跟着cherno手搓游戏引擎【22】CameraController、Resize

前置:

YOTO.h: 

#pragma once

//用于YOTO APP

#include "YOTO/Application.h"
#include"YOTO/Layer.h"
#include "YOTO/Log.h"

#include"YOTO/Core/Timestep.h"

#include"YOTO/Input.h"
#include"YOTO/KeyCode.h"
#include"YOTO/MouseButtonCodes.h"
#include "YOTO/OrthographicCameraController.h"

#include"YOTO/ImGui/ImGuiLayer.h"

//Renderer
#include"YOTO/Renderer/Renderer.h"
#include"YOTO/Renderer/RenderCommand.h"

#include"YOTO/Renderer/Buffer.h"
#include"YOTO/Renderer/Shader.h"
#include"YOTO/Renderer/Texture.h"
#include"YOTO/Renderer/VertexArray.h"

#include"YOTO/Renderer/OrthographicCamera.h"



//入口点
#include"YOTO/EntryPoint.h"

 添加方法:

OrthographicCamera.h:

#pragma once
#include <glm/glm.hpp>
namespace YOTO {
	class OrthographicCamera
	{
	public:
		OrthographicCamera(float left, float right, float bottom, float top);

		void SetProjection(float left, float right, float bottom, float top);

		const glm::vec3& GetPosition()const { return m_Position; }
		void SetPosition(const glm::vec3& position) {
			m_Position = position;
			RecalculateViewMatrix();
		}

		float GetRotation()const { return m_Rotation; }
		void SetRotation(float rotation) {
			m_Rotation = rotation;
			RecalculateViewMatrix();
		}

		const glm::mat4& GetProjectionMatrix()const { return m_ProjectionMatrix; }
		const glm::mat4& GetViewMatrix()const { return m_ViewMatrix; }
		const glm::mat4& GetViewProjectionMatrix()const { return m_ViewProjectionMatrix; }
	private:
		void RecalculateViewMatrix();
	private:
		glm::mat4 m_ProjectionMatrix;
		glm::mat4 m_ViewMatrix;
		glm::mat4 m_ViewProjectionMatrix;
		glm::vec3 m_Position = { 0.0f ,0.0f ,0.0f };
		float m_Rotation = 0.0f;

	};

}

OrthographicCamera.cpp:

#include "ytpch.h"
#include "OrthographicCamera.h"
#include <glm/gtc/matrix_transform.hpp>
namespace YOTO {
	OrthographicCamera::OrthographicCamera(float left, float right, float bottom, float top)
		:m_ProjectionMatrix(glm::ortho(left, right, bottom, top)), m_ViewMatrix(1.0f)
	{
		m_ViewProjectionMatrix = m_ProjectionMatrix * m_ViewMatrix;
	}

	void OrthographicCamera::SetProjection(float left, float right, float bottom, float top) {
		m_ProjectionMatrix = glm::ortho(left, right, bottom, top);
		m_ViewProjectionMatrix = m_ProjectionMatrix * m_ViewMatrix;
	}
	void OrthographicCamera::RecalculateViewMatrix()
	{
		glm::mat4 transform = glm::translate(glm::mat4(1.0f), m_Position) *
			glm::rotate(glm::mat4(1.0f), glm::radians(m_Rotation), glm::vec3(0, 0, 1));
		m_ViewMatrix = glm::inverse(transform);
		m_ViewProjectionMatrix = m_ProjectionMatrix * m_ViewMatrix;
	}
}

封装控制类:

OrthographicCameraController.h: 

#pragma once
#include "YOTO/Renderer/OrthographicCamera.h"
#include"YOTO/Core/Timestep.h"
#include "YOTO/Event/ApplicationEvent.h"
#include "YOTO/Event/MouseEvent.h"
namespace YOTO {
	class OrthographicCameraController {
	public:
		OrthographicCameraController(float aspectRatio, bool rotation=false );//0,1280
		void OnUpdate(Timestep ts);
		void OnEvent(Event& e);
		OrthographicCamera& GetCamera() {
			return m_Camera
				;
		}
		const OrthographicCamera& GetCamera()const  {
			return m_Camera
				;
		}

	private:
		bool OnMouseScrolled(MouseScrolledEvent &e);
		bool OnWindowResized(WindowResizeEvent& e);
	private:

		float m_AspectRatio;//横纵比
		float m_ZoomLevel = 1.0f;
		OrthographicCamera m_Camera;

		bool m_Rotation;

		glm::vec3 m_CameraPosition = {0.0f,0.0f,0.0f};
		float m_CameraRotation = 0.0f;
		float m_CameraTranslationSpeed = 1.0f, m_CameraRotationSpeed = 180.0f;
	};
}

 OrthographicCameraController.cpp: 

#include "ytpch.h"
#include "OrthographicCameraController.h"
#include"YOTO/Input.h"
#include <YOTO/KeyCode.h>
namespace YOTO {

	OrthographicCameraController::OrthographicCameraController(float aspectRatio, bool rotation)
		:m_AspectRatio(aspectRatio),m_Camera(-m_AspectRatio*m_ZoomLevel,m_AspectRatio*m_ZoomLevel,-m_ZoomLevel,m_ZoomLevel),m_Rotation(rotation)
	{

	}

	 
	void OrthographicCameraController::OnUpdate(Timestep ts)
	{
		if (Input::IsKeyPressed(YT_KEY_A)) {
			m_CameraPosition.x -= m_CameraTranslationSpeed * ts;
		}
		else if (Input::IsKeyPressed(YT_KEY_D)) {
			m_CameraPosition.x += m_CameraTranslationSpeed * ts;
		}
		if (Input::IsKeyPressed(YT_KEY_S)) {
			m_CameraPosition.y -= m_CameraTranslationSpeed * ts;
		}
		else if (Input::IsKeyPressed(YT_KEY_W)) {
			m_CameraPosition.y += m_CameraTranslationSpeed * ts;
		}
		if (m_Rotation) {
			if (Input::IsKeyPressed(YT_KEY_Q)) {
				m_CameraRotation += m_CameraRotationSpeed * ts;
			}
			else if (Input::IsKeyPressed(YT_KEY_E)) {
				m_CameraRotation -= m_CameraRotationSpeed * ts;
			}
			m_Camera.SetRotation(m_CameraRotation);
		}
		m_Camera.SetPosition(m_CameraPosition);
		m_CameraTranslationSpeed = m_ZoomLevel;
		}

	
	void OrthographicCameraController::OnEvent(Event& e)
	{
		EventDispatcher dispatcher(e);
		dispatcher.Dispatch<MouseScrolledEvent>(YT_BIND_EVENT_FN(OrthographicCameraController::OnMouseScrolled));
		dispatcher.Dispatch<WindowResizeEvent>(YT_BIND_EVENT_FN(OrthographicCameraController::OnWindowResized));
	}
	bool OrthographicCameraController::OnMouseScrolled(MouseScrolledEvent& e)
	{
		m_ZoomLevel -= e.GetYOffset()*0.5f;
		m_ZoomLevel = std::max(m_ZoomLevel, 0.25f);
		m_Camera.SetProjection(-m_AspectRatio * m_ZoomLevel, m_AspectRatio * m_ZoomLevel, -m_ZoomLevel, m_ZoomLevel);
		return false;
	}
	bool OrthographicCameraController::OnWindowResized(WindowResizeEvent& e)
	{
		m_AspectRatio = (float)e.GetWidth()/(float) e.GetHeight();
		m_Camera.SetProjection(-m_AspectRatio * m_ZoomLevel, m_AspectRatio * m_ZoomLevel, -m_ZoomLevel, m_ZoomLevel);
		return false;
	}
}

SandboxApp.cpp:

#include<YOTO.h>
#include "imgui/imgui.h"
#include<stdio.h>
#include <glm/gtc/matrix_transform.hpp>
#include <Platform/OpenGL/OpenGLShader.h>
#include <glm/gtc/type_ptr.hpp>


class ExampleLayer:public YOTO::Layer
{
public:
	ExampleLayer()
	:Layer("Example"),  m_CameraController(1280.0f/720.0f,true){
		uint32_t indices[3] = { 0,1,2 };
		float vertices[3 * 7] = {
			-0.5f,-0.5f,0.0f, 0.8f,0.2f,0.8f,1.0f,
			0.5f,-0.5f,0.0f,  0.2f,0.3f,0.8f,1.0f,
			0.0f,0.5f,0.0f,   0.8f,0.8f,0.2f,1.0f,
		};

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


		YOTO::Ref<YOTO::VertexBuffer> m_VertexBuffer;
		m_VertexBuffer.reset(YOTO::VertexBuffer::Create(vertices, sizeof(vertices)));

		{
			YOTO::BufferLayout setlayout = {

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

		}

		m_VertexArray->AddVertexBuffer(m_VertexBuffer);


		YOTO::Ref<YOTO::IndexBuffer>m_IndexBuffer;
		m_IndexBuffer.reset(YOTO::IndexBuffer::Create(indices, sizeof(indices) / sizeof(uint32_t)));

		m_VertexArray->AddIndexBuffer(m_IndexBuffer);

		std::string vertexSource = R"(
		#version 330 core
		layout(location = 0) in vec3 a_Position;
		layout(location = 1) in vec4 a_Color;
		uniform mat4 u_ViewProjection;
		uniform mat4 u_Transform;
		out vec3 v_Position;
		out vec4 v_Color;
		void main(){
		v_Position=a_Position;
		v_Color=a_Color;
		gl_Position =u_ViewProjection *u_Transform* vec4( a_Position,1.0);
		}
		)";
		//绘制颜色
		std::string fragmentSource = R"(
		#version 330 core
		layout(location = 0) out vec4 color;
		in vec3 v_Position;
		in vec4 v_Color;
		void main(){
		color=vec4(v_Color);
		}
		)";
		m_Shader=(YOTO::Shader::Create("VertexPosColor", vertexSource, fragmentSource));

		///测试/

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

		float squareVertices[5 * 4] = {
			-0.5f,-0.5f,0.0f, 0.0f,0.0f,
			0.5f,-0.5f,0.0f,  1.0f,0.0f,
			0.5f,0.5f,0.0f,   1.0f,1.0f,
			-0.5f,0.5f,0.0f,  0.0f,1.0f,
		};
		YOTO::Ref<YOTO::VertexBuffer> squareVB;
		squareVB.reset(YOTO::VertexBuffer::Create(squareVertices, sizeof(squareVertices)));
		squareVB->SetLayout({
			{YOTO::ShaderDataType::Float3,"a_Position"},
				{YOTO::ShaderDataType::Float2,"a_TexCoord"}
			});
		m_SquareVA->AddVertexBuffer(squareVB);
		uint32_t squareIndices[6] = { 0,1,2,2,3,0 };
		YOTO::Ref<YOTO::IndexBuffer> squareIB;

		squareIB.reset((YOTO::IndexBuffer::Create(squareIndices, sizeof(squareIndices) / sizeof(uint32_t))));

		m_SquareVA->AddIndexBuffer(squareIB);

		//测试:
		std::string BlueShaderVertexSource = R"(
		#version 330 core
		layout(location = 0) in vec3 a_Position;
		uniform mat4 u_ViewProjection;
		uniform mat4 u_Transform;

		out vec3 v_Position;
		void main(){
		v_Position=a_Position;
		gl_Position =u_ViewProjection*u_Transform*vec4( a_Position,1.0);
		}
		)";
		//绘制颜色
		std::string BlueShaderFragmentSource = R"(
		#version 330 core
		layout(location = 0) out vec4 color;

		in vec3 v_Position;
		uniform vec3 u_Color;
		void main(){
		color=vec4(u_Color,1.0);
		}
		)";
		m_BlueShader=(YOTO::Shader::Create("FlatColor", BlueShaderVertexSource, BlueShaderFragmentSource));

	auto textureShader=	m_ShaderLibrary.Load("assets/shaders/Texture.glsl");
		m_Texture=YOTO::Texture2D::Create("assets/textures/Checkerboard.png");
		m_ChernoLogo= YOTO::Texture2D::Create("assets/textures/ChernoLogo.png");
		std::dynamic_pointer_cast<YOTO::OpenGLShader>(textureShader)->Bind();
		std::dynamic_pointer_cast<YOTO::OpenGLShader>(textureShader)->UploadUniformInt("u_Texture", 0);
	}
	void OnImGuiRender() override {
		ImGui::Begin("设置");
		ImGui::ColorEdit3("正方形颜色", glm::value_ptr(m_SquareColor));
		ImGui::End();
	}
	void OnUpdate(YOTO::Timestep ts)override {
		//update
		m_CameraController.OnUpdate(ts);
		//YT_CLIENT_TRACE("delta time {0}s ({1}ms)", ts.GetSeconds(), ts.GetMilliseconds());
	

	
		//Render
		YOTO::RenderCommand::SetClearColor({ 0.2f, 0.2f, 0.2f, 1.0f });
		YOTO::RenderCommand::Clear();

		YOTO::Renderer::BeginScene(m_CameraController.GetCamera());
		{
			static glm::mat4 scale = glm::scale(glm::mat4(1.0f), glm::vec3(0.1f)); 
			glm::vec4  redColor(0.8f, 0.3f, 0.3f, 1.0f);
			glm::vec4  blueColor(0.2f, 0.3f, 0.8f, 1.0f);

	/*		YOTO::MaterialRef material = new YOTO::MaterialRef(m_FlatColorShader);
			YOTO::MaterialInstaceRef mi = new YOTO::MaterialInstaceRef(material);
			mi.setValue("u_Color",redColor);
			mi.setTexture("u_AlbedoMap", texture);
			squreMesh->SetMaterial(mi);*/

			std::dynamic_pointer_cast<YOTO::OpenGLShader>(m_BlueShader)->Bind();
			std::dynamic_pointer_cast<YOTO::OpenGLShader>(m_BlueShader)->UploadUniformFloat3("u_Color",m_SquareColor);
			for (int y = 0; y < 20; y++) {
				for (int x = 0; x <20; x++)
				{

					glm::vec3 pos(x * 0.105f,y* 0.105f, 0.0);
					glm::mat4 transform = glm::translate(glm::mat4(1.0f), pos) * scale;
				/*	if (x % 2 == 0) {
						m_BlueShader->UploadUniformFloat4("u_Color", redColor);
					}
					else {
						m_BlueShader->UploadUniformFloat4("u_Color", blueColor);
					}*/
		

					YOTO::Renderer::Submit(m_BlueShader, m_SquareVA, transform);
				}
			}
			
			auto textureShader = m_ShaderLibrary.Get("Texture");
			m_Texture->Bind();
			YOTO::Renderer::Submit(textureShader, m_SquareVA, glm::scale(glm::mat4(1.0f), glm::vec3(1.5f)));
			m_ChernoLogo->Bind();
			YOTO::Renderer::Submit(textureShader, m_SquareVA, glm::scale(glm::mat4(1.0f), glm::vec3(1.5f)));

			//YOTO::Renderer::Submit(m_Shader, m_VertexArray);


		
		}	
		YOTO::Renderer::EndScene();

		
		//YOTO::Renderer3D::BeginScene(m_Scene);
		//YOTO::Renderer2D::BeginScene(m_Scene);
	}
	void OnEvent(YOTO::Event& e)override {

		m_CameraController.OnEvent(e);
		/*if (event.GetEventType() == YOTO::EventType::KeyPressed) {
		YOTO:: KeyPressedEvent& e = (YOTO::KeyPressedEvent&)event;
		YT_CLIENT_TRACE("ExampleLayer:{0}",(char)e.GetKeyCode());
		if (e.GetKeyCode()==YT_KEY_TAB) {
			YT_CLIENT_INFO("ExampleLayerOnEvent:TAB按下了");
		}}*/
		//YT_CLIENT_TRACE("SandBoxApp:测试event{0}", event);




	}


private:
	YOTO::ShaderLibrary m_ShaderLibrary;
	YOTO::Ref<YOTO::Shader> m_Shader;
	YOTO::Ref<YOTO::VertexArray> m_VertexArray;


	YOTO::Ref<YOTO::Shader> m_BlueShader;
	YOTO::Ref<YOTO::VertexArray> m_SquareVA;
	
	YOTO::Ref<YOTO::Texture2D> m_Texture,m_ChernoLogo;

	YOTO::OrthographicCameraController m_CameraController;
	glm::vec3 m_SquareColor = { 0.2f,0.3f,0.7f };

};


class Sandbox:public YOTO::Application
{
public:
	Sandbox(){
		PushLayer(new ExampleLayer());
		//PushLayer(new YOTO::ImGuiLayer());
	}
	~Sandbox() {

	}

private:

};

YOTO::Application* YOTO::CreateApplication() {
	printf("helloworld");
	return new Sandbox();
}

测试:

 cool

修改:

添加修改视口的方法:

Render.h:

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

	class Renderer {
	public:


		static void Init();
		static void OnWindowResize(uint32_t width,uint32_t height);
		static void BeginScene(OrthographicCamera& camera);
		static void EndScene();

		static void Submit(const Ref<Shader>& shader, const Ref<VertexArray>& vertexArray,const glm::mat4&transform = glm::mat4(1.0f));
		
		inline static RendererAPI::API GetAPI() {
			return RendererAPI::GetAPI();
		}
	private:
		struct SceneData {
			glm::mat4 ViewProjectionMatrix;
		};
		static SceneData* m_SceneData;
	};

}

Render.cpp: 

#include"ytpch.h"
#include"Renderer.h"
#include <Platform/OpenGL/OpenGLShader.h>
namespace YOTO {
	Renderer::SceneData* Renderer::m_SceneData = new	Renderer::SceneData;
	void Renderer::Init()
	{
		RenderCommand::Init();
	}
	void Renderer::OnWindowResize(uint32_t width, uint32_t height)
	{
		RenderCommand::SetViewport(0, 0, width, height);
	}
	void Renderer::BeginScene(OrthographicCamera& camera)
	{
		m_SceneData->ViewProjectionMatrix = camera.GetViewProjectionMatrix();
	}
	void Renderer::EndScene()
	{
	}
	void Renderer::Submit(const Ref<Shader>& shader, const Ref<VertexArray>& vertexArray, const glm::mat4& transform)
	{
		shader->Bind();
		std::dynamic_pointer_cast<OpenGLShader>(shader)->UploadUniformMat4("u_ViewProjection", m_SceneData->ViewProjectionMatrix);
		std::dynamic_pointer_cast<OpenGLShader>(shader)->UploadUniformMat4("u_Transform", transform);
	/*	mi.Bind();*/

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

RenderCommand.h:

#pragma once
#include"RendererAPI.h"
namespace YOTO {
	class RenderCommand
	{
	public:
		inline static void Init() {
			s_RendererAPI->Init();
		}
		inline static void SetViewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) {
			s_RendererAPI->SetViewport(x,y,width,height);
		}

		inline static void SetClearColor(const glm::vec4& color) {
			s_RendererAPI->SetClearColor(color);
		}
		inline static void Clear() {
			s_RendererAPI->Clear();
		}
		inline static void DrawIndexed(const Ref<VertexArray>& vertexArray) {
			s_RendererAPI->DrawIndexed(vertexArray);
		}
		
	private:
		static RendererAPI* s_RendererAPI;

	};

}

RenderAPI.h:

#pragma once
#include<glm/glm.hpp>
#include "VertexArray.h"
namespace YOTO {
	class RendererAPI
	{
	public:
		enum class API {
			None = 0,
			OpenGL = 1
		};
	public:
		virtual void Init() = 0;
		virtual void SetClearColor(const glm::vec4& color)=0;
		virtual void SetViewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) = 0;
		virtual void Clear() = 0;
		virtual void DrawIndexed(const Ref<VertexArray>& vertexArray)=0;

		inline static API GetAPI() { return s_API; }
	private:
		static API s_API;
	};
}


OpenGLRenderAPI.h:

#pragma once
#include"YOTO/Renderer/RendererAPI.h"
namespace YOTO {
	class OpenGLRendererAPI:public RendererAPI
	{
	public:
		virtual void Init()override;
		virtual void SetViewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height) override;
		virtual void SetClearColor(const glm::vec4& color)override;
		virtual void Clear()override;
		virtual void DrawIndexed(const Ref<VertexArray>& vertexArray) override;
	};
}


OpenGLRenderAPI.cpp: 

#include "ytpch.h"
#include "OpenGLRendererAPI.h"
#include <glad/glad.h>
namespace YOTO {
	void OpenGLRendererAPI::Init()
	{
		//启用混合
		glEnable(GL_BLEND);
		//设置混合函数
		glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
	}
	void OpenGLRendererAPI::SetViewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height)
	{
		glViewport(x, y, width, height);
	}
	void OpenGLRendererAPI::SetClearColor(const glm::vec4& color)
	{
		glClearColor(color.r, color.g, color.b, color.a);
	}
	void OpenGLRendererAPI::Clear()
	{
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	}
	void OpenGLRendererAPI::DrawIndexed(const Ref<VertexArray>& vertexArray)
	{
		glDrawElements(GL_TRIANGLES, vertexArray->GetIndexBuffer()->GetCount(), GL_UNSIGNED_INT, nullptr);
	}
}

OrthographicCameraController.h: 

#pragma once
#include "YOTO/Renderer/OrthographicCamera.h"
#include"YOTO/Core/Timestep.h"
#include "YOTO/Event/ApplicationEvent.h"
#include "YOTO/Event/MouseEvent.h"
namespace YOTO {
	class OrthographicCameraController {
	public:
		OrthographicCameraController(float aspectRatio, bool rotation=false );//0,1280
		void OnUpdate(Timestep ts);
		void OnEvent(Event& e);
		OrthographicCamera& GetCamera() {
			return m_Camera
				;
		}
		const OrthographicCamera& GetCamera()const  {
			return m_Camera
				;
		}
		float  GetZoomLevel() { return m_ZoomLevel; }
		void SetZoomLevel(float level) { m_ZoomLevel = level; }

	private:
		bool OnMouseScrolled(MouseScrolledEvent &e);
		bool OnWindowResized(WindowResizeEvent& e);
	private:

		float m_AspectRatio;//横纵比
		float m_ZoomLevel = 1.0f;
		OrthographicCamera m_Camera;

		bool m_Rotation;

		glm::vec3 m_CameraPosition = {0.0f,0.0f,0.0f};
		float m_CameraRotation = 0.0f;
		float m_CameraTranslationSpeed = 1.0f, m_CameraRotationSpeed = 180.0f;
	};
}

OrthographicCameraController.cpp:  

#include "ytpch.h"
#include "OrthographicCameraController.h"
#include"YOTO/Input.h"
#include <YOTO/KeyCode.h>
namespace YOTO {

	OrthographicCameraController::OrthographicCameraController(float aspectRatio, bool rotation)
		:m_AspectRatio(aspectRatio),m_Camera(-m_AspectRatio*m_ZoomLevel,m_AspectRatio*m_ZoomLevel,-m_ZoomLevel,m_ZoomLevel),m_Rotation(rotation)
	{

	}

	 
	void OrthographicCameraController::OnUpdate(Timestep ts)
	{
		if (Input::IsKeyPressed(YT_KEY_A)) {
			m_CameraPosition.x -= m_CameraTranslationSpeed * ts;
		}
		else if (Input::IsKeyPressed(YT_KEY_D)) {
			m_CameraPosition.x += m_CameraTranslationSpeed * ts;
		}
		if (Input::IsKeyPressed(YT_KEY_S)) {
			m_CameraPosition.y -= m_CameraTranslationSpeed * ts;
		}
		else if (Input::IsKeyPressed(YT_KEY_W)) {
			m_CameraPosition.y += m_CameraTranslationSpeed * ts;
		}
		if (m_Rotation) {
			if (Input::IsKeyPressed(YT_KEY_Q)) {
				m_CameraRotation += m_CameraRotationSpeed * ts;
			}
			else if (Input::IsKeyPressed(YT_KEY_E)) {
				m_CameraRotation -= m_CameraRotationSpeed * ts;
			}
			m_Camera.SetRotation(m_CameraRotation);
		}
		m_Camera.SetPosition(m_CameraPosition);
		m_CameraTranslationSpeed = m_ZoomLevel;
		}

	
	void OrthographicCameraController::OnEvent(Event& e)
	{
		EventDispatcher dispatcher(e);
		dispatcher.Dispatch<MouseScrolledEvent>(YT_BIND_EVENT_FN(OrthographicCameraController::OnMouseScrolled));
		dispatcher.Dispatch<WindowResizeEvent>(YT_BIND_EVENT_FN(OrthographicCameraController::OnWindowResized));
	}
	bool OrthographicCameraController::OnMouseScrolled(MouseScrolledEvent& e)
	{
		m_ZoomLevel -= e.GetYOffset()*0.5f;
		m_ZoomLevel = std::max(m_ZoomLevel, 0.25f);
		m_Camera.SetProjection(-m_AspectRatio * m_ZoomLevel, m_AspectRatio * m_ZoomLevel, -m_ZoomLevel, m_ZoomLevel);
		return false;
	}
	bool OrthographicCameraController::OnWindowResized(WindowResizeEvent& e)
	{
		m_AspectRatio = (float)e.GetWidth()/(float) e.GetHeight();
		m_Camera.SetProjection(-m_AspectRatio * m_ZoomLevel, m_AspectRatio * m_ZoomLevel, -m_ZoomLevel, m_ZoomLevel);
		return false;
	}
}

Application.h:

#pragma once
#include"Core.h"
#include"Event/Event.h"
#include"Event/ApplicationEvent.h"
#include "YOTO/Window.h"
#include"YOTO/LayerStack.h"
#include"YOTO/ImGui/ImGuiLayer.h"

#include "YOTO/Core/Timestep.h"
#include "YOTO/Renderer/OrthographicCamera.h"
namespace YOTO {
	class YOTO_API Application
	{
	public:
		Application();
		virtual ~Application();
		void Run();
		void OnEvent(Event& e);
		void PushLayer(Layer* layer);
		void PushOverlay(Layer* layer);

		inline static Application& Get() { return *s_Instance; }
		inline Window& GetWindow() { return *m_Window; }
	private:
		bool  OnWindowClosed(WindowCloseEvent& e);
		bool  OnWindowResize(WindowResizeEvent& e);
	private:
		std::unique_ptr<Window>  m_Window;
		ImGuiLayer* m_ImGuiLayer;
		bool m_Running = true;
		bool m_Minimized = false;
		LayerStack m_LayerStack;
		Timestep m_Timestep;
		float m_LastFrameTime = 0.0f;
		 

	
	private:
		static Application* s_Instance;
	};
	//在客户端定义
	Application* CreateApplication();
}

Application.cpp: 

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

#include"Log.h"
#include "YOTO/Renderer/Renderer.h"
#include"Input.h"
#include <GLFW/glfw3.h>


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

	Application* Application::s_Instance = nullptr;

	Application::Application()
	{

		YT_CORE_ASSERT(!s_Instance, "Application需要为空!")
			s_Instance = this;
		//智能指针
		m_Window = std::unique_ptr<Window>(Window::Creat());
		//设置回调函数
		m_Window->SetEventCallback(BIND_EVENT_FN(Application::OnEvent));

		m_Window->SetVSync(false);

		Renderer::Init();

		//new一个Layer,放在最后层进行渲染
		m_ImGuiLayer = new ImGuiLayer();
		PushOverlay(m_ImGuiLayer);	
	}
	Application::~Application() {
	}
	/// <summary>
	/// 所有的Window事件都会在这触发,作为参数e
	/// </summary>
	/// <param name="e"></param>
	void Application::OnEvent(Event& e) {
		//根据事件类型绑定对应事件
		EventDispatcher dispatcher(e);
		dispatcher.Dispatch<WindowCloseEvent>(BIND_EVENT_FN(Application::OnWindowClosed));
		dispatcher.Dispatch<WindowResizeEvent>(BIND_EVENT_FN(Application::OnWindowResize));
		//输出事件信息
		YT_CORE_INFO("Application:{0}", e);
		for (auto it = m_LayerStack.end(); it != m_LayerStack.begin();) {
			(*--it)->OnEvent(e);
			if (e.m_Handled)
				break;
		}
	}

	bool Application::OnWindowClosed(WindowCloseEvent& e) {
		m_Running = false;
		return true;
	}
	bool Application::OnWindowResize(WindowResizeEvent& e)
	{
		if (e.GetWidth()==0||e.GetHeight()==0) {
			m_Minimized = true;
			return false;
		}
		m_Minimized = false;
		//调整视口
		Renderer::OnWindowResize(e.GetWidth(), e.GetHeight());


		return false;
	}
	void Application::Run() {
		WindowResizeEvent e(1280, 720);
		if (e.IsInCategory(EventCategoryApplication)) {
			YT_CORE_TRACE(e);
		}
		if (e.IsInCategory(EventCategoryInput)) {
			YT_CORE_ERROR(e);
		}

		while (m_Running)
		{
			float time = (float)glfwGetTime();//window平台
			Timestep timestep = time - m_LastFrameTime;
			m_LastFrameTime = time;
			if (!m_Minimized) {

				for (Layer* layer : m_LayerStack) {
					layer->OnUpdate(timestep);
				}
			}	
			//将ImGui的刷新放到APP中,与Update分开
			m_ImGuiLayer->Begin();

			for (Layer* layer : m_LayerStack) {
				layer->OnImGuiRender();
			}
			m_ImGuiLayer->End();

			

			m_Window->OnUpdate();
		}
	}
	void Application::PushLayer(Layer* layer) {
		m_LayerStack.PushLayer(layer);
		layer->OnAttach();
	}
	void Application::PushOverlay(Layer* layer) {
		m_LayerStack.PushOverlay(layer);
		layer->OnAttach();
	}
}

SandboxApp.cpp:

#include<YOTO.h>
#include "imgui/imgui.h"
#include<stdio.h>
#include <glm/gtc/matrix_transform.hpp>
#include <Platform/OpenGL/OpenGLShader.h>
#include <glm/gtc/type_ptr.hpp>


class ExampleLayer:public YOTO::Layer
{
public:
	ExampleLayer()
	:Layer("Example"),  m_CameraController(1280.0f/720.0f,true){
		uint32_t indices[3] = { 0,1,2 };
		float vertices[3 * 7] = {
			-0.5f,-0.5f,0.0f, 0.8f,0.2f,0.8f,1.0f,
			0.5f,-0.5f,0.0f,  0.2f,0.3f,0.8f,1.0f,
			0.0f,0.5f,0.0f,   0.8f,0.8f,0.2f,1.0f,
		};

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


		YOTO::Ref<YOTO::VertexBuffer> m_VertexBuffer;
		m_VertexBuffer.reset(YOTO::VertexBuffer::Create(vertices, sizeof(vertices)));

		{
			YOTO::BufferLayout setlayout = {

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

		}

		m_VertexArray->AddVertexBuffer(m_VertexBuffer);


		YOTO::Ref<YOTO::IndexBuffer>m_IndexBuffer;
		m_IndexBuffer.reset(YOTO::IndexBuffer::Create(indices, sizeof(indices) / sizeof(uint32_t)));

		m_VertexArray->AddIndexBuffer(m_IndexBuffer);

		std::string vertexSource = R"(
		#version 330 core
		layout(location = 0) in vec3 a_Position;
		layout(location = 1) in vec4 a_Color;
		uniform mat4 u_ViewProjection;
		uniform mat4 u_Transform;
		out vec3 v_Position;
		out vec4 v_Color;
		void main(){
		v_Position=a_Position;
		v_Color=a_Color;
		gl_Position =u_ViewProjection *u_Transform* vec4( a_Position,1.0);
		}
		)";
		//绘制颜色
		std::string fragmentSource = R"(
		#version 330 core
		layout(location = 0) out vec4 color;
		in vec3 v_Position;
		in vec4 v_Color;
		void main(){
		color=vec4(v_Color);
		}
		)";
		m_Shader=(YOTO::Shader::Create("VertexPosColor", vertexSource, fragmentSource));

		///测试/

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

		float squareVertices[5 * 4] = {
			-0.5f,-0.5f,0.0f, 0.0f,0.0f,
			0.5f,-0.5f,0.0f,  1.0f,0.0f,
			0.5f,0.5f,0.0f,   1.0f,1.0f,
			-0.5f,0.5f,0.0f,  0.0f,1.0f,
		};
		YOTO::Ref<YOTO::VertexBuffer> squareVB;
		squareVB.reset(YOTO::VertexBuffer::Create(squareVertices, sizeof(squareVertices)));
		squareVB->SetLayout({
			{YOTO::ShaderDataType::Float3,"a_Position"},
				{YOTO::ShaderDataType::Float2,"a_TexCoord"}
			});
		m_SquareVA->AddVertexBuffer(squareVB);
		uint32_t squareIndices[6] = { 0,1,2,2,3,0 };
		YOTO::Ref<YOTO::IndexBuffer> squareIB;

		squareIB.reset((YOTO::IndexBuffer::Create(squareIndices, sizeof(squareIndices) / sizeof(uint32_t))));

		m_SquareVA->AddIndexBuffer(squareIB);

		//测试:
		std::string BlueShaderVertexSource = R"(
		#version 330 core
		layout(location = 0) in vec3 a_Position;
		uniform mat4 u_ViewProjection;
		uniform mat4 u_Transform;

		out vec3 v_Position;
		void main(){
		v_Position=a_Position;
		gl_Position =u_ViewProjection*u_Transform*vec4( a_Position,1.0);
		}
		)";
		//绘制颜色
		std::string BlueShaderFragmentSource = R"(
		#version 330 core
		layout(location = 0) out vec4 color;

		in vec3 v_Position;
		uniform vec3 u_Color;
		void main(){
		color=vec4(u_Color,1.0);
		}
		)";
		m_BlueShader=(YOTO::Shader::Create("FlatColor", BlueShaderVertexSource, BlueShaderFragmentSource));

	auto textureShader=	m_ShaderLibrary.Load("assets/shaders/Texture.glsl");
		m_Texture=YOTO::Texture2D::Create("assets/textures/Checkerboard.png");
		m_ChernoLogo= YOTO::Texture2D::Create("assets/textures/ChernoLogo.png");
		std::dynamic_pointer_cast<YOTO::OpenGLShader>(textureShader)->Bind();
		std::dynamic_pointer_cast<YOTO::OpenGLShader>(textureShader)->UploadUniformInt("u_Texture", 0);
	}
	void OnImGuiRender() override {
		ImGui::Begin("设置");
		ImGui::ColorEdit3("正方形颜色", glm::value_ptr(m_SquareColor));
		ImGui::End();
	}
	void OnUpdate(YOTO::Timestep ts)override {
		//update
		m_CameraController.OnUpdate(ts);
		//YT_CLIENT_TRACE("delta time {0}s ({1}ms)", ts.GetSeconds(), ts.GetMilliseconds());
	

	
		//Render
		YOTO::RenderCommand::SetClearColor({ 0.2f, 0.2f, 0.2f, 1.0f });
		YOTO::RenderCommand::Clear();

		YOTO::Renderer::BeginScene(m_CameraController.GetCamera());
		{
			static glm::mat4 scale = glm::scale(glm::mat4(1.0f), glm::vec3(0.1f)); 
			glm::vec4  redColor(0.8f, 0.3f, 0.3f, 1.0f);
			glm::vec4  blueColor(0.2f, 0.3f, 0.8f, 1.0f);

	/*		YOTO::MaterialRef material = new YOTO::MaterialRef(m_FlatColorShader);
			YOTO::MaterialInstaceRef mi = new YOTO::MaterialInstaceRef(material);
			mi.setValue("u_Color",redColor);
			mi.setTexture("u_AlbedoMap", texture);
			squreMesh->SetMaterial(mi);*/

			std::dynamic_pointer_cast<YOTO::OpenGLShader>(m_BlueShader)->Bind();
			std::dynamic_pointer_cast<YOTO::OpenGLShader>(m_BlueShader)->UploadUniformFloat3("u_Color",m_SquareColor);
			for (int y = 0; y < 20; y++) {
				for (int x = 0; x <20; x++)
				{

					glm::vec3 pos(x * 0.105f,y* 0.105f, 0.0);
					glm::mat4 transform = glm::translate(glm::mat4(1.0f), pos) * scale;
				/*	if (x % 2 == 0) {
						m_BlueShader->UploadUniformFloat4("u_Color", redColor);
					}
					else {
						m_BlueShader->UploadUniformFloat4("u_Color", blueColor);
					}*/
		

					YOTO::Renderer::Submit(m_BlueShader, m_SquareVA, transform);
				}
			}
			
			auto textureShader = m_ShaderLibrary.Get("Texture");
			m_Texture->Bind();
			YOTO::Renderer::Submit(textureShader, m_SquareVA, glm::scale(glm::mat4(1.0f), glm::vec3(1.5f)));
			m_ChernoLogo->Bind();
			YOTO::Renderer::Submit(textureShader, m_SquareVA, glm::scale(glm::mat4(1.0f), glm::vec3(1.5f)));

			//YOTO::Renderer::Submit(m_Shader, m_VertexArray);


		
		}	
		YOTO::Renderer::EndScene();

		
		//YOTO::Renderer3D::BeginScene(m_Scene);
		//YOTO::Renderer2D::BeginScene(m_Scene);
	}
	void OnEvent(YOTO::Event& e)override {

		m_CameraController.OnEvent(e);
		if (e.GetEventType() == YOTO::EventType::WindowResize) {
			auto& re = (YOTO::WindowResizeEvent&)e;
	/*		float zoom = re.GetWidth() / 1280.0f;
			m_CameraController.SetZoomLevel(zoom);*/
		}




	}


private:
	YOTO::ShaderLibrary m_ShaderLibrary;
	YOTO::Ref<YOTO::Shader> m_Shader;
	YOTO::Ref<YOTO::VertexArray> m_VertexArray;


	YOTO::Ref<YOTO::Shader> m_BlueShader;
	YOTO::Ref<YOTO::VertexArray> m_SquareVA;
	
	YOTO::Ref<YOTO::Texture2D> m_Texture,m_ChernoLogo;

	YOTO::OrthographicCameraController m_CameraController;
	glm::vec3 m_SquareColor = { 0.2f,0.3f,0.7f };

};


class Sandbox:public YOTO::Application
{
public:
	Sandbox(){
		PushLayer(new ExampleLayer());
		//PushLayer(new YOTO::ImGuiLayer());
	}
	~Sandbox() {

	}

private:

};

YOTO::Application* YOTO::CreateApplication() {
	printf("helloworld");
	return new Sandbox();
}

添加了新功能,修改窗口大小在OnEvent中。

  • 10
    点赞
  • 9
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值