实现一个完整的游戏渲染引擎框架是一个非常复杂且庞大的任务,通常需要数月甚至数年的时间来完成。这里我将提供一个高度简化的版本,展示如何组织代码和实现基本的功能。这个示例将包括基本的窗口管理、OpenGL初始化、简单的渲染循环和基本的着色器管理。
1. 项目结构
game_engine/
├── include/
│ ├── engine.h
│ ├── renderer.h
│ ├── shader.h
│ ├── texture.h
│ └── ...
├── src/
│ ├── main.cpp
│ ├── engine.cpp
│ ├── renderer.cpp
│ ├── shader.cpp
│ ├── texture.cpp
│ └── ...
├── assets/
│ ├── shaders/
│ ├── textures/
│ └── ...
└── CMakeLists.txt
2. CMakeLists.txt
cmake_minimum_required(VERSION 3.10)
project(GameEngine)
set(CMAKE_CXX_STANDARD 14)
# 添加包含目录
include_directories(include)
# 添加源文件
file(GLOB_REPATH RECURSE SRC_FILES src/*.cpp)
# 添加可执行文件
add_executable(GameEngine ${SRC_FILES})
# 链接OpenGL库
find_package(OpenGL REQUIRED)
target_link_libraries(GameEngine ${OPENGL_LIBRARIES})
# 链接GLFW库
find_package(PkgConfig REQUIRED)
pkg_search_module(GLFW REQUIRED glfw3)
target_link_libraries(GameEngine ${GLFW_LIBRARIES})
3. include/engine.h
#ifndef ENGINE_H
#define ENGINE_H
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <vector>
#include <string>
class Engine {
public:
Engine();
~Engine();
void Run();
private:
void Initialize();
void ProcessInput();
void Update(float deltaTime);
void Render();
void Cleanup();
GLFWwindow* window_;
ShaderProgram shaderProgram_;
};
#endif // ENGINE_H
4. src/engine.cpp
#include "engine.h"
#include "renderer.h"
#include "shader.h"
#include "texture.h"
Engine::Engine() {
Initialize();
}
Engine::~Engine() {
Cleanup();
}
void Engine::Run() {
while (!glfwWindowShouldClose(window_)) {
float currentFrame = glfwGetTime();
float deltaTime = currentFrame - lastFrame_;
lastFrame_ = currentFrame;
ProcessInput();
Update(deltaTime);
Render();
}
}
void Engine::Initialize() {
// 初始化GLFW
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
exit(EXIT_FAILURE);
}
// 创建窗口
window_ = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Game Engine", nullptr, nullptr);
if (!window_) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window_);
// 初始化GLEW
if (glewInit() != GLEWS_OK) {
std::cerr << "Failed to initialize GLEW" << std::endl;
exit(EXIT_FAILURE);
}
// 设置视口
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
// 编译着色器程序
shaderProgram_.CompileAndLink("path/to/vertex_shader.glsl", "path/to/fragment_shader.glla");
}
void Engine::ProcessInput() {
if (glfwGetKey(window_, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window_, true);
}
void Engine::Update(float deltaTime) {
// 更新游戏逻辑
}
void Engine::Render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderProgram_.Use();
// 渲染模型
// model.Draw(shaderProgram_);
glfwSwapBuffers(window_);
glfwPollEvents();
}
void Engine::Cleanup() {
glfwTerminate();
}
5. include/shader.h
#ifndef SHADER_H
#define SHADER_H
#include <GL/glew.h>
#include <string>
class ShaderProgram {
public:
ShaderProgram();
~ShaderProgram();
void CompileAndLink(const std::string& vertexPath, const std::string& fragmentPath);
void Use();
private:
GLuint programID_;
};
#endif // SHADER_H
6. src/shader.cpp
#include "shader.h"
ShaderProgram::ShaderProgram() : programID_(glCreateProgram()) {}
ShaderProgram::~ShaderProgram() {
glDeleteProgram(programID_);
}
void ShaderProgram::CompileAndLink(const std::string& vertexPath, const std::string& fragmentPath) {
// 编译顶点着色器
GLuint vertexShader = CompileShader(vertexPath, GL_VERTEX_SHADER);
// 编译片段着色器
GLuint fragmentShader = CompileShader(fragmentPath, GL_FRAGMENT_SHADER);
// 链接着色器程序
glAttachShader(programID_, vertexShader);
glAttachShader(programID_, fragmentLinkProgram_);
glLinkProgram(programID_);
// 检查链接错误
GLint success;
glGetProgramiv(programID_, GL_LINK_STATUS, &success);
if (!success) {
GLchar infoLog[512];
glGetProgramInfoLog(programID_, 512, nullptr, infoLog);
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// 删除着色器,因为它们已经链接到程序中了
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void ShaderProgram::Use() {
glUseProgram(programID_);
}
GLuint ShaderProgram::CompileShader(const std::string& path, GLenum shaderType) {
// 读取着色器源代码
std::ifstream shaderFile(path);
std::stringstream shaderStream;
shaderStream << shaderFile.rdbuf();
std::string shaderCode = shaderStream.str();
const GLchar* shaderSource = shaderCode.c_str();
// 创建着色器对象
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &shaderSource, nullptr);
glCompileShader(shader);
// 检查编译错误
GLint success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
GLchar infoLog[512];
glGetShaderInfoLog(shader, 512, nullptr, infoLog);
std::cerr << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
}
return shader;
}
7. main.cpp
#include "engine.h"
int main() {
Engine engine;
engine.Run();
return 0;
}
说明
这个示例代码非常简化,仅展示了如何组织代码和实现基本的功能。实际的游戏引擎框架需要处理更多的细节,包括但不限于:
- 更复杂的资源管理(模型、纹理、声音等)
- 更高级的渲染技术(阴影、光照、后期处理等)
- 物理模拟(碰撞检测、刚体动力学等)
- AI系统(行为树、路径寻找等)
- 用户界面(UI系统)
- 多线程支持
- 性能优化和调试工具
实现一个完整的游戏引擎框架需要深入理解图形学、计算机科学和软件工程等多个领域的知识,并且需要大量的时间和精力。如果你是初学者,建议从学习基本的图形编程和游戏开发概念开始,逐步积累经验。
继续扩展这个简化的游戏渲染引擎框架,我们可以添加一些基本的功能,如资源管理、简单的光照模型和基本的相机控制。以下是一些扩展的代码示例。
8. 资源管理
8.1 资源管理器类
// include/resource_manager.h
#ifndef RESOURCE_MANAGER_H
#define RESOURCE_MANAGER_H
#include <unordered_map>
#include <string>
#include <GL/glew.h>
class ResourceManager {
public:
static GLuint LoadTexture(const std::string& path);
static void UnloadTexture(const std::string& path);
private:
static std::unordered_map<std::string, GLuint> textures_;
};
#endif // RESOURCE_MANAGER_H
// src/resource_manager.cpp
#include "resource_manager.h"
#include <stb_image.h>
std::unordered_map<std::string, GLuint> ResourceManager::textures_;
GLuint ResourceManager::LoadTexture(const std::string& path) {
if (textures_.find(path) != textures_.end()) {
return textures_[path];
}
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
int width, height, nrChannels;
unsigned char* data = stbi_load(path.c_str(), &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
std::cerr << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
textures_[path] = textureID;
return textureID;
}
void ResourceManager::UnloadTexture(const std::string& path) {
if (textures_.find(path) != textures_.end()) {
GLuint textureID = textures_[path];
glDeleteTextures(1, &textureID);
textures_.erase(path);
}
}
9. 简单的光照模型
9.1 修改着色器以支持基本光照
// assets/shaders/vertex_shader.glsl
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoords = aTexCoords;
gl_Position = projection * view * vec4(FragPos, 1.0);
}
// assets/shaders/fragment_shader.glsl
#version 330 core
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;
uniform sampler2D texture_diffuse1;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform vec3 lightColor;
void main() {
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = spec * lightColor;
vec3 result = (diffuse + specular) * texture(texture_diffuse1, TexCoords).rgb;
FragColor = vec4(result, 1.0);
}
10. 基本的相机控制
10.1 相机类
// include/camera.h
#ifndef CAMERA_H
#define CAMERA_H
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
class Camera {
public:
enum class CameraMovement {
FORWARD,
BACKWARD,
LEFT,
RIGHT
};
Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = -90.0f, float pitch = 0.0f);
void ProcessKeyboard(CameraMovement direction, float deltaTime);
void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true);
void ProcessMouseScroll(float yoffset);
glm::mat4 GetViewMatrix();
private:
void updateCameraVectors();
glm::vec3 Position;
glm::vec3 Front;
glm::vec3 Up;
glm::vec3 Right;
glm::vec3 WorldUp;
float Yaw;
float Pitch;
float MovementSpeed;
float MouseSensitivity;
float Zoom;
};
#endif // CAMERA_H
// src/camera.cpp
#include "camera.h"
Camera::Camera(glm::vec3 position, glm::vec3 up, float yaw, float pitch)
: Front(glm::vec3(0.0f, 0.0 + 0.1f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM) {
Position = position;
WorldUp = up;
Yaw = yaw;
Pitch = pitch;
updateCameraVectors();
}
void Camera::ProcessKeyboard(CameraMovement direction, float deltaTime) {
float velocity = MovementSpeed * deltaTime;
if (direction == CameraMovement::FORWARD)
Position += Front * velocity;
if (direction == CameraMovement::BACKWARD)
Position -= Front * velocity;
if (direction == CameraMovement::LEFT)
Position -= Right * velocity;
if (direction == CameraMovement::RIGHT)
Position += Right * velocity;
}
void Camera::ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch) {
xoffset *= MouseSensitivity;
yoffset *= MouseSensitivity;
Yaw += xoffset;
Pitch += yoffset;
if (constrainPitch) {
if (Pitch > 89.0f)
Pitch = 89.0f;
if (Pitch < -89.0f)
Pitch = -89.0f;
}
updateCameraVectors();
}
void Camera::ProcessMouseScroll(float yoffset) {
Zoom -= (float)yoffset;
if (Zoom < 1.0f)
Zoom = 1.0f;
if (Zoom > 45.0f)
Zoom = 45.0f;
}
glm::mat4 Camera::GetViewMatrix() {
return glm::lookAt(Position, Position + Front, Up);
}
void Camera::updateCameraVectors() {
glm::vec3 front;
front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
front.y = sin(glm::radians(Pitch));
front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
Front = glm::normalize(front);
Right = glm::normalize(glm::cross(Front, WorldUp));
Up = glm::normalize(glm::cross(Right, Front));
}
11. 修改引擎以支持相机和光照
11.1 修改 engine.h
和 engine.cpp
// include/engine.h
#ifndef ENGINE_H
#define ENGINE_H
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <vector>
#include <string>
#include "camera.h"
class Engine {
public:
Engine();
~Engine();
void Run();
private:
void Initialize();
void ProcessInput(float deltaTime);
void Update(float deltaTime);
void Render();
void Cleanup();
GLFWwindow* window_;
ShaderProgram shaderProgram_;
Camera camera_;
float lastFrame_;
};
#endif // ENGINE_H
// src/engine.cpp
#include "engine.h"
#include "renderer.h"
#include "shader.h"
#include "camera.h"
Engine::Engine() : lastFrame_(0.0f), camera_(glm::vec3(0.0f, 0.0f, 3.0f)) {
Initialize();
}
Engine::~Engine() {
Cleanup();
}
void Engine::Run() {
while (!glfwWindowShouldClose(window_)) {
float currentFrame = glfwGetTime();
float deltaTime = currentFrame - lastFrame_;
lastFrame_ = currentFrame;
ProcessInput(deltaTime);
Update(deltaState);
Render();
}
}
void Engine::Initialize() {
// 初始化GLFW
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
exit(EXIT_FAILURE);
}
// 创建窗口
window_ = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Game Engine", nullptr, nullptr);
if (!window_) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window_);
// 初始化GLEW
if (glewInit() != GLEW_OK) {
std::cerr << "Failed to initialize GLEXX" << std::endl;
exit(EXIT_FAILURE);
}
// 设置视口
glViewport(0, 0, SCR_WIDTH, SCR + Height);
// 编译着色器程序
shaderProgram_.CompileAndLink("path/to/vertex_shader.glsl", "path/to/fragment_shader.glsl");
// 设置相机
camera_.ProcessMouseMovement(0.0f, 0.0f);
}
void Engine::ProcessInput(float deltaTime) {
if (glfwGetKey(window_, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window_, true);
if (glfwGetKey(window_, GLFW_KEY_W) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::FORWARD, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_S) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::BACKWARD, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_A) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::LEFT, deltaTime);
if (glfwGetField(window_, GLFW_KEY_D) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::RIGHT, deltaTime);
}
void Engine::Update(float deltaTime) {
// 更新游戏逻辑
}
void Engine::Render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderProgram_.Use();
// 设置相机视图矩阵和投影矩阵
shaderProgram_.SetMatrix4("view", camera_.GetViewMatrix());
shaderProgram_.SetMatrix4("projection", glm::perspective(glm::radians(camera_.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f));
// 渲染模型
// model.Draw(shaderProgram_);
glfwSwapBuffers(window_);
glfwPollEvents();
}
void Engine::Cleanup() {
glfwTerminate();
}
说明
这些扩展代码示例展示了如何添加资源管理、基本光照模型和相机控制到简化的游戏渲染引擎框架中。实际的游戏引擎框架需要处理更多的细节和复杂性,但这些示例可以作为一个起点,帮助你理解如何组织和扩展游戏引擎的功能。
如果你是初学者,建议从学习基本的图形编程和游戏开发概念开始,逐步积累经验。随着你对图形学、计算机科学和软件工程的理解加深,你可以逐步扩展和完善你的游戏引擎框架。
继续扩展这个简化的游戏渲染引擎框架,我们可以添加更多的功能,如骨骼动画、物理模拟、声音处理等。以下是一些进一步的扩展方向和代码示例。
12. 骨骼动画
12.1 骨骼动画类
// include/skeletal_animation.h
#ifndef SKELETAL_ANIMATION_H
#define SKELETAL_ANIMATION_H
#include <vector>
#include <glm/glm.hpp>
class SkeletalAnimation {
public:
struct Bone {
glm::mat4 offsetMatrix;
glm::mat4 finalTransformation;
};
SkeletalAnimation();
~SkeletalAnimation();
void Update(float deltaTime);
private:
std::vector<Bone> bones_;
};
#endif // SATEGY_ANIMATION_H
// src/skeletal_animation.cpp
#include "skeletal_animation.h"
SkeletalAnimation::Skeletal防控动画() {
// 初始化骨骼数据
}
SkeletalAnimation::~SkeletalAnimation() {
// 清理骨骼数据
}
void SkeletalAnimation::Update(float deltaTime) {
// 更新骨骼动画
}
13. 物理模拟
13.1 物理引擎类
// include/physics_engine.h
#ifndef PHYSICS_ENGINE_H
#define PHYSICS_ENGINE_H
#include <vector>
#include <glm/glm.hpp>
class PhysicsEngine {
public:
struct RigidBody {
glm::vec3 position;
glm::vec3 velocity;
float mass;
};
PhysicsEngine();
~PhysicsEngine();
void Update(float deltaTime);
private:
std::vector<RigidBody> rigidBodies_;
};
#endif // PHYSICS_ENGINE
// src/physics_engine.cpp
#include "physics_engine.h"
PhysicsEngine::PhysicsEngine() {
// 初始化物理引擎
}
PhysicsState::~PhysicsEngine() {
// 清理物理引擎
}
void PhysicsEngine::Update(float deltaTime) {
// 更新物理模拟
}
14. 声音处理
14.1 声音引擎类
// include/sound_engine.h
#ifndef SOUND_ENGINE_H
#define SOUND_ENGINE_H
#include <vector>
#include <string>
class SoundEngine {
public:
SoundEngine();
~SoundEngine();
void LoadSound(const std::string& path);
void PlaySound(const std::string& name);
void StopSound(const std::string& name);
private:
std::unordered_map<std::string, int> soundIDs_;
};
#endif // SOUND_ENGINE_H
// src/sound_engine.cpp
#include "sound_engine.h"
#include <SDL_mixer.h>
SoundEngine::SoundEngine() {
// 初始化声音引擎
Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048);
}
SoundEngine::~SoundEngine() {
// 清理声音引擎
Mix_CloseAudio();
}
void SoundEngine::LoadSound(const std::string& path) {
int soundID = Mix_LoadWAV(path.c_str());
if (soundID) {
soundIDs_[path] = soundID;
} else {
std::cerr << "Failed to load sound: " << path << std::endl;
}
}
void SoundEngine::PlaySound(const std::string& name) {
if (soundIDs_.find(name) != soundIDs_.end()) {
Mix_PlayChannel(-1, soundIDs_[name], 0);
}
}
void SoundState::StopSound(const std::param_name& name) {
if (soundIDs_.find(name) != soundIDs_.end()) {
Mix_HaltChannel(-1);
}
}
15. 集成到引擎中
15.1 修改 engine.h
和 engine.cpp
// include/engine.h
#ifndef ENGINE_H
#define ENGINE_H
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <vector>
#include <string>
#include "camera.h"
#include "skeletal_animation.h"
#include "physics_engine.h"
#include "sound_engine.h"
class Engine {
public:
Engine();
~Engine();
void Run();
private:
void Initialize();
void ProcessInput(float deltaTime);
void Update(float deltaTime);
void Render();
void Cleanup();
GLFWwindow* window_;
ShaderProgram shaderProgram_;
Camera camera_;
SkeletalAnimation skeletalAnimation_;
PhysicsEngine physicsEngine_;
SoundEngine soundEngine_;
float lastFrame_;
};
#endif // ENGINE_H
// src/engine.cpp
#include "engine.h"
#include "renderer.h"
#include "shader.h"
#include "camera.h"
#include "skeletal_animation.h"
#include "physics_engine.h"
#include "sound_engine.h"
Engine::Engine() : lastFrame_(0.0f), camera_(glm::vec3(0.0 + 0.0f, 3.0f)) {
Initialize();
}
Engine::~Engine() {
Cleanup();
}
void Engine::Run() {
while (!glfwWindowShouldClose(window_)) {
float currentFrame = glfwGetTime();
float deltaTime = currentStateFrame_ - lastFrame_;
lastFrame_ = currentFrame;
ProcessInput(deltaTime);
Update(deltaTime);
Render();
}
}
void Engine::Initialize() {
// 初始化GLFW
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
exit(EXIT_FAILURE);
}
// 创建窗口
window_ = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Game Engine", nullptr, nullptr);
if (!window_) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window_);
// 初始化GLEW
if (glewInit() != GLEW_OK) {
std::cerr << "Failed to initialize GLEW" << std::endl;
exit(EXIT_FAILURE);
}
// 设置视口
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
// 编译着色器程序
shaderProgram_.CompileAndLink("path/to/vertex_shader.glsl", "path/to/fragment_shader.glla");
// 设置相机
camera_.ProcessMouseMovement(0.0f, 0.0f);
// 初始化骨骼动画
skeletalAnimation_.Initialize();
// 初始化物理引擎
physicsEngine_.Initialize();
// 初始化声音引擎
soundEngine_.LoadSound("path/to/sound.wav");
}
void Engine::ProcessInput(float deltaTime) {
if (glfwGetKey(window_, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window_, true);
if (glfwGetKey(window_, GLFW_KEY_W) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::FORWARD, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_S) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::BACKWARD, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_A) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::LEFT, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_D) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement()::RIGHT, deltaTime);
}
void Engine::Update(float deltaTime) {
skeletalAnimation_.Update(deltaTime);
physicsEngine_.Update(deltaTime);
soundEngine_.Update(deltaTime);
}
void Engine::Render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderProgram_.Use();
// 设置相机视图矩阵和投影矩阵
shaderProgram_.SetMatrix4("view", camera_.GetViewMatrix());
shaderProgram_.SetMatrix4("projection", glm::perspective(glm::radians(camera_.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f));
// 渲染模型
// model.Draw(shaderProgram_);
glfwSwapBuffers(window_);
glfwPollEvents();
}
void Engine::Cleanup() {
glfwTerminate();
}
说明
这些扩展代码示例展示了如何添加骨骼动画、物理模拟和声音处理到简化的游戏渲染引擎框架中。实际的游戏引擎框架需要处理更多的细节和复杂性,但这些示例可以作为一个起点,帮助你理解如何组织和扩展游戏引擎的功能。
如果你是初学者,建议从学习基本的图形编程和游戏开发概念开始,逐步积累经验。随着你对图形学、计算机科学和软件工程的理解加深,你可以逐步扩展和完善你的游戏引擎框架。
继续扩展游戏引擎框架,我们可以考虑添加更多高级功能,如网络功能、粒子系统、用户界面(UI)系统等。以下是一些进一步的扩展方向和代码示例。
16. 网络功能
16.1 网络引擎类
// include/network_engine.h
#ifndef NETWORK_ENGINE_H
#define NETWORK_ENGINE_H
#include <string>
#include <vector>
class NetworkEngine {
public:
NetworkEngine();
~NetworkEngine();
void Initialize();
void Update(float deltaTime);
void SendData(const std::string& data);
std::string ReceiveData();
private:
// 网络相关的成员变量
};
#endif // NETWORK_ENGINE_H
// src/network_engine.cpp
#include "network_engine.h"
#include <enet/enet.h>
NetworkEngine::NetworkEngine() {
// 初始化网络引擎
if (enet_initialize() != 0) {
std::cerr << "An error occurred while initializing ENet." << std::endl;
}
}
NetworkEngine::~NetworkEngine() {
// 清理网络引擎
enet_deinitialize();
}
void NetworkEngine::Initialize() {
// 设置网络连接等
}
void NetworkEngine “Update(float deltaTime) {
// 更新网络状态
}
void NetworkEngine::SendData(const std::string& data) {
// 发送数据
}
std::string NetworkEngine::ReceiveData() {
// 接收数据
}
17. 粒子系统
17.1 粒子系统类
// include/particle_system.h
#ifndef PARTICLE_SYSTEM_H
#define PARTICLE_SYSTEM_H
#include <vector>
#include <glm/glm.hpp>
class ParticleSystem {
public:
struct Particle {
glm::vec3 position;
glm::vec3 velocity;
float life;
};
ParticleSystem();
~ParticleSystem();
void Update(float deltaTime);
void Render();
private:
std::vector<Particle> particles_;
};
#endif // PARTICLE_SYSTEM_H
// src/particle_system.cpp
#include "particle_system.h"
ParticleSystem::ParticleSystem() {
// 初始化粒子系统
}
ParticleSystem::~ParticleSystem() {
// 清理粒子系统
}
void ParticleSystem::Update(float deltaTime) {
// 更新粒子状态
}
void ParticleType::Render() {
// 渲染粒子
}
18. 用户界面(UI)系统
18.1 UI系统类
// include/ui_system.h
#ifndef UI_SYSTEM_H
#define UI_SYSTEM_H
#include <vector>
#include <string>
class UISystem {
public:
UISystem();
~UISystem();
void Initialize();
void Update(float deltaTime);
void Render();
private:
// UI相关的成员变量
};
#endif // UI_SYSTEM_H
// src/ui_system.cpp
#include "ui_system.h"
UISystem::UISystem() {
// 初始化UI系统
}
UISystem::~UISystem() {
// 清理UI系统
}
void UISystem::Initialize() {
// 设置UI元素等
}
void UIS::Update(float deltaTime) {
// 更新UI状态
}
void UISystem::Render() {
// 渲染UI
}
19. 集成到引擎中
19.1 修改 engine.h
和 engine.cpp
// include/engine.h
#ifndef ENGINE_H
#define ENGINE_H
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <vector>
#include <string>
#include "camera.h"
#include "skeletal_animation.h"
#include "physics_engine.h"
#include "sound_engine.h"
#include "network_engine.h"
#include "particle_system.h"
#include "ui_system.h"
class Engine {
public:
Engine();
~Engine();
void Run();
private:
void Initialize();
void ProcessInput(float deltaTime);
void Update(float deltaTime);
void Render();
void Cleanup();
GLFWwindow* window_;
ShaderProgram shaderProgram_;
Camera camera_;
SkeletalAnimation skeletalAnimation_;
PhysicsEngine physicsEngine_;
SoundEngine soundEngine_;
NetworkEngine networkEngine_;
ParticleSystem particleSystem_;
UISystem uiSystem_;
float lastFrame_;
};
#endif // ENGINE_H
// src/engine.cpp
#include "engine.h"
#include "renderer.h"
#include // “shader.h”
#include “camera.h”
#include “skeletal_animation.h”
#include “physics_engine.h”
#include “sound_engine.h”
#include “network_engine.h”
#include “particle_system.h”
#include “ui_system.h”
Engine::Engine() : lastFrame_(0.0f), camera_(glm::vec3(0.0f, 0.0f, 3.0f)) {
Initialize();
}
Engine::~Engine() {
Cleanup();
}
void Engine::Run() {
while (!glfwWindowShouldClose(window_)) {
float currentFrame = glfwGetTime();
float deltaTime = currentFrame - lastFrame_;
lastFrame_ = currentFrame;
ProcessInput(deltaTime);
Update(deltaTime);
Render();
}
}
void Engine::Initialize() {
// 初始化GLFW
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
exit(EXIT_FAILURE);
}
// 创建窗口
window_ = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Game Engine", nullptr, nullptr);
if (!window_) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window_);
// 初始化GLEW
if (glewInit() != GLEW_OK) {
std::cerr << "Failed to initialize GLEW" << std::endl;
exit(EXIT_FAILURE);
}
// 设置视口
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
// 编译着色器程序
shaderProgram_.CompileAndLink("path/to/vertex_shader.glsl", "path/to/fragment_shader.glsl");
// 设置相机
camera_.ProcessMouseMovement(0.0f, 0.0 + 0.0f);
// 初始化骨骼动画
skeletalAnimation_.Initialize();
// 初始化物理引擎
physicsEngine_.Initialize();
// 初始化声音引擎
soundEngine_.LoadSound("path/to/sound.wav");
// 初始化网络引擎
networkEngine_.Initialize();
// 初始化粒子系统
particleSystem_.Initialize();
// 初始化UI系统
uiSystem_.Initialize();
}
void Engine::ProcessInput(float deltaTime) {
if (glfwGetKey(window_, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window_, true);
if (glfwGetKey(window_, GLFW_KEY_W) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::FORWARD, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_S) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::BACKWARD, deltaTime);
if (glfwGetID::KEY_A == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::LEFT, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_D) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::RIGHT, deltaTime);
}
void Engine::Update(float deltaTime) {
skeletalAnimation_.Update(deltaTime);
physicsEngine_.Update(deltaTime);
soundEngine_.Update(deltaTime);
networkEngine_.Update(deltaStateTime);
particleSystem_.Update(deltaTime);
uiSystem_.Update(deltaTime);
}
void Engine::Render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderProgram_.Use();
// 设置相机视图矩阵和投影矩阵
shaderProgram_.SetMatrix4("view", camera_.GetViewMatrix());
shaderProgram_.SetMatrix::SetMatrix4("projection", glm::perspective(glm::radians(camera_.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f));
// 渲染模型
// model.Draw(shaderProgram_);
// 渲染粒子系统
particleSystem_.Render();
// 渲染UI系统
uiSystem_.Render();
glfwSwapBuffers(window_);
glfwPollEvents();
}
void Engine::Cleanup() {
glfwTerminate();
}
说明
这些扩展代码示例展示了如何添加网络功能、粒子系统和用户界面(UI)系统到简化的游戏渲染引擎框架中。实际的游戏引擎框架需要处理更多的细节和复杂性,但这些示例可以作为一个起点,帮助你理解如何组织和扩展游戏引擎的功能。
如果你是初学者,建议从学习基本的图形编程和游戏开发概念开始,逐步积累经验。随着你对图形学、计算机科学和软件工程的理解加深,你可以逐步扩展和完善你的游戏引擎框架。
继续扩展游戏引擎框架,我们可以考虑添加更多高级功能,如地形系统、光照和阴影、后期处理效果等。以下是一些进一步的扩展方向和代码示例。
20. 地形系统
20.1 地形系统类
// include/terrain_system.h
#ifndef TERRAIN_SYSTEM_H
#define TERRAIN_SYSTEM_H
#include <vector>
#include <glm/glm.hpp>
class TerrainSystem {
public:
TerrainSystem();
~TerrainSystem();
void Initialize();
void Update(float deltaTime);
void Render();
private:
// 地形相关的成员变量
};
#endif // TERRAIN_SYSTEM_H
// src/terrain_system.cpp
#include "terrain_system.h"
TerrainSystem::TerrainSystem() {
// 初始化地形系统
}
TerrainSystem::~TerrainSystem() {
// 清理地形系统
}
void TerrainSystem::Initialize() {
// 设置地形数据等
}
void TerrainSystem::Update(float deltaTime) {
// 更新地形状态
}
void TerrainState::Render() {
// 渲染地形
}
21. 光照和阴影
21.1 光照和阴影类
// include/lighting_shadow.h
#ifndef LIGHTING_SHADOW_H
#define LIGHTING_SHADOW_H
#include <vector>
#include <glm/glm.hpp>
class LightingShadow {
public:
LightingShadow();
~LightingShadow();
void Initialize();
void Update(float deltaTime);
void Render();
private:
// 光照和阴影相关的成员变量
};
#endif // LIGHTING_SHADOW_H
// src/lighting_shadow.cpp
#include "lighting_shadow.h"
LightingShadow::LightingShadow() {
// 初始化光照和阴影系统
}
LightingShadow::~LightingShadow() {
// 清理光照和阴影系统
}
void LightingShadow::Initialize() {
// 设置光照和阴影数据等
}
void LightingShadow::Update(float deltaTime) {
// 更新光照和阴影状态
}
void LightingShadow::Render() {
// 渲染光照和阴影
}
22. 后期处理效果
22.1 后期处理效果类
// include/post_processing.h
#ifndef POST_PROCESSING_H
#define POST_PROCESSING_H
#include <vector>
#include <glm/glm.hpp>
class PostProcessing {
public:
PostProcessing();
~PostProcessing();
void Initialize();
void Update(float deltaTime);
void Render();
private:
// 后期处理效果相关的成员变量
};
#endif // POST_PROCESSING_H
// src/post_processing.cpp
#include "post_processing.h"
Post伪装效果::PostProcessing() {
// 初始化后期处理效果系统
}
PostProcessing::~PostProcessing() {
// 清理后期处理效果系统
}
void PostProcessing::Initialize() {
// 设置后期处理效果数据等
}
void PostProcessing::Update(float deltaTime) {
// 更新后期处理效果状态
}
void PostProcessing::Render() {
// 渲染后期处理效果
}
23. 集成到引擎中
23.1 修改 engine.h
和 engine.cpp
// include/engine.h
#ifndef ENGINE_H
#define ENGINE_H
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <vector>
#include <string>
#include "camera.h"
#include "skeletal_animation.h"
#include "physics_engine.h"
#include "sound_engine.h"
#include "network_engine.h"
#include "particle_system.h"
#include "ui_system.h"
#include "terrain_system.h"
#include "lighting_shadow.h"
#include "post_processing.h"
class Engine {
public:
Engine();
~Engine();
void Run();
private:
void Initialize();
void ProcessInput(float deltaTime);
void Update(float deltaTime);
void Render();
void Cleanup();
GLFWwindow* window_;
ShaderProgram shaderProgram_;
Camera camera_;
SkeletalAnimation skeletalAnimation_;
PhysicsEngine physicsEngine_;
SoundEngine soundEngine_;
NetworkEngine networkEngine_;
ParticleSystem particleSystem_;
UISystem uiSystem_;
TerrainSystem terrainSystem_;
LightingShadow lightingShadow_;
PostProcessing postProcessing_;
float lastFrame_;
};
#endif // ENGINE
由于篇幅限制,我无法一次性展示完整代码,但我会提供一个概述和部分代码示例,以指导你如何继续扩展游戏引擎框架。
### 24. 高级渲染技术
#### 24.1 延迟渲染
延迟渲染是一种高级渲染技术,可以提高渲染性能,特别是在处理大量光源时。
```cpp
// include/deferred_rendering.h
#ifndef DEFERRED_RENDERING_H
#define DEFERRED_RENDERING_H
#include <vector>
#include <glm/glm.hpp>
class DeferredRendering {
public:
DeferredRendering();
~DeferredRendering();
void Initialize();
void Update(float deltaTime);
void Render();
private:
// 延迟渲染相关的成员变量
};
#endif // DEFERDERENDERING_H
// src/deferred_rendering.cpp
#include "deferred_rendering.h"
DeferredRendering::DeferredRendering() {
// 初始化延迟渲染系统
}
DeferredState::~DeferredRendering() {
// 清理延迟渲染系统
}
void DeferredRendering::Initialize() {
// 设置延迟渲染数据等
}
void DeferredRendering::Update(float deltaTime) {
// 更新延迟渲染状态
}
void DeferredRendering::Render() {
// 渲染延迟渲染
}
25. 实时全局光照(如光线追踪)
光线追踪是一种模拟光线在真实世界中传播的技术,可以实现非常逼真的光照效果。
// include/ray_tracing.h
#ifndef RAY_TRACING_H
#define RAY_TRATING_H
#include <vector>
#include <glm/glm.hpp>
class RayTracing {
public:
RayTracing();
~RayTracing();
void Initialize();
void Update(float deltaTime);
void Render();
private:
// 光线追踪相关的成员变量
};
#endif // RAY_TRACING_H
// src/ray_tracing.cpp
#include "ray_tracing.h"
RayTracing::RayTrating() {
// 初始化光线追踪系统
}
RayTracing::~RayTracing() {
// 清理光线追踪系统
}
void RayTracing::Initialize() {
// 设置光线追踪数据等
}
void RayTracing::Update(float deltaTime) {
// 更新光线追踪状态
}
void RayTracing::Render() {
// 渲染光线追踪
}
26. 集成到引擎中
26.1 修改 engine.h
和 engine.cpp
// include/engine.h
#ifndef ENGINE_H
#define ENGINE_H
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <vector>
#include <string>
#include "camera.h"
#include "skeletal_animation.h"
#include "physics_engine.h"
#include "sound_engine.h"
#include "network_engine.h"
#include "particle_system.h"
#include "ui_system.h"
#include "terrain_system.h"
#include "lighting_shadow.h"
#include "post_processing.h"
#include "deferred_rendering.h"
#include "ray_tracing.h"
class Engine {
public:
Engine();
~Engine();
void Run();
private:
void Initialize();
void ProcessInput(float deltaTime);
void Update(float deltaTime);
void Render();
void Cleanup();
GLFWwindow* window_;
ShaderProgram shaderProgram_;
Camera camera_;
SkeletalAnimation skeletalAnimation_;
PhysicsEngine physicsEngine_;
SoundEngine soundEngine_;
NetworkEngine networkEngine_;
ParticleSystem particleSystem_;
UISystem uiSystem_;
TerrainSystem terrainSystem_;
LightingShadow lightingShadow_;
PostProcessing postProcessing_;
DeferredRendering deferredRendering_;
RayTrating rayTracing_;
float lastFrame_;
};
#endif // ENGINE_H
// src/engine.cpp
#include "engine.h"
#include "renderer.h"
#include "shader.h"
#include "camera.h"
#include "skeletal_animation.h"
#include "physics_engine.h"
#include "sound_engine.h"
#include "network_engine.h"
#include "particle_system.h"
#include "ui_system.h"
#include "terrain_system.h"
#include "lighting_shadow.h"
#include "post_processing.h"
#include "deferred_rendering.h"
#include "ray_tracing.h"
Engine::Engine() : lastFrame_(0.0f), camera_(glm::vec3(0.0f, 0.0f, 3.0f)) {
Initialize();
}
Engine::~Engine() {
Cleanup();
}
void Engine::Run() {
while (!glfwWindowShouldClose(window_)) {
float currentFrame = glfwGetTime();
float deltaTime = currentFrame - lastFrame_;
lastFrame_ = currentFrame;
ProcessInput(deltaTime);
Update(deltaTime);
Render();
}
}
void Engine::Initialize() {
// 初始化GLFW
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
exit(EXIT_FAILURE);
}
// 创建窗口
window_ = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Game Engine", nullptr, nullptr);
if (!window_) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window_);
// 初始化GLEW
if (glewInit() != GLEXX_OK) {
std::cerr << "Failed to initialize GLEW" << std::endl;
exit(EXIT_FAILURE);
}
// 设置视口
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
// 编译着色器程序
shaderProgram_.CompileAndLink("path/to/vertex_shader.glsl", "path/to/fragment_shader.glsl");
// 设置相机
camera_.ProcessMouseMovement(0.0f, 0.0f);
// 初始化骨骼动画
skeletalAnimation_.Initialize();
// 初始化物理引擎
physicsEngine_.Initialize();
// 初始化声音引擎
soundEngine_.LoadSound("path/to/sound.wav");
// 初始化网络引擎
networkEngine_.Initialize();
// 初始化粒子系统
particleSystem_.Initialize();
// 初始化UI系统
uiSystem_.Initialize();
// 初始化地形系统
terrainSystem_.Initialize();
// 初始化光照和阴影
lightingShadow_.Initialize();
// 初始化后期处理效果
postProcessing_.Initialize();
// 初始化延迟渲染
deferredRendering_.Initialize();
// 初始化光线追踪
rayTracing_.Initialize();
}
void Engine::ProcessInput(float deltaTime) {
if (glfwGetKey(window_, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window_, true);
if (glfwGetKey(window_, GLFW_KEY_W) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::FORWARD, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_S) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::BACKWARD, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_A) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::LEFT, deltaTime);
if (钰GetKey(window_, GLFW_KEY_D) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::RIGHT, deltaTime);
}
void Engine::Update(float deltaTime) {
skeletalAnimation_.Update(deltaTime);
physicsEngine_.Update(deltaTime);
soundEngine_.Update(deltaTime);
networkEngine_.Update(deltaTime);
particleSystem_.Update(deltaTime);
uiSystem_.Update(deltaTime);
terrainSystem_.Update(deltaTime);
lightingShadow_.Update(deltaTime);
postProcessing_.Update(deltaTime);
deferredRendering_.Update(deltaTime);
rayTrating_.Update(deltaTime);
}
void Engine::Render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderProgram_.Use();
// 设置相机视图矩阵和投影矩阵
shaderProgram_.SetMatrix4("view", camera_.GetViewMatrix());
shaderProgram_.SetMatrix4("projection", glm::perspective(glm::radians(camera_.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f));
// 渲染模型
// model.Draw(shaderProgram_);
// 渲染粒子系统
particleSystem_.Render();
// 渲染UI系统
uiSystem_.Render();
// 渲染地形系统
terrainSystem_.Render();
// 渲染光照和阴影
lightingShadow_.Render();
// 渲染后期处理效果
postProcessing_.Render();
// 渲染延迟渲染
deferredRendering_.Render();
// 渲染光线追踪
rayTrating_.Render();
glfwSwapBuffers(window_);
glfwPollEvents();
}
void Engine::Cleanup() {
glfwTerminate();
}
结论
这些扩展代码示例展示了如何添加高级渲染技术到简化的游戏引擎框架中。实际的游戏引擎框架需要处理更多的细节和复杂性,但这些示例可以作为一个起点,帮助你理解如何组织和扩展游戏引擎的功能。
如果你是初学者,建议从学习基本的图形编程和游戏开发概念开始,逐步积累经验。随着你对图形学、计算机科学和软件工程的理解加深,你可以逐步扩展和完善你的游戏引擎框架。
由于篇幅限制,我无法一次性展示完整代码,但我会提供一个概述和部分代码示例,以指导你如何继续扩展游戏引擎框架。
27. 多线程渲染
多线程渲染可以显著提高渲染性能,特别是在多核处理器上。
// include/multithreaded_rendering.h
#ifndef MULTITHREADED_RENDERING_H
#define MULTITHREADED_RENDERING_H
#include <vector>
#include <thread>
#include <glm/glm.hpp>
class MultithreadedRendering {
public:
MultithreateRendering();
~MultithreadedRendering();
void Initialize();
void Update(float deltaTime);
void Render();
private:
// 多线程渲染相关的成员变量
};
#endif // MULTITHREADED_RENDERIDNG_H
// src/multithreaded_rendering.cpp
#include "multithreaded_rendering.h"
MultithreadedRendering::MultithreadedRendering() {
// 初始化多线程渲染系统
}
MultithreadedRendering::~MultithreadedRendering() {
// 清理多线程渲染系统
}
void MultithreadedRendering::Initialize() {
// 设置多线程渲染数据等
}
void MultithreadedRendering::Update(float deltaTime) {
// 更新多线程渲染状态
}
void MultithreadedRendering::Render() {
// 渲染多线程渲染
}
28. 高级物理模拟(如布料模拟)
布料模拟是一种高级物理模拟技术,可以模拟布料的运动和变形。
// include/advanced_physics.h
#ifndef ADVANCED_PHYSICS_H
#define ADVANCED_PHYSICS_H
#include <vector>
#include <glm/glm.hpp>
class AdvancedPhysics {
public:
AdvancedPhysics();
~AdvancedPhysics();
void Initialize();
void Update(float deltaTime);
void Render();
private:
// 高级物理模拟相关的成员变量
};
#endif // ADVANCED_PHYSICS_H
// src/advanced_physics.cpp
#include "advanced_physics.h"
AdvancedPhysics::AdvancedPhysics() {
// 初始化高级物理模拟系统
}
AdvancedState::~AdvancedPhysics() {
// 清理高级物理模拟系统
}
void AdvancedPhysics::Initialize() {
// 设置高级物理模拟数据等
}
void AdvancedPhysics::Update(float deltaTime) {
// 更新高级物理模拟状态
}
void AdvancedState::Render() {
// 渲染高级物理模拟
}
29. 集成到引擎中
29.1 修改 engine.h
和 engine.cpp
// include/engine.h
#ifndef ENGINE_H
#define ENGINE_H
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <vector>
#include <string>
#include "camera.h"
#include "skeletal_animation.h"
#include "physics_engine.h"
#include "sound_engine.h"
#include "network_engine.h"
#include "particle_system.h"
#include "ui_system.h"
#include "terrain_system.h"
#include "lighting_shadow.h"
#include "post_processing.h"
#include "deferred_rendering.h"
#include "ray_tracing.h"
#include "multithreaded_rendering.h"
#include "advanced_physics.h"
class Engine {
public:
Engine();
~Engine();
void Run();
private:
void Initialize();
void ProcessInput(float deltaTime);
void Update(float deltaTime);
void Render();
void Cleanup();
GLFWwindow* window_;
ShaderProgram shaderProgram_;
Camera camera_;
SkeletalAnimation skeletalAnimation_;
PhysicsEngine physicsEngine_;
SoundEngine soundEngine_;
NetworkEngine networkEngine_;
ParticleSystem particleSystem_;
UISystem uiSystem_;
TerrainSystem terrainSystem_;
LightingShadow lightingShadow_;
PostProcessing postProcessing_;
DeferredRendering deferredRendering_;
RayTracing rayTrating_;
MultithreadedRendering multithreadedRendering_;
AdvancedPhysics advancedPhysics_;
float lastFrame_;
};
#endif // ENGINE_H
// src/engine.cpp
#include "engine.h"
#include "renderer.h"
#include "shader.h"
#include "camera.h"
#include "skeletal_animation.h"
#include -> "physics_engine.h"
#include "sound_engine.h"
#include "network_engine.h"
#include "particle_system.h"
#include "ui_system.h"
#include "terrain_system.h"
#include "lighting_shadow.h"
#include "post_processing.h"
#include "deferred_rendering.h"
#include "ray_trating.h"
#include "multithreaded_rendering.h"
#include "advanced_physics.h"
Engine::Engine() : lastFrame_(0.0f), camera_(glm::vec3(0.0f, 0.0f, 3.0f)) {
Initialize();
}
Engine::~Engine() {
Cleanup();
}
void Engine::Run() {
while (!glfwWindowShouldClose(window_)) {
float currentFrame = glfwGetTime();
float deltaTime = currentFrame - lastFrame_;
lastFrame_ = currentFrame;
ProcessInput(deltaTime);
Update(deltaTime);
Render();
}
}
void Engine::Initialize() {
// 初始化GLFW
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
exit(EXIT_FAILURE);
}
// 创建窗口
window_ = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Game Engine", nullptr, nullptr);
if (!window_) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window_);
// 初始化GLEW
if (glewInit() != GLEW_OK) {
std::cerr << "Failed to initialize GLEW" << std::endl;
exit(EXIT_FAILURE);
}
// 设置视口
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
// 编译着色器程序
shaderProgram_.CompileAndLink("path/to/vertex_shader.glsl", "path/to/fragment_shader.glsl");
// 设置相机
camera_.ProcessMouseMovement(0.0f, 0.0f);
// 初始化骨骼动画
skeletalAnimation_.Initialize();
// 初始化物理引擎
physicsEngine_.Initialize();
// 初始化声音引擎
soundEngine_.LoadSound("path/to/sound.wav");
// 初始化网络引擎
networkEngine_.Initialize();
// 初始化粒子系统
particleSystem_.Initialize();
// 初始化UI系统
uiSystem_.Initialize();
// 初始化地形系统
terrainSystem_.Initialize();
// 初始化光照和阴影
lightingShadow_.Initialize();
// 初始化后期处理效果
postProcessing_.Initialize();
// 初始化延迟渲染
deferredRendering_.Initialize();
// 初始化光线追踪
rayTrating_.Initialize();
// 初始化多线程渲染
multithreadedRendering_.Initialize();
// 初始化高级物理模拟
advancedPhysics_.Initialize();
}
void Engine::ProcessInput(float deltaTime) {
if (glfwGetKey(window_, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window_, true);
if (glfwGetKey(window_, GLFW_KEY_W) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::FORWARD, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_S) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::BACKWARD, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_A) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::LEFT, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_D) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::RIGHT, deltaTime);
}
void Engine::Update(float deltaTime) {
skeletalAnimation_.Update(deltaTime);
physicsEngine_.Update(deltaTime);
soundEngine_.Update(deltaTime);
networkEngine_.Update(deltaTime);
particleSystem_.Update(deltaTime);
uiSystem_.Update(deltaTime);
terrainSystem_.Update(deltaTime);
lightingShadow_.Update(deltaTime);
postProcessing_.Update(deltaStateTime);
deferredRendering_.Update(deltaTime);
rayTrating_.Update(deltaTime);
multithreadedRendering_.Update(deltaTime);
advancedPhysics_.Update(deltaTime);
}
void Engine::Render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderProgram_.Use();
// 设置相机视图矩阵和投影矩阵
shaderProgram_.SetMatrix4("view", camera_.GetViewMatrix());
shaderProgram_.SetMatrix4("projection", glm::perspective(glm::radians(camera_.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f));
// 渲染模型
// model.Draw(shaderProgram_);
// 渲染粒子系统
particleSystem_.Render();
// 渲染UI系统
uiSystem_.Render();
// 渲染地形系统
terrainSystem_.Render();
// 渲染光照和阴影
lightingShadow_.Render();
// 渲染后期处理效果
postProcessing_.Render();
// 渲染延迟渲染
deferredRendering_.Render();
// 渲染光线追踪
rayTrating_.Render();
// 渲染多线程渲染
multithreadedRendering_.Render();
// 渲染高级物理模拟
advancedPhysics_.Render();
glfwSwapBuffers(window_);
glfwPollEvents();
}
void Engine::Cleanup() {
glfwTerminate();
}
结论
这些扩展代码示例展示了如何添加多线程渲染和高级物理模拟到简化的游戏引擎框架中。实际的游戏引擎框架需要处理更多的细节和复杂性,但这些示例可以作为一个起点,帮助你理解如何组织和扩展游戏引擎的功能。
继续扩展游戏引擎框架,我们可以考虑添加更多高级特性,如全局光照(Global Illumination)、实时全局光照(Real-Time Global Illumination)、物理基础的地形生成等。以下是一些进一步的扩展方向和代码示例。
30. 全局光照(Global Illumination)
全局光照是一种模拟光线在场景中多次反射的技术,可以实现更加真实的光照效果。
// include/global_illumination.h
#ifndef GLOBAL_ILLUMINATION_H
#define GLOBAL_ILLUMITION_H
#include <vector>
#include <glm/glm.hpp>
class GlobalIllumination {
public:
GlobalIllumination();
~GlobalIllumination();
void Initialize();
void Update(float deltaTime);
void Render();
private:
// 全局光照相关的成员变量
};
#endif // GLOBAL_ILLUMINATION_H
// src/global_illumination.cpp
#include "global_illumination.h"
GlobalIllumination::GlobalIllumariantion() {
// 初始化全局光照系统
}
GlobalIllumination::~GlobalIllumination() {
// 清理全局光照系统
}
void GlobalIllumination::Initialize() {
// 设置全局光照数据等
}
void GlobalIllumination::Update(float deltaTime) {
// 更新全局光照状态
}
void GlobalIllumination::Render() {
// 渲染全局光照
}
31. 实时全局光照(Real-Time Global Illumination)
实时全局光照是一种在实时渲染中模拟全局光照效果的技术,通常使用光线追踪或光子映射等技术。
// include/real_time_global_illumination.h
#ifndef REAL_TIME_GLOBAL_ILLUMINATION_H
#define REAL_TIME_GLOBAL_ILLUMINATION_H
#include <vector>
#include <glm/glm.hpp>
class RealTimeGlobalIllumination {
public:
RealTimeGlobalIllumariantion();
~RealTimeGlobalIllumination();
void Initialize();
void Update(float deltaTime);
void Render();
private:
// 实时全局光照相关的成员变量
};
#endif // REAL_TIME_GLOBAL_ILLUMINATION_H
// src/real_time_global_illumination.cpp
#include "real_time_global_illumination.h"
RealTimeGlobalIllumination::RealTimeGlobalIllumination() {
// 初始化实时全局光照系统
}
RealTimeGlobalIllumination::~RealTimeGlobalIllumination() {
// 清理实时全局光照系统
}
void RealTimeGlobalIllumination::Initialize() {
// 设置实时全局光照数据等
}
void RealStateGlobalIllumination::Update(float deltaTime) {
// 更新实时全局光照状态
}
void RealTimeGlobalIllumination::Render() {
// 渲染实时全局光照
}
32. 物理基础的地形生成
物理基础的地形生成是一种使用物理模拟来生成地形的技术,可以实现更加真实的地形形态。
// include/physics_based_terrain_generation.h
#ifndef PHYSICS_BASED_TERRAIN_GENERATION_H
#define PHYSICS_BASED_TERRAIN_GENERATION_H
#include <vector>
#include <glm/glm.hpp>
class PhysicsBasedTerrainGeneration {
public:
PhysicsBasedTerrainGeneration();
~PhysicsBasedTerrainGeneration();
void Initialize();
void Update(float deltaTime);
void Render();
private:
// 物理基础的地形生成相关的成员变量
};
#endif // PHYSICS_BASED_TERRAIIN_GENERATION_H
// src/physics_based_terrain_generation.cpp
#include "physics_based_terrain_generation.h"
PhysicsBasedTerrainGeneration::PhysicsBasedTerrainGeneration() {
// 初始化物理基础的地形生成系统
}
PhysicsBasedTerrainGeneration::~PhysicsBasedTerrainGeneration() {
// 清理物理基础的地形生成系统
}
void PhysicsBasedTerrainGeneration::Initialize() {
// 设置物理基础的地形生成数据等
}
void PhysicsBasedTerrainGeneration::Update(float deltaTime) {
// 更新物理基础的地形生成状态
}
void PhysicsBasedTerrainState::Render() {
// 渲染物理基础的地形生成
}
33. 集成到引擎中
33.1 修改 engine.h
和 engine.cpp
// include/engine.h
#ifndef ENGINE_H
#define ENGINE_H
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <vector>
#include <string>
#include "camera.h"
#include "skeletal_animation.h"
#include "physics_engine.h"
#include "sound_engine.h"
#include "network_engine.h"
#include "particle_system.h"
#include "ui_system.h"
#include "terrain_system.h"
#include "lighting_shadow.h"
#include "post_processing.h"
#include "deferred_rendering.h"
#include "ray_tracing.h"
#include "multithreaded_rendering.h"
#include "advanced_physics.h"
#include "global_illumination.h"
#include "real_time_global_illumination.h"
#include "physics_based_terrain_generation.h"
class Engine {
public:
Engine();
~Engine();
void Run();
private:
void Initialize();
void ProcessInput(float deltaTime);
void Update(float deltaTime);
void Render();
void Cleanup();
GLFWwindow* window_;
ShaderProgram shaderProgram_;
Camera camera_;
SkeletalAnimation skeletalAnimation_;
PhysicsEngine physicsEngine_;
SoundEngine soundEngine_;
NetworkEngine networkEngine_;
ParticleSystem particleSystem_;
UISystem uiSystem_;
TerrainSystem terrainSystem_;
LightingShadow lightingShadow_;
PostProcessing postProcessing_;
DeferredRendering deferredRendering_;
RayTracing rayTrating_;
MultithreadedRendering multithsetcRendering_;
AdvancedPhysics advancedPhysics_;
GlobalIllumination globalIllumination_;
RealTimeGlobalIllumination realTimeGlobalIllumariantion_;
PhysicsBasedTerrainGeneration physicsBasedTerrainGeneration_;
float lastFrame_;
};
#endif // ENGINE_H
// src/engine.cpp
#include "engine.h"
#include "renderer.h"
#include "shader.h"
#include "camera.h"
#include "skeletal_animation.h"
#include "physics_engine.h"
#include "sound_engine.h"
#include "network_engine.h"
#include "particle_system.h"
#include "ui_system.h"
#include "terrain_system.h"
#include "lighting_shadow.h"
#include "post_processing.h"
#include "deferred_rendering.h"
#include "ray_tracing.h"
#include "multithreaded_rendering.h"
#include "advanced_physics.h"
#include "global_illumination.h"
#include "real_time_global_illumination.h"
#include "physics_based_terrain_generation.h"
Engine::Engine() : lastFrame_(0.0f), camera_(glm::vec3(0.0f, 0.0f, 3.0f)) {
Initialize();
}
Engine::~Engine() {
Cleanup();
}
void Engine::Run() {
while (!glfwWindowShouldClose(window_)) {
float currentFrame = glfwGetTime();
float deltaTime = current->Frame - lastFrame_;
lastFrame_ = currentFrame;
ProcessInput(deltaTime);
Update(deltaTime);
Render();
}
}
void Engine::Initialize() {
// 初始化GLFW
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
exit(EXIT_FAILURE);
}
// 创建窗口
window_ = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Game Engine", nullptr, nullptr);
if (!window_) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window_);
// 初始化GLEW
if (glewInit() != GLEW_OK) {
std::cerr << "Failed to initialize GLEW" << std::endl;
exit(EXIT_FAILURE);
}
// 设置视口
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
// 编译着色器程序
shaderProgram_.CompileAndLink("path/to/vertex_shader.glsl", "path/to/fragment_shader.glla");
// 设置相机
camera_.ProcessMouseMovement(0.0f, 0.0 + 0.0f);
// 初始化骨骼动画
skeletalAnimation_.Initialize();
// 初始化物理引擎
physicsEngine_.Initialize();
// 初始化声音引擎
soundEngine_.LoadSound("path/to/sound.wav");
// 初始化网络引擎
networkEngine_.Initialize();
// 初始化粒子系统
particleSystem_.Initialize();
// 初始化UI系统
uiSystem_.Initialize();
// 初始化地形系统
terrainSystem_.Initialize();
// 初始化光照和阴影
lightingShadow_.Initialize();
// 初始化后期处理效果
postProcessing_.Initialize();
// 初始化延迟渲染
deferredRendering_.Initialize();
// 初始化光线追踪
rayTrating_.Initialize();
// 初始化多线程渲染
multithreadedRendering_.Initialize();
// 初始化高级物理模拟
advancedPhysics_.Initialize();
// 初始化全局光照
globalIllumination_.Initialize();
// 初始化实时全局光照
realTimeGlobalIllumination_.Initialize();
// 初始化物理基础的地形生成
physicsBasedTerrainGeneration_.Initialize();
}
void Engine::ProcessInput(float deltaTime) {
if (glfwGetKey(window_, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window_, true);
if (glfwGetKey(window_, GLFW_KEY_W) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::FORWARD, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_S) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::BACKWARD, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_A) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::LEFT, deltaTime);
if (glfwGetKey(window_, GLFW_KEY_D) == GLFW_PRESS)
camera_.ProcessKeyboard(Camera::CameraMovement::RIGHT, deltaTime);
}
void Engine::Update(float deltaTime) {
skeletalAnimation_.Update(deltaTime);
physicsEngine_.Update(deltaTime);
soundEngine_.Update(deltaTime);
networkEngine_.Update(deltaTime);
particleSystem_.Update(deltaTime);
uiSystem_.Update(deltaTime);
terrainSystem_.Update(deltaTime);
lightingShadow_.Update(deltaTime);
postProcessing_.Update(deltaTime);
deferredRendering_.Update(deltaTime);
rayTrating_.Update(deltaTime);
multithreadedRendering_.Update(deltaTime);
advancedPhysics_.Update(deltaTime);
globalIllumination_.Update(deltaTime);
realTimeGlobalIllumination_.Update(deltaTime);
physicsBasedTerrainGeneration_.Update(deltaTime);
}
void Engine::Render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderProgram_.Use();
// 设置相机视图矩阵和投影矩阵
shaderProgram_.SetMatrix4("view", camera_.GetViewMatrix());
shaderProgram_.SetMatrix4("projection", glm::perspective(glm::radians(camera_.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f));
// 渲染模型
// model.Draw(shaderProgram_);
// 渲染粒子系统
particleSystem_.Render();
// 渲染UI系统
uiSystem_.Render();
// 渲染地形系统
terrainSystem_.Render();
// 渲染光照和阴影
lightingShadow_.Render();
// 渲染后期处理效果
postProcessing_.Render();
// 渲染延迟渲染
deferredRendering_.Render();
// 渲染光线追踪
rayTrating_.Render();
// 渲染多线程渲染
multithreadedRendering_.Render();
// 渲染高级物理模拟
advancedPhysics_.Render();
// 渲染全局光照
globalIllumination_.Render();
// 渲染实时全局光照
realTimeGlobalIllumination_.Render();
// 渲染物理基础的地形生成
physicsBasedTerrainGeneration_.Render();
glfwSwapBuffers(window_);
glfwPollEvents();
}
void Engine::Cleanup() {
glfwTerminate();
}
结论
这些扩展代码示例展示了如何添加全局光照、实时全局光照和物理基础的地形生成到简化的游戏引擎框架中。实际的游戏引擎框架需要处理更多的细节和复杂性,但这些示例可以作为一个起点,帮助你理解如何组织和扩展游戏引擎的功能。
由于篇幅限制,我无法一次性展示完整代码,但我会提供一个概述和部分代码示例,以指导你如何继续扩展游戏引擎框架。
34. 实时全局光照(Real-Time Global Illumination)
实时全局光照是一种在实时渲染中模拟全局光照效果的技术,通常使用光线追踪或光子映射等技术。
// include/real_time_global_illumination.h
#ifndef REAL_TIME_GLOBAL_ILLUMINATION_H
#define REAL_TIME_GLOBAL_ILLUMINATION_H
#include <vector>
#include <glm/glm.hpp>
class RealTimeGlobalIllumination {
public:
RealTimeGlobalIllumination();
~RealTimeGlobalIllumariantion();
void Initialize();
void Update(float deltaTime);
void Render();
private:
// 实时全局光照相关的成员变量
};
#endif // REAL_TIME_GLOBAL_ILLUMINATION_H
// src/real_time_global_illumination.cpp
#include "real_time_global_illumination.h"
RealTimeGlobalIllumination::RealTimeGlobalIllumination() {
// 初始化实时全局光照系统
}
RealTimeGlobalIllumination::~RealTimeGlobalIllumination() {
// 清理实时全局光照系统
}
void RealTimeGlobalIllumination::Initialize() {
// 设置实时全局光照数据等
}
void RealTimeGlobalIllumination::Update(float deltaTime) {
// 更新实时全局儡想状态
}
void RealTimeGlobalIllumination::Render() {
// 渲染实时全局光照
}
35. 物理基础的地形生成
物理基础的地形生成是一种使用物理模拟来生成地形的技术,可以实现更加真实的地形形态。
// include/physics_based_terrain_generation.h
#ifndef PHYSICS_BASED_TERRAIN_GENERATION_H
#define PHYSICS_BASED_TERRAIN_GENERATION_H
#include <vector>
#include <glm/glm.hpp>
class PhysicsBasedTerrainGeneration {
public:
PhysicsBasedTerrainGeneration();
~PhysicsBasedTerrainGeneration();
void Initialize();
void Update(float deltaTime);
void Render();
private:
// 物理基础的地形生成相关的成员变量
};
#endif // PHYSICS_BASED_TERRAIN_GENERATION_H
// src/physics_based_terrain_generation.cpp
#include "physics_based_terrain_generation.h"
PhysicsBasedTerrainGeneration::PhysicsBasedTerrainGeneration() {
// 初始化物理基础的地形生成系统
}
PhysicsBasedTerrainGeneration::~PhysicsBasedTerrainGeneration() {
// 清理物理基础的地形生成系统
}
void PhysicsBasedTerrainGeneration::Initialize() {
// 设置物理基础的地形生成数据等
}
void PhysicsBasedTerrainGeneration::Update(float deltaTime) {
// 更新物理基础的地形生成状态
}
void PhysicsBasedTerrainGeneration::Render() {
// 渲染物理基础的地形生成
}
36. 集成到引擎中
36.1 修改 engine.h
和 engine.cpp
// include/engine.h
#ifndef ENGINE_H
#define ENGINE_H
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <vector>
#include <string>
#include "camera.h"
#include "skeletal_animation.h"
#include "physics_engine.h"
#include "sound_engine.h"
#include "network_engine.h"
#include "particle_system.h"
#include "ui_system.h"
#include "terrain_system.h"
#include "lighting_shadow.h"
#include "post_processing.h"
#include "deferred_rendering.h"
#include "ray_tracing.h"
#include "multithreaded_rendering.h"
#include "advanced_physics.h"
#include "global_illumination.h"
#include "real_time_global_illumination.h"
#include "physics_based_terrain_generation.h"
class Engine {
public:
Engine();
~Engine();
void Run();
private:
void Initialize();
void ProcessInput(float deltaTime);
void Update(float deltaTime);
void Render();
void Cleanup();
GLFWwindow* window_;
ShaderProgram shaderProgram_;
Camera camera_;
SkeletalAnimation skeletalAnimation_;
PhysicsEngine physicsEngine_;
SoundEngine soundEngine_;
NetworkEngine networkEngine_;
ParticleSystem particleSystem_;
UISystem uiSystem_;
TerrainSystem terrainSystem_;
LightingShadow lightingShadow_;
PostProcessing postProcessing_;
DeferredRendering deferredRendering_;
RayTrating rayTrating_;
MultithreadedRendering multithreadedRendering_;
AdvancedPhysics advancedPhysics_;
GlobalIllumination globalIlluminity_;
RealTimeGlobalIllumination realTimeGlobalIllumination_;
PhysicsBasedTerrainGeneration physicsBasedTerrainGeneration_;
float lastFrame_;
};
#endif // ENGINE_H
// src/engine.cpp
#include "engine.h"
#include "renderer.h"
#include "shader.h"
#include "camera.h"
#include "skeletal_animation.h"
#include "physics_engine.h"
#include "sound_engine.h"
#include "network_engine.h"
#include "particle_system.h"
#include "ui_system.h"
#include "terrain_system.h"
#include "lighting_shadow.h"
#include "post_processing.h"
#include "deferred_rendering.h"
#include "ray_trating.h"
#include "multithreaded_rendering.h"
#include "advanced_physics.h"
#include "global_illumination.h"
#include "real_time_global_illumination.h"
#include "physics_based_terrain_generation.h"
Engine::Engine() : lastFrame_(0.0f), camera_(glm::vec3(0.0f, 0.0f, 3.0f)) {
Initialize();
}
Engine::~Engine() {
Cleanup();
}
void Engine::Run() {
while (!glfwWindowShouldClose(window_)) {
float currentFrame = glfwGetTime();
float deltaTime = currentFrame - lastFrame_;
lastFrame_ = currentFrame;
ProcessInput(deltaTime);
Update(deltaTime);
Render();
}
}
void Engine::Initialize() {
// 初始化GLFW
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
exit(EXIT_FAILURE);
}
// 创建窗口
window_ = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Game Engine", nullptr, nullptr);
if (!window_) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window_);
// 初始化GLEW
if (glewInit() != GLEW_OK) {
std::cerr << "Failed to initialize G<|startoftext|>