跟着cherno手搓游戏引擎【16】Camera和Uniform变量的封装

相机封装:

OrthographicCamera.h:

#pragma once
#include <glm/glm.hpp>
namespace YOTO {
	class OrthographicCamera
	{
	public:
		OrthographicCamera(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::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;
	}
}

Uniform的封装:

Shader.h:

#pragma once
#include <string>
#include <glm/glm.hpp>
namespace YOTO {

	class Shader {

	public:
		Shader(const std::string& vertexSrc, const std::string& fragmentSrc);
		~Shader();
		void Bind()const;
		void UnBind()const;
		
		void UploadUniformMat4(const std::string&name,  const glm::mat4 & matrix);

	private:
		uint32_t m_RendererID;
	}
;
}

Shader.cpp:

#include"ytpch.h"
#include "Shader.h"
#include <glad/glad.h>
#include <YOTO/Log.h>
#include<glm/gtc/type_ptr.hpp>
namespace YOTO {
	Shader::Shader(const std::string& vertexSrc, const std::string& fragmentSrc)
	{
		// 1.1.创建顶点着色器对象
		GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
		// Send the vertex shader source code to GL
		// Note that std::string's .c_str is NULL character terminated.
		// 1.2.附加顶点着色器源码到顶点着色器对象中
		const GLchar* source = vertexSrc.c_str();
		glShaderSource(vertexShader, 1, &source, 0);
		// 1.3.编译顶点着色器对象
		glCompileShader(vertexShader);


		// 1.4.检查是否编译成功
		GLint isCompiled = 0;
		glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &isCompiled);
		if (isCompiled == GL_FALSE) {
			// 1.4.2编译失败可以打印报错信息
			GLint maxLength = 0;
			glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);
			// The maxLength includes the NULL character
			std::vector<GLchar> infoLog(maxLength);
			glGetShaderInfoLog(vertexShader, maxLength, &maxLength, &infoLog[0]);
			// We don't need the shader anymore.
			glDeleteShader(vertexShader);
			YT_CORE_ERROR("{0}", infoLog.data());
			YT_CORE_ASSERT(false, "Vertex shader compilation failure!");
			return;
		}
		// 片段着色器一样
		// 2.1.创建片段着色器对象
		GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
		// Send the fragment shader source code to GL
		// Note that std::string's .c_str is NULL character terminated.
		// 2.2.附加片段着色器源码到片段着色器对象中
		source = fragmentSrc.c_str();
		glShaderSource(fragmentShader, 1, &source, 0);
		// 2.3.编译片段着色器对象
		glCompileShader(fragmentShader);
		// 2.4.检查是否编译成功
		glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled);
		if (isCompiled == GL_FALSE) {
			// 2.4.2编译失败可以打印报错信息
			GLint maxLength = 0;
			glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
			// The maxLength includes the NULL character
			std::vector<GLchar> infoLog(maxLength);
			glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, &infoLog[0]);
			// We don't need the shader anymore.
			glDeleteShader(fragmentShader);
			// Either of them. Don't leak shaders.
			glDeleteShader(vertexShader);
			YT_CORE_ERROR("{0}", infoLog.data());
			YT_CORE_ASSERT(false, "Fragment shader compilation failure!");
			return;
		}
		// Vertex and fragment shaders are successfully compiled.
		// Now time to link them together into a program.
		// Get a program object.
		// 3.1创建着色器程序对象
		m_RendererID = glCreateProgram();
		GLuint program = m_RendererID;
		// 3.2附加着色器对象给着色器程序对象
		glAttachShader(program, vertexShader);
		glAttachShader(program, fragmentShader);
		// 3.3链接着色器程序对象
		glLinkProgram(program);
		// 3.4可以检查链接是否成功
		// 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 character
			std::vector<GLchar> infoLog(maxLength);
			glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
			// We don't need the program anymore.
			glDeleteProgram(program);
			// Don't leak shaders either.
			glDeleteShader(vertexShader);
			glDeleteShader(fragmentShader);
			YT_CORE_ERROR("{0}", infoLog.data());
			YT_CORE_ASSERT(false, "Shader link failure!");
			return;
		}
		// 4.删除着色器对象
		// Always detach shaders after a successful link.
		glDetachShader(program, vertexShader);
		glDetachShader(program, fragmentShader);

	
	}
	Shader::~Shader()
	{
		glDeleteProgram(m_RendererID);
	}
	void Shader::Bind() const
	{
		glUseProgram(m_RendererID);
	}
	void Shader::UnBind() const
	{
		glUseProgram(0);
	}
	void Shader::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));

	}
}

进一步封装ShaderUniform:

Renderer.h:

#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>& shader, const std::shared_ptr<VertexArray>& vertexArray);
		inline static RendererAPI::API GetAPI() {
			return RendererAPI::GetAPI();
		}
	private:
		struct SceneData {
			glm::mat4 ViewProjectionMatrix;
		};
		static SceneData* m_SceneData;
	};

}

Renderer.cpp:

#include"ytpch.h"
#include"Renderer.h"
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>& shader,const std::shared_ptr<VertexArray>& vertexArray)
	{
		shader->Bind();
		shader->UploadUniformMat4("u_ViewProjection", m_SceneData->ViewProjectionMatrix);
		vertexArray->Bind();
		RenderCommand::DrawIndexed(vertexArray);
	}
}

调用:

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/Renderer/Shader.h>
#include <YOTO/Renderer/Buffer.h>
#include <YOTO/Renderer/VertexArray.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);
		std::unique_ptr<Window>  m_Window;
		ImGuiLayer *  m_ImGuiLayer;
		bool m_Running = true;
		LayerStack m_LayerStack;
		
		//unsigned int m_VertexArray;
		std::shared_ptr<Shader> m_Shader;
		std::shared_ptr<VertexArray> m_VertexArray;


		std::shared_ptr<Shader> m_BlueShader;
		std::shared_ptr<VertexArray> m_SquareVA;
		OrthographicCamera m_Camera;

	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"


namespace YOTO {
#define BIND_EVENT_FN(x) std::bind(&x, this, std::placeholders::_1)

	 Application* Application::s_Instance = nullptr;

	Application::Application()
		:m_Camera(-2.0f,2.0f,-2.0f,2.0f)
	{

		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));
		//new一个Layer,放在最后层进行渲染
		m_ImGuiLayer = new ImGuiLayer();
		PushOverlay(m_ImGuiLayer);  
		//unsigned int id;
		//glGenBuffers(1, &id);

		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(VertexArray::Create());


		std::shared_ptr<VertexBuffer> m_VertexBuffer;
		m_VertexBuffer.reset(VertexBuffer::Create(vertices, sizeof(vertices)));

		{
			BufferLayout setlayout = {

	{ShaderDataType::Float3,"a_Position"},
		{ShaderDataType::Float4,"a_Color"}
			};
			m_VertexBuffer->SetLayout(setlayout);

		}

		m_VertexArray->AddVertexBuffer(m_VertexBuffer);
		
		 
		std::shared_ptr<IndexBuffer>m_IndexBuffer;
		m_IndexBuffer.reset(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;

		out vec3 v_Position;
		out vec4 v_Color;
		void main(){
		v_Position=a_Position;
		v_Color=a_Color;
		gl_Position =u_ViewProjection*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 Shader(vertexSource, fragmentSource));

		///测试/

		m_SquareVA.reset(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<VertexBuffer> squareVB;
		squareVB.reset(VertexBuffer::Create(squareVertices, sizeof(squareVertices)));
		squareVB->SetLayout({
			{ShaderDataType::Float3,"a_Position"}
		});
		m_SquareVA->AddVertexBuffer(squareVB);
		uint32_t squareIndices[6] = { 0,1,2,2,3,0 };
		std::shared_ptr<IndexBuffer> squareIB; 

		squareIB.reset((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;
		out vec3 v_Position;
		void main(){
		v_Position=a_Position;
		gl_Position =u_ViewProjection*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 Shader(BlueShaderVertexSource, BlueShaderFragmentSource));
	}
	Application::~Application() {

	}
	/// <summary>
	/// 所有的Window事件都会在这触发,作为参数e
	/// </summary>
	/// <param name="e"></param>
	void Application::OnEvent(Event& e) {
		//根据事件类型绑定对应事件
		EventDispatcher dispatcher(e);
		dispatcher.Dispatch<WindowCloseEvent>(BIND_EVENT_FN(Application::OnWindowClosed));
		//输出事件信息
		YT_CORE_INFO("Application:{0}",e);
		for (auto it = m_LayerStack.end(); it != m_LayerStack.begin();) {
			(*--it)->OnEvent(e);
			if (e.m_Handled)
				break;
		}
	}

	bool Application::OnWindowClosed(WindowCloseEvent& e) {
		m_Running = false;
		return true;
	}
	void Application::Run() {
		WindowResizeEvent e(1280, 720);
		if (e.IsInCategory(EventCategoryApplication)) {
			YT_CORE_TRACE(e);
		}
		if (e.IsInCategory(EventCategoryInput)) {
			YT_CORE_ERROR(e);
		}

		while (m_Running)
		{
			RenderCommand::SetClearColor({0.2f, 0.2f, 0.2f, 1.0f});
			RenderCommand::Clear();
			m_Camera.SetPosition({0.5f,0.5f, 0.0f });
			m_Camera.SetRotation(45);
			Renderer::BeginScene(m_Camera);
			{
			/*	m_BlueShader->Bind();
				m_BlueShader->UploadUniformMat4("u_ViewProjection",m_Camera.GetViewProjectionMatrix());*/
				Renderer::Submit(m_BlueShader,m_SquareVA);
			/*	m_Shader->Bind();
				m_Shader->UploadUniformMat4("u_ViewProjection", m_Camera.GetViewProjectionMatrix());*/
				Renderer::Submit(m_Shader,m_VertexArray);
				Renderer::EndScene();
			}

			for (Layer* layer : m_LayerStack) {
				layer->OnUpdate();
			}
			//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();
	}
}

测试:

cool!

目前代码比较潦草,甚至有些地方没有注释。计划在渲染出第一个兰伯特模型时对代码架构进行总结。

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