跟着cherno手搓游戏引擎【17】整理代码、timestep和transform

这里就不分部走了,直接上代码。

全局:

YOTO.h:添加renderer的头文件:

#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/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/VertexArray.h"

#include"YOTO/Renderer/OrthographicCamera.h"



//入口点
#include"YOTO/EntryPoint.h"

时间戳:

添加 Timestep.h

跟着cherno手搓游戏引擎【17】整理代码、timestep和transform_第1张图片 

Timestep.h:

#pragma once

namespace YOTO {
	class Timestep
	{
	public:
		Timestep(float time=0.0f)
			:m_Time(time)
		{

		}
		operator float()const { return m_Time; }
		float GetSeconds() const {return m_Time;}
		float GetMilliseconds() const { return m_Time * 1000.0f; }
	private: 
		float m_Time;
	};
}


transform:

Renderer.h:修改submit方法添加transform

#pragma once
#include"RenderCommand.h"
#include "OrthographicCamera.h"
#include"Shader.h"
namespace YOTO {

	class Renderer {
	public:
		static void BeginScene(OrthographicCamera& camera);
		static void EndScene();
		static void Submit(const std::shared_ptr& shader, const std::shared_ptr& 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:把transform作为uniform传入shader中

#include"ytpch.h"
#include"Renderer.h"
namespace YOTO {
	Renderer::SceneData* Renderer::m_SceneData = new	Renderer::SceneData;
	void Renderer::BeginScene(OrthographicCamera& camera)
	{
		m_SceneData->ViewProjectionMatrix = camera.GetViewProjectionMatrix();
	}
	void Renderer::EndScene()
	{
	}
	void Renderer::Submit(const std::shared_ptr& shader, const std::shared_ptr& vertexArray, const glm::mat4& transform)
	{
		shader->Bind();
		shader->UploadUniformMat4("u_ViewProjection", m_SceneData->ViewProjectionMatrix);
		shader->UploadUniformMat4("u_Transform", transform);


		vertexArray->Bind();
		RenderCommand::DrawIndexed(vertexArray);
	}
}

整理代码:

Application.h:添加时间戳

#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);
	private:
		std::unique_ptr  m_Window;
		ImGuiLayer* m_ImGuiLayer;
		bool m_Running = true;
		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:删掉带渲染的代码,把代码搬到Sandbox中;把window的vSync置为false

#include"ytpch.h"
#include "Application.h"

#include"Log.h"
#include "YOTO/Renderer/Renderer.h"
#include"Input.h"
#include 


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::Creat());
		//设置回调函数
		m_Window->SetEventCallback(BIND_EVENT_FN(Application::OnEvent));

		m_Window->SetVSync(false);
		//new一个Layer,放在最后层进行渲染
		m_ImGuiLayer = new ImGuiLayer();
		PushOverlay(m_ImGuiLayer);	
	}
	Application::~Application() {
	}
	/// 
	/// 所有的Window事件都会在这触发,作为参数e
	/// 
	/// 
	void Application::OnEvent(Event& e) {
		//根据事件类型绑定对应事件
		EventDispatcher dispatcher(e);
		dispatcher.Dispatch(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
#include "imgui/imgui.h"
#include
#include 

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());


		std::shared_ptr 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);


		std::shared_ptrm_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(new YOTO::Shader(vertexSource, fragmentSource));

		///测试/

		m_SquareVA.reset(YOTO::VertexArray::Create());

		float squareVertices[3 * 4] = {
			-0.5f,-0.5f,0.0f,
			0.5f,-0.5f,0.0f,
			0.5f,0.5f,0.0f,
			-0.5f,0.5f,0.0f
		};
		std::shared_ptr squareVB;
		squareVB.reset(YOTO::VertexBuffer::Create(squareVertices, sizeof(squareVertices)));
		squareVB->SetLayout({
			{YOTO::ShaderDataType::Float3,"a_Position"}
			});
		m_SquareVA->AddVertexBuffer(squareVB);
		uint32_t squareIndices[6] = { 0,1,2,2,3,0 };
		std::shared_ptr 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;
		void main(){
		color=vec4(0.2,0.3,0.8,1.0);
		}
		)";
		m_BlueShader.reset(new YOTO::Shader(BlueShaderVertexSource, BlueShaderFragmentSource));

	}
	void OnImGuiRender() override {
		ImGui::Begin("Test");
		ImGui::Text("Test");
		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));
			for (int y = 0; y < 20; y++) {
				for (int x = 0; x <20; x++)
				{
					glm::vec3 pos(x * 0.11f,y* 0.11f, 0.0);
					glm::mat4 transform = glm::translate(glm::mat4(1.0f), pos) * scale;
					YOTO::Renderer::Submit(m_BlueShader, m_SquareVA, transform);
				}
			}
			


			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:
	std::shared_ptr m_Shader;
	std::shared_ptr m_VertexArray;


	std::shared_ptr m_BlueShader;
	std::shared_ptr m_SquareVA;
	YOTO::OrthographicCamera m_Camera;
	glm::vec3 m_CameraPosition;
	float m_CameraMoveSpeed = 5.0f;

	float m_CameraRotation = 0;
	float m_CameraRotationSpeed = 180.0f;


};


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:

跟着cherno手搓游戏引擎【17】整理代码、timestep和transform_第2张图片 跟着cherno手搓游戏引擎【17】整理代码、timestep和transform_第3张图片

 cool!

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