跟着cherno手搓游戏引擎【22】CameraController、Resize
前置:
YOTO.h:
#pragma once
//用于YOTO APP
#include "YOTO/Application.h"
#include"YOTO/Layer.h"
#include "YOTO/Log.h"
#include"YOTO/Core/Timestep.h"
#include"YOTO/Input.h"
#include"YOTO/KeyCode.h"
#include"YOTO/MouseButtonCodes.h"
#include "YOTO/OrthographicCameraController.h"
#include"YOTO/ImGui/ImGuiLayer.h"
//Renderer
#include"YOTO/Renderer/Renderer.h"
#include"YOTO/Renderer/RenderCommand.h"
#include"YOTO/Renderer/Buffer.h"
#include"YOTO/Renderer/Shader.h"
#include"YOTO/Renderer/Texture.h"
#include"YOTO/Renderer/VertexArray.h"
#include"YOTO/Renderer/OrthographicCamera.h"
//入口点
#include"YOTO/EntryPoint.h"
添加方法:
OrthographicCamera.h:
#pragma once
#include <glm/glm.hpp>
namespace YOTO {
class OrthographicCamera
{
public:
OrthographicCamera(float left, float right, float bottom, float top);
void SetProjection(float left, float right, float bottom, float top);
const glm::vec3& GetPosition()const { return m_Position; }
void SetPosition(const glm::vec3& position) {
m_Position = position;
RecalculateViewMatrix();
}
float GetRotation()const { return m_Rotation; }
void SetRotation(float rotation) {
m_Rotation = rotation;
RecalculateViewMatrix();
}
const glm::mat4& GetProjectionMatrix()const { return m_ProjectionMatrix; }
const glm::mat4& GetViewMatrix()const { return m_ViewMatrix; }
const glm::mat4& GetViewProjectionMatrix()const { return m_ViewProjectionMatrix; }
private:
void RecalculateViewMatrix();
private:
glm::mat4 m_ProjectionMatrix;
glm::mat4 m_ViewMatrix;
glm::mat4 m_ViewProjectionMatrix;
glm::vec3 m_Position = { 0.0f ,0.0f ,0.0f };
float m_Rotation = 0.0f;
};
}
OrthographicCamera.cpp:
#include "ytpch.h"
#include "OrthographicCamera.h"
#include <glm/gtc/matrix_transform.hpp>
namespace YOTO {
OrthographicCamera::OrthographicCamera(float left, float right, float bottom, float top)
:m_ProjectionMatrix(glm::ortho(left, right, bottom, top)), m_ViewMatrix(1.0f)
{
m_ViewProjectionMatrix = m_ProjectionMatrix * m_ViewMatrix;
}
void OrthographicCamera::SetProjection(float left, float right, float bottom, float top) {
m_ProjectionMatrix = glm::ortho(left, right, bottom, top);
m_ViewProjectionMatrix = m_ProjectionMatrix * m_ViewMatrix;
}
void OrthographicCamera::RecalculateViewMatrix()
{
glm::mat4 transform = glm::translate(glm::mat4(1.0f), m_Position) *
glm::rotate(glm::mat4(1.0f), glm::radians(m_Rotation), glm::vec3(0, 0, 1));
m_ViewMatrix = glm::inverse(transform);
m_ViewProjectionMatrix = m_ProjectionMatrix * m_ViewMatrix;
}
}
封装控制类:
OrthographicCameraController.h:
#pragma once
#include "YOTO/Renderer/OrthographicCamera.h"
#include"YOTO/Core/Timestep.h"
#include "YOTO/Event/ApplicationEvent.h"
#include "YOTO/Event/MouseEvent.h"
namespace YOTO {
class OrthographicCameraController {
public:
OrthographicCameraController(float aspectRatio, bool rotation=false );//0,1280
void OnUpdate(Timestep ts);
void OnEvent(Event& e);
OrthographicCamera& GetCamera() {
return m_Camera
;
}
const OrthographicCamera& GetCamera()const {
return m_Camera
;
}
private:
bool OnMouseScrolled(MouseScrolledEvent &e);
bool OnWindowResized(WindowResizeEvent& e);
private:
float m_AspectRatio;//横纵比
float m_ZoomLevel = 1.0f;
OrthographicCamera m_Camera;
bool m_Rotation;
glm::vec3 m_CameraPosition = {0.0f,0.0f,0.0f};
float m_CameraRotation = 0.0f;
float m_CameraTranslationSpeed = 1.0f, m_CameraRotationSpeed = 180.0f;
};
}
OrthographicCameraController.cpp:
#include "ytpch.h"
#include "OrthographicCameraController.h"
#include"YOTO/Input.h"
#include <YOTO/KeyCode.h>
namespace YOTO {
OrthographicCameraController::OrthographicCameraController(float aspectRatio, bool rotation)
:m_AspectRatio(aspectRatio),m_Camera(-m_AspectRatio*m_ZoomLevel,m_AspectRatio*m_ZoomLevel,-m_ZoomLevel,m_ZoomLevel),m_Rotation(rotation)
{
}
void OrthographicCameraController::OnUpdate(Timestep ts)
{
if (Input::IsKeyPressed(YT_KEY_A)) {
m_CameraPosition.x -= m_CameraTranslationSpeed * ts;
}
else if (Input::IsKeyPressed(YT_KEY_D)) {
m_CameraPosition.x += m_CameraTranslationSpeed * ts;
}
if (Input::IsKeyPressed(YT_KEY_S)) {
m_CameraPosition.y -= m_CameraTranslationSpeed * ts;
}
else if (Input::IsKeyPressed(YT_KEY_W)) {
m_CameraPosition.y += m_CameraTranslationSpeed * ts;
}
if (m_Rotation) {
if (Input::IsKeyPressed(YT_KEY_Q)) {
m_CameraRotation += m_CameraRotationSpeed * ts;
}
else if (Input::IsKeyPressed(YT_KEY_E)) {
m_CameraRotation -= m_CameraRotationSpeed * ts;
}
m_Camera.SetRotation(m_CameraRotation);
}
m_Camera.SetPosition(m_CameraPosition);
m_CameraTranslationSpeed = m_ZoomLevel;
}
void OrthographicCameraController::OnEvent(Event& e)
{
EventDispatcher dispatcher(e);
dispatcher.Dispatch<MouseScrolledEvent>(YT_BIND_EVENT_FN(OrthographicCameraController::OnMouseScrolled));
dispatcher.Dispatch<WindowResizeEvent>(YT_BIND_EVENT_FN(OrthographicCameraController::OnWindowResized));
}
bool OrthographicCameraController::OnMouseScrolled(MouseScrolledEvent& e)
{
m_ZoomLevel -= e.GetYOffset()*0.5f;
m_ZoomLevel = std::max(m_ZoomLevel, 0.25f);
m_Camera.SetProjection(-m_AspectRatio * m_ZoomLevel, m_AspectRatio * m_ZoomLevel, -m_ZoomLevel, m_ZoomLevel);
return false;
}
bool OrthographicCameraController::OnWindowResized(WindowResizeEvent& e)
{
m_AspectRatio = (float)e.GetWidth()/(float) e.GetHeight();
m_Camera.SetProjection(-m_AspectRatio * m_ZoomLevel, m_AspectRatio * m_ZoomLevel, -m_ZoomLevel, m_ZoomLevel);
return false;
}
}
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_CameraController(1280.0f/720.0f,true){
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 {
//update
m_CameraController.OnUpdate(ts);
//YT_CLIENT_TRACE("delta time {0}s ({1}ms)", ts.GetSeconds(), ts.GetMilliseconds());
//Render
YOTO::RenderCommand::SetClearColor({ 0.2f, 0.2f, 0.2f, 1.0f });
YOTO::RenderCommand::Clear();
YOTO::Renderer::BeginScene(m_CameraController.GetCamera());
{
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();
//YOTO::Renderer3D::BeginScene(m_Scene);
//YOTO::Renderer2D::BeginScene(m_Scene);
}
void OnEvent(YOTO::Event& e)override {
m_CameraController.OnEvent(e);
/*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::OrthographicCameraController m_CameraController;
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();
}
测试:
cool
修改:
添加修改视口的方法:
Render.h:
#pragma once
#include"RenderCommand.h"
#include "OrthographicCamera.h"
#include"Shader.h"
namespace YOTO {
class Renderer {
public:
static void Init();
static void OnWindowResize(uint32_t width,uint32_t height);
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;
};
}
Render.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::OnWindowResize(uint32_t width, uint32_t height)
{
RenderCommand::SetViewport(0, 0, width, height);
}
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 SetViewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) {
s_RendererAPI->SetViewport(x,y,width,height);
}
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;
};
}
RenderAPI.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 SetViewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) = 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;
};
}
OpenGLRenderAPI.h:
#pragma once
#include"YOTO/Renderer/RendererAPI.h"
namespace YOTO {
class OpenGLRendererAPI:public RendererAPI
{
public:
virtual void Init()override;
virtual void SetViewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) override;
virtual void SetClearColor(const glm::vec4& color)override;
virtual void Clear()override;
virtual void DrawIndexed(const Ref<VertexArray>& vertexArray) override;
};
}
OpenGLRenderAPI.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::SetViewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height)
{
glViewport(x, y, width, height);
}
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);
}
}
OrthographicCameraController.h:
#pragma once
#include "YOTO/Renderer/OrthographicCamera.h"
#include"YOTO/Core/Timestep.h"
#include "YOTO/Event/ApplicationEvent.h"
#include "YOTO/Event/MouseEvent.h"
namespace YOTO {
class OrthographicCameraController {
public:
OrthographicCameraController(float aspectRatio, bool rotation=false );//0,1280
void OnUpdate(Timestep ts);
void OnEvent(Event& e);
OrthographicCamera& GetCamera() {
return m_Camera
;
}
const OrthographicCamera& GetCamera()const {
return m_Camera
;
}
float GetZoomLevel() { return m_ZoomLevel; }
void SetZoomLevel(float level) { m_ZoomLevel = level; }
private:
bool OnMouseScrolled(MouseScrolledEvent &e);
bool OnWindowResized(WindowResizeEvent& e);
private:
float m_AspectRatio;//横纵比
float m_ZoomLevel = 1.0f;
OrthographicCamera m_Camera;
bool m_Rotation;
glm::vec3 m_CameraPosition = {0.0f,0.0f,0.0f};
float m_CameraRotation = 0.0f;
float m_CameraTranslationSpeed = 1.0f, m_CameraRotationSpeed = 180.0f;
};
}
OrthographicCameraController.cpp:
#include "ytpch.h"
#include "OrthographicCameraController.h"
#include"YOTO/Input.h"
#include <YOTO/KeyCode.h>
namespace YOTO {
OrthographicCameraController::OrthographicCameraController(float aspectRatio, bool rotation)
:m_AspectRatio(aspectRatio),m_Camera(-m_AspectRatio*m_ZoomLevel,m_AspectRatio*m_ZoomLevel,-m_ZoomLevel,m_ZoomLevel),m_Rotation(rotation)
{
}
void OrthographicCameraController::OnUpdate(Timestep ts)
{
if (Input::IsKeyPressed(YT_KEY_A)) {
m_CameraPosition.x -= m_CameraTranslationSpeed * ts;
}
else if (Input::IsKeyPressed(YT_KEY_D)) {
m_CameraPosition.x += m_CameraTranslationSpeed * ts;
}
if (Input::IsKeyPressed(YT_KEY_S)) {
m_CameraPosition.y -= m_CameraTranslationSpeed * ts;
}
else if (Input::IsKeyPressed(YT_KEY_W)) {
m_CameraPosition.y += m_CameraTranslationSpeed * ts;
}
if (m_Rotation) {
if (Input::IsKeyPressed(YT_KEY_Q)) {
m_CameraRotation += m_CameraRotationSpeed * ts;
}
else if (Input::IsKeyPressed(YT_KEY_E)) {
m_CameraRotation -= m_CameraRotationSpeed * ts;
}
m_Camera.SetRotation(m_CameraRotation);
}
m_Camera.SetPosition(m_CameraPosition);
m_CameraTranslationSpeed = m_ZoomLevel;
}
void OrthographicCameraController::OnEvent(Event& e)
{
EventDispatcher dispatcher(e);
dispatcher.Dispatch<MouseScrolledEvent>(YT_BIND_EVENT_FN(OrthographicCameraController::OnMouseScrolled));
dispatcher.Dispatch<WindowResizeEvent>(YT_BIND_EVENT_FN(OrthographicCameraController::OnWindowResized));
}
bool OrthographicCameraController::OnMouseScrolled(MouseScrolledEvent& e)
{
m_ZoomLevel -= e.GetYOffset()*0.5f;
m_ZoomLevel = std::max(m_ZoomLevel, 0.25f);
m_Camera.SetProjection(-m_AspectRatio * m_ZoomLevel, m_AspectRatio * m_ZoomLevel, -m_ZoomLevel, m_ZoomLevel);
return false;
}
bool OrthographicCameraController::OnWindowResized(WindowResizeEvent& e)
{
m_AspectRatio = (float)e.GetWidth()/(float) e.GetHeight();
m_Camera.SetProjection(-m_AspectRatio * m_ZoomLevel, m_AspectRatio * m_ZoomLevel, -m_ZoomLevel, m_ZoomLevel);
return false;
}
}
Application.h:
#pragma once
#include"Core.h"
#include"Event/Event.h"
#include"Event/ApplicationEvent.h"
#include "YOTO/Window.h"
#include"YOTO/LayerStack.h"
#include"YOTO/ImGui/ImGuiLayer.h"
#include "YOTO/Core/Timestep.h"
#include "YOTO/Renderer/OrthographicCamera.h"
namespace YOTO {
class YOTO_API Application
{
public:
Application();
virtual ~Application();
void Run();
void OnEvent(Event& e);
void PushLayer(Layer* layer);
void PushOverlay(Layer* layer);
inline static Application& Get() { return *s_Instance; }
inline Window& GetWindow() { return *m_Window; }
private:
bool OnWindowClosed(WindowCloseEvent& e);
bool OnWindowResize(WindowResizeEvent& e);
private:
std::unique_ptr<Window> m_Window;
ImGuiLayer* m_ImGuiLayer;
bool m_Running = true;
bool m_Minimized = false;
LayerStack m_LayerStack;
Timestep m_Timestep;
float m_LastFrameTime = 0.0f;
private:
static Application* s_Instance;
};
//在客户端定义
Application* CreateApplication();
}
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));
dispatcher.Dispatch<WindowResizeEvent>(BIND_EVENT_FN(Application::OnWindowResize));
//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;
}
bool Application::OnWindowResize(WindowResizeEvent& e)
{
if (e.GetWidth()==0||e.GetHeight()==0) {
m_Minimized = true;
return false;
}
m_Minimized = false;
//调整视口
Renderer::OnWindowResize(e.GetWidth(), e.GetHeight());
return false;
}
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;
if (!m_Minimized) {
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_CameraController(1280.0f/720.0f,true){
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 {
//update
m_CameraController.OnUpdate(ts);
//YT_CLIENT_TRACE("delta time {0}s ({1}ms)", ts.GetSeconds(), ts.GetMilliseconds());
//Render
YOTO::RenderCommand::SetClearColor({ 0.2f, 0.2f, 0.2f, 1.0f });
YOTO::RenderCommand::Clear();
YOTO::Renderer::BeginScene(m_CameraController.GetCamera());
{
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();
//YOTO::Renderer3D::BeginScene(m_Scene);
//YOTO::Renderer2D::BeginScene(m_Scene);
}
void OnEvent(YOTO::Event& e)override {
m_CameraController.OnEvent(e);
if (e.GetEventType() == YOTO::EventType::WindowResize) {
auto& re = (YOTO::WindowResizeEvent&)e;
/* float zoom = re.GetWidth() / 1280.0f;
m_CameraController.SetZoomLevel(zoom);*/
}
}
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::OrthographicCameraController m_CameraController;
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();
}
添加了新功能,修改窗口大小在OnEvent中。