
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"none", "Base color", "Normal", "Occlusion", "Emissive", "Metallic", "Roughness"
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@ -1769,23 +1769,23 @@ PlumageRender::PlumageRender()
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}
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}
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gui->endMenu();
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gui->endMenu();
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}
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}
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if (gui->beginMenu("frame rate"))
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if (gui->beginMenu(chineseUI.menuDebugFrameRate))
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{
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{
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gui->text("%.1d fps (%.2f ms)", lastFPS, (1000.0f / lastFPS));
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gui->text("%.1d fps (%.2f ms)", lastFPS, (1000.0f / lastFPS));
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gui->endMenu();
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gui->endMenu();
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}
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}
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gui->endMenu();
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gui->endMenu();
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}
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}
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if (gui->beginMenu("animation"))
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if (gui->beginMenu(chineseUI.menuAnimation))
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{
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{
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if (models.scene.animations.size() > 0)
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if (models.scene.animations.size() > 0)
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{
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{
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if (gui->beginMenu("activation"))
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if (gui->beginMenu(chineseUI.menuAnimationActivation))
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{
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{
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gui->checkbox(chineseUI.pauseAnimation, &animate);
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gui->checkbox(chineseUI.pauseAnimation, &animate);
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gui->endMenu();
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gui->endMenu();
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}
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}
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if (gui->beginMenu("anmation sequence"))
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if (gui->beginMenu(chineseUI.menuAnimationAnimationSequence))
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{
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{
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std::vector<std::string> animationNames;
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std::vector<std::string> animationNames;
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for (auto animation : models.scene.animations) {
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for (auto animation : models.scene.animations) {
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@ -1797,7 +1797,7 @@ PlumageRender::PlumageRender()
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}
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}
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else
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else
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{
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{
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gui->text("no animation in loaded model");
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gui->text(chineseUI.menuAnimationNoAnimation);
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}
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}
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gui->endMenu();
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gui->endMenu();
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}
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}
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@ -65,14 +65,27 @@ public:
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struct ChinesesUI
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struct ChinesesUI
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{
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{
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const char * model = "模型";
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const char * model = "模型";
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const char* openNewModel = "打开新gltf模型";
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const char* environmentMap = "环境贴图";
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const char* environmentMap = "环境贴图";
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const char* environment = "环境光照";
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//const char* environment = "环境光照";
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const char* debugInput = "输入";
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const char* debugInput = "输入";
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const char* debugPBREquation = "PBR计算参数";
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const char* debugPBREquation = "PBR计算参数";
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const char* animation = "动画";
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const char* animation = "动画";
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const char* pauseAnimation = "启用动画";
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const char* pauseAnimation = "启用动画";
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const char* animationSeq = "动画序列";
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const char* animationSeq = "动画序列";
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// menu item
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const char* menuFile = "文件";
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const char* menuOpenNewModel = "新模型..";
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const char* menuEnvironment = "环境光照";
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const char* menuEnvironmentConfig = "设置";
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const char* menuAnimation = "动画";
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const char* menuDebugFrameRate = "帧率";
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const char* menuDebugInput = "输入";
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const char* menuAnimationNoAnimation = "当前模型没有动画!";
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const char* menuAnimationActivation = "开关";
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const char* menuAnimationAnimationSequence = "动画序列";
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}chineseUI;
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}chineseUI;
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struct UniformBufferSet {
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struct UniformBufferSet {
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