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Renderer.h:
- #pragma once
- #include"RenderCommand.h"
- #include "OrthographicCamera.h"
- #include"Shader.h"
- namespace YOTO {
-
- class Renderer {
- public:
-
-
- static void Init();
- static void BeginScene(OrthographicCamera& camera);
- static void EndScene();
- static void Submit(const Ref<Shader>& shader, const Ref<VertexArray>& vertexArray,const glm::mat4&transform = glm::mat4(1.0f));
- inline static RendererAPI::API GetAPI() {
- return RendererAPI::GetAPI();
- }
- private:
- struct SceneData {
- glm::mat4 ViewProjectionMatrix;
- };
- static SceneData* m_SceneData;
- };
-
- }
Renderer.cpp:
- #include"ytpch.h"
- #include"Renderer.h"
- #include <Platform/OpenGL/OpenGLShader.h>
- namespace YOTO {
- Renderer::SceneData* Renderer::m_SceneData = new Renderer::SceneData;
- void Renderer::Init()
- {
- RenderCommand::Init();
- }
- void Renderer::BeginScene(OrthographicCamera& camera)
- {
- m_SceneData->ViewProjectionMatrix = camera.GetViewProjectionMatrix();
- }
- void Renderer::EndScene()
- {
- }
- void Renderer::Submit(const Ref<Shader>& shader, const Ref<VertexArray>& vertexArray, const glm::mat4& transform)
- {
- shader->Bind();
- std::dynamic_pointer_cast<OpenGLShader>(shader)->UploadUniformMat4("u_ViewProjection", m_SceneData->ViewProjectionMatrix);
- std::dynamic_pointer_cast<OpenGLShader>(shader)->UploadUniformMat4("u_Transform", transform);
- /* mi.Bind();*/
-
- vertexArray->Bind();
- RenderCommand::DrawIndexed(vertexArray);
- }
- }
RenderCommand.h:
- #pragma once
- #include"RendererAPI.h"
- namespace YOTO {
- class RenderCommand
- {
- public:
- inline static void Init() {
- s_RendererAPI->Init();
- }
- inline static void SetClearColor(const glm::vec4& color) {
- s_RendererAPI->SetClearColor(color);
- }
- inline static void Clear() {
- s_RendererAPI->Clear();
- }
- inline static void DrawIndexed(const Ref<VertexArray>& vertexArray) {
- s_RendererAPI->DrawIndexed(vertexArray);
- }
- private:
- static RendererAPI* s_RendererAPI;
-
- };
-
- }
-
RendererAPI.h:
- #pragma once
- #include<glm/glm.hpp>
- #include "VertexArray.h"
- namespace YOTO {
- class RendererAPI
- {
- public:
- enum class API {
- None = 0,
- OpenGL = 1
- };
- public:
- virtual void Init() = 0;
- virtual void SetClearColor(const glm::vec4& color)=0;
- virtual void Clear() = 0;
- virtual void DrawIndexed(const Ref<VertexArray>& vertexArray)=0;
-
- inline static API GetAPI() { return s_API; }
- private:
- static API s_API;
- };
- }
-
-
OpenGLRendererAPI.h
- #pragma once
- #include"YOTO/Renderer/RendererAPI.h"
- namespace YOTO {
- class OpenGLRendererAPI:public RendererAPI
- {
- public:
- virtual void Init()override;
- virtual void SetClearColor(const glm::vec4& color)override;
- virtual void Clear()override;
- virtual void DrawIndexed(const Ref<VertexArray>& vertexArray) override;
- };
- }
-
-
OpenGLRendererAPI.h
- #include "ytpch.h"
- #include "OpenGLTexture.h"
- #include<glad/glad.h>
- #include"stb_image.h"
- namespace YOTO {
- OpenGLTexture2D::OpenGLTexture2D(const std::string path)
- :m_Path(path)
- {
- int width, height, channels;
- stbi_set_flip_vertically_on_load(1);//翻转
- stbi_uc*data=stbi_load(path.c_str(),&width,&height,&channels,0);
- YT_CORE_ASSERT(data, "图片加载错误");
- m_Width = width;
- m_Height = height;
-
- GLenum internalFormat = 0,dataFormat=0;
- if (channels == 4) {
- internalFormat = GL_RGBA8;
- dataFormat = GL_RGBA;
- }
- else if (channels==3) {
- internalFormat = GL_RGB8;
- dataFormat = GL_RGB;
- }
- YT_CORE_ASSERT(internalFormat& dataFormat,"OpenGLTexture2D:不支持的颜色格式")
- //创建纹理
- glCreateTextures(GL_TEXTURE_2D, 1, &m_RendererID);
- ///告诉OpenGLm_RendererID的纹理存储的是rbg8位,宽高的缓冲区
- glTextureStorage2D(m_RendererID, 1, internalFormat,m_Width,m_Height);
- //配置参数:纹理放大时用周围颜色的平均值过滤
- glTextureParameteri(m_RendererID,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
- glTextureParameteri(m_RendererID, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTextureSubImage2D(m_RendererID, 0, 0, 0, m_Width, m_Height, dataFormat,GL_UNSIGNED_BYTE,data);
- stbi_image_free(data);
- }
- OpenGLTexture2D::~OpenGLTexture2D()
- {
- glDeleteTextures(1,&m_RendererID);
- }
- void OpenGLTexture2D::Bind(uint32_t slot) const
- {
- glBindTextureUnit(slot, m_RendererID);
- }
- }
OpenGLRendererAPI.cpp
- #include "ytpch.h"
- #include "OpenGLRendererAPI.h"
- #include <glad/glad.h>
- namespace YOTO {
- void OpenGLRendererAPI::Init()
- {
- //启用混合
- glEnable(GL_BLEND);
- //设置混合函数
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- }
- void OpenGLRendererAPI::SetClearColor(const glm::vec4& color)
- {
- glClearColor(color.r, color.g, color.b, color.a);
- }
- void OpenGLRendererAPI::Clear()
- {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
- void OpenGLRendererAPI::DrawIndexed(const Ref<VertexArray>& vertexArray)
- {
- glDrawElements(GL_TRIANGLES, vertexArray->GetIndexBuffer()->GetCount(), GL_UNSIGNED_INT, nullptr);
- }
- }
Application.cpp:
- #include"ytpch.h"
- #include "Application.h"
-
- #include"Log.h"
- #include "YOTO/Renderer/Renderer.h"
- #include"Input.h"
- #include <GLFW/glfw3.h>
-
-
- namespace YOTO {
- #define BIND_EVENT_FN(x) std::bind(&x, this, std::placeholders::_1)
-
- Application* Application::s_Instance = nullptr;
-
- Application::Application()
- {
-
- YT_CORE_ASSERT(!s_Instance, "Application需要为空!")
- s_Instance = this;
- //智能指针
- m_Window = std::unique_ptr<Window>(Window::Creat());
- //设置回调函数
- m_Window->SetEventCallback(BIND_EVENT_FN(Application::OnEvent));
-
- m_Window->SetVSync(false);
-
- Renderer::Init();
-
- //new一个Layer,放在最后层进行渲染
- m_ImGuiLayer = new ImGuiLayer();
- PushOverlay(m_ImGuiLayer);
- }
- Application::~Application() {
- }
- /// <summary>
- /// 所有的Window事件都会在这触发,作为参数e
- /// </summary>
- /// <param name="e"></param>
- void Application::OnEvent(Event& e) {
- //根据事件类型绑定对应事件
- EventDispatcher dispatcher(e);
- dispatcher.Dispatch<WindowCloseEvent>(BIND_EVENT_FN(Application::OnWindowClosed));
- //输出事件信息
- YT_CORE_INFO("Application:{0}", e);
- for (auto it = m_LayerStack.end(); it != m_LayerStack.begin();) {
- (*--it)->OnEvent(e);
- if (e.m_Handled)
- break;
- }
- }
-
- bool Application::OnWindowClosed(WindowCloseEvent& e) {
- m_Running = false;
- return true;
- }
- void Application::Run() {
- WindowResizeEvent e(1280, 720);
- if (e.IsInCategory(EventCategoryApplication)) {
- YT_CORE_TRACE(e);
- }
- if (e.IsInCategory(EventCategoryInput)) {
- YT_CORE_ERROR(e);
- }
-
- while (m_Running)
- {
- float time = (float)glfwGetTime();//window平台
- Timestep timestep = time - m_LastFrameTime;
- m_LastFrameTime = time;
-
-
- for (Layer* layer : m_LayerStack) {
- layer->OnUpdate(timestep);
- }
- //将ImGui的刷新放到APP中,与Update分开
- m_ImGuiLayer->Begin();
-
- for (Layer* layer : m_LayerStack) {
- layer->OnImGuiRender();
- }
- m_ImGuiLayer->End();
- m_Window->OnUpdate();
- }
- }
- void Application::PushLayer(Layer* layer) {
- m_LayerStack.PushLayer(layer);
- layer->OnAttach();
- }
- void Application::PushOverlay(Layer* layer) {
- m_LayerStack.PushOverlay(layer);
- layer->OnAttach();
- }
- }
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.reset(YOTO::Shader::Create(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.reset(YOTO::Shader::Create(BlueShaderVertexSource, BlueShaderFragmentSource));
- std::string textureVertexSource = R"(
- #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);
- }
- )";
- //绘制颜色
- std::string textureFragmentSource = R"(
- #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);
- // color = vec4(v_TexCoord, 0.0f, 1.0f);
- }
- )";
- m_TextureShader.reset(YOTO::Shader::Create(textureVertexSource, textureFragmentSource));
- m_Texture=YOTO::Texture2D::Create("assets/textures/Checkerboard.png");
- m_ChernoLogo= YOTO::Texture2D::Create("assets/textures/ChernoLogo.png");
- std::dynamic_pointer_cast<YOTO::OpenGLShader>(m_TextureShader)->Bind();
- std::dynamic_pointer_cast<YOTO::OpenGLShader>(m_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);
- }
- }
-
- m_Texture->Bind();
- YOTO::Renderer::Submit(m_TextureShader, m_SquareVA, glm::scale(glm::mat4(1.0f), glm::vec3(1.5f)));
- m_ChernoLogo->Bind();
- YOTO::Renderer::Submit(m_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::Ref<YOTO::Shader> m_Shader;
- YOTO::Ref<YOTO::VertexArray> m_VertexArray;
-
-
- YOTO::Ref<YOTO::Shader> m_BlueShader,m_TextureShader;
- 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();
- }
加了个init涉及了好几个类,小改动,为了方便观察,我把整个类都复制下来了。
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