添加贴图

This commit is contained in:
2025-04-26 19:44:37 +08:00
parent ffc50ef8a7
commit 6b3f6fc521
42 changed files with 9548 additions and 60 deletions

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@ -1,39 +1,298 @@
#include <Hazel.h>
#include "imgui.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_opengl3.h"
#define GLM_ENABLE_EXPERIMENTAL
#include <glad/glad.h>
#include <Platform/OpenGL/OpenGLShader.h>
#include <Platform/OpenGL/OpenGLTexture.h>
#include "glm/gtc/type_ptr.hpp"
#include "glm/gtx/transform.hpp"
class ExampleLayer : public Hazel::Layer
{
public:
ExampleLayer() : Layer("ExampleLayer")
// ExampleLayer() : Layer("ExampleLayer"), m_Camera(-1.0f, 1.0f, -1.0f, 1.0f), m_CameraPosition(0.0f)
ExampleLayer() : Layer("ExampleLayer"), m_Camera(-1.6f, 1.6f, -0.9f, 0.9f), m_CameraPosition(0.0f), m_SquarePosition(glm::vec3(0.0f))
{
// ------------------------------------------------------------test------------------------------------------------------------
// Vertex Array
m_VertexArray.reset(Hazel::VertexArray::Create());
// Vertex Buffer
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
};
std::shared_ptr<Hazel::VertexBuffer> m_VertexBuffer;
m_VertexBuffer.reset(Hazel::VertexBuffer::Create(vertices, sizeof(vertices)));
Hazel::BufferLayout layout = {
{Hazel::ShaderDataType::Float3, "a_Postion"},
{Hazel::ShaderDataType::Float4, "a_Color"},
};
m_VertexBuffer->SetLayout(layout);
m_VertexArray->AddVertexBuffer(m_VertexBuffer);
uint32_t indices[6] = {0, 1, 2};
std::shared_ptr<Hazel::IndexBuffer> m_IndexBuffer;
m_IndexBuffer.reset(Hazel::IndexBuffer::Create(indices, sizeof(indices) / sizeof(indices[0])));
m_VertexArray->SetIndexBuffer(m_IndexBuffer);
// Shader
std::string vertexSrc = R"(
#version 460 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec3 a_Color;
uniform mat4 u_ViewProjection;
uniform mat4 u_Transform;
out vec3 v_Position;
out vec3 v_Color;
void main() {
v_Position = a_Position;
v_Color = a_Color;
gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0f);
}
)";
std::string fragmentSrc = R"(
#version 460 core
layout(location = 0) out vec4 color;
in vec3 v_Position;
in vec3 v_Color;
void main() {
color = vec4(v_Color, 1.0f);
}
)";
m_Shader.reset(Hazel::Shader::Create(vertexSrc, fragmentSrc));
m_SquareVA.reset(Hazel::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
};
std::shared_ptr<Hazel::VertexBuffer> squareVB; //= VertexBuffer::Create(squareVertices, sizeof(squareVertices));
squareVB.reset(Hazel::VertexBuffer::Create(squareVertices, sizeof(squareVertices)));
squareVB->SetLayout(
{
{Hazel::ShaderDataType::Float3, "a_Postion"},
{Hazel::ShaderDataType::Float2, "a_TexCoord"}
});
m_SquareVA->AddVertexBuffer(squareVB);
uint32_t squareIndice[6] = {0, 1, 2, 2, 3, 0};
std::shared_ptr<Hazel::IndexBuffer> squareIB;
// = std::make_shared<IndexBuffer>(IndexBuffer::Create(squareIndice, sizeof(squareIndice) / sizeof(uint32_t)));
squareIB.reset(Hazel::IndexBuffer::Create(squareIndice, sizeof(squareIndice) / sizeof(uint32_t)));
m_SquareVA->SetIndexBuffer(squareIB);
std::string bluevertexSrc = R"(
#version 460 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;
void main() {
v_TexCoord = a_TexCoord;
gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0f);
}
)";
std::string bluefragmentSrc = R"(
#version 460 core
layout(location = 0) out vec4 color;
in vec3 v_Position;
uniform vec4 u_Color;
void main() {
color = u_Color;
}
)";
m_colorShader.reset(Hazel::Shader::Create(bluevertexSrc, bluefragmentSrc));
std::string textureVertexSrc = R"(
#version 460 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;
void main() {
v_TexCoord = a_TexCoord;
gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0f);
}
)";
std::string textureFragmentSrc = R"(
#version 460 core
layout(location = 0) out vec4 color;
in vec2 v_TexCoord;
uniform sampler2D u_Texture;
void main() {
vec4 tmpColor = texture(u_Texture, v_TexCoord);
if(gl_FragCoord.x < 635){
color = tmpColor;
}
else{
if(tmpColor.a < 0.1){
discard;
}else{
color = vec4(v_TexCoord, 0.0f, 1.0f);
}
}
}
)";
m_TextureShader.reset(Hazel::Shader::Create(textureVertexSrc, textureFragmentSrc));
// Texture
m_Texture = Hazel::Texture2D::Create("assets/textures/Checkerboard.png");
m_logoTexture = Hazel::Texture2D::Create("assets/textures/iceLogo.png");
std::dynamic_pointer_cast<Hazel::OpenGLShader>(m_TextureShader)->Bind();
std::dynamic_pointer_cast<Hazel::OpenGLShader>(m_TextureShader)->UploadUniformInt("u_Texture", 0);
}
void OnUpdate() override
void OnUpdate(Hazel::TimeStep& ts) override
{
// key event
{
float time = ts;
const bool* state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_A])
{
m_CameraPosition.x -= m_CameraSpeed * time;
}
else if (state[SDL_SCANCODE_D])
{
m_CameraPosition.x += m_CameraSpeed * time;
}
if (state[SDL_SCANCODE_W])
{
m_CameraPosition.y += m_CameraSpeed * time;
}
else if (state[SDL_SCANCODE_S])
{
m_CameraPosition.y -= m_CameraSpeed * time;
}
if (state[SDL_SCANCODE_Q])
{
m_CameraRotation += m_CameraRotationSpeed * time;
}
else if (state[SDL_SCANCODE_E])
{
m_CameraRotation -= m_CameraRotationSpeed * time;
}
if (state[SDL_SCANCODE_I])
{
m_SquarePosition.y += m_CameraSpeed * time;
}
else if (state[SDL_SCANCODE_K])
{
m_SquarePosition.y -= m_CameraSpeed * time;
}
if (state[SDL_SCANCODE_J])
{
m_SquarePosition.x -= m_CameraSpeed * time;
}
else if (state[SDL_SCANCODE_L])
{
m_SquarePosition.x += m_CameraSpeed * time;
}
}
Hazel::RendererCommand::SetClearColor({0.1f, 0.1f, 0.1f, 1.0f});
Hazel::RendererCommand::Clear();
m_Camera.SetPosition(m_CameraPosition);
m_Camera.SetRotation(m_CameraRotation);
Hazel::Renderer::BeginScene(m_Camera);
auto transform = glm::translate(glm::mat4(1.0f), m_SquarePosition);
m_Texture->Bind();
Hazel::Renderer::Submit(m_TextureShader, m_SquareVA, transform);
m_logoTexture->Bind();
Hazel::Renderer::Submit(m_TextureShader, m_SquareVA);
Hazel::Renderer::EndScene();
}
void OnEvent(SDL_Event& event) override
{
if (event.type == SDL_EVENT_KEY_DOWN)
{
HZ_CORE_TRACE("{}", event.key.key);
}
}
void OnImGuiRender() override
{
ImGui::Begin("Hazel Layer");
ImGui::Text("Hello World");
ImGui::Text("Rotation: %f", m_CameraRotation);
ImGui::Text("Position: ( %.2f, %.2f, %.2f)", m_CameraPosition.x, m_CameraPosition.y, m_CameraPosition.z);
ImGui::Text("frame: %.3f", ImGui::GetIO().Framerate);
ImGui::ColorEdit3("Square Color", glm::value_ptr(m_SquareColor));
ImGui::End();
}
private:
Hazel::Ref<Hazel::Shader> m_Shader;
Hazel::Ref<Hazel::VertexArray> m_VertexArray;
Hazel::Ref<Hazel::VertexArray> m_SquareVA;
Hazel::Ref<Hazel::Shader> m_colorShader, m_TextureShader;
Hazel::Ref<Hazel::Texture2D> m_Texture, m_logoTexture;
Hazel::OrthographicCamera m_Camera;
glm::vec3 m_CameraPosition;
float m_CameraSpeed = 1.0f;
float m_CameraRotation = 0.0f;
float m_CameraRotationSpeed = 30.f;
glm::vec3 m_SquarePosition;
float m_SquareMoveSpeed = 1.0f;
glm::vec3 m_SquareColor = {0.2f, 0.3f, 0.8f};
};
@ -44,15 +303,16 @@ public:
{
PushLayer(new ExampleLayer());
}
~Sandbox();
private:
};
Sandbox::~Sandbox() = default;
Hazel::Application* Hazel::CreateApplication() {
Hazel::Application* Hazel::CreateApplication()
{
return new Sandbox();
}