水节,添加了旋转的DrawQuad:
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 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 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 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 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 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
#include "RenderCommand.h"
namespace YOTO {
struct Renderer2DStorage {
Ref QuadVertexArray;
//Ref FlatColorShader;
Ref TextureShader;
Ref WhiteTexture;
};
static Renderer2DStorage* s_Data;
void Renderer2D::Init()
{
YT_PROFILE_FUNCTION();
s_Data = new Renderer2DStorage();
s_Data->QuadVertexArray = 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,
};
Ref squareVB;
squareVB.reset(VertexBuffer::Create(squareVertices, sizeof(squareVertices)));
squareVB->SetLayout({
{ShaderDataType::Float3,"a_Position"},
{ShaderDataType::Float2,"a_TexCoord"}
});
s_Data->QuadVertexArray->AddVertexBuffer(squareVB);
uint32_t squareIndices[6] = { 0,1,2,2,3,0 };
Ref squareIB;
squareIB.reset((IndexBuffer::Create(squareIndices, sizeof(squareIndices) / sizeof(uint32_t))));
s_Data->QuadVertexArray->AddIndexBuffer(squareIB);
s_Data->WhiteTexture = Texture2D::Create(1, 1);
uint32_t whiteTextureData = 0xffffffff;
s_Data->WhiteTexture->SetData(&whiteTextureData,sizeof(uint32_t));
//s_Data->FlatColorShader =Shader::Create("assets/shaders/FlatColor.glsl");
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->FlatColorShader->Bind();
s_Data->FlatColorShader->SetMat4("u_ViewProjection",camera.GetViewProjectionMatrix());*/
s_Data->TextureShader->Bind();
s_Data->TextureShader->SetMat4("u_ViewProjection", camera.GetViewProjectionMatrix());
}
void Renderer2D::EndScene()
{
YT_PROFILE_FUNCTION();
}
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->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 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 texture, float tilingFactor, const glm::vec4& tintColor)
{
YT_服务器托管网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 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 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);
}
}
OpenGLShader.h:添加SetFloat(父类Shader.h也要添加):
void OpenGLShader::SetFloat(const std::string& name, float value)
{
YT_PROFILE_FUNCTION();
UploadUniformFloat(name, value);
}
修改测试:
Texture.glsl:
#type vertex
#version 330 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec2 a_TexCoord;
uniform mat4 u_ViewProjection;
uniform mat4 u_Transform;
out vec2 v_TexCoord;
out vec3 v_Position;
void main(){
v_TexCoord=a_TexCoord;
v_Position=a_Position;
gl_Position =u_ViewProjection*u_Transform*vec4( a_Position,1.0);
}
#type fragment
#version 330 core
layout(location = 0) out vec4 color;
in vec3 v_Position;
in vec2 v_TexCoord;
uniform vec4 u_Color ;
uniform float m_TilingFactor;
uniform sampler2D u_Texture ;
void main(){
color = texture(u_Texture, v_TexCoord*m_TilingFactor)*u_Color;
}
Sandbox2D.cpp:
#include "Sandbox2D.h"
#include
#include
//#include
#include
#include
#include
template
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(m_StartTimepoint).time_since_epoch().count();
long long end = std::chrono::time_point_cast(endTimepoint).time_since_epoch().count();
m_Stopped = true;
float duration = (end - start)*0.001f;
m_Func({m_Name,duration});
//std::cout 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:服务器托管网: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(m_FlatColorShader)->Bind();
std::dynamic_pointer_cast(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({ 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);
}
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