1. 完全解耦了Live2D的LApp部分,使其可以接入任何GUI库

2. 初步尝试合并嵌入式Linux平台支持的相关代码,预计在下一次提交完整支持。
This commit is contained in:
Misaki
2026-06-24 01:05:26 +08:00
parent 5141e524dd
commit f7be85fbf6
24 changed files with 1590 additions and 421 deletions
+195
View File
@@ -0,0 +1,195 @@
## Framework模块说明
由于嵌入式Linux的硬件差异性导致的不同嵌入式板子的sysroot不同,导致不同的板子环境差异很大,
因此对于framework这个模块,需要自行根据自己板子的sysroot或者sdk进行交叉编译。
#### 如何交叉编译Framework模块
在本项目当中,有一个适用于rk3566的framework模块,
因为framework模块一般不会使用到一些特别的硬件或者是后端(音频后端之类的),
所以理论上其他rk3566的板子也可以使用我预编译的模块。
给出交叉编译步骤(以编译我的rk3566为例):
```shell
cmake -S ../Framework -B . \
-DCMAKE_TOOLCHAIN_FILE=~/MisakiCodes/Env/rk3566-sdk/qt_toolchain.cmake \
-DCMAKE_BUILD_TYPE=Debug \
-DFRAMEWORK_SOURCE=OpenGL \
-DRENDER_INCLUDE_PATH="${CMAKE_SOURCE_DIR}/Framework/src/Rendering/OpenGL" \
-DFRAMEWORK_DEFINITIOINS="CSM_TARGET_HARMONYOS_ES3"
```
预期的配置输出:
```shell
CMake Warning (dev) in CMakeLists.txt:
No project() command is present. The top-level CMakeLists.txt file must
contain a literal, direct call to the project() command. Add a line of
code such as
project(ProjectName)
near the top of the file, but after cmake_minimum_required().
CMake is pretending there is a "project(Project)" command on the first
line.
This warning is for project developers. Use -Wno-dev to suppress it.
CMake Warning (dev) in CMakeLists.txt:
cmake_minimum_required() should be called prior to this top-level project()
call. Please see the cmake-commands(7) manual for usage documentation of
both commands.
This warning is for project developers. Use -Wno-dev to suppress it.
-- The C compiler identification is GNU 12.3.0
-- The CXX compiler identification is GNU 12.3.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: /home/misaki/MisakiCodes/Env/rk3566-sdk/toolchain/aarch64--glibc--stable-2023.08-1/bin/aarch64-linux-gcc - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: /home/misaki/MisakiCodes/Env/rk3566-sdk/toolchain/aarch64--glibc--stable-2023.08-1/bin/aarch64-linux-g++ - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Configuring done (0.5s)
-- Generating done (0.0s)
-- Build files have been written to: /home/misaki/Downloads/CubismSdkForNative-5-r.4.1/build_framework
```
观察上述命令可知,首先你肯定需要准备Live2D的SDK,这可以在官网下载,不在此过多赘述。
接着在与Framework的同级目录下新建一个xxx_build目录,如果你不知道这是什么,那么最好借助一下AI来帮助你。
之后就是cd到build目录里面。
Framework模块承担了Live2D的很多功能,其中唯一一个平台有关的就是Render模块,
也就是渲染功能,不过Live2D的库的渲染部分写的比较好,统一使用了OpenGL ES,同时兼容主机平台和arm移动平台。
你需要准备一个编译工具链,也就toolchain.cmake脚本的内容,这个编译工具链描述了编译器信息,sysroot信息等等。
下面给出我自己的工具链作为参考。
```cmake
set(CMAKE_SYSTEM_NAME Linux)
set(CMAKE_SYSTEM_PROCESSOR aarch64)
set(TOOLCHAIN_ROOT /home/misaki/MisakiCodes/Env/rk3566-sdk/toolchain/aarch64--glibc--stable-2023.08-1)
set(CMAKE_C_COMPILER ${TOOLCHAIN_ROOT}/bin/aarch64-linux-gcc)
set(CMAKE_CXX_COMPILER ${TOOLCHAIN_ROOT}/bin/aarch64-linux-g++)
set(CMAKE_AR ${TOOLCHAIN_ROOT}/bin/aarch64-linux-ar)
set(CMAKE_RANLIB ${TOOLCHAIN_ROOT}/bin/aarch64-linux-ranlib)
set(CMAKE_STRIP ${TOOLCHAIN_ROOT}/bin/aarch64-linux-strip)
set(SYSROOT /home/misaki/MisakiCodes/Env/rk3566-sdk/host/aarch64-buildroot-linux-gnu/sysroot)
set(VPET_SDK /home/misaki/MisakiCodes/Env/rk3566-sdk/vpet-deps)
set(QT_HOST_PATH /home/misaki/Qt/6.6.3/gcc_64)
set(CMAKE_FIND_ROOT_PATH ${SYSROOT} ${VPET_SDK})
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE BOTH) # 不使用only,否则会导致CMake找不到其他库的包,例如Qt的,会直接导致FindPackage失效,只能找sysroot里面的包
set(CMAKE_C_FLAGS "-march=armv8.2-a -mtune=cortex-a55 -O2 -pipe --sysroot=${SYSROOT}")
set(CMAKE_CXX_FLAGS "${CMAKE_C_FLAGS} -std=c++17")
# === 关键:强制链接 Mali 驱动和 EGL/GLES ===
set(MALI_LIBS "-lmali-hook -Wl,--whole-archive -lmali-hook-injector -Wl,--no-whole-archive -lmali -ldrm")
set(CMAKE_EXE_LINKER_FLAGS
"-Wl,-dynamic-linker=/lib/ld-linux-aarch64.so.1 \
-Wl,-rpath,/data/vpet/deps/lib:/usr/lib:/lib \
--sysroot=${SYSROOT} \
${MALI_LIBS}"
)
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS}")
set(CMAKE_MODULE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS}")
# === 包含路径 ===
include_directories(
${VPET_SDK}/include
${VPET_SDK}/include/libdrm
${SYSROOT}/usr/include
)
# === 库路径 ===
link_directories(
${VPET_SDK}/lib
${SYSROOT}/usr/lib
${SYSROOT}/lib
)
# === pkg-config ===
set(ENV{PKG_CONFIG} "/usr/bin/pkg-config")
set(ENV{PKG_CONFIG_LIBDIR} "/home/misaki/MisakiCodes/Env/rk3566-sdk/qt-pkgconfig")
set(ENV{PKG_CONFIG_SYSROOT_DIR} "${SYSROOT}")
set(ENV{PKG_CONFIG_PATH} "")
# === 线程 ===
set(CMAKE_THREAD_LIBS_INIT "-lpthread")
set(THREADS_PREFER_PTHREAD_FLAG ON)
```
你需要根据自己的实际情况进行调整。
之前的命令是配置CMake的,编译还需:
```shell
cmake --build . --target Framework -j$(nproc)
```
预期的编译日志输出:
```shell
[ 7%] Building CXX object CMakeFiles/Framework.dir/src/CubismModelSettingJson.cpp.o
[ 7%] Building CXX object CMakeFiles/Framework.dir/src/CubismDefaultParameterId.cpp.o
[ 7%] Building CXX object CMakeFiles/Framework.dir/src/CubismCdiJson.cpp.o
[ 10%] Building CXX object CMakeFiles/Framework.dir/src/CubismFramework.cpp.o
[ 12%] Building CXX object CMakeFiles/Framework.dir/src/Effect/CubismEyeBlink.cpp.o
[ 15%] Building CXX object CMakeFiles/Framework.dir/src/Id/CubismId.cpp.o
[ 17%] Building CXX object CMakeFiles/Framework.dir/src/Effect/CubismPose.cpp.o
[ 20%] Building CXX object CMakeFiles/Framework.dir/src/Effect/CubismBreath.cpp.o
[ 22%] Building CXX object CMakeFiles/Framework.dir/src/Id/CubismIdManager.cpp.o
[ 25%] Building CXX object CMakeFiles/Framework.dir/src/Math/CubismMath.cpp.o
[ 27%] Building CXX object CMakeFiles/Framework.dir/src/Math/CubismMatrix44.cpp.o
[ 30%] Building CXX object CMakeFiles/Framework.dir/src/Math/CubismModelMatrix.cpp.o
[ 32%] Building CXX object CMakeFiles/Framework.dir/src/Math/CubismTargetPoint.cpp.o
[ 35%] Building CXX object CMakeFiles/Framework.dir/src/Math/CubismViewMatrix.cpp.o
[ 37%] Building CXX object CMakeFiles/Framework.dir/src/Math/CubismVector2.cpp.o
[ 40%] Building CXX object CMakeFiles/Framework.dir/src/Model/CubismMoc.cpp.o
[ 42%] Building CXX object CMakeFiles/Framework.dir/src/Model/CubismModel.cpp.o
[ 45%] Building CXX object CMakeFiles/Framework.dir/src/Model/CubismModelUserData.cpp.o
[ 47%] Building CXX object CMakeFiles/Framework.dir/src/Model/CubismModelUserDataJson.cpp.o
[ 50%] Building CXX object CMakeFiles/Framework.dir/src/Model/CubismUserModel.cpp.o
[ 52%] Building CXX object CMakeFiles/Framework.dir/src/Motion/ACubismMotion.cpp.o
[ 55%] Building CXX object CMakeFiles/Framework.dir/src/Motion/CubismExpressionMotion.cpp.o
[ 57%] Building CXX object CMakeFiles/Framework.dir/src/Motion/CubismExpressionMotionManager.cpp.o
[ 60%] Building CXX object CMakeFiles/Framework.dir/src/Motion/CubismMotion.cpp.o
[ 62%] Building CXX object CMakeFiles/Framework.dir/src/Motion/CubismMotionJson.cpp.o
[ 65%] Building CXX object CMakeFiles/Framework.dir/src/Motion/CubismMotionManager.cpp.o
[ 67%] Building CXX object CMakeFiles/Framework.dir/src/Motion/CubismMotionQueueEntry.cpp.o
[ 70%] Building CXX object CMakeFiles/Framework.dir/src/Motion/CubismMotionQueueManager.cpp.o
[ 72%] Building CXX object CMakeFiles/Framework.dir/src/Physics/CubismPhysics.cpp.o
[ 75%] Building CXX object CMakeFiles/Framework.dir/src/Rendering/CubismRenderer.cpp.o
[ 77%] Building CXX object CMakeFiles/Framework.dir/src/Physics/CubismPhysicsJson.cpp.o
[ 80%] Building CXX object CMakeFiles/Framework.dir/src/Rendering/OpenGL/CubismOffscreenSurface_OpenGLES2.cpp.o
[ 82%] Building CXX object CMakeFiles/Framework.dir/src/Rendering/OpenGL/CubismShader_OpenGLES2.cpp.o
[ 85%] Building CXX object CMakeFiles/Framework.dir/src/Rendering/OpenGL/CubismRenderer_OpenGLES2.cpp.o
[ 87%] Building CXX object CMakeFiles/Framework.dir/src/Type/csmRectF.cpp.o
[ 90%] Building CXX object CMakeFiles/Framework.dir/src/Type/csmString.cpp.o
[ 92%] Building CXX object CMakeFiles/Framework.dir/src/Utils/CubismDebug.cpp.o
[ 95%] Building CXX object CMakeFiles/Framework.dir/src/Utils/CubismJson.cpp.o
[ 97%] Building CXX object CMakeFiles/Framework.dir/src/Utils/CubismString.cpp.o
In file included from /home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/../CubismClippingManager.hpp:152,
from /home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/CubismRenderer_OpenGLES2.hpp:11,
from /home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/CubismRenderer_OpenGLES2.cpp:8:
/home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/../CubismClippingManager.tpp: In instantiation of Live2D::Cubism::Framework::Rendering::CubismClippingManager<T_ClippingContext, T_OffscreenSurface>::~CubismClippingManager() [with T_ClippingContext = Live2D::Cubism::Framework::Rendering::CubismClippingContext_OpenGLES2; T_OffscreenSurface = Live2D::Cubism::Framework::Rendering::CubismOffscreenSurface_OpenGLES2]:
/home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/CubismRenderer_OpenGLES2.hpp:61:7: required from here
/home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/../CubismClippingManager.tpp:66:33: warning: passing NULL to non-pointer argument 1 of Live2D::Cubism::Framework::csmVector<T>::csmVector(Live2D::Cubism::Framework::csmInt32, Live2D::Cubism::Framework::csmBool) [with T = bool; Live2D::Cubism::Framework::csmInt32 = int; Live2D::Cubism::Framework::csmBool = bool] [-Wconversion-null]
66 | _clearedMaskBufferFlags = NULL;
| ^
In file included from /home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/../CubismRenderer.hpp:12,
from /home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/CubismRenderer_OpenGLES2.hpp:10:
/home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Type/csmVector.hpp:559:34: note: declared here
559 | csmVector<T>::csmVector(csmInt32 initialCapacity, csmBool zeroClear)
| ~~~~~~~~~^~~~~~~~~~~~~~~
[100%] Linking CXX static library libFramework.a
[100%] Built target Framework
```
@@ -0,0 +1,195 @@
## Framework模块说明
由于嵌入式Linux的硬件差异性导致的不同嵌入式板子的sysroot不同,导致不同的板子环境差异很大,
因此对于framework这个模块,需要自行根据自己板子的sysroot或者sdk进行交叉编译。
#### 如何交叉编译Framework模块
在本项目当中,有一个适用于rk3566的framework模块,
因为framework模块一般不会使用到一些特别的硬件或者是后端(音频后端之类的),
所以理论上其他rk3566的板子也可以使用我预编译的模块。
给出交叉编译步骤(以编译我的rk3566为例):
```shell
cmake -S ../Framework -B . \
-DCMAKE_TOOLCHAIN_FILE=~/MisakiCodes/Env/rk3566-sdk/qt_toolchain.cmake \
-DCMAKE_BUILD_TYPE=Debug \
-DFRAMEWORK_SOURCE=OpenGL \
-DRENDER_INCLUDE_PATH="${CMAKE_SOURCE_DIR}/Framework/src/Rendering/OpenGL" \
-DFRAMEWORK_DEFINITIOINS="CSM_TARGET_HARMONYOS_ES3"
```
预期的配置输出:
```shell
CMake Warning (dev) in CMakeLists.txt:
No project() command is present. The top-level CMakeLists.txt file must
contain a literal, direct call to the project() command. Add a line of
code such as
project(ProjectName)
near the top of the file, but after cmake_minimum_required().
CMake is pretending there is a "project(Project)" command on the first
line.
This warning is for project developers. Use -Wno-dev to suppress it.
CMake Warning (dev) in CMakeLists.txt:
cmake_minimum_required() should be called prior to this top-level project()
call. Please see the cmake-commands(7) manual for usage documentation of
both commands.
This warning is for project developers. Use -Wno-dev to suppress it.
-- The C compiler identification is GNU 12.3.0
-- The CXX compiler identification is GNU 12.3.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: /home/misaki/MisakiCodes/Env/rk3566-sdk/toolchain/aarch64--glibc--stable-2023.08-1/bin/aarch64-linux-gcc - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: /home/misaki/MisakiCodes/Env/rk3566-sdk/toolchain/aarch64--glibc--stable-2023.08-1/bin/aarch64-linux-g++ - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Configuring done (0.5s)
-- Generating done (0.0s)
-- Build files have been written to: /home/misaki/Downloads/CubismSdkForNative-5-r.4.1/build_framework
```
观察上述命令可知,首先你肯定需要准备Live2D的SDK,这可以在官网下载,不在此过多赘述。
接着在与Framework的同级目录下新建一个xxx_build目录,如果你不知道这是什么,那么最好借助一下AI来帮助你。
之后就是cd到build目录里面。
Framework模块承担了Live2D的很多功能,其中唯一一个平台有关的就是Render模块,
也就是渲染功能,不过Live2D的库的渲染部分写的比较好,统一使用了OpenGL ES,同时兼容主机平台和arm移动平台。
你需要准备一个编译工具链,也就toolchain.cmake脚本的内容,这个编译工具链描述了编译器信息,sysroot信息等等。
下面给出我自己的工具链作为参考。
```cmake
set(CMAKE_SYSTEM_NAME Linux)
set(CMAKE_SYSTEM_PROCESSOR aarch64)
set(TOOLCHAIN_ROOT /home/misaki/MisakiCodes/Env/rk3566-sdk/toolchain/aarch64--glibc--stable-2023.08-1)
set(CMAKE_C_COMPILER ${TOOLCHAIN_ROOT}/bin/aarch64-linux-gcc)
set(CMAKE_CXX_COMPILER ${TOOLCHAIN_ROOT}/bin/aarch64-linux-g++)
set(CMAKE_AR ${TOOLCHAIN_ROOT}/bin/aarch64-linux-ar)
set(CMAKE_RANLIB ${TOOLCHAIN_ROOT}/bin/aarch64-linux-ranlib)
set(CMAKE_STRIP ${TOOLCHAIN_ROOT}/bin/aarch64-linux-strip)
set(SYSROOT /home/misaki/MisakiCodes/Env/rk3566-sdk/host/aarch64-buildroot-linux-gnu/sysroot)
set(VPET_SDK /home/misaki/MisakiCodes/Env/rk3566-sdk/vpet-deps)
set(QT_HOST_PATH /home/misaki/Qt/6.6.3/gcc_64)
set(CMAKE_FIND_ROOT_PATH ${SYSROOT} ${VPET_SDK})
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE BOTH) # 不使用only,否则会导致CMake找不到其他库的包,例如Qt的,会直接导致FindPackage失效,只能找sysroot里面的包
set(CMAKE_C_FLAGS "-march=armv8.2-a -mtune=cortex-a55 -O2 -pipe --sysroot=${SYSROOT}")
set(CMAKE_CXX_FLAGS "${CMAKE_C_FLAGS} -std=c++17")
# === 关键:强制链接 Mali 驱动和 EGL/GLES ===
set(MALI_LIBS "-lmali-hook -Wl,--whole-archive -lmali-hook-injector -Wl,--no-whole-archive -lmali -ldrm")
set(CMAKE_EXE_LINKER_FLAGS
"-Wl,-dynamic-linker=/lib/ld-linux-aarch64.so.1 \
-Wl,-rpath,/data/vpet/deps/lib:/usr/lib:/lib \
--sysroot=${SYSROOT} \
${MALI_LIBS}"
)
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS}")
set(CMAKE_MODULE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS}")
# === 包含路径 ===
include_directories(
${VPET_SDK}/include
${VPET_SDK}/include/libdrm
${SYSROOT}/usr/include
)
# === 库路径 ===
link_directories(
${VPET_SDK}/lib
${SYSROOT}/usr/lib
${SYSROOT}/lib
)
# === pkg-config ===
set(ENV{PKG_CONFIG} "/usr/bin/pkg-config")
set(ENV{PKG_CONFIG_LIBDIR} "/home/misaki/MisakiCodes/Env/rk3566-sdk/qt-pkgconfig")
set(ENV{PKG_CONFIG_SYSROOT_DIR} "${SYSROOT}")
set(ENV{PKG_CONFIG_PATH} "")
# === 线程 ===
set(CMAKE_THREAD_LIBS_INIT "-lpthread")
set(THREADS_PREFER_PTHREAD_FLAG ON)
```
你需要根据自己的实际情况进行调整。
之前的命令是配置CMake的,编译还需:
```shell
cmake --build . --target Framework -j$(nproc)
```
预期的编译日志输出:
```shell
[ 7%] Building CXX object CMakeFiles/Framework.dir/src/CubismModelSettingJson.cpp.o
[ 7%] Building CXX object CMakeFiles/Framework.dir/src/CubismDefaultParameterId.cpp.o
[ 7%] Building CXX object CMakeFiles/Framework.dir/src/CubismCdiJson.cpp.o
[ 10%] Building CXX object CMakeFiles/Framework.dir/src/CubismFramework.cpp.o
[ 12%] Building CXX object CMakeFiles/Framework.dir/src/Effect/CubismEyeBlink.cpp.o
[ 15%] Building CXX object CMakeFiles/Framework.dir/src/Id/CubismId.cpp.o
[ 17%] Building CXX object CMakeFiles/Framework.dir/src/Effect/CubismPose.cpp.o
[ 20%] Building CXX object CMakeFiles/Framework.dir/src/Effect/CubismBreath.cpp.o
[ 22%] Building CXX object CMakeFiles/Framework.dir/src/Id/CubismIdManager.cpp.o
[ 25%] Building CXX object CMakeFiles/Framework.dir/src/Math/CubismMath.cpp.o
[ 27%] Building CXX object CMakeFiles/Framework.dir/src/Math/CubismMatrix44.cpp.o
[ 30%] Building CXX object CMakeFiles/Framework.dir/src/Math/CubismModelMatrix.cpp.o
[ 32%] Building CXX object CMakeFiles/Framework.dir/src/Math/CubismTargetPoint.cpp.o
[ 35%] Building CXX object CMakeFiles/Framework.dir/src/Math/CubismViewMatrix.cpp.o
[ 37%] Building CXX object CMakeFiles/Framework.dir/src/Math/CubismVector2.cpp.o
[ 40%] Building CXX object CMakeFiles/Framework.dir/src/Model/CubismMoc.cpp.o
[ 42%] Building CXX object CMakeFiles/Framework.dir/src/Model/CubismModel.cpp.o
[ 45%] Building CXX object CMakeFiles/Framework.dir/src/Model/CubismModelUserData.cpp.o
[ 47%] Building CXX object CMakeFiles/Framework.dir/src/Model/CubismModelUserDataJson.cpp.o
[ 50%] Building CXX object CMakeFiles/Framework.dir/src/Model/CubismUserModel.cpp.o
[ 52%] Building CXX object CMakeFiles/Framework.dir/src/Motion/ACubismMotion.cpp.o
[ 55%] Building CXX object CMakeFiles/Framework.dir/src/Motion/CubismExpressionMotion.cpp.o
[ 57%] Building CXX object CMakeFiles/Framework.dir/src/Motion/CubismExpressionMotionManager.cpp.o
[ 60%] Building CXX object CMakeFiles/Framework.dir/src/Motion/CubismMotion.cpp.o
[ 62%] Building CXX object CMakeFiles/Framework.dir/src/Motion/CubismMotionJson.cpp.o
[ 65%] Building CXX object CMakeFiles/Framework.dir/src/Motion/CubismMotionManager.cpp.o
[ 67%] Building CXX object CMakeFiles/Framework.dir/src/Motion/CubismMotionQueueEntry.cpp.o
[ 70%] Building CXX object CMakeFiles/Framework.dir/src/Motion/CubismMotionQueueManager.cpp.o
[ 72%] Building CXX object CMakeFiles/Framework.dir/src/Physics/CubismPhysics.cpp.o
[ 75%] Building CXX object CMakeFiles/Framework.dir/src/Rendering/CubismRenderer.cpp.o
[ 77%] Building CXX object CMakeFiles/Framework.dir/src/Physics/CubismPhysicsJson.cpp.o
[ 80%] Building CXX object CMakeFiles/Framework.dir/src/Rendering/OpenGL/CubismOffscreenSurface_OpenGLES2.cpp.o
[ 82%] Building CXX object CMakeFiles/Framework.dir/src/Rendering/OpenGL/CubismShader_OpenGLES2.cpp.o
[ 85%] Building CXX object CMakeFiles/Framework.dir/src/Rendering/OpenGL/CubismRenderer_OpenGLES2.cpp.o
[ 87%] Building CXX object CMakeFiles/Framework.dir/src/Type/csmRectF.cpp.o
[ 90%] Building CXX object CMakeFiles/Framework.dir/src/Type/csmString.cpp.o
[ 92%] Building CXX object CMakeFiles/Framework.dir/src/Utils/CubismDebug.cpp.o
[ 95%] Building CXX object CMakeFiles/Framework.dir/src/Utils/CubismJson.cpp.o
[ 97%] Building CXX object CMakeFiles/Framework.dir/src/Utils/CubismString.cpp.o
In file included from /home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/../CubismClippingManager.hpp:152,
from /home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/CubismRenderer_OpenGLES2.hpp:11,
from /home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/CubismRenderer_OpenGLES2.cpp:8:
/home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/../CubismClippingManager.tpp: In instantiation of Live2D::Cubism::Framework::Rendering::CubismClippingManager<T_ClippingContext, T_OffscreenSurface>::~CubismClippingManager() [with T_ClippingContext = Live2D::Cubism::Framework::Rendering::CubismClippingContext_OpenGLES2; T_OffscreenSurface = Live2D::Cubism::Framework::Rendering::CubismOffscreenSurface_OpenGLES2]:
/home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/CubismRenderer_OpenGLES2.hpp:61:7: required from here
/home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/../CubismClippingManager.tpp:66:33: warning: passing NULL to non-pointer argument 1 of Live2D::Cubism::Framework::csmVector<T>::csmVector(Live2D::Cubism::Framework::csmInt32, Live2D::Cubism::Framework::csmBool) [with T = bool; Live2D::Cubism::Framework::csmInt32 = int; Live2D::Cubism::Framework::csmBool = bool] [-Wconversion-null]
66 | _clearedMaskBufferFlags = NULL;
| ^
In file included from /home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/../CubismRenderer.hpp:12,
from /home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Rendering/OpenGL/CubismRenderer_OpenGLES2.hpp:10:
/home/misaki/Downloads/CubismSdkForNative-5-r.4.1/Framework/src/Type/csmVector.hpp:559:34: note: declared here
559 | csmVector<T>::csmVector(csmInt32 initialCapacity, csmBool zeroClear)
| ~~~~~~~~~^~~~~~~~~~~~~~~
[100%] Linking CXX static library libFramework.a
[100%] Built target Framework
```
+42
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@@ -0,0 +1,42 @@
# LAppLive2D — Live2D SDK 示例应用层,编译为静态库
# 依赖:Framework(libFramework.a) + Live2DCubismCore(libLive2DCubismCore.a)
# 无 Qt 依赖 — 完全解耦,仅依赖 OpenGL/GLES 头文件 + Cubism SDK
file(GLOB_RECURSE LAppLive2D_SOURCES
CONFIGURE_DEPENDS
"${CMAKE_CURRENT_SOURCE_DIR}/Src/*.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Inc/*.hpp"
)
add_library(lapp_live2d STATIC ${LAppLive2D_SOURCES})
# =============================================
# 自身的公开头文件目录
# =============================================
target_include_directories(lapp_live2d
PUBLIC
"${CMAKE_CURRENT_SOURCE_DIR}/Inc"
)
# =============================================
# Live2D SDK 头文件(Framework + Core + stb
# 这些是 lapp_live2d 编译时必需的,通过 PUBLIC 发布给最终链接目标
# =============================================
target_include_directories(lapp_live2d
PUBLIC
"${CMAKE_CURRENT_SOURCE_DIR}/../Framework/src"
"${CMAKE_CURRENT_SOURCE_DIR}/../Core/include"
"${CMAKE_CURRENT_SOURCE_DIR}/../stb"
)
# =============================================
# 链接依赖 — 注意链接顺序!
# lapp_live2d → Framework → Live2DCubismCore
# Framework 内部使用了 Live2DCubismCore 的符号,所以 Core 必须在 Framework 之后
# lapp_live2d 无 Qt 依赖,开发者可自由选择 UI 后端(Qt/SDL/GLFW等)
# =============================================
target_link_libraries(lapp_live2d
PUBLIC
Framework # Live2D Framework 静态库(IMPORTED,由父CMakeLists定义)
Live2DCubismCore # Live2D Core 静态库(IMPORTED,由父CMakeLists定义)
)
+102
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@@ -0,0 +1,102 @@
//
// Created by misaki on 2026/6/23.
//
#pragma once
#include "IRenderContext.hpp"
#include "LAppOpenGL.hpp"
class GLRenderContext final : public IRenderContext {
public:
void Clear(float r, float g, float b, float a) override {
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void ClearDepth(float depth) override {
LAPP_GL_CLEAR_DEPTH(depth);
}
void SetViewport(int x, int y, int w, int h) override {
glViewport(x, y, w, h);
}
uintptr_t CreateShaderProgram() override {
return CompileShader();
}
uintptr_t GetShaderProgram() const override {
return _programId;
}
void InitializeGLState() override {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
private:
GLuint _programId = 0;
GLuint CompileShader() {
if (_programId) return _programId;
#if defined(QT_OPENGL_ES_2) || defined(QT_OPENGL_ES_3) || defined(EMBEDDED_LINUX)
const char* vertexShader =
"#version 100\n"
"attribute vec3 position;\n"
"attribute vec2 uv;\n"
"varying vec2 vuv;\n"
"void main() {\n"
" gl_Position = vec4(position, 1.0);\n"
" vuv = uv;\n"
"}\n";
const char* fragmentShader =
"#version 100\n"
"precision mediump float;\n"
"varying vec2 vuv;\n"
"uniform sampler2D texture;\n"
"uniform vec4 baseColor;\n"
"void main() {\n"
" gl_FragColor = texture2D(texture, vuv) * baseColor;\n"
"}\n";
#else
const char* vertexShader =
"#version 120\n"
"attribute vec3 position;\n"
"attribute vec2 uv;\n"
"varying vec2 vuv;\n"
"void main(void) {\n"
" gl_Position = vec4(position, 1.0);\n"
" vuv = uv;\n"
"}\n";
const char* fragmentShader =
"#version 120\n"
"varying vec2 vuv;\n"
"uniform sampler2D texture;\n"
"uniform vec4 baseColor;\n"
"void main(void) {\n"
" gl_FragColor = texture2D(texture, vuv) * baseColor;\n"
"}\n";
#endif
GLuint vertId = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertId, 1, &vertexShader, nullptr);
glCompileShader(vertId);
GLuint fragId = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragId, 1, &fragmentShader, nullptr);
glCompileShader(fragId);
_programId = glCreateProgram();
glAttachShader(_programId, vertId);
glAttachShader(_programId, fragId);
glLinkProgram(_programId);
glUseProgram(_programId);
glDeleteShader(vertId);
glDeleteShader(fragId);
return _programId;
}
};
+17
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@@ -0,0 +1,17 @@
//
// Created by misaki on 2026/6/23.
//
#pragma once
#include <cstdint>
class IRenderContext {
public:
virtual ~IRenderContext() = default;
virtual void Clear(float r, float g, float b, float a) = 0;
virtual void ClearDepth(float depth) = 0;
virtual void SetViewport(int x, int y, int w, int h) = 0;
virtual uintptr_t CreateShaderProgram() = 0;
virtual uintptr_t GetShaderProgram() const = 0;
virtual void InitializeGLState() = 0;
};
+19
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@@ -0,0 +1,19 @@
//
// Created by misaki on 2026/6/23.
//
#pragma once
#include <cstdint>
class ISpriteRenderer {
public:
virtual ~ISpriteRenderer() = default;
virtual void SetColor(float r, float g, float b, float a) = 0;
virtual void SetWindowSize(int w, int h) = 0;
virtual void RenderImmidiate(uintptr_t textureId,
const float uvVertex[8]) const = 0;
virtual bool IsHit(float px, float py) const = 0;
virtual void ResetRect(float x, float y, float w, float h) = 0;
virtual uintptr_t GetTextureId() const = 0;
};
+50 -30
View File
@@ -7,10 +7,10 @@
#pragma once #pragma once
#include <GL/glew.h> #include "LAppOpenGL.hpp"
#include <GLFW/glfw3.h>
#include "LAppAllocator.hpp" #include "LAppAllocator.hpp"
#include "GLCore.h" #include "IRenderContext.hpp"
#include <functional>
class LAppView; class LAppView;
class LAppTextureManager; class LAppTextureManager;
@@ -37,17 +37,29 @@ public:
static void ReleaseInstance(); static void ReleaseInstance();
// 新增 // 新增
// resize 由应用层(GLCore::resizeGL)调用,通知LApp窗口尺寸变更
void resize(int width, int height); void resize(int width, int height);
// 新增 // 新增
void update(); void update();
IRenderContext* GetRenderContext() const { return _renderContext; }
void SetRenderContext(IRenderContext* ctx) { _renderContext = ctx; }
// 窗口大小变更回调 解耦 AppContext/GLCore 依赖
// 当模型加载后需要调整窗口大小时,LAppLive2DManager 通过此回调通知应用层
using WindowResizeFunc = std::function<void(int width, int height)>;
void SetWindowResizeCallback(WindowResizeFunc cb) { _onResizeWindow = std::move(cb); }
void NotifyWindowResize(int width, int height) { if (_onResizeWindow) _onResizeWindow(width, height); }
/** /**
* @brief APPに必要なものを初期化する。 * @brief APPに必要なものを初期化する。
* @param windowWidth 窗口宽度(像素)
* @param windowHeight 窗口高度(像素)
*/ */
//bool Initialize(); // bool Initialize(GLCore* window); // 原
bool Initialize(GLCore* window); // bool Initialize(QWidget* window); // 中间解耦版本
bool Initialize(int windowWidth, int windowHeight); // 完全解耦Qt,仅传入尺寸
/** /**
* @brief 解放する。 * @brief 解放する。
@@ -67,7 +79,8 @@ public:
* @param[in] action 実行結果 * @param[in] action 実行結果
* @param[in] modify * @param[in] modify
*/ */
void OnMouseCallBack(GLFWwindow* window, int button, int action, int modify); // void OnMouseCallBack(GLFWwindow* window, int button, int action, int modify);
void OnMouseCallBack(int button, int action, int modify);
/** /**
* @brief OpenGL用 glfwSetCursorPosCallback用関数。 * @brief OpenGL用 glfwSetCursorPosCallback用関数。
@@ -76,7 +89,8 @@ public:
* @param[in] x x座標 * @param[in] x x座標
* @param[in] y x座標 * @param[in] y x座標
*/ */
void OnMouseCallBack(GLFWwindow* window, double x, double y); // void OnMouseCallBack(GLFWwindow* window, double x, double y);
void OnMouseCallBack(double x, double y);
/** /**
* @brief シェーダーを登録する。 * @brief シェーダーを登録する。
@@ -84,9 +98,12 @@ public:
GLuint CreateShader(); GLuint CreateShader();
/** /**
* @brief Window情報を取得する。 * @brief Window尺寸を取得する。
*/ */
GLCore* GetWindow() { return _window; } // Misaki 修改 // GLCore* GetWindow() { return _window; } //
// QWidget* GetWindow() { return _window; } // 中间版本
int GetWindowWidth() const { return _windowWidth; } // 完全解耦Qt
int GetWindowHeight() const { return _windowHeight; } // 完全解耦Qt
/** /**
* @brief View情報を取得する。 * @brief View情報を取得する。
@@ -126,10 +143,13 @@ private:
*/ */
bool CheckShader(GLuint shaderId); bool CheckShader(GLuint shaderId);
IRenderContext* _renderContext = nullptr;
WindowResizeFunc _onResizeWindow; ///< 窗口大小回调
LAppAllocator _cubismAllocator; ///< Cubism SDK Allocator LAppAllocator _cubismAllocator; ///< Cubism SDK Allocator
Csm::CubismFramework::Option _cubismOption; ///< Cubism SDK Option Csm::CubismFramework::Option _cubismOption; ///< Cubism SDK Option
//GLFWwindow* _window; ///< OpenGL ウィンドウ //GLFWwindow* _window; ///< OpenGL ウィンドウ
GLCore* _window; ///< Misaki 修改 // GLCore* _window; ///< Misaki 修改
// QWidget* _window; ///< 使用QWidget基类,解耦GLCore
LAppView* _view; ///< View情報 LAppView* _view; ///< View情報
bool _captured; ///< クリックしているか bool _captured; ///< クリックしているか
float _mouseX; ///< マウスX座標 float _mouseX; ///< マウスX座標
@@ -141,23 +161,23 @@ private:
int _windowHeight; ///< Initialize関数で設定したウィンドウ高さ int _windowHeight; ///< Initialize関数で設定したウィンドウ高さ
}; };
class EventHandler // class EventHandler
{ // {
public: // public:
/** // /**
* @brief glfwSetMouseButtonCallback用コールバック関数。 // * @brief glfwSetMouseButtonCallback用コールバック関数。
*/ // */
static void OnMouseCallBack(GLFWwindow* window, int button, int action, int modify) // static void OnMouseCallBack(GLFWwindow* window, int button, int action, int modify)
{ // {
LAppDelegate::GetInstance()->OnMouseCallBack(window, button, action, modify); // LAppDelegate::GetInstance()->OnMouseCallBack(window, button, action, modify);
} // }
//
/** // /**
* @brief glfwSetCursorPosCallback用コールバック関数。 // * @brief glfwSetCursorPosCallback用コールバック関数。
*/ // */
static void OnMouseCallBack(GLFWwindow* window, double x, double y) // static void OnMouseCallBack(GLFWwindow* window, double x, double y)
{ // {
LAppDelegate::GetInstance()->OnMouseCallBack(window, x, y); // LAppDelegate::GetInstance()->OnMouseCallBack(window, x, y);
} // }
//
}; // };
+3 -1
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@@ -17,6 +17,7 @@
#include <map> #include <map>
#include <vector> #include <vector>
#include <string> #include <string>
#include "LAppOpenGL.hpp"
/** /**
* @brief ユーザーが実際に使用するモデルの実装クラス<br> * @brief ユーザーが実際に使用するモデルの実装クラス<br>
* モデル生成、機能コンポーネント生成、更新処理とレンダリングの呼び出しを行う。 * モデル生成、機能コンポーネント生成、更新処理とレンダリングの呼び出しを行う。
@@ -286,5 +287,6 @@ private:
Live2D::Cubism::Framework::csmFloat32 alpha = 0.8f; // 滤波系数,范围在0到1之间,值越小,平滑效果越强 Live2D::Cubism::Framework::csmFloat32 alpha = 0.8f; // 滤波系数,范围在0到1之间,值越小,平滑效果越强
Live2D::Cubism::Framework::csmFloat32 filteredValue = 0.0f; // 滤波后的值 Live2D::Cubism::Framework::csmFloat32 filteredValue = 0.0f; // 滤波后的值
Csm::Rendering::CubismOffscreenSurface_OpenGLES2 _renderBuffer; ///< フレームバッファ以外の描画先 // Csm::Rendering::CubismOffscreenSurface_OpenGLES2 _renderBuffer; ///< フレームバッファ以外の描画先
CUBISM_OFFSCREEN_TYPE _renderBuffer;
}; };
+46
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@@ -0,0 +1,46 @@
//
// Created by misaki on 2026/5/13.
//
// LAppOpenGL.hpp
#pragma once
// 根据是否嵌入式选择 OpenGL 头
#if !defined(EMBEDDED_LINUX)
// 桌面 OpenGL
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#else
// 嵌入式 OpenGL ES
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif
// 统一深度清除函数
#if defined(EMBEDDED_LINUX)
#define LAPP_GL_CLEAR_DEPTH(d) glClearDepthf(d)
#else
#define LAPP_GL_CLEAR_DEPTH(d) glClearDepth(d)
#endif
#define CONCAT_IMPL(a, b) a##b
#define CONCAT(a, b) CONCAT_IMPL(a, b)
// 渲染后端编译期类型选择 与 Cubism SDK 的 CubismRenderer::Create() 条件编译对齐
#if defined(RENDER_BACKEND_VULKAN)
#define RENDERER_BACKEND_TAG Vulkan
#elif defined(RENDER_BACKEND_D3D11)
#define RENDERER_BACKEND_TAG D3D11
#elif defined(RENDER_BACKEND_D3D9)
#define RENDERER_BACKEND_TAG D3D9
#elif defined(RENDER_BACKEND_METAL)
#define RENDERER_BACKEND_TAG Metal
#else
#define RENDERER_BACKEND_TAG OpenGLES2
#endif
// 类型别名宏,用于 Csm 命名空间下的后端特定类型
#define CUBISM_RENDERER_TYPE CONCAT(Csm::Rendering::CubismRenderer_, RENDERER_BACKEND_TAG)
#define CUBISM_OFFSCREEN_TYPE CONCAT(Csm::Rendering::CubismOffscreenSurface_, RENDERER_BACKEND_TAG)
+20 -11
View File
@@ -7,8 +7,8 @@
#pragma once #pragma once
#include <GL/glew.h> #include "LAppOpenGL.hpp"
#include <GLFW/glfw3.h> #include "ISpriteRenderer.hpp" // 渲染后端抽象
/** /**
* @brief スプライトを実装するクラス。 * @brief スプライトを実装するクラス。
@@ -16,7 +16,8 @@
* テクスチャID、Rectの管理。 * テクスチャID、Rectの管理。
* *
*/ */
class LAppSprite // class LAppSprite // 原
class LAppSprite : public ISpriteRenderer // 继承渲染抽象接口
{ {
public: public:
/** /**
@@ -41,7 +42,8 @@ public:
* @param[in] textureId テクスチャID * @param[in] textureId テクスチャID
* @param[in] programId シェーダID * @param[in] programId シェーダID
*/ */
LAppSprite(float x, float y, float width, float height, GLuint textureId, GLuint programId); // LAppSprite(float x, float y, float width, float height, GLuint textureId, GLuint programId); // 原
LAppSprite(float x, float y, float width, float height, uintptr_t textureId, uintptr_t programId); // 抽象类型
/** /**
* @brief デストラクタ * @brief デストラクタ
@@ -52,7 +54,8 @@ public:
* @brief Getter テクスチャID * @brief Getter テクスチャID
* @return テクスチャIDを返す * @return テクスチャIDを返す
*/ */
GLuint GetTextureId() { return _textureId; } // GLuint GetTextureId() { return _textureId; } // 原
uintptr_t GetTextureId() const override { return _textureId; } // 抽象类型
/** /**
* @brief 描画する * @brief 描画する
@@ -64,7 +67,8 @@ public:
* @brief テクスチャIDを指定して描画する * @brief テクスチャIDを指定して描画する
* *
*/ */
void RenderImmidiate(GLuint textureId, const GLfloat uvVertex[8]) const; // void RenderImmidiate(GLuint textureId, const GLfloat uvVertex[8]) const; // 原
void RenderImmidiate(uintptr_t textureId, const float uvVertex[8]) const override; // 抽象类型
/** /**
* @brief コンストラクタ * @brief コンストラクタ
@@ -72,7 +76,8 @@ public:
* @param[in] pointX x座標 * @param[in] pointX x座標
* @param[in] pointY y座標 * @param[in] pointY y座標
*/ */
bool IsHit(float pointX, float pointY) const; // bool IsHit(float pointX, float pointY) const; // 原
bool IsHit(float pointX, float pointY) const override; // 接口实现
/** /**
* @brief 色設定 * @brief 色設定
@@ -82,7 +87,8 @@ public:
* @param[in] b (0.0~1.0) * @param[in] b (0.0~1.0)
* @param[in] a (0.0~1.0) * @param[in] a (0.0~1.0)
*/ */
void SetColor(float r, float g, float b, float a); // void SetColor(float r, float g, float b, float a); // 原
void SetColor(float r, float g, float b, float a) override; // 接口实现
/** /**
* @brief サイズ再設定 * @brief サイズ再設定
@@ -92,7 +98,8 @@ public:
* @param[in] width 横幅 * @param[in] width 横幅
* @param[in] height 高さ * @param[in] height 高さ
*/ */
void ResetRect(float x, float y, float width, float height); // void ResetRect(float x, float y, float width, float height); // 原
void ResetRect(float x, float y, float width, float height) override; // 接口实现
/** /**
* @brief ウインドウサイズ設定 * @brief ウインドウサイズ設定
@@ -100,10 +107,12 @@ public:
* @param[in] width 横幅 * @param[in] width 横幅
* @param[in] height 高さ * @param[in] height 高さ
*/ */
void SetWindowSize(int width, int height); // void SetWindowSize(int width, int height); // 原
void SetWindowSize(int width, int height) override; // 接口实现
private: private:
GLuint _textureId; ///< テクスチャID // GLuint _textureId; ///< テクスチャID
uintptr_t _textureId; ///< テクスチャID 抽象类型
Rect _rect; ///< 矩形 Rect _rect; ///< 矩形
int _positionLocation; ///< 位置アトリビュート int _positionLocation; ///< 位置アトリビュート
int _uvLocation; ///< UVアトリビュート int _uvLocation; ///< UVアトリビュート
+3 -3
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@@ -8,8 +8,7 @@
#pragma once #pragma once
#include <string> #include <string>
#include <GL/glew.h> #include "LAppOpenGL.hpp"
#include <GLFW/glfw3.h>
#include <Type/csmVector.hpp> #include <Type/csmVector.hpp>
/** /**
@@ -26,7 +25,8 @@ public:
*/ */
struct TextureInfo struct TextureInfo
{ {
GLuint id; ///< テクスチャID // GLuint id; ///< テクスチャID
uintptr_t id;
int width; ///< 横幅 int width; ///< 横幅
int height; ///< 高さ int height; ///< 高さ
std::string fileName; ///< ファイル名 std::string fileName; ///< ファイル名
+8 -5
View File
@@ -7,12 +7,12 @@
#pragma once #pragma once
#include <GL/glew.h> #include "LAppOpenGL.hpp"
#include <GLFW/glfw3.h>
#include <Math/CubismMatrix44.hpp> #include <Math/CubismMatrix44.hpp>
#include <Math/CubismViewMatrix.hpp> #include <Math/CubismViewMatrix.hpp>
#include "CubismFramework.hpp" #include "CubismFramework.hpp"
#include <Rendering/OpenGL/CubismOffscreenSurface_OpenGLES2.hpp> #include <Rendering/OpenGL/CubismOffscreenSurface_OpenGLES2.hpp>
#include "ISpriteRenderer.hpp" // 绘制接口抽象
class TouchManager; class TouchManager;
class LAppSprite; class LAppSprite;
@@ -158,14 +158,17 @@ private:
TouchManager* _touchManager; ///< タッチマネージャー TouchManager* _touchManager; ///< タッチマネージャー
Csm::CubismMatrix44* _deviceToScreen; ///< デバイスからスクリーンへの行列 Csm::CubismMatrix44* _deviceToScreen; ///< デバイスからスクリーンへの行列
Csm::CubismViewMatrix* _viewMatrix; ///< viewMatrix Csm::CubismViewMatrix* _viewMatrix; ///< viewMatrix
GLuint _programId; ///< シェーダID // GLuint _programId; ///< シェーダID
uintptr_t _programId; ///< 顶点着色器ID
//LAppSprite* _back; ///< 背景画像 //LAppSprite* _back; ///< 背景画像
//LAppSprite* _gear; ///< ギア画像 //LAppSprite* _gear; ///< ギア画像
//LAppSprite* _power; ///< 電源画像 //LAppSprite* _power; ///< 電源画像
// レンダリング先を別ターゲットにする方式の場合に使用 // レンダリング先を別ターゲットにする方式の場合に使用
LAppSprite* _renderSprite; ///< モードによっては_renderBufferのテクスチャを描画 // LAppSprite* _renderSprite; ///< モードによっては_renderBufferのテクスチャを描画
Csm::Rendering::CubismOffscreenSurface_OpenGLES2 _renderBuffer; ///< モードによってはCubismモデル結果をこっちにレンダリング ISpriteRenderer* _renderSprite; ///< 绘制接口抽象
// Csm::Rendering::CubismOffscreenSurface_OpenGLES2 _renderBuffer; ///< モードによってはCubismモデル結果をこっちにレンダリング
CUBISM_OFFSCREEN_TYPE _renderBuffer;
SelectTarget _renderTarget; ///< レンダリング先の選択肢 SelectTarget _renderTarget; ///< レンダリング先の選択肢
float _clearColor[4]; ///< レンダリングターゲットのクリアカラー float _clearColor[4]; ///< レンダリングターゲットのクリアカラー
}; };
+283
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@@ -0,0 +1,283 @@
# LAppLive2D — 独立 Live2D 渲染库
本文档是将相关代码投喂给AI所生成的,已经过人工审阅,未发现错误。
## 概述
`lapp_live2d` 是对 [Live2D Cubism SDK for Native](https://www.live2d.com/download/cubism-sdk/) 的封装层。
它将原 SDK 示例代码中的 OpenGL 硬编码抽离为抽象接口,使库本身**不依赖任何窗口框架**(Qt / SDL / GLFW / 自研引擎均可接入)。
**核心设计原则**
- 零 Qt / GLFW / SDL 依赖 — 仅依赖 C++ 标准库 + OpenGL 头文件 + Cubism SDK
- 渲染后端通过 `IRenderContext` / `ISpriteRenderer` 抽象接口注入
- 窗口尺寸变更通过 `std::function` 回调通知,不持有窗口指针
- 开发者可自由选择窗口框架,编写自己的 `GLCore`
---
## 依赖
| 依赖 | 说明 |
|------|------|
| **Live2D Cubism Framework** | `libFramework.a`(静态库,Live2D 官方) |
| **Live2D Cubism Core** | `libLive2DCubismCore.a`(静态库,Live2D 官方) |
| **OpenGL / OpenGL ES 头文件** | 桌面: `GLEW` + `GLFW`头文件;嵌入式: `EGL` + `GLES2` |
| **C++ 标准库** | `std::function`, `cstdint` 等 |
不依赖任何 Qt / SDL / GLFW 链接库。
---
## 架构
```
┌───────────────────────────────────────────────────────────┐
│ LAppDelegate (单例,应用入口) │
│ Initialize(w, h) — 仅需传入窗口尺寸 │
│ resize(w, h) — 窗口变更通知 │
│ update() — 每帧渲染 │
│ SetRenderContext() — 注入渲染后端 │
│ SetWindowResizeCallback() — 窗口尺寸变更回调 │
│ NotifyWindowResize() — LApp内部通知应用层调整窗口 │
│ GetWindowWidth/Height() — 获取当前存储的窗口尺寸 │
└──────────────┬────────────────┬────────────────────────────┘
│ 持有 │ 持有
┌──────────▼──────┐ ┌─────▼──────────────────────────┐
│ LAppView │ │ LAppLive2DManager │
│ 渲染管理 │ │ 模型生命周期(加载/切换/更新) │
│ - 触摸事件 │ │ - OnTap / OnDrag │
│ - 坐标变换 │ │ - ModelSizeChange → 回调通知 │
│ - Sprite绘制 │ │ │
└────────┬─────────┘ └─────┬──────────────────────────┘
│ │ 管理
┌────────▼───────────────────▼──────┐
│ LAppModel : CubismUserModel │
│ 单个Live2D模型实例 │
│ - 加载(.moc3 / .model3.json) │
│ - 动画、物理、口型同步 │
│ - 命中检测 (HitTest) │
│ - 渲染 (Draw → CubismRenderer) │
└───────────────────────────────────┘
```
### 抽象接口
```
IRenderContext ISpriteRenderer
│ │
├─ Clear(r,g,b,a) ├─ SetColor(r,g,b,a)
├─ ClearDepth(d) ├─ SetWindowSize(w,h)
├─ SetViewport(x,y,w,h) ├─ RenderImmidiate(texId, uv)
├─ CreateShaderProgram() ├─ IsHit(px, py)
├─ GetShaderProgram() ├─ ResetRect(x,y,w,h)
├─ InitializeGLState() └─ GetTextureId()
└── GLRenderContext (OpenGL实现)
- CompileShader() 内部编译 GLSL
- Clear → glClear / glClearColor
- SetViewport → glViewport
```
---
## 接入方式(CMake
```cmake
# 1. 在父 CMakeLists.txt 中配置 Framework 和 CoreIMPORTED
add_library(Framework STATIC IMPORTED GLOBAL)
set_target_properties(Framework PROPERTIES IMPORTED_LOCATION "/path/to/libFramework.a")
add_library(Live2DCubismCore STATIC IMPORTED GLOBAL)
set_target_properties(Live2DCubismCore PROPERTIES IMPORTED_LOCATION "/path/to/libLive2DCubismCore.a")
# 2. 导入 LAppLive2D 子项目
add_subdirectory(3rdparty/Live2D/Src/LAppLive2D)
# 3. 链接到你的可执行目标
target_link_libraries(your_app PRIVATE lapp_live2d)
```
**注意**LAppLive2D 内部引用 `<GL/glew.h>`(桌面)或 `<GLES2/gl2.h>`(嵌入式),需确保对应的头文件路径可用。参见父项目的 `CMakeLists.txt` 中如何为 `lapp_live2d` 补充平台 GL 头文件路径。
---
## 编写自定义窗口(以 Qt 为例)
```cpp
#include <QOpenGLWidget>
#include "LAppDelegate.hpp"
#include "GLRenderContext.hpp"
class MyGLCore final : public QOpenGLWidget
{
void initializeGL() override
{
// 1. 注入 IRenderContextOpenGL 实现)
LAppDelegate::GetInstance()->SetRenderContext(new GLRenderContext());
// 2. 注册窗口大小变更回调(模型加载时 LApp 通知你调整窗口)
LAppDelegate::GetInstance()->SetWindowResizeCallback([this](int w, int h) {
setFixedSize(w, h);
});
// 3. 初始化 LApp(传入当前窗口尺寸)
LAppDelegate::GetInstance()->Initialize(width(), height());
}
void resizeGL(int w, int h) override
{
LAppDelegate::GetInstance()->resize(w, h);
}
void paintGL() override
{
LAppDelegate::GetInstance()->update();
}
void mousePressEvent(QMouseEvent *ev) override {
LAppDelegate::GetInstance()->GetView()->OnTouchesBegan(ev->position().x(), ev->position().y());
}
void mouseMoveEvent(QMouseEvent *ev) override {
LAppDelegate::GetInstance()->GetView()->OnTouchesMoved(ev->position().x(), ev->position().y());
}
void mouseReleaseEvent(QMouseEvent *ev) override {
LAppDelegate::GetInstance()->GetView()->OnTouchesEnded(ev->position().x(), ev->position().y());
}
};
```
---
## 切换渲染后端
### 当前支持
| 后端 | 宏定义 | 说明 |
|------|--------|------|
| OpenGL ES2 | `RENDER_BACKEND_GLES2` | 嵌入式(RK3566 等) |
| OpenGL | `RENDER_BACKEND_OPENGL` | 桌面 Windows / Linux |
### 添加新后端
**第 1 步** — 在 `LAppOpenGL.hpp` 的宏分支中加一条:
```cpp
#elif defined(RENDER_BACKEND_VULKAN)
#define RENDERER_BACKEND_TAG Vulkan
```
**第 2 步** — 实现 `VulkanRenderContext`(继承 `IRenderContext`),并在其中实现 `Clear` / `SetViewport` / `CreateShaderProgram` 等方法。
**第 3 步** — CMake 中 `add_definitions(-DRENDER_BACKEND_VULKAN)`
**第 4 步** — 在你的窗口 `initializeGL()` 等价函数中创建 `VulkanRenderContext` 注入即可。
切换后端时 `LAppModel``LAppView` 中的 `CUBISM_RENDERER_TYPE` / `CUBISM_OFFSCREEN_TYPE` 宏会自动跟随编译宏切换对应的 Cubism SDK 后端类型。
---
## API 参考
### LAppDelegate(单例)
```cpp
// 初始化(必须在 OpenGL 上下文就绪后调用)
bool Initialize(int windowWidth, int windowHeight);
// 每帧调用
void update();
// 窗口尺寸变更
void resize(int width, int height);
// 注入渲染后端
void SetRenderContext(IRenderContext* ctx);
IRenderContext* GetRenderContext() const;
// 窗口尺寸回调(模型加载时LApp通知应用层调整窗口)
using WindowResizeFunc = std::function<void(int width, int height)>;
void SetWindowResizeCallback(WindowResizeFunc cb);
// 获取当前存储的窗口尺寸
int GetWindowWidth() const;
int GetWindowHeight() const;
// 获取 View / TextureManager
LAppView* GetView();
LAppTextureManager* GetTextureManager();
```
### IRenderContext
```cpp
class IRenderContext {
public:
virtual ~IRenderContext() = default;
virtual void Clear(float r, float g, float b, float a) = 0;
virtual void ClearDepth(float depth) = 0;
virtual void SetViewport(int x, int y, int w, int h) = 0;
virtual uintptr_t CreateShaderProgram() = 0;
virtual uintptr_t GetShaderProgram() const = 0;
virtual void InitializeGLState() = 0;
};
```
### ISpriteRenderer
```cpp
class ISpriteRenderer {
public:
virtual ~ISpriteRenderer() = default;
virtual void SetColor(float r, float g, float b, float a) = 0;
virtual void SetWindowSize(int w, int h) = 0;
virtual void RenderImmidiate(uintptr_t textureId, const float uvVertex[8]) const = 0;
virtual bool IsHit(float px, float py) const = 0;
virtual void ResetRect(float x, float y, float w, float h) = 0;
virtual uintptr_t GetTextureId() const = 0;
};
```
---
## 触摸事件映射
LApp 不依赖任何窗口事件系统,触摸由应用层主动调用:
```cpp
// 对应 QMouseEvent / SDL_MouseButtonEvent / GLFW 回调
LAppDelegate::GetInstance()->GetView()->OnTouchesBegan(x, y); // 按下
LAppDelegate::GetInstance()->GetView()->OnTouchesMoved(x, y); // 移动
LAppDelegate::GetInstance()->GetView()->OnTouchesEnded(x, y); // 释放
// 坐标需为窗口内像素坐标,原点在左上角
```
---
## 项目结构
```
LAppLive2D/
├── Inc/
│ ├── LAppDelegate.hpp ← 应用入口(单例)
│ ├── LAppView.hpp ← 渲染视图管理
│ ├── LAppModel.hpp ← 模型实例
│ ├── LAppSprite.hpp ← Sprite 绘制(继承 ISpriteRenderer
│ ├── LAppLive2DManager.hpp ← 模型集管理
│ ├── LAppTextureManager.hpp ← 纹理管理
│ ├── LAppPal.hpp ← 平台抽象(文件IO、时间)
│ ├── LAppAllocator.hpp ← 内存分配器
│ ├── LAppDefine.hpp ← 配置常量
│ ├── LAppWavFileHandler.hpp ← WAV文件解析
│ ├── TouchManager.hpp ← 触摸状态管理
│ ├── LAppOpenGL.hpp ← OpenGL 头文件 + 后端宏
│ │
│ ├── IRenderContext.hpp ← 渲染上下文抽象接口 ★
│ ├── ISpriteRenderer.hpp ← Sprite渲染抽象接口 ★
│ └── GLRenderContext.hpp ← OpenGL IRenderContext 实现 ★
├── Src/
│ ├── *.cpp ← 各模块实现
│ └── ...
├── CMakeLists.txt ← 子项目构建脚本
└── README.md ← 本文件
```
+244 -161
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@@ -7,8 +7,6 @@
#include "LAppDelegate.hpp" #include "LAppDelegate.hpp"
#include <iostream> #include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "LAppView.hpp" #include "LAppView.hpp"
#include "LAppPal.hpp" #include "LAppPal.hpp"
#include "LAppDefine.hpp" #include "LAppDefine.hpp"
@@ -43,77 +41,100 @@ void LAppDelegate::ReleaseInstance()
s_instance = NULL; s_instance = NULL;
} }
bool LAppDelegate::Initialize(GLCore* window) // bool LAppDelegate::Initialize(GLCore* window)
// {
// if (DebugLogEnable)
// {
// LAppPal::PrintLogLn("START");
// }
//
// // GLFWの初期化
// if (glfwInit() == GL_FALSE)
// {
// if (DebugLogEnable)
// {
// LAppPal::PrintLogLn("Can't initilize GLFW");
// }
// return GL_FALSE;
// }
//
// // Windowの生成_
// //_window = glfwCreateWindow(RenderTargetWidth, RenderTargetHeight, "SAMPLE", NULL, NULL);
// _window = window; // Misaki 修改
// if (_window == nullptr)
// {
// if (DebugLogEnable)
// {
// LAppPal::PrintLogLn("Can't create GLFW window.");
// }
// glfwTerminate();
// return GL_FALSE;
// }
//
// // Windowのコンテキストをカレントに設定
// //glfwMakeContextCurrent(_window);
// _window->makeCurrent(); // Misaki 修改
// glfwSwapInterval(1);
//
// if (glewInit() != GLEW_OK) {
// if (DebugLogEnable)
// {
// LAppPal::PrintLogLn("Can't initilize glew.");
// }
// glfwTerminate();
// return GL_FALSE;
// }
//
// //テクスチャサンプリング設定
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//
// //透過設定
// glEnable(GL_BLEND);
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//
//
// // Misaki 修改
// //コールバック関数の登録
// //glfwSetMouseButtonCallback(_window, EventHandler::OnMouseCallBack);
// //glfwSetCursorPosCallback(_window, EventHandler::OnMouseCallBack);
//
// // ウィンドウサイズ記憶
// //int width, height;
// //glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &width, &height);
// _windowWidth = _window->width(); // Misaki 修改
// _windowHeight = _window->height();
//
// //AppViewの初期化
// _view->Initialize();
//
// // Cubism SDK の初期化
// InitializeCubism();
//
// return GL_TRUE;
// }
// bool LAppDelegate::Initialize(GLCore* window) // 原
// bool LAppDelegate::Initialize(QWidget* window) // 中间解耦版本
bool LAppDelegate::Initialize(int windowWidth, int windowHeight) // 完全解耦Qt
{ {
if (DebugLogEnable) if (DebugLogEnable) LAppPal::PrintLogLn("START");
{ // _window = window; // 不再持有窗口指针
LAppPal::PrintLogLn("START"); // if (!_window) return false;
} _windowWidth = windowWidth;
_windowHeight = windowHeight;
// GLFWの初期化 // OpenGL 初始化(不依赖 glew
if (glfwInit() == GL_FALSE) // 原代码:原始GL调用,已抽象到IRenderContext
{ // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (DebugLogEnable) // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
{ // glEnable(GL_BLEND);
LAppPal::PrintLogLn("Can't initilize GLFW"); // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} _renderContext->InitializeGLState();
return GL_FALSE;
}
// Windowの生成_
//_window = glfwCreateWindow(RenderTargetWidth, RenderTargetHeight, "SAMPLE", NULL, NULL);
_window = window; // Misaki 修改
if (_window == nullptr)
{
if (DebugLogEnable)
{
LAppPal::PrintLogLn("Can't create GLFW window.");
}
glfwTerminate();
return GL_FALSE;
}
// Windowのコンテキストをカレントに設定
//glfwMakeContextCurrent(_window);
_window->makeCurrent(); // Misaki 修改
glfwSwapInterval(1);
if (glewInit() != GLEW_OK) {
if (DebugLogEnable)
{
LAppPal::PrintLogLn("Can't initilize glew.");
}
glfwTerminate();
return GL_FALSE;
}
//テクスチャサンプリング設定
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//透過設定
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Misaki 修改
//コールバック関数の登録
//glfwSetMouseButtonCallback(_window, EventHandler::OnMouseCallBack);
//glfwSetCursorPosCallback(_window, EventHandler::OnMouseCallBack);
// ウィンドウサイズ記憶
//int width, height;
//glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &width, &height);
_windowWidth = _window->width(); // Misaki 修改
_windowHeight = _window->height();
//AppViewの初期化
_view->Initialize(); _view->Initialize();
// Cubism SDK の初期化
InitializeCubism(); InitializeCubism();
return true;
return GL_TRUE;
} }
void LAppDelegate::Release() void LAppDelegate::Release()
@@ -121,7 +142,7 @@ void LAppDelegate::Release()
// Windowの削除 // Windowの削除
//glfwDestroyWindow(_window); // Misaki 修改 //glfwDestroyWindow(_window); // Misaki 修改
glfwTerminate(); // glfwTerminate();
delete _textureManager; delete _textureManager;
delete _view; delete _view;
@@ -183,41 +204,54 @@ void LAppDelegate::resize(int width, int height)
{ {
if ((_windowWidth != width || _windowHeight != height) && width > 0 && height > 0) if ((_windowWidth != width || _windowHeight != height) && width > 0 && height > 0)
{ {
// 先更新尺寸再调_view方法,因为_view内部会通过GetWindowWidth/Height获取
_windowWidth = width;
_windowHeight = height;
//AppViewの初期化 //AppViewの初期化
_view->Initialize(); _view->Initialize();
// スプライトサイズを再設定 // スプライトサイズを再設定
_view->ResizeSprite(); _view->ResizeSprite();
// サイズを保存しておく
_windowWidth = width;
_windowHeight = height;
// ビューポート変更 // ビューポート変更
glViewport(0, 0, width, height); // glViewport(0, 0, width, height); // 原始GL,改用IRenderContext
_renderContext->SetViewport(0, 0, width, height);
} }
else else
{ {
glViewport(0, 0, width, height); // glViewport(0, 0, width, height); // 原始GL,改用IRenderContext
_renderContext->SetViewport(0, 0, width, height);
} }
} }
// void LAppDelegate::update()
// {
// // 時間更新
// LAppPal::UpdateTime();
//
// // 画面の初期化
// //glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // 渲染背景为透明
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// glClearDepth(1.0);
//
// //描画更新
// _view->Render();
// }
void LAppDelegate::update() void LAppDelegate::update()
{ {
// 時間更新
LAppPal::UpdateTime(); LAppPal::UpdateTime();
// 原代码:原始GL调用,已抽象到IRenderContext
// 画面の初期化 // glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
//glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // 渲染背景为透明 // LAPP_GL_CLEAR_DEPTH(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); _renderContext->Clear(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0); _renderContext->ClearDepth(1.0f);
//描画更新
_view->Render(); _view->Render();
} }
LAppDelegate::LAppDelegate(): LAppDelegate::LAppDelegate():
_cubismOption(), _cubismOption(),
_window(nullptr), // _window(nullptr), // 已解耦,不再持有窗口指针
_captured(false), _captured(false),
_mouseX(0.0f), _mouseX(0.0f),
_mouseY(0.0f), _mouseY(0.0f),
@@ -257,23 +291,139 @@ void LAppDelegate::InitializeCubism()
_view->InitializeSprite(); _view->InitializeSprite();
} }
void LAppDelegate::OnMouseCallBack(GLFWwindow* window, int button, int action, int modify) // void LAppDelegate::OnMouseCallBack(GLFWwindow* window, int button, int action, int modify)
// {
// if (_view == nullptr)
// {
// return;
// }
// if (GLFW_MOUSE_BUTTON_LEFT != button)
// {
// return;
// }
//
// if (GLFW_PRESS == action)
// {
// _captured = true;
// _view->OnTouchesBegan(_mouseX, _mouseY);
// }
// else if (GLFW_RELEASE == action)
// {
// if (_captured)
// {
// _captured = false;
// _view->OnTouchesEnded(_mouseX, _mouseY);
// }
// }
// }
//
// void LAppDelegate::OnMouseCallBack(GLFWwindow* window, double x, double y)
// {
// _mouseX = static_cast<float>(x);
// _mouseY = static_cast<float>(y);
//
// if (!_captured)
// {
// return;
// }
// if (_view == nullptr)
// {
// return;
// }
//
// _view->OnTouchesMoved(_mouseX, _mouseY);
// }
void LAppDelegate::OnMouseCallBack(double x, double y)
{ {
if (_view == nullptr) _mouseX = static_cast<float>(x);
{ _mouseY = static_cast<float>(y);
return; if (!_captured) return;
} if (_view == nullptr) return;
if (GLFW_MOUSE_BUTTON_LEFT != button) _view->OnTouchesMoved(_mouseX, _mouseY);
{
return;
} }
if (GLFW_PRESS == action) // GLuint LAppDelegate::CreateShader()
// {
// //バーテックスシェーダのコンパイル
// GLuint vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
// const char* vertexShader =
// "#version 120\n"
// "attribute vec3 position;"
// "attribute vec2 uv;"
// "varying vec2 vuv;"
// "void main(void){"
// " gl_Position = vec4(position, 1.0);"
// " vuv = uv;"
// "}";
// glShaderSource(vertexShaderId, 1, &vertexShader, nullptr);
// glCompileShader(vertexShaderId);
// if(!CheckShader(vertexShaderId))
// {
// return 0;
// }
//
// //フラグメントシェーダのコンパイル
// GLuint fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
// const char* fragmentShader =
// "#version 120\n"
// "varying vec2 vuv;"
// "uniform sampler2D texture;"
// "uniform vec4 baseColor;"
// "void main(void){"
// " gl_FragColor = texture2D(texture, vuv) * baseColor;"
// "}";
// glShaderSource(fragmentShaderId, 1, &fragmentShader, nullptr);
// glCompileShader(fragmentShaderId);
// if (!CheckShader(fragmentShaderId))
// {
// return 0;
// }
//
// //プログラムオブジェクトの作成
// GLuint programId = glCreateProgram();
// glAttachShader(programId, vertexShaderId);
// glAttachShader(programId, fragmentShaderId);
//
// // リンク
// glLinkProgram(programId);
//
// glUseProgram(programId);
//
// return programId;
// }
GLuint LAppDelegate::CreateShader()
{
// Shader编译逻辑已移入GLRenderContext::CompileShader()
// 本函数保留兼容签名,内部委托给IRenderContext
return static_cast<GLuint>(_renderContext->GetShaderProgram());
}
/*
// 原Shader编译代码,已迁移至GLRenderContext::CompileShader()
GLuint LAppDelegate::CreateShader()
{
#if defined(QT_OPENGL_ES_2) || defined(QT_OPENGL_ES_3) || defined(EMBEDDED_LINUX)
// OpenGL ES 2.0/3.0 着色器
const char* vertexShader = ...;
...
#else
...
#endif
...
return programId;
}
*/
// 鼠标回调简化(不再依赖 GLFWwindow*
void LAppDelegate::OnMouseCallBack(int button, int action, int mods)
{
if (_view == nullptr) return;
if (button != 0) return; // 只处理左键,0 代表左键(与 Qt 约定一致)
if (action == 1) // 按下
{ {
_captured = true; _captured = true;
_view->OnTouchesBegan(_mouseX, _mouseY); _view->OnTouchesBegan(_mouseX, _mouseY);
} }
else if (GLFW_RELEASE == action) else if (action == 0) // 释放
{ {
if (_captured) if (_captured)
{ {
@@ -283,73 +433,6 @@ void LAppDelegate::OnMouseCallBack(GLFWwindow* window, int button, int action, i
} }
} }
void LAppDelegate::OnMouseCallBack(GLFWwindow* window, double x, double y)
{
_mouseX = static_cast<float>(x);
_mouseY = static_cast<float>(y);
if (!_captured)
{
return;
}
if (_view == nullptr)
{
return;
}
_view->OnTouchesMoved(_mouseX, _mouseY);
}
GLuint LAppDelegate::CreateShader()
{
//バーテックスシェーダのコンパイル
GLuint vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
const char* vertexShader =
"#version 120\n"
"attribute vec3 position;"
"attribute vec2 uv;"
"varying vec2 vuv;"
"void main(void){"
" gl_Position = vec4(position, 1.0);"
" vuv = uv;"
"}";
glShaderSource(vertexShaderId, 1, &vertexShader, nullptr);
glCompileShader(vertexShaderId);
if(!CheckShader(vertexShaderId))
{
return 0;
}
//フラグメントシェーダのコンパイル
GLuint fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
const char* fragmentShader =
"#version 120\n"
"varying vec2 vuv;"
"uniform sampler2D texture;"
"uniform vec4 baseColor;"
"void main(void){"
" gl_FragColor = texture2D(texture, vuv) * baseColor;"
"}";
glShaderSource(fragmentShaderId, 1, &fragmentShader, nullptr);
glCompileShader(fragmentShaderId);
if (!CheckShader(fragmentShaderId))
{
return 0;
}
//プログラムオブジェクトの作成
GLuint programId = glCreateProgram();
glAttachShader(programId, vertexShaderId);
glAttachShader(programId, fragmentShaderId);
// リンク
glLinkProgram(programId);
glUseProgram(programId);
return programId;
}
bool LAppDelegate::CheckShader(GLuint shaderId) bool LAppDelegate::CheckShader(GLuint shaderId)
{ {
GLint status; GLint status;
+17 -19
View File
@@ -15,8 +15,7 @@
#include <filesystem> // Linux / macOS 用 std::filesystem #include <filesystem> // Linux / macOS 用 std::filesystem
#include <algorithm> #include <algorithm>
#endif #endif
#include <GL/glew.h> #include "LAppOpenGL.hpp"
#include <GLFW/glfw3.h>
#include <Rendering/CubismRenderer.hpp> #include <Rendering/CubismRenderer.hpp>
#include "LAppPal.hpp" #include "LAppPal.hpp"
#include "LAppDefine.hpp" #include "LAppDefine.hpp"
@@ -222,8 +221,8 @@ void LAppLive2DManager::OnUpdate() const
{ {
//glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &width, &height); //glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &width, &height);
int width = LAppDelegate::GetInstance()->GetWindow()->width(); int width = LAppDelegate::GetInstance()->GetWindowWidth();
int height = LAppDelegate::GetInstance()->GetWindow()->height(); int height = LAppDelegate::GetInstance()->GetWindowHeight();
csmUint32 modelCount = _models.GetSize(); csmUint32 modelCount = _models.GetSize();
for (csmUint32 i = 0; i < modelCount; ++i) for (csmUint32 i = 0; i < modelCount; ++i)
@@ -264,17 +263,16 @@ void LAppLive2DManager::OnUpdate() const
LAppDelegate::GetInstance()->GetView()->PostModelDraw(*model); LAppDelegate::GetInstance()->GetView()->PostModelDraw(*model);
} }
} }
#include <AppContext.h> // #include <AppContext.h> // 解耦,改用LAppDelegate回调
void LAppLive2DManager::ModelSizeChange(const int Sacle = 15) void LAppLive2DManager::ModelSizeChange(const int Sacle = 15)
{ {
// 加载完后根据模型大小来重新设置当前窗口大小
const int width = static_cast<int>(_models[0]->GetModel()->GetCanvasWidthPixel() / Sacle); const int width = static_cast<int>(_models[0]->GetModel()->GetCanvasWidthPixel() / Sacle);
const int height = static_cast<int>(_models[0]->GetModel()->GetCanvasHeightPixel() / Sacle); const int height = static_cast<int>(_models[0]->GetModel()->GetCanvasHeightPixel() / Sacle);
// 确保在主线程调用 UI 相关操作 // if(AppContext::GetGLCore()) { // 原
if(AppContext::GetGLCore()) { // AppContext::GetGLCore()->setWindowSize(width, height);
AppContext::GetGLCore()->setWindowSize(width, height); // }
} LAppDelegate::GetInstance()->NotifyWindowResize(width, height); // 通过回调通知应用层
LAppPal::PrintLogLn("[APP]窗口尺寸重新设置为: W: %d H: %d", width, height); LAppPal::PrintLogLn("[APP]窗口尺寸重新设置为: W: %d H: %d", width, height);
} }
void LAppLive2DManager::LoadModelFromPath(const std::string& modelPath, const std::string& fileName) void LAppLive2DManager::LoadModelFromPath(const std::string& modelPath, const std::string& fileName)
@@ -289,7 +287,8 @@ void LAppLive2DManager::LoadModelFromPath(const std::string& modelPath, const st
// 加载完后根据模型大小来重新设置当前窗口大小 // 加载完后根据模型大小来重新设置当前窗口大小
const int width = static_cast<int>(_models[0]->GetModel()->GetCanvasWidthPixel() / 15.0); const int width = static_cast<int>(_models[0]->GetModel()->GetCanvasWidthPixel() / 15.0);
const int height = static_cast<int>(_models[0]->GetModel()->GetCanvasHeightPixel() / 15.0); const int height = static_cast<int>(_models[0]->GetModel()->GetCanvasHeightPixel() / 15.0);
AppContext::GetGLCore()->setWindowSize(width, height); // 获取GLCore上下文 // AppContext::GetGLCore()->setWindowSize(width, height); //
LAppDelegate::GetInstance()->NotifyWindowResize(width, height); // 通过回调通知应用层
LAppPal::PrintLogLn("[APP]窗口尺寸重新设置为: W: %d H: %d", width, height); LAppPal::PrintLogLn("[APP]窗口尺寸重新设置为: W: %d H: %d", width, height);
/* /*
* 提供一个半透明表示模型的示例。 * 提供一个半透明表示模型的示例。
@@ -352,14 +351,13 @@ void LAppLive2DManager::MountLoadedModel(LAppModel* model)
} }
// 加载完后根据模型大小来重新设置当前窗口大小 // 加载完后根据模型大小来重新设置当前窗口大小
const int width = static_cast<int>(_models[0]->GetModel()->GetCanvasWidthPixel() / 15.0); // 原代码直接调AppContext,改为统一使用ModelSizeChange
const int height = static_cast<int>(_models[0]->GetModel()->GetCanvasHeightPixel() / 15.0); // const int width = static_cast<int>(_models[0]->GetModel()->GetCanvasWidthPixel() / 15.0);
// const int height = static_cast<int>(_models[0]->GetModel()->GetCanvasHeightPixel() / 15.0);
// 确保在主线程调用 UI 相关操作 // if(AppContext::GetGLCore()) {
if(AppContext::GetGLCore()) { // AppContext::GetGLCore()->setWindowSize(width, height);
AppContext::GetGLCore()->setWindowSize(width, height); // }
} ModelSizeChange(15); // 统一入口,回调通知应用层
LAppPal::PrintLogLn("[APP]窗口尺寸重新设置为: W: %d H: %d", width, height);
// 设置渲染目标等 // 设置渲染目标等
{ {
+12 -6
View File
@@ -789,7 +789,8 @@ void LAppModel::DoDraw()
return; return;
} }
GetRenderer<Rendering::CubismRenderer_OpenGLES2>()->DrawModel(); // GetRenderer<Rendering::CubismRenderer_OpenGLES2>()->DrawModel();
GetRenderer<CUBISM_RENDERER_TYPE>()->DrawModel(); // 适配不同渲染器
} }
void LAppModel::Draw(CubismMatrix44& matrix) void LAppModel::Draw(CubismMatrix44& matrix)
@@ -801,8 +802,10 @@ void LAppModel::Draw(CubismMatrix44& matrix)
matrix.MultiplyByMatrix(_modelMatrix); matrix.MultiplyByMatrix(_modelMatrix);
GetRenderer<Rendering::CubismRenderer_OpenGLES2>()->SetMvpMatrix(&matrix); // 設定MVP行列
// GetRenderer<Rendering::CubismRenderer_OpenGLES2>()->SetMvpMatrix(&matrix);
GetRenderer<CUBISM_RENDERER_TYPE>()->SetMvpMatrix(&matrix); // 适配不同渲染器
// 描画
DoDraw(); DoDraw();
} }
@@ -892,13 +895,16 @@ void LAppModel::SetupTextures()
const csmInt32 glTextueNumber = texture->id; const csmInt32 glTextueNumber = texture->id;
//OpenGL //OpenGL
GetRenderer<Rendering::CubismRenderer_OpenGLES2>()->BindTexture(modelTextureNumber, glTextueNumber); // GetRenderer<Rendering::CubismRenderer_OpenGLES2>()->BindTexture(modelTextureNumber, glTextueNumber);
GetRenderer<CUBISM_RENDERER_TYPE>()->BindTexture(modelTextureNumber, glTextueNumber); // 适配不同渲染器
} }
#ifdef PREMULTIPLIED_ALPHA_ENABLE #ifdef PREMULTIPLIED_ALPHA_ENABLE
GetRenderer<Rendering::CubismRenderer_OpenGLES2>()->IsPremultipliedAlpha(true); // GetRenderer<Rendering::CubismRenderer_OpenGLES2>()->IsPremultipliedAlpha(true);
GetRenderer<CUBISM_RENDERER_TYPE>()->IsPremultipliedAlpha(true);
#else #else
GetRenderer<Rendering::CubismRenderer_OpenGLES2>()->IsPremultipliedAlpha(false); // GetRenderer<Rendering::CubismRenderer_OpenGLES2>()->IsPremultipliedAlpha(false);
GetRenderer<CUBISM_RENDERER_TYPE>()->IsPremultipliedAlpha(false);
#endif #endif
} }
+18 -5
View File
@@ -6,13 +6,13 @@
*/ */
#include "LAppPal.hpp" #include "LAppPal.hpp"
#include "LAppDefine.hpp"
#include <chrono>
#include <cstdio> #include <cstdio>
#include <stdarg.h> #include <stdarg.h>
#include <sys/stat.h> #include <sys/stat.h>
#include <iostream> #include <iostream>
#include <fstream> #include <fstream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <Model/CubismMoc.hpp> #include <Model/CubismMoc.hpp>
#include "LAppDefine.hpp" #include "LAppDefine.hpp"
#ifdef _WIN32 #ifdef _WIN32
@@ -93,11 +93,24 @@ csmFloat32 LAppPal::GetDeltaTime()
return static_cast<csmFloat32>(s_deltaTime); return static_cast<csmFloat32>(s_deltaTime);
} }
static std::chrono::steady_clock::time_point s_lastTime;
static double s_deltaTime = 0.0;
void LAppPal::UpdateTime() void LAppPal::UpdateTime()
{ {
s_currentFrame = glfwGetTime(); // s_currentFrame = glfwGetTime();
s_deltaTime = s_currentFrame - s_lastFrame; // s_deltaTime = s_currentFrame - s_lastFrame;
s_lastFrame = s_currentFrame; // s_lastFrame = s_currentFrame;
static bool initialized = false;
if (!initialized)
{
s_lastTime = std::chrono::steady_clock::now();
initialized = true;
return;
}
auto now = std::chrono::steady_clock::now();
std::chrono::duration<double> diff = now - s_lastTime;
s_deltaTime = diff.count();
s_lastTime = now;
} }
void LAppPal::PrintLog(const csmChar* format, ...) void LAppPal::PrintLog(const csmChar* format, ...)
+17 -9
View File
@@ -7,7 +7,8 @@
#include "LAppSprite.hpp" #include "LAppSprite.hpp"
LAppSprite::LAppSprite(float x, float y, float width, float height, GLuint textureId, GLuint programId) // LAppSprite::LAppSprite(float x, float y, float width, float height, GLuint textureId, GLuint programId) // 原
LAppSprite::LAppSprite(float x, float y, float width, float height, uintptr_t textureId, uintptr_t programId) // 抽象类型
: _rect() : _rect()
{ {
_rect.left = (x - width * 0.5f); _rect.left = (x - width * 0.5f);
@@ -16,11 +17,15 @@ LAppSprite::LAppSprite(float x, float y, float width, float height, GLuint textu
_rect.down = (y - height * 0.5f); _rect.down = (y - height * 0.5f);
_textureId = textureId; _textureId = textureId;
// 何番目のattribute変数か // 原代码:直接传GLuint,改用static_cast适配抽象类型uintptr_t
_positionLocation = glGetAttribLocation(programId, "position"); // _positionLocation = glGetAttribLocation(programId, "position");
_uvLocation = glGetAttribLocation(programId, "uv"); // _uvLocation = glGetAttribLocation(programId, "uv");
_textureLocation = glGetUniformLocation(programId, "texture"); // _textureLocation = glGetUniformLocation(programId, "texture");
_colorLocation = glGetUniformLocation(programId, "baseColor"); // _colorLocation = glGetUniformLocation(programId, "baseColor");
_positionLocation = glGetAttribLocation(static_cast<GLuint>(programId), "position");
_uvLocation = glGetAttribLocation(static_cast<GLuint>(programId), "uv");
_textureLocation = glGetUniformLocation(static_cast<GLuint>(programId), "texture");
_colorLocation = glGetUniformLocation(static_cast<GLuint>(programId), "baseColor");
_spriteColor[0] = 1.0f; _spriteColor[0] = 1.0f;
_spriteColor[1] = 1.0f; _spriteColor[1] = 1.0f;
@@ -72,11 +77,13 @@ void LAppSprite::Render() const
// モデルの描画 // モデルの描画
glBindTexture(GL_TEXTURE_2D, _textureId); // glBindTexture(GL_TEXTURE_2D, _textureId); // 原
glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(_textureId)); // 抽象类型转换
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
} }
void LAppSprite::RenderImmidiate(GLuint textureId, const GLfloat uvVertex[8]) const // void LAppSprite::RenderImmidiate(GLuint textureId, const GLfloat uvVertex[8]) const // 原
void LAppSprite::RenderImmidiate(uintptr_t textureId, const float uvVertex[8]) const // 抽象类型
{ {
if (_maxWidth == 0 || _maxHeight == 0) if (_maxWidth == 0 || _maxHeight == 0)
{ {
@@ -106,7 +113,8 @@ void LAppSprite::RenderImmidiate(GLuint textureId, const GLfloat uvVertex[8]) co
glUniform4f(_colorLocation, _spriteColor[0], _spriteColor[1], _spriteColor[2], _spriteColor[3]); glUniform4f(_colorLocation, _spriteColor[0], _spriteColor[1], _spriteColor[2], _spriteColor[3]);
// モデルの描画 // モデルの描画
glBindTexture(GL_TEXTURE_2D, textureId); // glBindTexture(GL_TEXTURE_2D, textureId); // 原
glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(textureId)); // 抽象类型转换
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
} }
+21 -13
View File
@@ -60,8 +60,8 @@ void LAppView::Initialize()
{ {
int width, height; int width, height;
//glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &width, &height); //glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &width, &height);
width = LAppDelegate::GetInstance()->GetWindow()->width(); width = LAppDelegate::GetInstance()->GetWindowWidth();
height = LAppDelegate::GetInstance()->GetWindow()->height(); height = LAppDelegate::GetInstance()->GetWindowHeight();
if(width==0 || height==0) if(width==0 || height==0)
{ {
@@ -109,8 +109,8 @@ void LAppView::Render()
// 画面サイズを取得する // 画面サイズを取得する
int maxWidth, maxHeight; int maxWidth, maxHeight;
//glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &maxWidth, &maxHeight); //glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &maxWidth, &maxHeight);
maxWidth = LAppDelegate::GetInstance()->GetWindow()->width(); maxWidth = LAppDelegate::GetInstance()->GetWindowWidth();
maxHeight = LAppDelegate::GetInstance()->GetWindow()->height(); maxHeight = LAppDelegate::GetInstance()->GetWindowHeight();
//_back->SetWindowSize(maxWidth, maxHeight); //_back->SetWindowSize(maxWidth, maxHeight);
//_gear->SetWindowSize(maxWidth, maxHeight); //_gear->SetWindowSize(maxWidth, maxHeight);
@@ -155,12 +155,13 @@ void LAppView::Render()
void LAppView::InitializeSprite() void LAppView::InitializeSprite()
{ {
_programId = LAppDelegate::GetInstance()->CreateShader(); // _programId = LAppDelegate::GetInstance()->CreateShader();
_programId = LAppDelegate::GetInstance()->GetRenderContext()->CreateShaderProgram();
int width, height; int width, height;
//glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &width, &height); //glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &width, &height);
width = LAppDelegate::GetInstance()->GetWindow()->width(); width = LAppDelegate::GetInstance()->GetWindowWidth();
height = LAppDelegate::GetInstance()->GetWindow()->height(); height = LAppDelegate::GetInstance()->GetWindowHeight();
LAppTextureManager* textureManager = LAppDelegate::GetInstance()->GetTextureManager(); LAppTextureManager* textureManager = LAppDelegate::GetInstance()->GetTextureManager();
const string resourcesPath = ResourcesPath; const string resourcesPath = ResourcesPath;
@@ -196,6 +197,13 @@ void LAppView::InitializeSprite()
// x = width * 0.5f; // x = width * 0.5f;
// y = height * 0.5f; // y = height * 0.5f;
// _renderSprite = new LAppSprite(x, y, static_cast<float>(width), static_cast<float>(height), 0, _programId); // _renderSprite = new LAppSprite(x, y, static_cast<float>(width), static_cast<float>(height), 0, _programId);
// _programId 类型由GLuint改为uintptr_t,构造参数匹配
// _renderSprite = new LAppSprite(x, y, static_cast<float>(width),
// static_cast<float>(height), 0,
// static_cast<GLuint>(_programId));
float x = width * 0.5f;
float y = height * 0.5f;
_renderSprite = new LAppSprite(x, y, static_cast<float>(width), static_cast<float>(height), 0, static_cast<uintptr_t>(_programId));
} }
void LAppView::OnTouchesBegan(float px, float py) const void LAppView::OnTouchesBegan(float px, float py) const
@@ -303,8 +311,8 @@ void LAppView::PreModelDraw(LAppModel& refModel)
{// 描画ターゲット内部未作成の場合はここで作成 {// 描画ターゲット内部未作成の場合はここで作成
int width, height; int width, height;
/*glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &width, &height);*/ /*glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &width, &height);*/
width = LAppDelegate::GetInstance()->GetWindow()->width(); width = LAppDelegate::GetInstance()->GetWindowWidth();
height = LAppDelegate::GetInstance()->GetWindow()->height(); height = LAppDelegate::GetInstance()->GetWindowHeight();
if (width != 0 && height != 0) if (width != 0 && height != 0)
{ {
@@ -350,8 +358,8 @@ void LAppView::PostModelDraw(LAppModel& refModel)
int maxWidth, maxHeight; int maxWidth, maxHeight;
/*glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &maxWidth, &maxHeight);*/ /*glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &maxWidth, &maxHeight);*/
maxWidth = LAppDelegate::GetInstance()->GetWindow()->width(); // Misaki 修改 maxWidth = LAppDelegate::GetInstance()->GetWindowWidth(); // Misaki 修改
maxHeight = LAppDelegate::GetInstance()->GetWindow()->height(); maxHeight = LAppDelegate::GetInstance()->GetWindowHeight();
_renderSprite->SetWindowSize(maxWidth, maxHeight); _renderSprite->SetWindowSize(maxWidth, maxHeight);
@@ -400,8 +408,8 @@ void LAppView::ResizeSprite()
// 描画領域サイズ // 描画領域サイズ
int width, height; int width, height;
//glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &width, &height); //glfwGetWindowSize(LAppDelegate::GetInstance()->GetWindow(), &width, &height);
width = LAppDelegate::GetInstance()->GetWindow()->width(); width = LAppDelegate::GetInstance()->GetWindowWidth();
height = LAppDelegate::GetInstance()->GetWindow()->height(); height = LAppDelegate::GetInstance()->GetWindowHeight();
float x = 0.0f; float x = 0.0f;
float y = 0.0f; float y = 0.0f;
+170 -121
View File
@@ -6,7 +6,51 @@ set(CMAKE_AUTOMOC ON)
set(CMAKE_AUTORCC ON) set(CMAKE_AUTORCC ON)
set(CMAKE_AUTOUIC ON) set(CMAKE_AUTOUIC ON)
set(CMAKE_PREFIX_PATH "/home/misaki/Qt/6.6.3/gcc_64") # 设置Qt6安装路径(此处请根据你的Qt6安装位置填写) # 平台与架构检测
if(DEFINED TARGET_ARCH AND TARGET_ARCH STREQUAL "arm64")
set(PLAT "linux_arm")
set(ARCH "arm64")
set(CMAKE_PREFIX_PATH "/home/misaki/MisakiCodes/rk3566-sdk/3rd/Qt6.6.3")
add_definitions(-DCSM_TARGET_HARMONYOS_ES3) # OpenGL ES 3.0 渲染宏
add_definitions(-DEMBEDDED_LINUX) # 嵌入式Linux专用宏
elseif(CMAKE_SYSTEM_PROCESSOR MATCHES "aarch64|arm64|ARM64")
set(PLAT "linux_arm")
set(ARCH "arm64")
set(CMAKE_PREFIX_PATH "/home/misaki/MisakiCodes/rk3566-sdk/3rd/Qt6.6.3")
add_definitions(-DCSM_TARGET_HARMONYOS_ES3)
add_definitions(-DEMBEDDED_LINUX)
elseif(WIN32)
set(PLAT "windows")
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(ARCH "x86_64")
else()
set(ARCH "x86")
endif()
set(CMAKE_PREFIX_PATH "Qt/6.6.3/gcc_64") ## 按照自己电脑上qt6.6.3的位置来替换
add_definitions(-DCSM_TARGET_WIN_GL)
elseif(APPLE)
set(PLAT "macos")
set(ARCH "x86_64") # 或通用二进制,可根据需要调整
set(CMAKE_PREFIX_PATH "/home/misaki/Qt/6.6.3/gcc_64")
add_definitions(-DCSM_TARGET_MAC_GL)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Linux")
set(PLAT "linux_64")
set(ARCH "x86_64")
set(CMAKE_PREFIX_PATH "/home/misaki/Qt6.3/6.6.3/gcc_64")
add_definitions(-DCSM_TARGET_LINUX_GL)
else()
message(FATAL_ERROR "Unsupported platform")
endif()
# 渲染后端选择
if(PLAT STREQUAL "linux_arm")
add_definitions(-DRENDER_BACKEND_GLES2)
else()
add_definitions(-DRENDER_BACKEND_OPENGL)
endif()
message(STATUS " 当前Qt路径: ${CMAKE_PREFIX_PATH}")
message(STATUS " 当前平台: ${PLAT} 架构: ${ARCH}")
# 设置是否为debug模式 默认为Debug # 设置是否为debug模式 默认为Debug
if(NOT CMAKE_BUILD_TYPE) if(NOT CMAKE_BUILD_TYPE)
@@ -16,11 +60,7 @@ endif()
# 设置渲染方式,选择为OpenGL,不然默认是Cocos2d,编译会报错的,CMake也会给你警告的 # 设置渲染方式,选择为OpenGL,不然默认是Cocos2d,编译会报错的,CMake也会给你警告的
set(FRAMEWORK_SOURCE OpenGL) set(FRAMEWORK_SOURCE OpenGL)
# 查找一些必要的src文件 # 查找一些必要的src文件
file(GLOB_RECURSE LAppLive2D
CONFIGURE_DEPENDS # CMake 3.12+:检测到新增文件自动重新生成
"3rdparty/Live2D/Src/LAppLive2D/Src/*.cpp"
)
file(GLOB_RECURSE YosugaSrc file(GLOB_RECURSE YosugaSrc
CONFIGURE_DEPENDS CONFIGURE_DEPENDS
"src/Handle/AudioHandle/Src/*.cpp" "src/Handle/AudioHandle/Src/*.cpp"
@@ -29,12 +69,8 @@ file(GLOB_RECURSE YosugaSrc
"src/Handle/NetWorkHandle/Inc/*.h" "src/Handle/NetWorkHandle/Inc/*.h"
"src/Handle/DataObjectHandle/Src/*.cpp" "src/Handle/DataObjectHandle/Src/*.cpp"
"src/Handle/DataObjectHandle/Inc/*.h" "src/Handle/DataObjectHandle/Inc/*.h"
"src/UI/Menu/Src/*.cpp"
"src/UI/Menu/Inc/*.h"
"src/DAO/Inc/*.h" "src/DAO/Inc/*.h"
"src/DAO/Src/*.cpp" "src/DAO/Src/*.cpp"
"src/UI/Setting/Src/*.cpp"
"src/UI/Setting/Inc/*.h"
"src/UI/Render/TextRender/Src/*.cpp" "src/UI/Render/TextRender/Src/*.cpp"
"src/UI/Render/TextRender/Inc/*.h" "src/UI/Render/TextRender/Inc/*.h"
"src/Core/Src/*.cpp" "src/Core/Src/*.cpp"
@@ -44,6 +80,18 @@ file(GLOB_RECURSE YosugaSrc
"src/Utils/Src/*.cpp" "src/Utils/Src/*.cpp"
) )
# 如果是桌面平台,再额外添加 UI 相关目录
if(NOT PLAT STREQUAL "linux_arm")
file(GLOB_RECURSE DesktopUI_Src
"src/UI/Menu/Src/*.cpp"
"src/UI/Menu/Inc/*.h"
"src/UI/Setting/Src/*.cpp"
"src/UI/Setting/Inc/*.h"
)
message(STATUS " 被主机平台额外包含的库: ${YosugaSrc}")
list(APPEND YosugaSrc ${DesktopUI_Src})
endif()
# 查找Qt6模块以及其他必须模块 # 查找Qt6模块以及其他必须模块
find_package(Qt6 COMPONENTS find_package(Qt6 COMPONENTS
Core Core
@@ -57,83 +105,105 @@ find_package(Qt6 COMPONENTS
OpenGLWidgets OpenGLWidgets
Concurrent Concurrent
REQUIRED) REQUIRED)
find_package(OpenGL REQUIRED)
# 仅在非 ARM 平台查找桌面 OpenGL
if(NOT PLAT STREQUAL "linux_arm")
find_package(OpenGL REQUIRED)
else ()
# 若为arm平台,对于C++采用静态链接标准库,避免环境复杂出现问题
set(CMAKE_EXE_LINKER_FLAGS "-static-libstdc++ -static-libgcc")
endif ()
# 添加第三方子项目
if(NOT PLAT STREQUAL "linux_arm")
### 部分第三方子项目与嵌入式Linux不兼容(嵌入式Linux环境复杂,有的没有桌面环境,因此不一定支持窗口)
add_subdirectory(3rdparty/ElaWidgetTools) # 添加ElaWidgetTools UI库 add_subdirectory(3rdparty/ElaWidgetTools) # 添加ElaWidgetTools UI库
add_subdirectory(3rdparty/autogui-cpp) # 添加autogui-cpp GUI自动化库 add_subdirectory(3rdparty/autogui-cpp) # 添加autogui-cpp GUI自动化库
add_executable(${PROJECT_NAME} main.cpp ${LAppLive2D} ${YosugaSrc})
# 区分平台
if(WIN32)
set(PLAT "windows")
add_definitions(-DCSM_TARGET_WIN_GL) # 告诉 Live2D 框架,当前平台使用 OpenGL
elseif(APPLE)
set(PLAT "macos")
add_definitions(-DCSM_TARGET_MAC_GL)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Linux")
if(CMAKE_SYSTEM_PROCESSOR MATCHES "aarch64|arm64")
set(PLAT "linux_arm")
add_definitions(-DCSM_TARGET_LINUX_GL)
else() else()
set(PLAT "linux_64") message(STATUS "ARM platform: skipping ElaWidgetTools and autogui-cpp (crosscompile them separately)")
add_definitions(-DCSM_TARGET_LINUX_GL)
endif()
elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin" AND CMAKE_OSX_ARCHITECTURES MATCHES "arm64")
set(PLAT "macos") # 统一按 macos 处理,后面再细分 x86_64 / arm64
endif() endif()
# 架构文件夹名(Windows 分 x86 / x86_64Linux 分 x86_64 / arm64macOS 通用二进制) #### 主可执行文件
if(WIN32) add_executable(${PROJECT_NAME} main.cpp ${YosugaSrc})
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(ARCH "x86_64") #### 库导入路径配置
# Framework 静态库
if(PLAT STREQUAL "linux_arm")
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
### 注意此处需要根据你的framework的放置目录进行调整
set(FRAMEWORK_LIB_PATH "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib/Debug/linux_arm/framework/misaki_rk3566/libFramework.a")
else() else()
set(ARCH "x86") set(FRAMEWORK_LIB_PATH "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib/Release/linux_arm/framework/misaki_rk3566/libFramework.a")
endif() endif()
elseif(PLAT STREQUAL "linux_arm")
set(ARCH "arm64")
else() else()
set(ARCH "x86_64")
endif()
#### 以下为链接相关的内容
# 根据平台 + 架构生成“库搜索路径”和“库文件名”
set(LIB_BASE "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib")
# 根据当前构建类型直接确定子目录(Debug 或 Release
if(CMAKE_BUILD_TYPE STREQUAL "Debug") if(CMAKE_BUILD_TYPE STREQUAL "Debug")
set(LIB_CONFIG "Debug") set(LIB_CONFIG "Debug")
else() else()
set(LIB_CONFIG "Release") set(LIB_CONFIG "Release")
endif() endif()
set(LIB_BASE "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib")
message(STATUS "当前平台与编译方式: ${PLAT} : ${ARCH} : ${LIB_CONFIG}" )
# 拼接完整库目录
set(LIB_CONFIG_DIR "${LIB_BASE}/${LIB_CONFIG}/${PLAT}") set(LIB_CONFIG_DIR "${LIB_BASE}/${LIB_CONFIG}/${PLAT}")
# 需要链接的库列表 set(FRAMEWORK_LIB_PATH "${LIB_CONFIG_DIR}/framework/libFramework.a")
# Framework(只有 .a,且 Debug/Release 同名) endif()
add_library(Framework STATIC IMPORTED GLOBAL)
set_target_properties(Framework PROPERTIES
IMPORTED_LOCATION "${LIB_CONFIG_DIR}/framework/libFramework.a")
message(STATUS "当前Framework库: libFramework.a")
add_library(Framework STATIC IMPORTED GLOBAL)
set_target_properties(Framework PROPERTIES IMPORTED_LOCATION "${FRAMEWORK_LIB_PATH}")
message(STATUS "Framework 库: ${FRAMEWORK_LIB_PATH}")
# Core 静态库 该库由官方自行编译提供,理论上是平台无关的,但是可能和glibc版本有关,太老的glibc版本不一定能使用
# 因为Core没有开源,也因此才叫Live2D SDK,而不是Live2D Lib。个人觉得不如开源出来,像Qt那样就挺好。
if(PLAT STREQUAL "linux_arm")
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
set(CORE_LIB_PATH "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib/Debug/linux_arm/live2d/static_lib/arm64/libLive2DCubismCore.a")
else()
set(CORE_LIB_PATH "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib/Release/linux_arm/live2d/static_lib/arm64/libLive2DCubismCore.a")
endif()
else()
if(PLAT STREQUAL "windows")
set(CORE_LIB_PATH "${LIB_CONFIG_DIR}/live2d/static_lib/x86_64/Live2DCubismCore.lib")
else()
set(CORE_LIB_PATH "${LIB_CONFIG_DIR}/live2d/static_lib/x86_64/libLive2DCubismCore.a")
endif()
endif()
add_library(Live2DCubismCore STATIC IMPORTED GLOBAL)
set_target_properties(Live2DCubismCore PROPERTIES IMPORTED_LOCATION "${CORE_LIB_PATH}")
message(STATUS "Live2D Core 库: ${CORE_LIB_PATH}")
# 导入 LAppLive2D 子项目 Live2D 应用层,静态库
# 依赖顺序:lapp_live2d -> Framework -> Live2DCubismCore
add_subdirectory(3rdparty/Live2D/Src/LAppLive2D)
# LAppOpenGL.hpp 根据平台选择 GL / GLES2 头文件,为 lapp_live2d 补充对应路径
if(NOT PLAT STREQUAL "linux_arm")
target_include_directories(lapp_live2d PUBLIC
3rdparty/Live2D/Src/glew/include
3rdparty/Live2D/Src/glew/include/GL
3rdparty/Live2D/Src/glfw/include
3rdparty/Live2D/Src/glfw/include/GLFW
)
else()
target_include_directories(lapp_live2d PUBLIC
/home/misaki/MisakiCodes/rk3566-sdk/host/aarch64-buildroot-linux-gnu/sysroot/usr/include
/home/misaki/MisakiCodes/rk3566-sdk/host/aarch64-buildroot-linux-gnu/sysroot/usr/include/GLES2
)
endif()
# GLFW 和 GLEW(仅桌面平台需要)
if(NOT PLAT STREQUAL "linux_arm")
# glfw # glfw
add_library(glfw3 STATIC IMPORTED GLOBAL) add_library(glfw3 STATIC IMPORTED GLOBAL)
set_target_properties(glfw3 PROPERTIES set_target_properties(glfw3 PROPERTIES IMPORTED_LOCATION "${LIB_CONFIG_DIR}/glfw/libglfw3.a")
IMPORTED_LOCATION "${LIB_CONFIG_DIR}/glfw/libglfw3.a") message(STATUS "GLFW 库: libglfw3.a")
message(STATUS "当前GLEW库: libglfw3.a")
# glew Debug/Release 同名,Debug 同时提供了 .so,此处用 .a # glew
# Debug 带 'd' 后缀,Release 不带
if(CMAKE_BUILD_TYPE STREQUAL "Debug") if(CMAKE_BUILD_TYPE STREQUAL "Debug")
# GLEW Unix与Windows生成行为不一致
if(PLAT STREQUAL "windows") if(PLAT STREQUAL "windows")
set(GLEW_LIB_NAME "libglew32d.dll.a") set(GLEW_LIB_NAME "libglew32d.dll.a")
else () # 其他平台 else()
set(GLEW_LIB_NAME "libGLEWd.a") set(GLEW_LIB_NAME "libGLEWd.a")
endif() endif()
elseif (CMAKE_BUILD_TYPE STREQUAL "Release") else()
if(PLAT STREQUAL "windows") if(PLAT STREQUAL "windows")
set(GLEW_LIB_NAME "libglew32.dll.a") set(GLEW_LIB_NAME "libglew32.dll.a")
else() else()
@@ -141,69 +211,56 @@ elseif (CMAKE_BUILD_TYPE STREQUAL "Release")
endif() endif()
endif() endif()
add_library(GLEW STATIC IMPORTED GLOBAL) add_library(GLEW STATIC IMPORTED GLOBAL)
set_target_properties(GLEW PROPERTIES set_target_properties(GLEW PROPERTIES IMPORTED_LOCATION "${LIB_CONFIG_DIR}/glfw/${GLEW_LIB_NAME}")
IMPORTED_LOCATION "${LIB_CONFIG_DIR}/glfw/${GLEW_LIB_NAME}") message(STATUS "GLEW 库: ${GLEW_LIB_NAME}")
message(STATUS "当前GLEW库: ${GLEW_LIB_NAME}")
# Live2D Cubism Core 静态
add_library(Live2DCubismCore STATIC IMPORTED GLOBAL)
if (PLAT STREQUAL "windows")
set_target_properties(Live2DCubismCore PROPERTIES
IMPORTED_LOCATION "${LIB_CONFIG_DIR}/live2d/static_lib/x86_64/Live2DCubismCore.lib")
message(STATUS "当前Live2D库: Live2DCubismCore.lib")
else ()
set_target_properties(Live2DCubismCore PROPERTIES
IMPORTED_LOCATION "${LIB_CONFIG_DIR}/live2d/static_lib/x86_64/libLive2DCubismCore.a")
message(STATUS "当前Live2D库: libLive2DCubismCore.a")
endif() endif()
target_link_libraries(${PROJECT_NAME} #### 以下为链接相关的内容
PRIVATE if(PLAT STREQUAL "linux_arm") ## 针对嵌入式Linux的配置,部分条目需要根据你的soc以及sysroot进行修改
target_link_libraries(${PROJECT_NAME} PRIVATE
lapp_live2d
Framework
Live2DCubismCore
# Mali GPU 驱动完整链接(EGLFS 必需)
-lmali-hook # 注意此处,你的soc不一定是该GPU,可能需要修改
-Wl,--whole-archive -lmali-hook-injector -Wl,--no-whole-archive
-lmali
-ldrm
-lEGL
-lGLESv2
# Qt 模块(从交叉编译的 Qt
Qt::Core Qt::Gui Qt::Widgets Qt::Network Qt::Svg Qt::SerialPort
Qt::WebSockets Qt::Multimedia Qt::OpenGLWidgets Qt::Concurrent
#
# ElaWidgetTools autogui-cpp
)
else()
# 桌面平台
target_link_libraries(${PROJECT_NAME} PRIVATE
lapp_live2d
Framework Framework
glfw3 glfw3
GLEW GLEW
Live2DCubismCore Live2DCubismCore
$<$<BOOL:${WIN32}>:opengl32> # WIN32 为真时才链接 $<$<BOOL:${WIN32}>:opengl32>
$<$<BOOL:${WIN32}>:glu32> # WIN32 为真时才链接 $<$<BOOL:${WIN32}>:glu32>
)
# 不论平台统一需要链接的库
target_link_libraries(${PROJECT_NAME}
PRIVATE
ElaWidgetTools ElaWidgetTools
autogui-cpp autogui-cpp
Qt::Core Qt::Core Qt::Gui Qt::Widgets Qt::Network Qt::Svg Qt::SerialPort
Qt::Gui Qt::WebSockets Qt::Multimedia Qt::OpenGLWidgets Qt::Concurrent
Qt::Widgets
Qt::Network
Qt::Svg
Qt::SerialPort
Qt::WebSockets
Qt::Multimedia
Qt::OpenGLWidgets
Qt::Concurrent
) )
if(CMAKE_SYSTEM_NAME STREQUAL "Linux" AND NOT PLAT STREQUAL "linux_arm")
# 全局热键 (PTT) 所需平台库 find_package(X11 REQUIRED)
target_link_libraries(${PROJECT_NAME} PRIVATE X11::X11)
endif()
if(APPLE) if(APPLE)
find_library(COREGRAPHICS_LIB CoreGraphics REQUIRED) find_library(COREGRAPHICS_LIB CoreGraphics REQUIRED)
target_link_libraries(${PROJECT_NAME} PRIVATE ${COREGRAPHICS_LIB}) target_link_libraries(${PROJECT_NAME} PRIVATE ${COREGRAPHICS_LIB})
endif() endif()
if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
find_package(X11 REQUIRED)
target_link_libraries(${PROJECT_NAME} PRIVATE X11::X11)
endif() endif()
# 添加头文件 # 头文件路径
target_include_directories(${PROJECT_NAME} target_include_directories(${PROJECT_NAME} PRIVATE
PRIVATE
3rdparty/Live2D/Src/Framework/src
3rdparty/Live2D/Src/glew/include
3rdparty/Live2D/Src/glew/include/GL
3rdparty/Live2D/Src/glfw/include
3rdparty/Live2D/Src/glfw/include/GLFW
3rdparty/Live2D/Src/Core/include
3rdparty/Live2D/Src/stb
3rdparty/Live2D/Src/LAppLive2D/Inc
3rdparty/autogui-cpp/src 3rdparty/autogui-cpp/src
src/Handle/AudioHandle/Inc src/Handle/AudioHandle/Inc
src/Handle/NetWorkHandle/Inc src/Handle/NetWorkHandle/Inc
@@ -216,19 +273,13 @@ target_include_directories(${PROJECT_NAME}
src/Utils/Inc src/Utils/Inc
) )
# 资源复制(所有平台)
#### 构建时额外复制一些必要的文件与运行库
# 将资源文件夹 'other' 复制到构建目录
file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/other/Resources" file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/other/Resources"
DESTINATION "${CMAKE_CURRENT_BINARY_DIR}") DESTINATION "${CMAKE_CURRENT_BINARY_DIR}")
# 复制 Live2D 渲染所需的 Shader 文件
file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/other/FrameworkShaders" file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/other/FrameworkShaders"
DESTINATION "${CMAKE_CURRENT_BINARY_DIR}") DESTINATION "${CMAKE_CURRENT_BINARY_DIR}")
# Windows 特有的 DLL 复制
# 对于windows,复制一些必要的dll库
if(PLAT STREQUAL "windows") if(PLAT STREQUAL "windows")
# 自动复制Ela的DLL # 自动复制Ela的DLL
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
@@ -301,6 +352,4 @@ if(PLAT STREQUAL "windows")
file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib/Debug/windows/live2d/static_lib/x86_64/Live2DCubismCore.dll" file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib/Debug/windows/live2d/static_lib/x86_64/Live2DCubismCore.dll"
DESTINATION "${CMAKE_CURRENT_BINARY_DIR}") DESTINATION "${CMAKE_CURRENT_BINARY_DIR}")
endif () endif ()
elseif () # 其他平台
set()
endif() endif()
+12
View File
@@ -2,7 +2,13 @@
#include <QtWidgets/QWidget> #include <QtWidgets/QWidget>
#include <QOpenGLWidget> #include <QOpenGLWidget>
#if !defined(EMBEDDED_LINUX)
#include "menu.h" #include "menu.h"
#endif
#ifdef EMBEDDED_LINUX
#include <QPushButton>
#endif
#ifdef Q_OS_WIN #ifdef Q_OS_WIN
#include <windows.h> #include <windows.h>
#endif #endif
@@ -79,7 +85,13 @@ private:
double frameRate = 60.0; /// 帧率 double frameRate = 60.0; /// 帧率
static QMap<QString, double> frameRateMap; /// 帧率映射表 static QMap<QString, double> frameRateMap; /// 帧率映射表
QTimer* frameTimer; /// 帧控制定时器 QTimer* frameTimer; /// 帧控制定时器
#if !defined(EMBEDDED_LINUX)
Menu *contextMenu; /// 使用 Menu 类 Menu *contextMenu; /// 使用 Menu 类
#endif
#ifdef EMBEDDED_LINUX
QPushButton *pttButton; /// 嵌入式平台PTT按钮
#endif
bool isLeftPressed; /// 鼠标左键是否按下 bool isLeftPressed; /// 鼠标左键是否按下
bool isRightPressed; /// 鼠标右键是否按下 bool isRightPressed; /// 鼠标右键是否按下
QPoint currentPos; /// 当前鼠标位置 QPoint currentPos; /// 当前鼠标位置
+61 -2
View File
@@ -14,8 +14,12 @@
#include <algorithm> #include <algorithm>
#include "TextRenderer.h" #include "TextRenderer.h"
// #include "AudioOutput.h"
#include "AppContext.h" #include "AppContext.h"
#include "GLRenderContext.hpp" // 渲染后端抽象
#ifdef EMBEDDED_LINUX
#include "AppCore.h"
#include <QIcon>
#endif
QMap<QString, double> GLCore::frameRateMap = { QMap<QString, double> GLCore::frameRateMap = {
{"30", 30.0}, {"30", 30.0},
{"60", 60.0}, {"60", 60.0},
@@ -49,7 +53,9 @@ GLCore::GLCore(const int width, const int height, QWidget *parent)
QApplication::setFont(QFont("Microsoft YaHei", 13)); QApplication::setFont(QFont("Microsoft YaHei", 13));
// new一些必要的对象 // new一些必要的对象
#if !defined(EMBEDDED_LINUX)
contextMenu = new Menu(this); contextMenu = new Menu(this);
#endif
// 设置窗口大小 // 设置窗口大小
setFixedSize(width, height); setFixedSize(width, height);
@@ -81,7 +87,38 @@ GLCore::GLCore(const int width, const int height, QWidget *parent)
this->setMouseTracking(true); this->setMouseTracking(true);
// 连接一些必要的信号与槽 // 连接一些必要的信号与槽
#ifndef EMBEDDED_LINUX // 如果不是嵌入式Linux系统(注意如果你的嵌入式Linux平台启用了桌面系统,那么可能需要去掉这个条件宏)
connect(contextMenu, &Menu::closeMainWindow, this, &GLCore::closeGL); // 关闭窗口信号 connect(contextMenu, &Menu::closeMainWindow, this, &GLCore::closeGL); // 关闭窗口信号
#endif
#ifdef EMBEDDED_LINUX
AppCore::getInstance();
pttButton = new QPushButton(this);
pttButton->setFixedSize(64, 64);
pttButton->move(width - 80, height - 80);
pttButton->setIcon(QIcon("Resources/Pic/Others/voice.png"));
pttButton->setIconSize(QSize(56, 56));
pttButton->setStyleSheet(
"QPushButton {"
" background-color: rgba(255, 255, 255, 60);"
" border-radius: 32px;"
" border: none;"
"}"
"QPushButton:pressed {"
" background-color: rgba(250, 80, 80, 150);"
"}"
);
pttButton->raise();
pttButton->show();
connect(pttButton, &QPushButton::pressed, this, []() {
AppCore::getInstance()->startPttRecording();
});
connect(pttButton, &QPushButton::released, this, []() {
AppCore::getInstance()->stopPttRecording();
});
#endif
// 注册当前实例到中介类 // 注册当前实例到中介类
AppContext::RegisterGLCore(this); AppContext::RegisterGLCore(this);
@@ -191,10 +228,12 @@ void GLCore::mouseMoveEvent(QMouseEvent* event)
const float y = static_cast<float>(event->position().y()); const float y = static_cast<float>(event->position().y());
LAppDelegate::GetInstance()->GetView()->OnTouchesMoved(x, y); // 将当前鼠标位置传递给LAppDelegate LAppDelegate::GetInstance()->GetView()->OnTouchesMoved(x, y); // 将当前鼠标位置传递给LAppDelegate
#if !defined(EMBEDDED_LINUX)
if (isLeftPressed) { // 鼠标左键按下 if (isLeftPressed) { // 鼠标左键按下
const QPoint newPos = event->globalPos() - currentPos; const QPoint newPos = event->globalPos() - currentPos;
this->move(newPos); this->move(newPos);
} }
#endif
} }
void GLCore::mousePressEvent(QMouseEvent* event) void GLCore::mousePressEvent(QMouseEvent* event)
@@ -249,7 +288,9 @@ void GLCore::mousePressEvent(QMouseEvent* event)
if (event->button() == Qt::RightButton) { if (event->button() == Qt::RightButton) {
// 在鼠标右键点击的位置创建菜单,显示自定义右键菜单 // 在鼠标右键点击的位置创建菜单,显示自定义右键菜单
if (onModel) { if (onModel) {
#if !defined(EMBEDDED_LINUX)
contextMenu->showMenu(event->globalPos()); contextMenu->showMenu(event->globalPos());
#endif
this->isRightPressed = true; this->isRightPressed = true;
} }
else { else {
@@ -297,7 +338,25 @@ void GLCore::mouseReleaseEvent(QMouseEvent* event)
void GLCore::initializeGL() void GLCore::initializeGL()
{ {
LAppDelegate::GetInstance()->Initialize(this); // 注入渲染后端抽象层,由GLCore(OpenGL)创建GLRenderContext并交给LAppDelegate管理
if (!LAppDelegate::GetInstance()->GetRenderContext()) {
LAppDelegate::GetInstance()->SetRenderContext(new GLRenderContext());
}
// 初始化GLEW 必须在任何Live2D渲染操作之前调用
// Live2D预编译的libFramework.a使用GLEW函数指针(如glGenFramebuffers等),
// 未调用glewInit()会导致空指针解引用SIGSEGV
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
qFatal("Failed to initialize GLEW");
return;
}
// 注册窗口大小变更回调 模型加载后通过此回调通知GLCore调整窗口
LAppDelegate::GetInstance()->SetWindowResizeCallback([this](int w, int h) {
setWindowSize(w, h);
});
// LAppDelegate::GetInstance()->Initialize(this); // 原(QWidget*)
LAppDelegate::GetInstance()->Initialize(this->width(), this->height()); // 解耦
} }
void GLCore::paintGL() void GLCore::paintGL()