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ytpch.h:
- #pragma once
- #include<iostream>
- #include<memory>
- #include<utility>
- #include<algorithm>
- #include<functional>
- #include<string>
- #include<vector>
- #include<unordered_map>
- #include<unordered_set>
- #include<sstream>
- #include<array>
- #ifdef YT_PLATFORM_WINDOWS
- #include<Windows.h>
- #endif // YT_PLATFORM_WINDOWS
-
-
![](https://csdnimg.cn/release/blogv2/dist/pc/img/newCodeMoreWhite.png)
创建glsl文件:
Texture.glsl:
- #type vertex
- #version 330 core
- layout(location = 0) in vec3 a_Position;
- layout(location = 1) in vec2 a_TexCoord;
-
- uniform mat4 u_ViewProjection;
- uniform mat4 u_Transform;
-
- out vec2 v_TexCoord;
- out vec3 v_Position;
-
- void main(){
- v_TexCoord=a_TexCoord;
- v_Position=a_Position;
- gl_Position =u_ViewProjection*u_Transform*vec4( a_Position,1.0);
- }
-
- #type fragment
- #version 330 core
- layout(location = 0) out vec4 color;
- in vec3 v_Position;
- in vec2 v_TexCoord;
- uniform sampler2D u_Texture ;
- void main(){
- color = texture(u_Texture, v_TexCoord);
- }
![](https://csdnimg.cn/release/blogv2/dist/pc/img/newCodeMoreWhite.png)
Shader.h:
- #pragma once
- #include <string>
- #include"YOTO/Core.h"
- namespace YOTO {
-
- class Shader {
-
- public:
- virtual~Shader()=default;
- virtual void Bind()const=0;
- virtual void UnBind()const=0;
-
- virtual const std::string& GetName()const = 0;
-
- static Ref<Shader> Create(const std::string& filepath);
- static Ref<Shader> Create(const std::string&name, const std::string& vertexSrc, const std::string& fragmentSrc);
-
- };
- class ShaderLibrary {
- public:
- void Add(const Ref<Shader>& shader);
- void Add(const std::string &name,const Ref<Shader>& shader);
- Ref<Shader> Load(const std::string filepath);
- Ref<Shader> Load(const std::string &name,const std::string filepath);
- Ref<Shader> Get(const std::string& name);
- bool Exists(const std::string& name);
- private:
- std::unordered_map<std::string,Ref<Shader>> m_Shaders;
-
- };
- }
![](https://csdnimg.cn/release/blogv2/dist/pc/img/newCodeMoreWhite.png)
Shader.cpp:
- #include "ytpch.h"
- #include "Shader.h"
- #include"Renderer.h"
- #include "Platform/OpenGL/OpenGLShader.h"
- namespace YOTO {
- Ref<Shader> Shader::Create(const std::string& filepath)
- {
- switch (Renderer::GetAPI())
- {
- case RendererAPI::API::None:
- YT_CORE_ASSERT(false, "Shader:API为None不支持");
- return nullptr;
- case RendererAPI::API::OpenGL:
- return std::make_shared <OpenGLShader>(filepath);
- }
- YT_CORE_ASSERT(false, "Buffer:未知API");
- return nullptr;
- }
- Ref<Shader> Shader::Create(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc)
- {
- switch (Renderer::GetAPI())
- {
- case RendererAPI::API::None:
- YT_CORE_ASSERT(false, "Shader:API为None不支持");
- return nullptr;
- case RendererAPI::API::OpenGL:
- return std::make_shared <OpenGLShader>(name,vertexSrc, fragmentSrc);
- }
- YT_CORE_ASSERT(false, "Buffer:未知API");
- return nullptr;
- }
- void ShaderLibrary::Add(const Ref<Shader>& shader)
- {
- auto& name = shader->GetName();
- Add(name, shader);
- }
- void ShaderLibrary::Add(const std::string& name, const Ref<Shader>& shader)
- {
-
- YT_CORE_ASSERT(!Exists(name), "ShaderLibrary:shader已经存在了")
- m_Shaders[name] = shader;
- }
- Ref<Shader> ShaderLibrary::Load(const std::string filepath)
- {
- auto shader = Shader::Create(filepath);
- Add(shader);
- return shader;
- }
- Ref<Shader> ShaderLibrary::Load(const std::string& name, const std::string filepath)
- {
- auto shader = Shader::Create(filepath);
- Add(shader);
- return shader;
- }
- Ref<Shader> ShaderLibrary::Get(const std::string& name)
- {YT_CORE_ASSERT(Exists(name),"ShaderLibrary:未找到shader")
- return m_Shaders[name];
- }
- bool ShaderLibrary::Exists(const std::string& name)
- {
- return m_Shaders.find(name)!=m_Shaders.end();
- }
- }
![](https://csdnimg.cn/release/blogv2/dist/pc/img/newCodeMoreWhite.png)
OpenGLShader.h:
- #pragma once
- #include <string>
- #include "YOTO/Renderer/Shader.h"
- #include <glm/glm.hpp>
- typedef unsigned int GLenum;
- namespace YOTO {
-
- class OpenGLShader:public Shader {
-
- public:
- OpenGLShader(const std::string& filepath);
- OpenGLShader(const std::string &name,const std::string& vertexSrc, const std::string& fragmentSrc);
- ~OpenGLShader();
- void Bind()const override;
- void UnBind()const override;
- virtual const std::string& GetName()const override { return m_Name; }
- void UploadUniformMat4(const std::string& name, const glm::mat4& matrix);
- void UploadUniformMat3(const std::string& name, const glm::mat3& matrix);
-
- void UploadUniformFloat4(const std::string& name, const glm::vec4& values);
- void UploadUniformFloat3(const std::string& name, const glm::vec3& values);
- void UploadUniformFloat2(const std::string& name, const glm::vec2& values);
- void UploadUniformFloat(const std::string& name, float values);
-
- void UploadUniformInt(const std::string& name, int values);
- private:
- std::string ReadFile(const std::string filepath);
- std::unordered_map<GLenum,std::string> PreProcess(const std::string& source);
- void Compile(const std::unordered_map<GLenum, std::string>& shaderSources);
- private:
- uint32_t m_RendererID;
- std::string m_Name;
- }
- ;
- }
![](https://csdnimg.cn/release/blogv2/dist/pc/img/newCodeMoreWhite.png)
OpenGLShader.cpp:
- #include "ytpch.h"
- #include "OpenGLShader.h"
-
- #include <glad/glad.h>
- #include <YOTO/Log.h>
- #include<glm/gtc/type_ptr.hpp>
- namespace YOTO {
- static GLenum ShaderTypeFromString(const std::string& type) {
- if (type == "vertex") {
- return GL_VERTEX_SHADER;
- }
- if (type == "fragment" || type == "pixel") {
- return GL_FRAGMENT_SHADER;
- }
- YT_CORE_ASSERT(false, "不知道的shader类型");
- return 0;
- }
-
- OpenGLShader::OpenGLShader(const std::string& filepath)
- {
- std::string source = ReadFile(filepath);
- YT_CORE_ASSERT(source.size(), "GLSL读取的字符串为空");
- auto shaderSources = PreProcess(source);
- Compile(shaderSources);
-
-
- auto lastSlash = filepath.find_last_of("/\\");
- lastSlash = lastSlash == std::string::npos ? 0 : lastSlash + 1;
- auto lastDot = filepath.rfind('.');
- auto count = lastDot == std::string::npos ? filepath.size() - lastSlash : lastDot - lastSlash;
- m_Name=filepath.substr(lastSlash, count);
- }
- OpenGLShader::OpenGLShader(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc)
- :m_Name(name){
- std::unordered_map<GLenum, std::string >sources;
- sources[GL_VERTEX_SHADER] = vertexSrc;
- sources[GL_FRAGMENT_SHADER] = fragmentSrc;
- Compile(sources);
- }
- OpenGLShader::~OpenGLShader()
- {
- glDeleteProgram(m_RendererID);
- }
-
- std::string OpenGLShader::ReadFile(const std::string filepath)
- {
- std::string result;
- std::ifstream in(filepath, std::ios::in | std::ios::binary);
- if (in) {
- in.seekg(0, std::ios::end); // 将指针放在最后面
- result.resize(in.tellg()); // 初始化string的大小, in.tellg()返回位置
- in.seekg(0, std::ios::beg); // in指回头部
- in.read(&result[0], result.size()); // in读入放在result指向的内存中
- }
- else {
- YT_CORE_ERROR("不能打开文件:{0}", filepath);
- }
- return result;
- }
- std::unordered_map<GLenum, std::string> OpenGLShader::PreProcess(const std::string& source)
- {
- std::unordered_map<GLenum, std::string> shaderSources;
-
- std::string typeToken = "#type";
- size_t typeTokenLen = typeToken.size();
- size_t findCurPos = source.find(typeToken, 0);
- size_t findNextPos = findCurPos;
- while (findNextPos != std::string::npos) {
- size_t curlineEndPos = source.find_first_of("\r\n", findCurPos);///r/n写错为/r/n
- YT_CORE_ASSERT(curlineEndPos != std::string::npos, "解析shader失败");
- size_t begin = findCurPos + typeTokenLen + 1;
-
- std::string type = source.substr(begin, curlineEndPos - begin);// 获取到是vertex还是fragment
- YT_CORE_ASSERT(ShaderTypeFromString(type), "无效的shader的类型 ");
-
- size_t nextLinePos = source.find_first_not_of("\r\n", curlineEndPos);
- findNextPos = source.find(typeToken, nextLinePos);
- // 获取到具体的shader代码
- shaderSources[ShaderTypeFromString(type)] = source.substr(nextLinePos, findNextPos - (nextLinePos == std::string::npos ? source.size() - 1 : nextLinePos));
-
- findCurPos = findNextPos;
- }
- return shaderSources;
- /*
- 用find,而不是find_firtst_of,因为
- find返回完全匹配的字符串的的位置;
- find_first_of返回被查匹配字符串中某个字符的第一次出现位置。
- std::string::npos是一个非常大的数
- source.substr(0, source.size() + 10000)截取到从头到末尾,不会报错
- */
- }
-
- void OpenGLShader::Compile(const std::unordered_map<GLenum, std::string>& shaderSources)
- {
- GLuint program = glCreateProgram();
- YT_CORE_ASSERT(shaderSources.size()<=2,"OpenGLShader:shader只支持两种!")
- std::array<GLenum,2>glShaderIDs;
- int glShaderIDIndex=0;
- for (auto& kv : shaderSources) {
- GLenum type = kv.first;
- const std::string& source = kv.second;
- // Create an empty vertex shader handle
- GLuint shader = glCreateShader(type);
- // Send the vertex shader source code to GL
- // Note that std::string's .c_str is NULL character terminated.
- const GLchar* sourceCStr = source.c_str();
- glShaderSource(shader, 1, &sourceCStr, 0);
- // Compile the vertex shader
- glCompileShader(shader);
- GLint isCompiled = 0;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
- if (isCompiled == GL_FALSE)
- {
- GLint maxLength = 0;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
- // The maxLength includes the NULL character
- std::vector<GLchar> infoLog(maxLength);
- glGetShaderInfoLog(shader, maxLength, &maxLength, &infoLog[0]);
- // We don't need the shader anymore.
- glDeleteShader(shader);
- // Use the infoLog as you see fit.
- // In this simple program, we'll just leave
- YT_CORE_ERROR("{0} ", infoLog.data());
- YT_CORE_ASSERT(false, "shader 编译失败!");
- break;
- }
- // Attach our shaders to our program
- glAttachShader(program, shader);
- glShaderIDs[glShaderIDIndex++]=shader;
- }
-
- // Link our program
- glLinkProgram(program);
- // Note the different functions here: glGetProgram* instead of glGetShader*.
- GLint isLinked = 0;
- glGetProgramiv(program, GL_LINK_STATUS, (int*)&isLinked);
- if (isLinked == GL_FALSE)
- {
- GLint maxLength = 0;
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
- // The maxLength includes the NULL character
- std::vector<GLchar> infoLog(maxLength);
- glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
- // We don't need the program anymore.
- glDeleteProgram(program);
- // Don't leak shaders either.
- for (auto id : glShaderIDs) {
- glDeleteShader(id);
- }
- // Use the infoLog as you see fit.
- // In this simple program, we'll just leave
- YT_CORE_ERROR("{0} ", infoLog.data());
- YT_CORE_ASSERT(false, "shader link failure!");
- return;
- }
- // Always detach shaders after a successful link.
- for (auto id : glShaderIDs) {
- glDetachShader(program, id);
- }
- m_RendererID = program;
-
- }
-
- void OpenGLShader::Bind() const
- {
- glUseProgram(m_RendererID);
- }
- void OpenGLShader::UnBind() const
- {
- glUseProgram(0);
- }
- void OpenGLShader::UploadUniformMat4(const std::string& name, const glm::mat4& matrix)
- {
- GLint loacation = glGetUniformLocation(m_RendererID, name.c_str());
- glUniformMatrix4fv(loacation, 1, GL_FALSE, glm::value_ptr(matrix));
-
- }
- void OpenGLShader::UploadUniformMat3(const std::string& name, const glm::mat3& matrix)
- {
- GLint loacation = glGetUniformLocation(m_RendererID, name.c_str());
- glUniformMatrix3fv(loacation, 1, GL_FALSE, glm::value_ptr(matrix));
- }
- void OpenGLShader::UploadUniformFloat4(const std::string& name, const glm::vec4& values)
- {
- GLint loacation = glGetUniformLocation(m_RendererID, name.c_str());
- glUniform4f(loacation, values.x, values.y, values.z, values.w);
-
- }
- void OpenGLShader::UploadUniformFloat3(const std::string& name, const glm::vec3& values)
- {
- GLint loacation = glGetUniformLocation(m_RendererID, name.c_str());
- glUniform3f(loacation, values.x, values.y, values.z);
- }
- void OpenGLShader::UploadUniformFloat2(const std::string& name, const glm::vec2& values)
- {
- GLint loacation = glGetUniformLocation(m_RendererID, name.c_str());
- glUniform2f(loacation, values.x, values.y);
- }
- void OpenGLShader::UploadUniformFloat(const std::string& name, float values)
- {
- GLint loacation = glGetUniformLocation(m_RendererID, name.c_str());
- glUniform1f(loacation, values);
- }
- void OpenGLShader::UploadUniformInt(const std::string& name, int values)
- {
- GLint loacation = glGetUniformLocation(m_RendererID, name.c_str());
- glUniform1i(loacation, values);
- }
-
- }
![](https://csdnimg.cn/release/blogv2/dist/pc/img/newCodeMoreWhite.png)
SandboxApp.cpp:
- #include<YOTO.h>
- #include "imgui/imgui.h"
- #include<stdio.h>
- #include <glm/gtc/matrix_transform.hpp>
- #include <Platform/OpenGL/OpenGLShader.h>
- #include <glm/gtc/type_ptr.hpp>
-
- class ExampleLayer:public YOTO::Layer
- {
- public:
- ExampleLayer()
- :Layer("Example"), m_Camera(-2.0f, 2.0f, -2.0f, 2.0f), m_CameraPosition(0){
- uint32_t indices[3] = { 0,1,2 };
- float vertices[3 * 7] = {
- -0.5f,-0.5f,0.0f, 0.8f,0.2f,0.8f,1.0f,
- 0.5f,-0.5f,0.0f, 0.2f,0.3f,0.8f,1.0f,
- 0.0f,0.5f,0.0f, 0.8f,0.8f,0.2f,1.0f,
- };
-
- m_VertexArray.reset(YOTO::VertexArray::Create());
-
-
- YOTO::Ref<YOTO::VertexBuffer> m_VertexBuffer;
- m_VertexBuffer.reset(YOTO::VertexBuffer::Create(vertices, sizeof(vertices)));
-
- {
- YOTO::BufferLayout setlayout = {
-
- {YOTO::ShaderDataType::Float3,"a_Position"},
- {YOTO::ShaderDataType::Float4,"a_Color"}
- };
- m_VertexBuffer->SetLayout(setlayout);
-
- }
-
- m_VertexArray->AddVertexBuffer(m_VertexBuffer);
-
-
- YOTO::Ref<YOTO::IndexBuffer>m_IndexBuffer;
- m_IndexBuffer.reset(YOTO::IndexBuffer::Create(indices, sizeof(indices) / sizeof(uint32_t)));
-
- m_VertexArray->AddIndexBuffer(m_IndexBuffer);
-
- std::string vertexSource = R"(
- #version 330 core
- layout(location = 0) in vec3 a_Position;
- layout(location = 1) in vec4 a_Color;
- uniform mat4 u_ViewProjection;
- uniform mat4 u_Transform;
- out vec3 v_Position;
- out vec4 v_Color;
- void main(){
- v_Position=a_Position;
- v_Color=a_Color;
- gl_Position =u_ViewProjection *u_Transform* vec4( a_Position,1.0);
- }
- )";
- //绘制颜色
- std::string fragmentSource = R"(
- #version 330 core
- layout(location = 0) out vec4 color;
- in vec3 v_Position;
- in vec4 v_Color;
- void main(){
- color=vec4(v_Color);
- }
- )";
- m_Shader=(YOTO::Shader::Create("VertexPosColor", vertexSource, fragmentSource));
-
- ///测试/
-
- m_SquareVA.reset(YOTO::VertexArray::Create());
-
- float squareVertices[5 * 4] = {
- -0.5f,-0.5f,0.0f, 0.0f,0.0f,
- 0.5f,-0.5f,0.0f, 1.0f,0.0f,
- 0.5f,0.5f,0.0f, 1.0f,1.0f,
- -0.5f,0.5f,0.0f, 0.0f,1.0f,
- };
- YOTO::Ref<YOTO::VertexBuffer> squareVB;
- squareVB.reset(YOTO::VertexBuffer::Create(squareVertices, sizeof(squareVertices)));
- squareVB->SetLayout({
- {YOTO::ShaderDataType::Float3,"a_Position"},
- {YOTO::ShaderDataType::Float2,"a_TexCoord"}
- });
- m_SquareVA->AddVertexBuffer(squareVB);
- uint32_t squareIndices[6] = { 0,1,2,2,3,0 };
- YOTO::Ref<YOTO::IndexBuffer> squareIB;
-
- squareIB.reset((YOTO::IndexBuffer::Create(squareIndices, sizeof(squareIndices) / sizeof(uint32_t))));
-
- m_SquareVA->AddIndexBuffer(squareIB);
-
- //测试:
- std::string BlueShaderVertexSource = R"(
- #version 330 core
- layout(location = 0) in vec3 a_Position;
- uniform mat4 u_ViewProjection;
- uniform mat4 u_Transform;
- out vec3 v_Position;
- void main(){
- v_Position=a_Position;
- gl_Position =u_ViewProjection*u_Transform*vec4( a_Position,1.0);
- }
- )";
- //绘制颜色
- std::string BlueShaderFragmentSource = R"(
- #version 330 core
- layout(location = 0) out vec4 color;
- in vec3 v_Position;
- uniform vec3 u_Color;
- void main(){
- color=vec4(u_Color,1.0);
- }
- )";
- m_BlueShader=(YOTO::Shader::Create("FlatColor", BlueShaderVertexSource, BlueShaderFragmentSource));
-
- auto textureShader= m_ShaderLibrary.Load("assets/shaders/Texture.glsl");
- m_Texture=YOTO::Texture2D::Create("assets/textures/Checkerboard.png");
- m_ChernoLogo= YOTO::Texture2D::Create("assets/textures/ChernoLogo.png");
- std::dynamic_pointer_cast<YOTO::OpenGLShader>(textureShader)->Bind();
- std::dynamic_pointer_cast<YOTO::OpenGLShader>(textureShader)->UploadUniformInt("u_Texture", 0);
- }
- void OnImGuiRender() override {
- ImGui::Begin("设置");
- ImGui::ColorEdit3("正方形颜色", glm::value_ptr(m_SquareColor));
- ImGui::End();
- }
- void OnUpdate(YOTO::Timestep ts)override {
- //YT_CLIENT_TRACE("delta time {0}s ({1}ms)", ts.GetSeconds(), ts.GetMilliseconds());
-
-
- if (YOTO::Input::IsKeyPressed(YT_KEY_LEFT)) {
- m_CameraPosition.x -= m_CameraMoveSpeed* ts;
- }
- else if (YOTO::Input::IsKeyPressed(YT_KEY_RIGHT)) {
- m_CameraPosition.x += m_CameraMoveSpeed * ts;
- }
- if (YOTO::Input::IsKeyPressed(YT_KEY_DOWN)) {
- m_CameraPosition.y -= m_CameraMoveSpeed * ts;
- }
- else if (YOTO::Input::IsKeyPressed(YT_KEY_UP)) {
- m_CameraPosition.y += m_CameraMoveSpeed * ts;
- }
- if (YOTO::Input::IsKeyPressed(YT_KEY_A)) {
- m_CameraRotation += m_CameraRotationSpeed * ts;
- }else if (YOTO::Input::IsKeyPressed(YT_KEY_D)) {
- m_CameraRotation -= m_CameraRotationSpeed * ts;
- }
-
- YOTO::RenderCommand::SetClearColor({ 0.2f, 0.2f, 0.2f, 1.0f });
- YOTO::RenderCommand::Clear();
- m_Camera.SetPosition(m_CameraPosition);
- m_Camera.SetRotation(m_CameraRotation);
- YOTO::Renderer::BeginScene(m_Camera);
- {
- static glm::mat4 scale = glm::scale(glm::mat4(1.0f), glm::vec3(0.1f));
- glm::vec4 redColor(0.8f, 0.3f, 0.3f, 1.0f);
- glm::vec4 blueColor(0.2f, 0.3f, 0.8f, 1.0f);
-
- /* YOTO::MaterialRef material = new YOTO::MaterialRef(m_FlatColorShader);
- YOTO::MaterialInstaceRef mi = new YOTO::MaterialInstaceRef(material);
- mi.setValue("u_Color",redColor);
- mi.setTexture("u_AlbedoMap", texture);
- squreMesh->SetMaterial(mi);*/
-
- std::dynamic_pointer_cast<YOTO::OpenGLShader>(m_BlueShader)->Bind();
- std::dynamic_pointer_cast<YOTO::OpenGLShader>(m_BlueShader)->UploadUniformFloat3("u_Color",m_SquareColor);
- for (int y = 0; y < 20; y++) {
- for (int x = 0; x <20; x++)
- {
-
- glm::vec3 pos(x * 0.105f,y* 0.105f, 0.0);
- glm::mat4 transform = glm::translate(glm::mat4(1.0f), pos) * scale;
- /*if (x % 2 == 0) {
- m_BlueShader->UploadUniformFloat4("u_Color", redColor);
- }
- else {
- m_BlueShader->UploadUniformFloat4("u_Color", blueColor);
- }*/
-
-
- YOTO::Renderer::Submit(m_BlueShader, m_SquareVA, transform);
- }
- }
-
- auto textureShader = m_ShaderLibrary.Get("Texture");
- m_Texture->Bind();
- YOTO::Renderer::Submit(textureShader, m_SquareVA, glm::scale(glm::mat4(1.0f), glm::vec3(1.5f)));
- m_ChernoLogo->Bind();
- YOTO::Renderer::Submit(textureShader, m_SquareVA, glm::scale(glm::mat4(1.0f), glm::vec3(1.5f)));
-
- //YOTO::Renderer::Submit(m_Shader, m_VertexArray);
-
-
- YOTO::Renderer::EndScene();
- }
-
- }
- void OnEvent(YOTO::Event& event)override {
- /*if (event.GetEventType() == YOTO::EventType::KeyPressed) {
- YOTO:: KeyPressedEvent& e = (YOTO::KeyPressedEvent&)event;
- YT_CLIENT_TRACE("ExampleLayer:{0}",(char)e.GetKeyCode());
- if (e.GetKeyCode()==YT_KEY_TAB) {
- YT_CLIENT_INFO("ExampleLayerOnEvent:TAB按下了");
- }}*/
- //YT_CLIENT_TRACE("SandBoxApp:测试event{0}", event);
-
-
-
-
- }
-
-
- private:
- YOTO::ShaderLibrary m_ShaderLibrary;
- YOTO::Ref<YOTO::Shader> m_Shader;
- YOTO::Ref<YOTO::VertexArray> m_VertexArray;
-
-
- YOTO::Ref<YOTO::Shader> m_BlueShader;
- YOTO::Ref<YOTO::VertexArray> m_SquareVA;
-
- YOTO::Ref<YOTO::Texture2D> m_Texture,m_ChernoLogo;
-
- YOTO::OrthographicCamera m_Camera;
- glm::vec3 m_CameraPosition;
- float m_CameraMoveSpeed = 5.0f;
-
- float m_CameraRotation = 0;
- float m_CameraRotationSpeed = 180.0f;
-
- glm::vec3 m_SquareColor = { 0.2f,0.3f,0.7f };
-
- };
-
-
- class Sandbox:public YOTO::Application
- {
- public:
- Sandbox(){
- PushLayer(new ExampleLayer());
- //PushLayer(new YOTO::ImGuiLayer());
- }
- ~Sandbox() {
-
- }
-
- private:
-
- };
-
- YOTO::Application* YOTO::CreateApplication() {
- printf("helloworld");
- return new Sandbox();
- }
![](https://csdnimg.cn/release/blogv2/dist/pc/img/newCodeMoreWhite.png)
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