思路:
CPU和GPU都开辟同样大小的一大块内存(为了存储顶点信息)
索引在程序运行时生成对应规则后绑定到索引缓冲中
动态生成顶点信息(现在改成Drawquad只是确定图形顶点的位置)
然后在Endscene,将CPU的动态生成的顶点数据上传给GPU,然后再绘制出来
所以,就是根据所绘制的物体,动态生成索引缓冲区,然后根据索引缓冲区一次性绘制多个物体。
实现:
Renderer2D.h:
#pragma once
#include "OrthographicCamera.h"
#include"Texture.h"
namespace YOTO {
class Renderer2D
{
public:
//为什么渲染器是静态的:
static void Init();
static void ShutDown();
static void BeginScene(const OrthographicCamera& camera);
static void EndScene();
static void Flush();
static void DrawQuad(const glm::vec2& position, const glm::vec2& size ,const glm::vec4& color);
static void DrawQuad(const glm::vec3& position, const glm::vec2& size ,const glm::vec4& color);
static void DrawQuad(const glm::vec2& position, const glm::vec2& size ,const Ref<Texture2D> texture,float tilingFactor=1.0f,const glm::vec4& tintColor=glm::vec4(1.0f));
static void DrawQuad(const glm::vec3& position, const glm::vec2& size ,const Ref<Texture2D> texture,float tilingFactor=1.0f,const glm::vec4& tintColor=glm::vec4(1.0f));
static void DrawRotatedQuad(const glm::vec2& position, const glm::vec2& size, float rotation,const glm::vec4& color);
static void DrawRotatedQuad(const glm::vec3& position, const glm::vec2& size, float rotation,const glm::vec4& color);
static void DrawRotatedQuad(const glm::vec2& position, const glm::vec2& size, float rotation,const Ref<Texture2D> texture, float tilingFactor = 1.0f, const glm::vec4& tintColor = glm::vec4(1.0f));
static void DrawRotatedQuad(const glm::vec3& position, const glm::vec2& size, float rotation,const Ref<Texture2D> texture, float tilingFactor = 1.0f, const glm::vec4& tintColor = glm::vec4(1.0f));
};
}
Renderer2D.cpp:
#include "ytpch.h"
#include "Renderer2D.h"
#include"VertexArray.h"
#include"Shader.h"
//#include "Platform/OpenGL/OpenGLShader.h"
#include <glm/gtc/matrix_transform.hpp>
#include "RenderCommand.h"
namespace YOTO {
/// <summary>
/// 为什么QuadVertex的指针可以作为void*data传入glBufferSubData:
/// SetLayout配置的就是这三个的顺序,因为glm内部用float实现
/// 相当于前三个float是Position,之后四个float组成的Color,
/// 最后是两个float组成的TexCoord
/// </summary>
struct QuadVertex {
glm::vec3 Position;
glm::vec4 Color;
glm::vec2 TexCoord;
//,纹理Id,
};
struct Renderer2DData {
const uint32_t MaxQuads = 10000;
const uint32_t MaxVertices = MaxQuads * 4;
const uint32_t MaxIndices = MaxQuads * 6;
//顶点数组
Ref<VertexArray> QuadVertexArray;
//定带你缓冲
Ref<VertexBuffer> QuadVertexBuffer;
//Ref<Shader> FlatColorShader;
//Shader
Ref<Shader> TextureShader;
//纹理
Ref<Texture2D> WhiteTexture;
//记录索引
uint32_t QuadIndexCount =0;
QuadVertex* QuadVertexBufferBase=nullptr;
QuadVertex* QuadVertexBufferPtr= nullptr;
};
//CPU开辟的大内存
static Renderer2DData s_Data;
void Renderer2D::Init()
{
YT_PROFILE_FUNCTION();
//---------------------顶点数组--------------------------
//创建顶点数组
s_Data.QuadVertexArray = VertexArray::Create();
// 创建顶点缓冲区,先在GPU开辟一块s_Data.MaxVertices * sizeof(QuadVertex)大小的内存
// 与cpu对应大,是为了传输顶点数据
//---------------------顶点缓冲区--------------------------
s_Data.QuadVertexBuffer =VertexBuffer::Create(s_Data.MaxVertices*sizeof(QuadVertex));
s_Data.QuadVertexBuffer->SetLayout({
{ShaderDataType::Float3,"a_Position"},
{ShaderDataType::Float4,"a_Color"},
{ShaderDataType::Float2,"a_TexCoord"}
});
//顶点数组添加顶点缓冲区,并且在这个缓冲区中设置布局
s_Data.QuadVertexArray->AddVertexBuffer(s_Data.QuadVertexBuffer);
// 在CPU开辟存储s_Data.MaxVertices个的QuadVertex的内存
s_Data.QuadVertexBufferBase = new QuadVertex[s_Data.MaxVertices];
//---------------------索引缓冲区--------------------------
//开辟一块索引缓冲区
uint32_t* quadIndices = new uint32_t[s_Data.MaxIndices];
uint32_t offset = 0; //配置索引
for (uint32_t i = 0; i < s_Data.MaxIndices; i += 6) {
quadIndices[i + 0] = offset + 0;
quadIndices[i + 1] = offset + 1;
quadIndices[i + 2] = offset + 2;
quadIndices[i + 3] = offset + 2;
quadIndices[i + 4] = offset + 3;
quadIndices[i + 5] = offset + 0;
offset += 4;
}
//创建索引缓冲区
Ref<IndexBuffer> quardIB;
quardIB =IndexBuffer::Create(quadIndices, s_Data.MaxIndices);
s_Data.QuadVertexArray->AddIndexBuffer(quardIB);
delete[] quadIndices; // cpu上传到gpu上了可以删除cpu的索引数据块了
//---------------------纹理--------------------------
// 创建一个白色Texture
s_Data.WhiteTexture = Texture2D::Create(1, 1);
uint32_t whiteTextureData = 0xffffffff;
s_Data.WhiteTexture->SetData(&whiteTextureData, sizeof(uint32_t));
//---------------------着色器--------------------------
//加载shader,并传入shader参数
s_Data.TextureShader= Shader::Create("assets/shaders/Texture.glsl");
s_Data.TextureShader->Bind();
s_Data.TextureShader->SetInt("u_Texture", 0);
}
void Renderer2D::ShutDown()
{
YT_PROFILE_FUNCTION();
//delete s_Data;
}
void Renderer2D::BeginScene(const OrthographicCamera& camera)
{
YT_PROFILE_FUNCTION();
s_Data.TextureShader->Bind();
s_Data.TextureShader->SetMat4("u_ViewProjection", camera.GetViewProjectionMatrix());
// 相当于初始化此帧要绘制的索引数量,上传的顶点数据
s_Data.QuadIndexCount = 0;
//指针指向首部
s_Data.QuadVertexBufferPtr = s_Data.QuadVertexBufferBase;
}
void Renderer2D::EndScene()
{
YT_PROFILE_FUNCTION();
// 计算当前绘制需要多少个顶点数据,注意这里是8!!!!!!
uint32_t dataSize = (uint8_t*)s_Data.QuadVertexBufferPtr - (uint8_t*)s_Data.QuadVertexBufferBase;
// 截取部分CPU的顶点数据上传OpenGL,
s_Data.QuadVertexBuffer->SetData(s_Data.QuadVertexBufferBase, dataSize);
Flush();
}
void Renderer2D::Flush()
{
RenderCommand::DrawIndexed(s_Data.QuadVertexArray, s_Data.QuadIndexCount);
}
void Renderer2D::DrawQuad(const glm::vec2& position, const glm::vec2& size, const glm::vec4& color)
{
DrawQuad({ position.x,position.y,0.0f }, size, color);
}
void Renderer2D::DrawQuad(const glm::vec3& position, const glm::vec2& size, const glm::vec4& color)
{
YT_PROFILE_FUNCTION();
//s_Data.FlatColorShader->Bind();
//s_Data.FlatColorShader->SetFloat4("u_Color", color);
//s_Data.TextureShader->Bind();
s_Data.QuadVertexBufferPtr->Position = position;
s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = {0.0f,0.0f};
s_Data.QuadVertexBufferPtr++;
s_Data.QuadVertexBufferPtr->Position = { position.x+size.x,position.y,0.0f};
s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = { 1.0f,0.0f };
s_Data.QuadVertexBufferPtr++;
s_Data.QuadVertexBufferPtr->Position = { position.x + size.x,position.y + size.y,0.0f };
s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = { 1.0f,1.0f };
s_Data.QuadVertexBufferPtr++;
s_Data.QuadVertexBufferPtr->Position = { position.x,position.y+size.y,0.0f };
s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = { 0.0f,1.0f };
s_Data.QuadVertexBufferPtr++;
s_Data.QuadIndexCount += 6;
/*s_Data.TextureShader->SetFloat4("u_Color", color);
s_Data.TextureShader->SetFloat("m_TilingFactor", 1.0f);
s_Data.WhiteTexture->Bind();*/
//glm::mat4 transform = glm::translate(glm::mat4(1.0f), position) /**rotation*/ * glm::scale(glm::mat4(1.0f), {size.x,size.y,1.0f});
//s_Data.TextureShader->SetMat4("u_Transform", transform);
//s_Data.QuadVertexArray->Bind();
//RenderCommand::DrawIndexed(s_Data.QuadVertexArray);
}
void Renderer2D::DrawQuad(const glm::vec2& position, const glm::vec2& size, const Ref<Texture2D> texture, float tilingFactor, const glm::vec4& tintColor)
{
DrawQuad({ position.x,position.y,0.0f }, size, texture, tilingFactor, tintColor);
}
void Renderer2D::DrawQuad(const glm::vec3& position, const glm::vec2& size, const Ref<Texture2D> texture, float tilingFactor, const glm::vec4& tintColor)
{
YT_PROFILE_FUNCTION();
//s_Data.TextureShader->Bind();
s_Data.TextureShader->SetFloat4("u_Color", tintColor);
s_Data.TextureShader->SetFloat("m_TilingFactor",tilingFactor);
texture->Bind();
glm::mat4 transform = glm::translate(glm::mat4(1.0f), position) /**rotation*/ * glm::scale(glm::mat4(1.0f), { size.x,size.y,1.0f });
s_Data.TextureShader->SetMat4("u_Transform", transform);
s_Data.QuadVertexArray->Bind();
RenderCommand::DrawIndexed(s_Data.QuadVertexArray);
}
void Renderer2D::DrawRotatedQuad(const glm::vec2& position, const glm::vec2& size, float rotation, const glm::vec4& color)
{
DrawRotatedQuad({ position.x,position.y,0.0f }, size, rotation,color);
}
void Renderer2D::DrawRotatedQuad(const glm::vec3& position, const glm::vec2& size, float rotation, const glm::vec4& color)
{
YT_PROFILE_FUNCTION();
s_Data.TextureShader->SetFloat4("u_Color", color);
s_Data.TextureShader->SetFloat("m_TilingFactor", 1.0f);
s_Data.WhiteTexture->Bind();
glm::mat4 transform = glm::translate(glm::mat4(1.0f), position) * glm::rotate(glm::mat4(1.0f), rotation, {0.0f,0.0f,1.0f}) * glm::scale(glm::mat4(1.0f), { size.x,size.y,1.0f });
s_Data.TextureShader->SetMat4("u_Transform", transform);
s_Data.QuadVertexArray->Bind();
RenderCommand::DrawIndexed(s_Data.QuadVertexArray);
}
void Renderer2D::DrawRotatedQuad(const glm::vec2& position, const glm::vec2& size, float rotation, const Ref<Texture2D> texture, float tilingFactor, const glm::vec4& tintColor)
{
DrawRotatedQuad({ position.x,position.y,0.0f }, size, rotation, texture, tilingFactor, tintColor);
}
void Renderer2D::DrawRotatedQuad(const glm::vec3& position, const glm::vec2& size, float rotation, const Ref<Texture2D> texture, float tilingFactor, const glm::vec4& tintColor)
{
YT_PROFILE_FUNCTION();
//s_Data.TextureShader->Bind();
s_Data.TextureShader->SetFloat4("u_Color", tintColor);
s_Data.TextureShader->SetFloat("m_TilingFactor", tilingFactor);
texture->Bind();
glm::mat4 transform = glm::translate(glm::mat4(1.0f), position) * glm::rotate(glm::mat4(1.0f), rotation, { 0.0f,0.0f,1.0f }) * glm::scale(glm::mat4(1.0f), { size.x,size.y,1.0f });
s_Data.TextureShader->SetMat4("u_Transform", transform);
s_Data.QuadVertexArray->Bind();
RenderCommand::DrawIndexed(s_Data.QuadVertexArray);
}
}
Buffer.h:添加SetData和Create方法:
#pragma once
namespace YOTO {
enum class ShaderDataType{
None=0,
Float,Float2,Float3,Float4,
Mat3,Mat4,
Int,Int2,Int3,Int4,
Bool,
};
static uint32_t ShaderDataTypeSize(ShaderDataType type) {
switch (type)
{
case YOTO::ShaderDataType::Float:
return 4;
break;
case YOTO::ShaderDataType::Float2:
return 4*2;
break;
case YOTO::ShaderDataType::Float3:
return 4*3;
break;
case YOTO::ShaderDataType::Float4:
return 4*4;
break;
case YOTO::ShaderDataType::Mat3:
return 4*3*3;
break;
case YOTO::ShaderDataType::Mat4:
return 4*4*4;
break;
case YOTO::ShaderDataType::Int:
return 4;
break;
case YOTO::ShaderDataType::Int2:
return 4*2;
break;
case YOTO::ShaderDataType::Int3:
return 4*3;
break;
case YOTO::ShaderDataType::Int4:
return 4*4;
break;
case YOTO::ShaderDataType::Bool:
return 1;
break;
}
YT_CORE_ASSERT(false, "未知的ShaderDataType!");
return 0;
}
struct BufferElement {
std::string Name;
ShaderDataType Type;
uint32_t Size;
uint32_t Offset;
bool Normalized;
BufferElement(){}
BufferElement(ShaderDataType type, const std::string& name,bool normalized=false)
:Name(name), Type(type), Size(ShaderDataTypeSize(type)), Offset(0), Normalized(normalized){}
uint32_t GetComponentCount() const{
switch (Type)
{
case YOTO::ShaderDataType::Float:
return 1;
break;
case YOTO::ShaderDataType::Float2:
return 2;
break;
case YOTO::ShaderDataType::Float3:
return 3;
break;
case YOTO::ShaderDataType::Float4:
return 4;
break;
case YOTO::ShaderDataType::Mat3:
return 3*3;
break;
case YOTO::ShaderDataType::Mat4:
return 4*4;
break;
case YOTO::ShaderDataType::Int:
return 1;
break;
case YOTO::ShaderDataType::Int2:
return 2;
break;
case YOTO::ShaderDataType::Int3:
return 3;
break;
case YOTO::ShaderDataType::Int4:
return 4;
break;
case YOTO::ShaderDataType::Bool:
return 1;
break;
default:
break;
}
YT_CORE_ASSERT(false, "未知的ShaderDataType!");
return 0;
}
};
class BufferLayout {
public:
BufferLayout(){}
BufferLayout(const std::initializer_list<BufferElement>elements)
:m_Elements(elements)
{
CalculateOffsetAndStride();
}
inline uint32_t GetStride()const { return m_Stride; }
inline const std::vector<BufferElement>& GetElements()const {
return m_Elements;
}
std::vector<BufferElement>::iterator begin() { return m_Elements.begin(); }
std::vector<BufferElement>::iterator end() { return m_Elements.end(); }
std::vector<BufferElement>::const_iterator begin() const { return m_Elements.begin(); }
std::vector<BufferElement>::const_iterator end() const { return m_Elements.end(); }
private:
void CalculateOffsetAndStride() {
uint32_t offset = 0;
m_Stride = 0;
for (auto& element : m_Elements) {
element.Offset = offset;
offset += element.Size;
m_Stride += element.Size;
}
}
private:
std::vector<BufferElement> m_Elements;
uint32_t m_Stride = 0;
};
class VertexBuffer {
public:
virtual~VertexBuffer() {}
virtual void Bind() const = 0;
virtual void UnBind() const = 0;
virtual void SetData(const void* data, uint32_t size) = 0;
virtual void SetLayout(const BufferLayout& layout) = 0;
virtual const BufferLayout& GetLayout()const = 0;
static Ref<VertexBuffer> Create(float* vertices, uint32_t size);
static Ref<VertexBuffer> Create(uint32_t size);
};
/// <summary>
/// 目前索引仅支持32位的索引缓冲区
/// </summary>
class IndexBuffer {
public:
virtual~IndexBuffer(){}
virtual void Bind() const = 0;
virtual void UnBind() const = 0;
virtual uint32_t GetCount() const = 0;
static Ref<IndexBuffer> Create(uint32_t* indices, uint32_t count);
};
}
Buffer.cpp:
#include"ytpch.h"
#include"Buffer.h"
#include "Renderer.h"
#include "Platform/OpenGL/OpenGLBuffer.h"
namespace YOTO {
Ref<VertexBuffer> VertexBuffer::Create(uint32_t size)
{
switch (Renderer::GetAPI())
{
case RendererAPI::API::None:
YT_CORE_ASSERT(false, "Buffer:API为None不支持");
return nullptr;
case RendererAPI::API::OpenGL:
return std::make_shared<OpenGLVertexBuffer>(size);
}
YT_CORE_ASSERT(false, "Buffer:未知API");
return nullptr;
}
Ref<VertexBuffer> VertexBuffer::Create(float* vertices, uint32_t size)
{
switch (Renderer::GetAPI())
{
case RendererAPI::API::None:
YT_CORE_ASSERT(false,"Buffer:API为None不支持");
return nullptr;
case RendererAPI::API::OpenGL:
return std::make_shared<OpenGLVertexBuffer>(vertices,size);
}
YT_CORE_ASSERT(false,"Buffer:未知API");
return nullptr;
}
Ref<IndexBuffer> IndexBuffer::Create(uint32_t* indices, uint32_t count)
{
switch (Renderer::GetAPI())
{
case RendererAPI::API::None:
YT_CORE_ASSERT(false, "Buffer:API为None不支持");
return nullptr;
case RendererAPI::API::OpenGL:
return std::make_shared < OpenGLIndexBuffer>(indices, count);
}
YT_CORE_ASSERT(false, "Buffer:未知API");
return nullptr;
}
}
OpenGLBuffer.cpp: 实现继承自Buffer的方法
#include"ytpch.h"
#include"OpenGLBuffer.h"
#include <glad/glad.h>
namespace YOTO {
// VertexBuffer
OpenGLVertexBuffer::OpenGLVertexBuffer(uint32_t size)
{
YT_PROFILE_FUNCTION();
glCreateBuffers(1, &m_RendererID);
glBindBuffer(GL_ARRAY_BUFFER, m_RendererID);
glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_DYNAMIC_DRAW);
}
OpenGLVertexBuffer::OpenGLVertexBuffer(float* vertices, uint32_t size)
{
YT_PROFILE_FUNCTION();
glCreateBuffers(1, &m_RendererID);
glBindBuffer(GL_ARRAY_BUFFER, m_RendererID);
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
}
OpenGLVertexBuffer::~OpenGLVertexBuffer()
{
YT_PROFILE_FUNCTION();
glDeleteBuffers(1, &m_RendererID);
}
void OpenGLVertexBuffer::Bind() const
{
YT_PROFILE_FUNCTION();
glBindBuffer(GL_ARRAY_BUFFER, m_RendererID);
}
void OpenGLVertexBuffer::UnBind() const
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void OpenGLVertexBuffer::SetData(const void* data, uint32_t size)
{
glBindBuffer(GL_ARRAY_BUFFER, m_RendererID);
// 用来更新一个已有缓冲区对象中的一部分数据,
//data:一个指向新数据源的指针,将新的数据源拷贝到缓冲区对象中完成更新
glBufferSubData(GL_ARRAY_BUFFER,0,size,data);
}
// IndexBuffer /
OpenGLIndexBuffer::OpenGLIndexBuffer(uint32_t* indices, uint32_t count)
:m_Count(count)
{
YT_PROFILE_FUNCTION();
glCreateBuffers(1, &m_RendererID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_RendererID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, count*sizeof(uint32_t), indices, GL_STATIC_DRAW);
}
OpenGLIndexBuffer::~OpenGLIndexBuffer()
{
YT_PROFILE_FUNCTION();
glDeleteBuffers(1, &m_RendererID);
}
void OpenGLIndexBuffer::Bind() const
{
YT_PROFILE_FUNCTION();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_RendererID);
}
void OpenGLIndexBuffer::UnBind() const
{
YT_PROFILE_FUNCTION();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
RenderAPI.h:创建DrawIndexed方法根据索引绘制图像:
#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,uint32_t indexCount = 0)=0;
inline static API GetAPI() { return s_API; }
private:
static API s_API;
};
}
OpenGLRendererAPI.cpp:
#include "ytpch.h"
#include "OpenGLRendererAPI.h"
#include <glad/glad.h>
namespace YOTO {
void OpenGLRendererAPI::Init()
{
YT_PROFILE_FUNCTION();
//启用混合
glEnable(GL_BLEND);
//设置混合函数
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
//深度测试
glEnable(GL_DEPTH_TEST);
}
void OpenGLRendererAPI::SetViewport(uint32_t x, uint32_t y, uint32_t width, uint32_t height)
{
glViewport(x, y, width, height);
}
void OpenGLRendererAPI::SetClearColor(const glm::vec4& color)
{
glClearColor(color.r, color.g, color.b, color.a);
}
void OpenGLRendererAPI::Clear()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void OpenGLRendererAPI::DrawIndexed(const Ref<VertexArray>& vertexArray, uint32_t indexCount)
{
uint32_t count = indexCount ? vertexArray->GetIndexBuffer()->GetCount() : indexCount;
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
RenderCommand.h: 对API的DrawIndexed封装:
#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,uint32_t count=0) {
s_RendererAPI->DrawIndexed(vertexArray, count);
}
private:
static RendererAPI* s_RendererAPI;
};
}
调用:
Texture.glsl:先改下shader
#type vertex
#version 330 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
layout(location = 2) in vec2 a_TexCoord;
uniform mat4 u_ViewProjection;
// uniform mat4 u_Transform;
out vec4 v_Color;
out vec2 v_TexCoord;
void main() {
v_Color = a_Color;
v_TexCoord = a_TexCoord;
// 由规则动态生成的顶点位置(基于本地空间)没有涉及transform变换顶点位置
// gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
gl_Position = u_ViewProjection * vec4(a_Position, 1.0);
}
#type fragment
#version 330 core
layout(location = 0) out vec4 color;
in vec4 v_Color;
in vec2 v_TexCoord;
uniform vec4 u_Color;
uniform float u_TilingFactor;
uniform sampler2D u_Texture;
void main() {
color = v_Color;
}
Sandbox2D.cpp:
#include "Sandbox2D.h"
#include <imgui/imgui.h>
#include <glm/gtc/matrix_transform.hpp>
//#include <Platform/OpenGL/OpenGLShader.h>
#include <glm/gtc/type_ptr.hpp>
#include<vector>
#include<chrono>
template<typename Fn>
class Timer {
public:
Timer(const char* name, Fn&&func)
:m_Name(name),m_Func(func),m_Stopped(false)
{
m_StartTimepoint = std::chrono::high_resolution_clock::now();
}
~Timer() {
if (!m_Stopped) {
Stop();
}
}
void Stop() {
auto endTimepoint= std::chrono::high_resolution_clock::now();
long long start = std::chrono::time_point_cast<std::chrono::microseconds>(m_StartTimepoint).time_since_epoch().count();
long long end = std::chrono::time_point_cast<std::chrono::microseconds>(endTimepoint).time_since_epoch().count();
m_Stopped = true;
float duration = (end - start)*0.001f;
m_Func({m_Name,duration});
//std::cout << "Timer:"<< m_Name << "时差:" << duration << "ms" << std::endl;
}
private:
const char* m_Name;
std::chrono::time_point<std::chrono::steady_clock>m_StartTimepoint;
bool m_Stopped;
Fn m_Func;
};
//未找到匹配的重载:auto的问题,改回原来的类型就好了
#define PROFILE_SCOPE(name) Timer timer##__LINE__(name,[&](ProfileResult profileResult) {m_ProfileResults.push_back(profileResult);})
Sandbox2D::Sandbox2D()
:Layer("Sandbox2D"), m_CameraController(1280.0f / 720.0f, true)
{
}
void Sandbox2D::OnAttach()
{
YT_PROFILE_FUNCTION();
m_CheckerboardTexture = YOTO::Texture2D::Create("assets/textures/Checkerboard.png");
}
void Sandbox2D::OnDetach()
{
YT_PROFILE_FUNCTION();
}
void Sandbox2D::OnUpdate(YOTO::Timestep ts)
{
YT_PROFILE_FUNCTION();
//update
m_CameraController.OnUpdate(ts);
{
YT_PROFILE_SCOPE("Sandbox2D::Renderer Prep");
//Render
YOTO::RenderCommand::SetClearColor({ 0.2f, 0.2f, 0.2f, 1.0f });
YOTO::RenderCommand::Clear();
}
{
YT_PROFILE_SCOPE("Sandbox2D::Renderer Draw");
YOTO::Renderer2D::BeginScene(m_CameraController.GetCamera());
{
/* static glm::mat4 scale = glm::scale(glm::mat4(1.0f), glm::vec3(0.1f));
glm::vec4 redColor(0.8f, 0.3f, 0.3f, 1.0f);
glm::vec4 blueColor(0.2f, 0.3f, 0.8f, 1.0f);*/
/*std::dynamic_pointer_cast<YOTO::OpenGLShader>(m_FlatColorShader)->Bind();
std::dynamic_pointer_cast<YOTO::OpenGLShader>(m_FlatColorShader)->UploadUniformFloat4("u_Color", m_SquareColor);
YOTO::Renderer::Submit(m_FlatColorShader, m_SquareVA, glm::scale(glm::mat4(1.0f), glm::vec3(1.5f)));*/
// YOTO::Renderer2D::DrawRotatedQuad({ -1.0f,0.0f }, { 0.8f,0.8f }, glm::radians(45.0f),{ 0.8f,0.2f,0.3f,1.0f });
YOTO::Renderer2D::DrawQuad({ -1.0f,0.0f }, { 0.8f,0.8f }, { 0.8f,0.2f,0.3f,1.0f });
YOTO::Renderer2D::DrawQuad({ 0.5f,-0.5f }, { 0.5f,0.75f }, { 0.2f,0.3f,0.8f,1.0f });
//YOTO::Renderer2D::DrawQuad({ 0.0f,0.0f,-0.1f }, { 10.0f,10.0f }, m_CheckerboardTexture,10.0f,glm::vec4(1.0f,0.9f,0.9f,1.0f));
YOTO::Renderer2D::EndScene();
}
}
}
void Sandbox2D::OnImGuiRender()
{
YT_PROFILE_FUNCTION();
ImGui::Begin("Setting");
ImGui::ColorEdit4("Color", glm::value_ptr(m_SquareColor));
for (auto& res : m_ProfileResults) {
char lable[50];
strcpy(lable, "%.3fms ");
strcat(lable, res.Name);
ImGui::Text(lable, res.Time);
}
m_ProfileResults.clear();
ImGui::End();
}
void Sandbox2D::OnEvent(YOTO::Event& e)
{
YT_PROFILE_FUNCTION();
m_CameraController.OnEvent(e);
}
cool!