封装2DRenderer:
Renderer.h:
#include"ytpch.h"
#include"Renderer.h"
#include <Platform/OpenGL/OpenGLShader.h>
#include"Renderer2D.h"
namespace YOTO {Renderer::SceneData* Renderer::m_SceneData = new Renderer::SceneData;void Renderer::Init(){RenderCommand::Init();Renderer2D::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);}
}
Renderer2D.h:专门渲染2D的类,负责“画什么”的问题
#pragma once
#include "OrthographicCamera.h"
#include"Texture.h"
namespace YOTO {class Renderer2D{public://为什么渲染器是静态的:static void Init();static void ShutDown();static void BeginScene(const OrthographicCamera& camera);static void EndScene();static void DrawQuad(const glm::vec2& position, const glm::vec2& size, const glm::vec4& color);static void DrawQuad(const glm::vec3& position, const glm::vec2& size, const glm::vec4& color);static void DrawQuad(const glm::vec2& position, const glm::vec2& size, const Ref<Texture2D> texture);static void DrawQuad(const glm::vec3& position, const glm::vec2& size, const Ref<Texture2D> texture);private:private:};
}
Renderer2D.cpp:
#include "ytpch.h"
#include "Renderer2D.h"
#include"VertexArray.h"
#include"Shader.h"
//#include "Platform/OpenGL/OpenGLShader.h"
#include <glm/gtc/matrix_transform.hpp>
#include "RenderCommand.h"
namespace YOTO {struct Renderer2DStorage {Ref<VertexArray> QuadVertexArray;//Ref<Shader> FlatColorShader;Ref<Shader> TextureShader;Ref<Texture2D> WhiteTexture;};static Renderer2DStorage* s_Data;void Renderer2D::Init(){s_Data = new Renderer2DStorage();s_Data->QuadVertexArray = 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,};Ref<VertexBuffer> squareVB;squareVB.reset(VertexBuffer::Create(squareVertices, sizeof(squareVertices)));squareVB->SetLayout({{ShaderDataType::Float3,"a_Position"},{ShaderDataType::Float2,"a_TexCoord"}});s_Data->QuadVertexArray->AddVertexBuffer(squareVB);uint32_t squareIndices[6] = { 0,1,2,2,3,0 };Ref<IndexBuffer> squareIB;squareIB.reset((IndexBuffer::Create(squareIndices, sizeof(squareIndices) / sizeof(uint32_t))));s_Data->QuadVertexArray->AddIndexBuffer(squareIB);s_Data->WhiteTexture = Texture2D::Create(1, 1);uint32_t whiteTextureData = 0xffffffff;s_Data->WhiteTexture->SetData(&whiteTextureData,sizeof(uint32_t));//s_Data->FlatColorShader =Shader::Create("assets/shaders/FlatColor.glsl");s_Data->TextureShader= Shader::Create("assets/shaders/Texture.glsl");s_Data->TextureShader->Bind();s_Data->TextureShader->SetInt("u_Texture", 0);}void Renderer2D::ShutDown(){delete s_Data;}void Renderer2D::BeginScene(const OrthographicCamera& camera){/*s_Data->FlatColorShader->Bind();s_Data->FlatColorShader->SetMat4("u_ViewProjection",camera.GetViewProjectionMatrix());*/s_Data->TextureShader->Bind();s_Data->TextureShader->SetMat4("u_ViewProjection", camera.GetViewProjectionMatrix());}void Renderer2D::EndScene(){}void Renderer2D::DrawQuad(const glm::vec2& position, const glm::vec2& size, const glm::vec4& color){DrawQuad({ position.x,position.y,0.0f }, size, color);}void Renderer2D::DrawQuad(const glm::vec3& position, const glm::vec2& size, const glm::vec4& color){//s_Data->FlatColorShader->Bind();//s_Data->FlatColorShader->SetFloat4("u_Color", color);//s_Data->TextureShader->Bind();s_Data->TextureShader->SetFloat4("u_Color", color);s_Data->WhiteTexture->Bind();glm::mat4 transform = glm::translate(glm::mat4(1.0f), position) /**rotation*/ * glm::scale(glm::mat4(1.0f), {size.x,size.y,1.0f});s_Data->TextureShader->SetMat4("u_Transform", transform);s_Data->QuadVertexArray->Bind();RenderCommand::DrawIndexed(s_Data->QuadVertexArray);}void Renderer2D::DrawQuad(const glm::vec2& position, const glm::vec2& size, const Ref<Texture2D> texture){DrawQuad({ position.x,position.y,0.0f }, size, texture);}void Renderer2D::DrawQuad(const glm::vec3& position, const glm::vec2& size, const Ref<Texture2D> texture){//s_Data->TextureShader->Bind();s_Data->TextureShader->SetFloat4("u_Color", {0.2f,0.3f,0.8f,0.5f});texture->Bind();glm::mat4 transform = glm::translate(glm::mat4(1.0f), position) /**rotation*/ * glm::scale(glm::mat4(1.0f), { size.x,size.y,1.0f });s_Data->TextureShader->SetMat4("u_Transform", transform);s_Data->QuadVertexArray->Bind();RenderCommand::DrawIndexed(s_Data->QuadVertexArray);}
}
封装Shader传参:
Shader.h:添加SetInt、SetFloat3...等等Set方法
#pragma once
#include <string>
#include<glm/glm.hpp>
namespace YOTO {class Shader {public:virtual~Shader()=default;virtual void Bind()const=0;virtual void UnBind()const=0;virtual void SetInt(const std::string& name,int value) = 0;virtual void SetFloat3(const std::string& name, const glm::vec3& value) = 0;virtual void SetFloat4(const std::string& name, const glm::vec4& value) = 0;virtual void SetMat4(const std::string& name, const glm::mat4& value) = 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;};
}
OpenGLShader.h:同Shader.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 void SetInt(const std::string& name, int value) override;virtual void SetFloat3(const std::string& name, const glm::vec3& value) override;virtual void SetFloat4(const std::string& name, const glm::vec4& value)override;virtual void SetMat4(const std::string& name, const glm::mat4& value) 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;};
}
OpenGLShader.cpp:
#include "ytpch.h"
#include "OpenGLShader.h"#include <glad/glad.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/nYT_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fragmentYT_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 handleGLuint 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 shaderglCompileShader(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 characterstd::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 leaveYT_CORE_ERROR("{0} ", infoLog.data());YT_CORE_ASSERT(false, "shader 编译失败!");break;}// Attach our shaders to our programglAttachShader(program, shader);glShaderIDs[glShaderIDIndex++]=shader;}// Link our programglLinkProgram(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 characterstd::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 leaveYT_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::SetInt(const std::string& name, int value){UploadUniformInt(name, value);}void OpenGLShader::SetFloat3(const std::string& name, const glm::vec3& value){UploadUniformFloat3(name, value);}void OpenGLShader::SetFloat4(const std::string& name, const glm::vec4& value){UploadUniformFloat4(name, value);}void OpenGLShader::SetMat4(const std::string& name, const glm::mat4& value){UploadUniformMat4(name, value);}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);}}
添加自定义Texture方法:
Texture.h:添加新的Create方法:根据宽高添加
#pragma once
namespace YOTO {class Texture{public:virtual ~Texture() = default;virtual uint32_t GetWidth()const = 0;virtual uint32_t GetHeight()const = 0;virtual void SetData(void* data, uint32_t size) = 0;virtual void Bind(uint32_t slot=0)const = 0;};class Texture2D :public Texture {public:static Ref<Texture2D>Create(uint32_t width,uint32_t height);static Ref<Texture2D>Create(const std::string& path);};
}
Texture.cpp:
#include "ytpch.h"
#include "Texture.h"
#include"Renderer.h"
#include "Platform/OpenGL/OpenGLTexture.h"
namespace YOTO {Ref<Texture2D> Texture2D::Create(uint32_t width, uint32_t height){switch (Renderer::GetAPI()){case RendererAPI::API::None:YT_CORE_ASSERT(false, "Texture2D:API为None不支持");return nullptr;case RendererAPI::API::OpenGL:return CreateRef<OpenGLTexture2D>(width,height);}YT_CORE_ASSERT(false, "Buffer:未知API");return nullptr;}Ref<Texture2D> Texture2D::Create(const std::string& path){switch (Renderer::GetAPI()){case RendererAPI::API::None:YT_CORE_ASSERT(false, "Texture2D:API为None不支持");return nullptr;case RendererAPI::API::OpenGL:return CreateRef<OpenGLTexture2D>(path);}YT_CORE_ASSERT(false, "Buffer:未知API");return nullptr;}
}
OpenGLTexture.h:同Texture.h相同,且添加设置texture数据的方法SetData:
#pragma once
#include"YOTO/Renderer/Texture.h"
#include<glad/glad.h>
namespace YOTO {class OpenGLTexture2D:public Texture2D{public:OpenGLTexture2D(uint32_t width,uint32_t height);OpenGLTexture2D(const std::string path);virtual~OpenGLTexture2D();virtual uint32_t GetWidth()const override { return m_Width; }virtual uint32_t GetHeight()const override { return m_Height; }virtual void SetData(void* data, uint32_t size)override;virtual void Bind(uint32_t slot=0)const override;private:std::string m_Path;uint32_t m_Width, m_Height;uint32_t m_RendererID;GLenum m_InternalFormat, m_DataFormat;};
}
OpenGLTexture.cpp:
#include "ytpch.h"
#include "OpenGLTexture.h"
#include<glad/glad.h>
#include"stb_image.h"
namespace YOTO {OpenGLTexture2D::OpenGLTexture2D(uint32_t width, uint32_t height):m_Width(width),m_Height(height){m_InternalFormat = GL_RGBA8;m_DataFormat = GL_RGBA;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, m_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);glTextureParameteri(m_RendererID, GL_TEXTURE_WRAP_S, GL_REPEAT);glTextureParameteri(m_RendererID, GL_TEXTURE_WRAP_T, GL_REPEAT);}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;}m_InternalFormat = internalFormat;m_DataFormat = dataFormat;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);glTextureParameteri(m_RendererID, GL_TEXTURE_WRAP_S, GL_REPEAT);glTextureParameteri(m_RendererID, GL_TEXTURE_WRAP_T, GL_REPEAT);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::SetData(void* data, uint32_t size){uint32_t bpc = m_DataFormat == GL_RGBA ? 4 : 3;YT_CORE_ASSERT(size == m_Width * m_Height * bpc,"OpenGLTexture2D:数据必须是完整的!");glTextureSubImage2D(m_RendererID, 0, 0, 0, m_Width, m_Height,m_DataFormat, GL_UNSIGNED_BYTE,data);}void OpenGLTexture2D::Bind(uint32_t slot) const{glBindTextureUnit(slot, m_RendererID);}
}
Sandbox2D.h:添加m_CheckerboardTexture
#pragma once
#include "YOTO.h"
class Sandbox2D :public YOTO::Layer
{public:Sandbox2D();virtual ~Sandbox2D() = default;virtual void OnAttach()override;virtual void OnDetach()override;void OnUpdate(YOTO::Timestep ts)override;virtual void OnImGuiRender() override;void OnEvent(YOTO::Event& e)override;
private:YOTO::OrthographicCameraController m_CameraController;YOTO::Ref<YOTO::Shader> m_FlatColorShader;YOTO::Ref<YOTO::VertexArray> m_SquareVA;YOTO::Ref<YOTO::Texture2D>m_CheckerboardTexture;glm::vec4 m_SquareColor = { 0.2f,0.3f,0.7f,1.0f };
};
化简Sandbox2D:
Sandbox2D.cpp:把传shader参数的代码注释掉 ,统一使用DrawQuad封装;负责“怎么画”的问题:
#include "Sandbox2D.h"
#include <imgui/imgui.h>
#include <glm/gtc/matrix_transform.hpp>
//#include <Platform/OpenGL/OpenGLShader.h>
#include <glm/gtc/type_ptr.hpp>
Sandbox2D::Sandbox2D()
:Layer("Sandbox2D"), m_CameraController(1280.0f / 720.0f, true)
{
}
void Sandbox2D::OnAttach()
{m_CheckerboardTexture = YOTO::Texture2D::Create("assets/textures/Checkerboard.png");}
void Sandbox2D::OnDetach()
{
}void Sandbox2D::OnUpdate(YOTO::Timestep ts)
{ //updatem_CameraController.OnUpdate(ts);//RenderYOTO::RenderCommand::SetClearColor({ 0.2f, 0.2f, 0.2f, 1.0f });YOTO::RenderCommand::Clear();YOTO::Renderer2D::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);/*std::dynamic_pointer_cast<YOTO::OpenGLShader>(m_FlatColorShader)->Bind();std::dynamic_pointer_cast<YOTO::OpenGLShader>(m_FlatColorShader)->UploadUniformFloat4("u_Color", m_SquareColor);YOTO::Renderer::Submit(m_FlatColorShader, m_SquareVA, glm::scale(glm::mat4(1.0f), glm::vec3(1.5f)));*/YOTO::Renderer2D::DrawQuad({ -1.0f,0.0f }, { 0.8f,0.8f }, {0.8f,0.2f,0.3f,1.0f});YOTO::Renderer2D::DrawQuad({ 0.5f,-0.5f }, { 0.5f,0.75f }, { 0.2f,0.3f,0.8f,1.0f });YOTO::Renderer2D::DrawQuad({ 0.0f,0.0f,-0.1f }, {10.0f,10.0f }, m_CheckerboardTexture);YOTO::Renderer2D::EndScene();}
}
void Sandbox2D::OnImGuiRender()
{ImGui::Begin("设置");ImGui::ColorEdit4("正方形颜色", glm::value_ptr(m_SquareColor));ImGui::End();
}void Sandbox2D::OnEvent(YOTO::Event& e)
{m_CameraController.OnEvent(e);
}
小修改:
OpenGLRendererAPI.cpp:DrawIndexed中添加解绑Texture:
#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);//深度测试glEnable(GL_DEPTH_TEST);}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);glBindTexture(GL_TEXTURE_2D, 0);}
}
flatColor.glsl:
#type vertex#version 330 corelayout(location = 0) in vec3 a_Position;uniform mat4 u_ViewProjection;uniform mat4 u_Transform;void main(){gl_Position =u_ViewProjection*u_Transform*vec4( a_Position,1.0);}#type fragment#version 330 corelayout(location = 0) out vec4 color;uniform vec4 u_Color ;void main(){color =u_Color; }
Texture.glsl:
#type vertex#version 330 corelayout(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 corelayout(location = 0) out vec4 color;in vec3 v_Position;in vec2 v_TexCoord;uniform vec4 u_Color ;uniform sampler2D u_Texture ;void main(){color = texture(u_Texture, v_TexCoord*10.0f)*u_Color; }
YOTO.h:添加:
#include"YOTO/Renderer/Renderer2D.h"
Core.h:
#pragma once
#include<memory>
//用于dll的宏
#ifdef YT_PLATFORM_WINDOWS
#if YT_DYNAMIC_LINK#ifdef YT_BUILD_DLL#define YOTO_API __declspec(dllexport) #else#define YOTO_API __declspec(dllimport) #endif // DEBUG
#else#define YOTO_API
#endif
#else
#error YOTO_ONLY_SUPPORT_WINDOWS
#endif // YOTO_PLATFORM_WINDOWS#ifdef YT_DEBUG
#define YT_ENABLE_ASSERTS
#endif#ifdef YT_ENABLE_ASSERTS
#define YT_CLIENT_ASSERT(x,...) {if(!(x)){YT_CLIENT_ERROR("断言错误:{0}",__VA_ARGS__);__debugbreak();}}
#define YT_CORE_ASSERT(x,...) {if(!(x)){YT_CORE_ERROR("断言错误:{0}",__VA_ARGS__);__debugbreak();}}
#else
#define YT_CLIENT_ASSERT(x,...)
#define YT_CORE_ASSERT(x,...)#endif // YT_ENABLE_ASSERTS#define BIT(x)(1<<x)
//绑定事件定义
#define YT_BIND_EVENT_FN(fn) std::bind(&fn, this, std::placeholders::_1)namespace YOTO {template<typename T>using Scope = std::unique_ptr<T>;template<typename T>using Ref = std::shared_ptr<T>;template<typename T,typename ...Args>constexpr Scope<T> CreateScope(Args&&...args) {return std::make_shared<T>(std::forward<Args>(args)...);}template<typename T, typename ...Args>constexpr Ref<T> CreateRef(Args&&...args) {return std::make_shared<T>(std::forward<Args>(args)...);}}
测试:
cool!