178 lines
5.9 KiB
C++
178 lines
5.9 KiB
C++
#pragma once
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#include <filesystem>
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#include <fstream>
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#include <iostream>
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#ifndef GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#endif
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#ifndef GLM_FORCE_DEPTH_ZERO_TO_ONE
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#endif
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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/type_ptr.hpp>
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#include <toml/toml.hpp>
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#include <vulkan/vulkan.h>
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#include <VulkanTools.h>
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namespace PlumageConfig
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{
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class PlumageConfiguration
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{
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public:
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struct Settings {
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bool validation = true; // У<><D0A3>㿪<EFBFBD><E3BFAA>
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//bool fullscreen = false; // ȫ<><C8AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool vsync = false; // <20><>ֱͬ<D6B1><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool headless = false; // <20><>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD>
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bool outputPNGimage = false;
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bool debugMode = true;
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bool cleanUpImageSequece = true; // ͼƬ<CDBC><C6AC><EFBFBD>п<EFBFBD><D0BF>أ<EFBFBD><D8A3><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>ã<EFBFBD>
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uint32_t width = 1280;
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uint32_t height = 720;
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bool multiSampling = false; // <20><><EFBFBD>ز<EFBFBD><D8B2><EFBFBD>
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VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_4_BIT; // <20><><EFBFBD>ز<EFBFBD><D8B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool rotateModel = true; // ģ<><C4A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת
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float modelRotateSpeed = 2.0f; // <20><><EFBFBD><EFBFBD>ת<EFBFBD>ٶ<EFBFBD>
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uint32_t startFrameIndex = 1; // ͼƬ<CDBC><C6AC><EFBFBD>п<EFBFBD>ʼ֡
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uint32_t endFrameIndex = 50; // ͼƬ<CDBC><C6AC><EFBFBD>н<EFBFBD><D0BD><EFBFBD>֡
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uint32_t videoFrameRate = 25; // video decode frameRate
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uint32_t selectedPhysicalDeviceIndex = 7;
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float fX = 565.5f;
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float fY = 516.3f;
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float fovX = 1.f;
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float fovY = 1.f;
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float cX = 328.2f;
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float cY = 238.8f;
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int calibrationWidth = 640.0f;
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int calibrationHeight = 480.0f;
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glm::vec3 pedestledModelTopCenter = { 0.f,-5.f,0.f };
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glm::vec3 bottomCenter = { 0.f,0.f,-6.f };
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//std::vector<float> bottomCenter = { 0.f,0.f,-6.f };
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glm::vec3 bottomNormal = { 0,1,0 };
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glm::vec3 cameraFixation = { -0.5f,1.5f,1.79f };
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std::vector<glm::vec3> cameraTracks = { {0.f,0.f,-6.f},{1.f,0.f,-3.f} };
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std::vector<glm::mat3> cameraAngle = { {{0.f,0.f,0.f},{45.f,0.f,0.f},{0.f,0.f,0.f}},{{0.f,0.f,0.f},{45.f,0.f,0.f},{0.f,0.f,0.f}} };
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}settings;
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struct RenderSettings
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{
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uint32_t width = 1280;
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uint32_t height = 720;
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bool multiSampling = false; // <20><><EFBFBD>ز<EFBFBD><D8B2><EFBFBD>
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uint32_t sampleCount = VK_SAMPLE_COUNT_4_BIT; // <20><><EFBFBD>ز<EFBFBD><D8B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool rotateModel = false; // ģ<><C4A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת
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float modelRotateSpeed = 2.0f; // <20><><EFBFBD><EFBFBD>ת<EFBFBD>ٶ<EFBFBD>
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uint32_t startFrameIndex = 1; // ͼƬ<CDBC><C6AC><EFBFBD>п<EFBFBD>ʼ֡
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uint32_t endFrameIndex = 50; // ͼƬ<CDBC><C6AC><EFBFBD>н<EFBFBD><D0BD><EFBFBD>֡
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uint32_t videoFrameRate = 25; // <20><>Ƶ֡<C6B5><D6A1>
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uint32_t selectedPhysicalDeviceIndex = 7;
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};
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struct FilePath
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{ //model path
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std::string glTFModelFilePath = getAssetPath() + "models/cube.gltf";
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std::string modelVertShaderPath = getAssetPath() + "buster_drone/shaders/glsl/mesh.vert.spv";
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std::string modelFragShaderPath = getAssetPath() + "buster_drone/shaders/glsl/mesh.frag.spv";
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//ui
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std::string uiVertShaderPath = getAssetPath() + "shaders/ui.vert.spv";
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std::string uiFragShaderPath = getAssetPath() + "shaders/ui.frag.spv";
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// skybox path
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std::string skyboxModelFilePath = getAssetPath() + "models/cube.gltf";
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std::string skyboxVertShaderPath = getAssetPath() + "shaders/skybox.vert.spv";
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std::string skyboxFragShaderPath = getAssetPath() + "shaders/skybox.frag.spv";
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//std::string iblTexturesFilePath = getAssetPath() + "textures/hdr/gcanyon_cube.ktx";
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//tonemapping
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std::string tonemappingVertShaderPath = getAssetPath() + "shaders/genbrdflut.vert.spv";
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std::string tonemappingEnableFragShaderPath = getAssetPath() + "shaders/tonemapping_enable.frag.spv";
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std::string tonemappingDisableFragShaderPath = getAssetPath() + "shaders/tonemapping_disable.frag.spv";
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// cube map
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std::string irradianceFragShaderPath = getAssetPath() + "shaders/irradiancecube.frag.spv";
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std::string filterVertShaderPath = getAssetPath() + "shaders/filtercube.vert.spv";
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std::string prefilterEnvmapFragShaderPath = getAssetPath() + "shaders/prefilterenvmap.frag.spv";
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//brdf cube map
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std::string brdfVertShaderPath = getAssetPath() + "shaders/genbrdflut.vert.spv";
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std::string brdfFragShaderPath = getAssetPath() + "shaders/genbrdflut.frag.spv";
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// environment map texture
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std::string envMapFilePath = getAssetPath() + "environments/metro_noord_4k_hdr16f_cube.ktx";
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std::string emptyEnvmapFilePath = getAssetPath() + "textures/empty.ktx";
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// pbr shader
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std::string pbrVertShaderPath = getAssetPath() + "shaders/pbr.vert.spv";
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std::string pbrFragShaderPath = getAssetPath() + "shaders/pbr_khr.frag.spv";
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//ttf file path
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std::string ttfFilePath = getAssetPath() + "/data/Roboto-Medium.ttf";
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// output file path
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std::string imageOutputPath = getAssetPath() + "output/imageSequence";
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std::string videoOutputPath = getAssetPath() + "output/video";
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std::string totalImageOutputPath;
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std::string deviceSpecFilePath;
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// script file path
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std::string image2videoBatFilePath = getAssetPath() + "script/image2video.bat";
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std::string image2videoShFilePath = getAssetPath() + "script/image2video.sh";
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std::string hdr2ktxBatFilePath = getAssetPath() + "script/hdr2ktxBatFilePath.bat";
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std::string hdr2ktxShFilePath = getAssetPath() + "script/hdr2ktxShFilePath.sh";
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// <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>д<EFBFBD><D0B4><EFBFBD><EFBFBD><F3B1A3B4><EFBFBD><EFBFBD><EFBFBD>
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//std::string configFilePath = getAssetPath() + "config/guanzi.toml";
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std::string configFilePath = getAssetPath() + "config/yukino_rotate_trans_matrix.toml";
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} filePath;
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void writrConfigurationToJson();
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void readConfigurationFromToml(std::string configFilePath,Settings& settings);
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std::string checkFilePath(std::string configFilePath);
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void convertIntToVkSampleCount(uint32_t sampleCount);
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glm::vec3 getTranslatedVector(glm::vec3 beforeVector, glm::vec3 afterVector);
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glm::mat4 getVectorRotationMatrix(glm::vec3 vectorBefore, glm::vec3 vectorAfter);
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PlumageConfiguration();
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~PlumageConfiguration();
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private:
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};
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}
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