跟着cherno手搓游戏引擎【19】抽象纹理

引入:

导入stb_image:

跟着cherno手搓游戏引擎【19】抽象纹理_第1张图片

GitHub - nothings/stb: stb single-file public domain libraries for C/C++

下载复制stb_image.h的内容(8000多行),然后粘到如图位置

stb_image.cpp:

#include"ytpch.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

修改SRC下的premake.lua

workspace "YOTOEngine"		-- sln文件名
	architecture "x64"	
	configurations{
		"Debug",
		"Release",
		"Dist"
	}
startproject "Sandbox"
-- https://github.com/premake/premake-core/wiki/Tokens#value-tokens
-- 组成输出目录:Debug-windows-x86_64
outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"
-- 包含相对解决方案的目录
IncludeDir={}
IncludeDir["GLFW"]="YOTOEngine/vendor/GLFW/include"
IncludeDir["Glad"]="YOTOEngine/vendor/Glad/include"
IncludeDir["ImGui"] ="YOTOEngine/vendor/imgui"
IncludeDir["glm"] ="YOTOEngine/vendor/glm"
IncludeDir["stb_image"] ="YOTOEngine/vendor/stb_image"
--项目中包含某包
include "YOTOEngine/vendor/GLFW"
include "YOTOEngine/vendor/Glad"
include "YOTOEngine/vendor/imgui"

project "YOTOEngine"		--YOTOEngine项目
	location "YOTOEngine"--在sln所属文件夹下的YOTOEngine文件夹
	kind "StaticLib"--修改为lib静态库
	language "C++"
	targetdir ("bin/" .. outputdir .. "/%{prj.name}") -- 输出目录
	objdir ("bin-int/" .. outputdir .. "/%{prj.name}")-- 中间目录
	cppdialect "C++17" 
	staticruntime "on"--打开


	pchheader "ytpch.h"
	pchsource "YOTOEngine/src/ytpch.cpp"
	-- 包含的所有h和cpp文件
	files{
		"%{prj.name}/src/**.h",
		"%{prj.name}/src/**.cpp",

		"%{prj.name}/vendor/stb_image/**.h",
		"%{prj.name}/vendor/stb_image/**.cpp",

		"%{prj.name}/vendor/glm/glm/**.hpp",
		"%{prj.name}/vendor/glm/glm/**.inl"
	}
	defines{
		"_CRT_SECURE_NO_WARNINGS"
	}
	-- 包含目录
	includedirs{
		"%{prj.name}/src",
		"%{prj.name}/vendor/spdlog-1.x/include",
		"%{IncludeDir.GLFW}",
		"%{IncludeDir.Glad}",
		"%{IncludeDir.ImGui}",
		"%{IncludeDir.glm}",
		"%{IncludeDir.stb_image}",
	}
	links{
		"GLFW",-- GLFW.lib库链接到YOTOEngine项目中
		"Glad",-- Glad.lib库链接到YOTOEngine项目中
		"ImGui",-- ImGui.lib库链接到YOTOEngine项目中
		"opengl32.lib"
	}
	-- 如果是window系统
	filter "system:windows"

		-- On:代码生成的运行库选项是MTD,静态链接MSVCRT.lib库;
		-- Off:代码生成的运行库选项是MDD,动态链接MSVCRT.dll库;打包后的exe放到另一台电脑上若无这个dll会报错
		systemversion "latest"	-- windowSDK版本
		-- 预处理器定义
		defines{
			"YT_PLATFORM_WINDOWS",
			"YT_BUILD_DLL",
			-- "YT_ENABLE_ASSERTS", 
			"GLFW_INCLUDE_NONE",-- 让GLFW不包含OpenGL

		}
		-- 编译好后移动Hazel.dll文件到Sandbox文件夹下
		-- postbuildcommands{
		-- 	("{COPY} %{cfg.buildtarget.relpath} ../bin/" .. outputdir .. "/Sandbox")
		-- }
	-- 不同配置下的预定义不同
	filter "configurations:Debug"
		defines "YT_DEBUG"
		runtime "Debug"
		symbols "On"

	filter "configurations:Release"
		defines "YT_RELEASE"
		runtime "Release"
		optimize "On"

	filter "configurations:Dist"
		defines "YT_DIST"
		runtime "Release"
		optimize "On"

project "Sandbox"
	location "Sandbox"
	kind "ConsoleApp"
	language "C++"
	cppdialect "C++17"
	staticruntime "on"
	targetdir ("bin/" .. outputdir .. "/%{prj.name}")
	objdir ("bin-int/" .. outputdir .. "/%{prj.name}")

	files{
		"%{prj.name}/src/**.h",
		"%{prj.name}/src/**.cpp"
	}
	-- 同样包含spdlog头文件
	includedirs{
		"YOTOEngine/vendor/spdlog-1.x/include",
		"YOTOEngine/src",
		"YOTOEngine/vendor",
		"%{IncludeDir.glm}"
	}
	-- 引用YOTOEngine
	links{
		"YOTOEngine",
		"GLFW",
		"opengl32.lib"
	}

	filter "system:windows"

		systemversion "latest"

		defines{
			"YT_PLATFORM_WINDOWS"
		}

	filter "configurations:Debug"
		defines "YT_DEBUG"
		runtime "Debug"
		symbols "On"

	filter "configurations:Release"
		defines "YT_RELEASE"
		runtime "Release"
		optimize "On"

	filter "configurations:Dist"
		defines "YT_DIST"
		runtime "Release"
		optimize "On"

抽象:

在Renderer文件夹下创建:

Texture.h:

#pragma once
#include"YOTO/Core.h"
namespace YOTO {
	class Texture
	{
	public:
		virtual ~Texture() = default;
		virtual uint32_t GetWidth()const = 0;
		virtual uint32_t GetHeight()const = 0;
		virtual void Bind(uint32_t slot=0)const = 0;

	};
	class Texture2D :public Texture 
	{
	public:
		static RefCreate(const std::string& path);
	};
}


Texture.cpp: 

#include "ytpch.h"
#include "Texture.h"
#include"Renderer.h"
#include "Platform/OpenGL/OpenGLTexture.h"
namespace YOTO {
	Ref Texture2D::Create(const std::string& path)
	{
		switch (Renderer::GetAPI())
		{
		case RendererAPI::API::None:
			YT_CORE_ASSERT(false, "Texture2D:API为None不支持");
			return nullptr;
		case RendererAPI::API::OpenGL:
			return  std::make_shared(path);
		}
		YT_CORE_ASSERT(false, "Buffer:未知API");
		return nullptr;
	}
}

实例:

跟着cherno手搓游戏引擎【19】抽象纹理_第2张图片

OpenGLTexture.h:

#pragma once
#include"YOTO/Renderer/Texture.h"
#include"YOTO/Log.h"
namespace YOTO {
	class OpenGLTexture2D:public Texture2D
	{
	public:
		OpenGLTexture2D(const std::string path);
		virtual~OpenGLTexture2D();
		virtual uint32_t GetWidth()const override { return m_Width; }
		virtual uint32_t GetHeight()const override { return m_Height; }
		virtual void Bind(uint32_t slot=0)const override;
	private:
		std::string m_Path;
		uint32_t m_Width, m_Height;
		uint32_t m_RendererID;
	};
}


OpenGLTexture.cpp:

#include "ytpch.h"
#include "OpenGLTexture.h"
#include
#include"stb_image.h"
namespace YOTO {
	OpenGLTexture2D::OpenGLTexture2D(const std::string path)
		:m_Path(path)
	{
		int width, height, channels;
		stbi_set_flip_vertically_on_load(1);//翻转
		stbi_uc*data=stbi_load(path.c_str(),&width,&height,&channels,0);
		YT_CORE_ASSERT(data, "图片加载错误");
		m_Width = width;
		m_Height = height;
		//创建纹理
		glCreateTextures(GL_TEXTURE_2D, 1, &m_RendererID);
		///告诉OpenGLm_RendererID的纹理存储的是rbg8位,宽高的缓冲区
		glTextureStorage2D(m_RendererID, 1, GL_RGB8,m_Width,m_Height);
		//配置参数:纹理放大时用周围颜色的平均值过滤
		glTextureParameteri(m_RendererID,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTextureParameteri(m_RendererID, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTextureSubImage2D(m_RendererID, 0, 0, 0, m_Width, m_Height,GL_RGB,GL_UNSIGNED_BYTE,data);
		stbi_image_free(data);
	}
	OpenGLTexture2D::~OpenGLTexture2D()
	{
		glDeleteTextures(1,&m_RendererID);
	}
	void OpenGLTexture2D::Bind(uint32_t slot) const
	{
		glBindTextureUnit(slot, m_RendererID);
	}
}

修改配置:

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/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"

测试:

#include
#include "imgui/imgui.h"
#include
#include 
#include 
#include 
class ExampleLayer:public YOTO::Layer
{
public:
	ExampleLayer()
	:Layer("Example"),  m_Camera(-2.0f, 2.0f, -2.0f, 2.0f), m_CameraPosition(0){
		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 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::Refm_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.reset(YOTO::Shader::Create(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 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 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.reset(YOTO::Shader::Create(BlueShaderVertexSource, BlueShaderFragmentSource));
		std::string textureVertexSource = R"(
		#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);
		}
		)";
		//绘制颜色
		std::string textureFragmentSource = R"(
		#version 330 core
		layout(location = 0) out vec4 color;
		in vec3 v_Position;
		in vec2 v_TexCoord;
		uniform sampler2D u_Texture ;
		void main(){
		color = texture(u_Texture, v_TexCoord);	
	//	color = vec4(v_TexCoord, 0.0f, 1.0f);	
		}
		)";
		m_TextureShader.reset(YOTO::Shader::Create(textureVertexSource, textureFragmentSource));
		m_Texture=YOTO::Texture2D::Create("D:/GameEngine/yoto/SRC/Sandbox/assets/textures/Checkerboard.png");

		std::dynamic_pointer_cast(m_TextureShader)->Bind();
		std::dynamic_pointer_cast(m_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 {
		YT_CLIENT_TRACE("delta time {0}s ({1}ms)", ts.GetSeconds(), ts.GetMilliseconds());
	

		if (YOTO::Input::IsKeyPressed(YT_KEY_LEFT)) {
			m_CameraPosition.x -= m_CameraMoveSpeed* ts;
		}
		else if (YOTO::Input::IsKeyPressed(YT_KEY_RIGHT)) {
			m_CameraPosition.x += m_CameraMoveSpeed * ts;
		}
		if (YOTO::Input::IsKeyPressed(YT_KEY_DOWN)) {
			m_CameraPosition.y -= m_CameraMoveSpeed * ts;
		}
		else if (YOTO::Input::IsKeyPressed(YT_KEY_UP)) {
			m_CameraPosition.y += m_CameraMoveSpeed * ts;
		}
		if (YOTO::Input::IsKeyPressed(YT_KEY_A)) {
			m_CameraRotation += m_CameraRotationSpeed * ts;
		}else if (YOTO::Input::IsKeyPressed(YT_KEY_D)) {
			m_CameraRotation -= m_CameraRotationSpeed * ts;
		}

		YOTO::RenderCommand::SetClearColor({ 0.2f, 0.2f, 0.2f, 1.0f });
		YOTO::RenderCommand::Clear();
		m_Camera.SetPosition(m_CameraPosition);
		m_Camera.SetRotation(m_CameraRotation);
		YOTO::Renderer::BeginScene(m_Camera);
		{
			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(m_BlueShader)->Bind();
			std::dynamic_pointer_cast(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 * 0.11f,y* 0.11f, 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);
				}
			}
			
			m_Texture->Bind();
			YOTO::Renderer::Submit(m_TextureShader, m_SquareVA, glm::scale(glm::mat4(1.0f), glm::vec3(1.5f)));

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


			YOTO::Renderer::EndScene();
		}

	}
	void OnEvent(YOTO::Event& event)override {
		/*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::Ref m_Shader;
	YOTO::Ref m_VertexArray;


	YOTO::Ref m_BlueShader,m_TextureShader;
	YOTO::Ref m_SquareVA;
	
	YOTO::Ref m_Texture;

	YOTO::OrthographicCamera m_Camera;
	glm::vec3 m_CameraPosition;
	float m_CameraMoveSpeed = 5.0f;

	float m_CameraRotation = 0;
	float m_CameraRotationSpeed = 180.0f;

	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();
}

跟着cherno手搓游戏引擎【19】抽象纹理_第3张图片cool!

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