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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@ -7,6 +7,8 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(BUILD_SHARED_LIBS OFF)
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
if(MSVC)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4251")
add_compile_options(/utf-8)
@ -18,6 +20,9 @@ set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin-int)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
file(GLOB ASSETS Sandbox/assets/*)
file(COPY ${ASSETS} DESTINATION ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/assets)
add_subdirectory(Hazel)
add_subdirectory(Sandbox)

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@ -8,14 +8,21 @@ add_subdirectory(vendor/glm)
file(GLOB_RECURSE SOURCES "src/*.cpp")
include_directories(vendor/stb)
file(GLOB STB vendor/stb/stb_image.h)
include_directories(vendor/imgui)
include_directories(vendor/imgui/backends)
file(GLOB IMGUI vendor/imgui/**.cpp
vendor/imgui/backends/imgui_impl_opengl3.cpp
vendor/imgui/backends/imgui_impl_sdl3.cpp)
add_library(Hazel SHARED ${SOURCES} ${IMGUI})
add_library(Hazel SHARED
${SOURCES}
${IMGUI}
${STB}
)
@ -41,7 +48,7 @@ target_link_libraries(${PROJECT_NAME} PUBLIC
glm::glm
)
target_compile_definitions(${PROJECT_NAME} PRIVATE HZ_BUILD_DLL)# 编译DLL时定义
target_compile_definitions(${PROJECT_NAME} PRIVATE HZ_BUILD_DLL STB_IMAGE_IMPLEMENTATION)# 编译DLL时定义
if(WIN32)
target_compile_definitions(${PROJECT_NAME} PUBLIC HZ_PLATFORM_WINDOWS IMGUI_API=__declspec\(dllexport\))# 编译DLL时定义

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@ -1,12 +1,29 @@
#pragma once
#define STB_IMAGE_IMPLEMENTATION
// For use by Hazel Applications
#include "Hazel/Core.h"
#include "Hazel/Application.h"
#include "Hazel/Core.h"
#include "Hazel/Log.h"
#include "Hazel/Window.h"
#include "Hazel/ImGui/ImGuiLayer.h"
#include "Hazel/Renderer/GraphicsContext.h"
// ------------------------ Renderer ----------------------------
#include "Hazel/Renderer/Renderer.h"
#include "Hazel/Renderer/RendererCommand.h"
#include "Hazel/Renderer/Buffer.h"
#include "Hazel/Renderer/Shader.h"
#include "Hazel/Renderer/Texture.h"
#include "Hazel/Renderer/VertexArray.h"
#include "Hazel/Renderer/OrthographicCamera.h"
// ------------------------ Entry Point ------------------------

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@ -1,16 +1,19 @@
#include "Application.h"
#include <imgui_impl_opengl3_loader.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_opengl_glext.h>
#include "Log.h"
#include "Renderer/Renderer.h"
#include "Renderer/RendererCommand.h"
namespace Hazel {
Application* Application::s_Instance = nullptr;
Application::Application()
{
if (s_Instance != nullptr)
@ -22,40 +25,12 @@ namespace Hazel {
m_Window = std::unique_ptr<Window>(Window::Create());
m_Window->SetEventCallback(std::bind(&Application::OnEvent, this, std::placeholders::_1));
Renderer::Init();
m_imguiLayer = new ImGuiLayer();
PushOverlay(m_imguiLayer);
// Vertex Array
glGenVertexArrays(1, &m_VertexArray);
glBindVertexArray(m_VertexArray);
// Vertex Buffer
glGenBuffers(1, &m_VertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
float vertices[3 * 3] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
// Index Buffer
glGenBuffers(1, &m_IndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_IndexBuffer);
uint32_t indices[3] = { 0, 1, 2 };
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Shader
m_Window->SetVSync(true);
}
@ -64,14 +39,14 @@ namespace Hazel {
void Application::Run() {
while (m_Running)
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
float currentTime = (float)SDL_GetTicks();
TimeStep timestep = currentTime - m_lastFrameTime;
m_lastFrameTime = currentTime;
glBindVertexArray(m_VertexArray);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
for (Layer* layer : m_layerStack)
{
layer->OnUpdate();
layer->OnUpdate(timestep);
}
m_imguiLayer->Begin();

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@ -5,6 +5,7 @@
#include "Core.h"
#include "Layer.h"
#include "LayerStack.h"
#include "Core/TimeStep.h"
#include "ImGui/ImGuiLayer.h"
namespace Hazel {
@ -30,7 +31,8 @@ namespace Hazel {
LayerStack m_layerStack;
unsigned m_VertexArray, m_VertexBuffer, m_IndexBuffer;
TimeStep m_TimeStep;
float m_lastFrameTime = 0.0f;
private:
static Application* s_Instance;

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@ -10,5 +10,14 @@
#else
#error Hazel only support Windows!
#endif // HZ_PLATFORM_WINDOWS
#include <memory>
namespace Hazel
{
template<typename T>
using Scope = std::unique_ptr<T>;
template<typename T>
using Ref = std::shared_ptr<T>;
}

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@ -0,0 +1,5 @@
//
// Created by sfd on 25-4-23.
//
#include "TimeStep.h"

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@ -0,0 +1,27 @@
//
// Created by sfd on 25-4-23.
//
#ifndef TIMESTEP_H
#define TIMESTEP_H
namespace Hazel
{
class TimeStep
{
public:
TimeStep(float time = 0.0f) : m_Time(time) {}
operator float() const { return m_Time / 1000.0f; }
float GetSeconds() const { return m_Time / 1000.0f; }
float GetMilliseconds() const { return m_Time; }
private:
float m_Time; // ms
};
}
#endif //TIMESTEP_H

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@ -5,7 +5,8 @@
extern Hazel::Application* Hazel::CreateApplication();
int main(int argc, char* argv[]) {
int main(int, char**) {
Hazel::Log::init();
auto app = Hazel::CreateApplication();

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@ -10,6 +10,8 @@
#include "Core.h"
#include <SDL3/SDL.h>
#include "Core/TimeStep.h"
namespace Hazel {
class HAZEL_API Layer
@ -20,7 +22,7 @@ namespace Hazel {
virtual void OnAttach() {}
virtual void OnDetech() {}
virtual void OnUpdate() {}
virtual void OnUpdate(TimeStep& ts) {}
virtual void OnImGuiRender() {}
virtual void OnEvent(SDL_Event& e) {}

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@ -0,0 +1,51 @@
//
// Created by sfd on 25-4-21.
//
#include "Buffer.h"
#include <Hazel/Log.h>
#include "Renderer.h"
#include "Platform/OpenGL/OpenGLBuffer.h"
namespace Hazel
{
// std::shared_ptr<VertexBuffer> VertexBuffer::Create(float* vertices, uint32_t size)
VertexBuffer* VertexBuffer::Create(float* vertices, uint32_t size)
{
switch (Renderer::GetAPI())
{
case RendererAPI::API::NONE:
HZ_CORE_ERROR("NONE is not Support!");
return nullptr;
case RendererAPI::API::OPENGL:
// return std::make_shared<VertexBuffer>(OpenGLVertexBuffer(vertices, size));
return new OpenGLVertexBuffer(vertices, size);
break;
default:
break;
}
HZ_CORE_ERROR("Unknown RendererAPI!");
return nullptr;
}
IndexBuffer* IndexBuffer::Create(uint32_t* indices, uint32_t count)
{
switch (Renderer::GetAPI())
{
case RendererAPI::API::NONE:
HZ_CORE_ERROR("NONE is not Support!");
return nullptr;
case RendererAPI::API::OPENGL:
return new OpenGLIndexBuffer(indices, count);
break;
default:
break;
}
HZ_CORE_ERROR("Unknown RendererAPI!");
return nullptr;
}
}

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@ -0,0 +1,154 @@
//
// Created by sfd on 25-4-21.
//
#ifndef BUFFER_H
#define BUFFER_H
#include <cstdint>
#include <string>
#include <vector>
#include <Hazel/Log.h>
#include "Hazel/Core.h"
namespace Hazel
{
enum class ShaderDataType : uint8_t
{
None = 0,
Float, Float2, Float3, Float4, Mat3, Mat4, Int, Int2, Int3, Int4, Bool
};
static uint32_t ShaderDataTypeSize(ShaderDataType type)
{
switch (type)
{
case ShaderDataType::Float: return 4;
case ShaderDataType::Float2: return 4 * 2;
case ShaderDataType::Float3: return 4 * 3;
case ShaderDataType::Float4: return 4 * 4;
case ShaderDataType::Mat3: return 4 * 3 * 3;
case ShaderDataType::Mat4: return 4 * 4 * 4;
case ShaderDataType::Int: return 4;
case ShaderDataType::Int2: return 4 * 2;
case ShaderDataType::Int3: return 4 * 3;
case ShaderDataType::Int4: return 4 * 4;
case ShaderDataType::Bool: return 4;
}
HZ_CORE_ERROR("Unknown 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 ShaderDataType::Float: return 1;
case ShaderDataType::Float2: return 2;
case ShaderDataType::Float3: return 3;
case ShaderDataType::Float4: return 4;
case ShaderDataType::Mat3: return 3 * 3;
case ShaderDataType::Mat4: return 4 * 4;
case ShaderDataType::Int: return 1;
case ShaderDataType::Int2: return 2;
case ShaderDataType::Int3: return 3;
case ShaderDataType::Int4: return 4;
case ShaderDataType::Bool: return 1;
}
HZ_CORE_ERROR("Unknown ShaderDataType!");
return 0;
}
};
// BufferLayout
class HAZEL_API BufferLayout
{
public:
BufferLayout() {}
BufferLayout(const std::initializer_list<BufferElement>& elements) : m_Elements(elements)
{
CalcOffsetAndStride();
}
inline const std::vector<BufferElement>& GetElements() const { return m_Elements; }
inline uint32_t GetStride() const { return m_Stride; }
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 CalcOffsetAndStride()
{
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;
};
// VertexBuffer
class HAZEL_API VertexBuffer
{
public:
virtual ~VertexBuffer() {}
virtual void Bind() const = 0;
virtual void Unbind() const = 0;
virtual void SetLayout(const BufferLayout& layout) = 0;
virtual const BufferLayout& GetLayout() const = 0;
// static std::shared_ptr<VertexBuffer> Create(float* vertices, uint32_t size);
static VertexBuffer* Create(float* vertices, uint32_t size);
};
// IndexBuffer
class HAZEL_API IndexBuffer
{
public:
virtual ~IndexBuffer() {}
virtual void Bind() const = 0;
virtual void Unbind() const = 0;
virtual uint32_t GetCount() const = 0;
static IndexBuffer* Create(uint32_t* indices, uint32_t count);
};
}
#endif //BUFFER_H

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@ -0,0 +1,26 @@
//
// Created by sfd on 25-4-22.
//
#include "OrthographicCamera.h"
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
namespace Hazel
{
OrthographicCamera::OrthographicCamera(float left, float right, float bottom, float top)
: m_ProjectionMatrix(glm::ortho(left, right, bottom, top, -1.0f, 1.0f)), m_ViewMatrix(glm::mat4(1.0f))
{
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(0.0f, 0.0f, 1.0f));
m_ViewMatrix = glm::inverse(transform);
m_ViewProjectionMatrix = m_ProjectionMatrix * m_ViewMatrix;
}
}

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@ -0,0 +1,46 @@
//
// Created by sfd on 25-4-22.
//
#ifndef ORTHOGRAPHICCAMERA_H
#define ORTHOGRAPHICCAMERA_H
#include <glm/glm.hpp>
#include "Hazel/Core.h"
namespace Hazel
{
class HAZEL_API OrthographicCamera
{
public:
OrthographicCamera(float left, float right, float bottom, float top);
const glm::vec3& GetPosition() const { return m_Position; }
void SetPosition(const glm::vec3& prosition) { m_Position = prosition; 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;
};
}
#endif //ORTHOGRAPHICCAMERA_H

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@ -0,0 +1,40 @@
//
// Created by sfd on 25-4-21.
//
#include "Renderer.h"
#include <SDL3/SDL_opengl.h>
#include "Platform/OpenGL/OpenGLShader.h"
#include "RendererCommand.h"
namespace Hazel
{
Renderer::SceneData* Renderer::m_SceneData = new Renderer::SceneData;
void Renderer::Init()
{
RendererCommand::Init();
}
void Renderer::BeginScene(OrthographicCamera& camera)
{
m_SceneData->ViewProjectionMatrix = camera.GetViewProjectionMatrix();
}
void Renderer::EndScene()
{
}
void Renderer::Submit(const std::shared_ptr<Shader>& shader, const std::shared_ptr<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);
vertexArray->Bind();
RendererCommand::DrawIndexed(vertexArray);
}
}

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@ -0,0 +1,42 @@
//
// Created by sfd on 25-4-21.
//
#ifndef RENDERER_H
#define RENDERER_H
#include <Hazel/Renderer/OrthographicCamera.h>
#include "RendererAPI.h"
#include "Shader.h"
#include "Hazel/Core.h"
namespace Hazel
{
class HAZEL_API Renderer
{
public:
static void Init();
static void BeginScene(OrthographicCamera& camera);
static void EndScene();
static void Submit(const std::shared_ptr<Shader>& shader, const std::shared_ptr<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;
};
}
#endif //RENDERER_H

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@ -0,0 +1,12 @@
//
// Created by sfd on 25-4-22.
//
#include "RendererAPI.h"
namespace Hazel
{
RendererAPI::API RendererAPI::s_API = API::OPENGL;
}

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@ -0,0 +1,39 @@
//
// Created by sfd on 25-4-22.
//
#ifndef RENDERERAPI_H
#define RENDERERAPI_H
#include <memory>
#include "VertexArray.h"
#include "glm/vec4.hpp"
namespace Hazel
{
class HAZEL_API RendererAPI
{
public:
enum class API
{
NONE = 0,
OPENGL = 1
};
public:
virtual void Init() = 0;
virtual void SetClearColor(const glm::vec4& color) = 0;
virtual void Clear() = 0;
virtual void DrawIndexed(const std::shared_ptr<Hazel::VertexArray>& vertexArray) = 0;
inline static API GetAPI() {return s_API; }
private:
static API s_API;
};
}
#endif //RENDERERAPI_H

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@ -0,0 +1,12 @@
//
// Created by sfd on 25-4-22.
//
#include "RendererCommand.h"
#include "Platform/OpenGL/OpenGLRendererAPI.h"
namespace Hazel
{
RendererAPI* RendererCommand::s_RendererAPI = new OpenGLRendererAPI;
}

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@ -0,0 +1,38 @@
//
// Created by sfd on 25-4-22.
//
#ifndef RENDERERCOMMAND_H
#define RENDERERCOMMAND_H
#include "RendererAPI.h"
namespace Hazel {
class HAZEL_API RendererCommand {
public:
inline static void Init()
{
s_RendererAPI->Init();
}
inline static void SetClearColor(const glm::vec4& color)
{
s_RendererAPI->SetClearColor(color);
}
inline static void Clear()
{
s_RendererAPI->Clear();
}
inline static void DrawIndexed(const std::shared_ptr<VertexArray>& vertexArray) {
s_RendererAPI->DrawIndexed(vertexArray);
}
private:
static RendererAPI* s_RendererAPI;
};
}
#endif //RENDERERCOMMAND_H

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@ -0,0 +1,24 @@
//
// Created by sfd on 25-4-21.
//
#include "Shader.h"
#include "Platform/OpenGL/OpenGLShader.h"
#include "Renderer.h"
namespace Hazel
{
Shader* Shader::Create(const std::string& vertexSrc, const std::string& fragmentSrc)
{
switch (Renderer::GetAPI())
{
case RendererAPI::API::NONE: return nullptr;
case RendererAPI::API::OPENGL: return new OpenGLShader(vertexSrc, fragmentSrc);
}
HZ_CORE_ERROR("Unknown RendererAPI");
return nullptr;
}
}

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@ -0,0 +1,28 @@
//
// Created by sfd on 25-4-21.
//
#ifndef SHADER_H
#define SHADER_H
#include <string>
#include <Hazel/Core.h>
namespace Hazel
{
class HAZEL_API Shader
{
public:
virtual ~Shader() = default;
virtual void Bind() const = 0;
virtual void Unbind() const = 0;
static Shader* Create(const std::string& vertexSrc, const std::string& fragmentSrc);
private:
uint32_t m_RendererID;
};
}
#endif //SHADER_H

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@ -0,0 +1,30 @@
//
// Created by sfd on 25-4-25.
//
#include "Hazel/Renderer/Texture.h"
#include "Platform/OpenGL/OpenGLTexture.h"
#include "Renderer.h"
namespace Hazel
{
Ref<Texture2D> Texture2D::Create(const std::string& path)
{
switch (Renderer::GetAPI())
{
case RendererAPI::API::NONE:
HZ_CORE_ERROR("NONE is not Support!");
return nullptr;
case RendererAPI::API::OPENGL:
// return std::make_shared<VertexBuffer>(OpenGLVertexBuffer(vertices, size));
return std::make_shared<OpenGLTexture2D>(path);
break;
default:
break;
}
HZ_CORE_ERROR("Unknown RendererAPI!");
return nullptr;
}
}

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@ -0,0 +1,41 @@
//
// Created by sfd on 25-4-25.
//
#ifndef TEXTURE_H
#define TEXTURE_H
#include <string>
#include <Hazel\Core.h>
namespace Hazel
{
class HAZEL_API Texture
{
public:
virtual ~Texture() = default;
virtual const uint32_t GetWidth() const = 0;
virtual const uint32_t GetHeight() const = 0;
virtual void Bind(uint32_t slot = 0) const = 0;
private:
};
class HAZEL_API Texture2D : public Texture
{
public:
virtual ~Texture2D() = default;
static Ref<Texture2D> Create(const std::string& path);
};
}
#endif //TEXTURE_H

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@ -0,0 +1,34 @@
//
// Created by sfd on 25-4-21.
//
#include "VertexArray.h"
#include <Platform/OpenGL/OpenGLVertexArray.h>
#include "Renderer.h"
namespace Hazel
{
VertexArray::~VertexArray()
{
}
VertexArray* VertexArray::Create()
{
switch (Renderer::GetAPI())
{
case RendererAPI::API::NONE:
HZ_CORE_ERROR("NONE is not Support!");
return nullptr;
case RendererAPI::API::OPENGL:
return new OpenGLVertexArray();
break;
default:
break;
}
HZ_CORE_ERROR("Unknown RendererAPI!");
return nullptr;
}
}

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@ -0,0 +1,35 @@
//
// Created by sfd on 25-4-21.
//
#ifndef VERTEXARRAY_H
#define VERTEXARRAY_H
#include <memory>
#include "Buffer.h"
namespace Hazel
{
class HAZEL_API VertexArray
{
public:
virtual ~VertexArray();
virtual void Bind() const = 0;
virtual void Unbind() const = 0;
virtual void AddVertexBuffer(const std::shared_ptr<VertexBuffer>& vertex_buffer) = 0;
virtual void SetIndexBuffer(const std::shared_ptr<IndexBuffer>& index_buffer) = 0;
virtual const std::vector<std::shared_ptr<VertexBuffer>>& GetVertexBuffer() const = 0;
virtual const std::shared_ptr<IndexBuffer>& GetIndexBuffer() const = 0;
static VertexArray* Create();
};
}
#endif //VERTEXARRAY_H

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@ -0,0 +1,63 @@
//
// Created by sfd on 25-4-21.
//
#include "OpenGLBuffer.h"
#include <glad/glad.h>
namespace Hazel
{
////////////////////////////////////////////////////////////////////
////////////////////// VertexBuffer //////////////////////////
////////////////////////////////////////////////////////////////////
OpenGLVertexBuffer::OpenGLVertexBuffer(float* vertices, uint32_t size)
{
glCreateBuffers(1, &m_RendererID);
glBindBuffer(GL_ARRAY_BUFFER, m_RendererID);
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
}
OpenGLVertexBuffer::~OpenGLVertexBuffer()
{
glDeleteBuffers(1, &m_RendererID);
}
void OpenGLVertexBuffer::Bind() const
{
glBindBuffer(GL_ARRAY_BUFFER, m_RendererID);
}
void OpenGLVertexBuffer::Unbind() const
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
////////////////////////////////////////////////////////////////////
////////////////////// IndexBuffer ///////////////////////////
////////////////////////////////////////////////////////////////////
OpenGLIndexBuffer::OpenGLIndexBuffer(uint32_t* indices, uint32_t count) : m_Count(count)
{
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()
{
glDeleteBuffers(1, &m_RendererID);
}
void OpenGLIndexBuffer::Bind() const
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_RendererID);
}
void OpenGLIndexBuffer::Unbind() const
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}

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@ -0,0 +1,42 @@
//
// Created by sfd on 25-4-21.
//
#ifndef OPENGLBUFFER_H
#define OPENGLBUFFER_H
#include <Hazel/Renderer/Buffer.h>
namespace Hazel
{
class OpenGLVertexBuffer : public VertexBuffer
{
public:
OpenGLVertexBuffer(float* vertices, uint32_t size);
virtual ~OpenGLVertexBuffer();
virtual void Bind() const override;
virtual void Unbind() const override;
virtual void SetLayout(const BufferLayout& layout) override {m_Layout = layout;}
virtual const BufferLayout& GetLayout() const override {return m_Layout;}
private:
uint32_t m_RendererID;
BufferLayout m_Layout;
};
class OpenGLIndexBuffer : public IndexBuffer
{
public:
OpenGLIndexBuffer(uint32_t* indices, uint32_t count);
virtual ~OpenGLIndexBuffer();
virtual void Bind() const override;
virtual void Unbind() const override;
virtual uint32_t GetCount() const override {return m_Count;}
private:
uint32_t m_RendererID;
uint32_t m_Count;
};
}
#endif //OPENGLBUFFER_H

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@ -0,0 +1,32 @@
//
// Created by sfd on 25-4-22.
//
#include "OpenGLRendererAPI.h"
#include <SDL3/SDL_opengl.h>
namespace Hazel
{
void OpenGLRendererAPI::Init()
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void OpenGLRendererAPI::SetClearColor(const glm::vec4& color)
{
glClearColor(color.x, color.y, color.z, color.w);
}
void OpenGLRendererAPI::Clear()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void OpenGLRendererAPI::DrawIndexed(const std::shared_ptr<Hazel::VertexArray>& vertexArray)
{
glDrawElements(GL_TRIANGLES, vertexArray->GetIndexBuffer()->GetCount(), GL_UNSIGNED_INT, 0);
}
}

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@ -0,0 +1,23 @@
//
// Created by sfd on 25-4-22.
//
#ifndef OPENGLRENDERERAPI_H
#define OPENGLRENDERERAPI_H
#include <Hazel/Renderer/RendererAPI.h>
namespace Hazel
{
class OpenGLRendererAPI : public RendererAPI
{
public:
virtual void Init() override;
virtual void SetClearColor(const glm::vec4& color) override;
virtual void Clear() override;
virtual void DrawIndexed(const std::shared_ptr<Hazel::VertexArray>& vertexArray) override;
};
}
#endif //OPENGLRENDERERAPI_H

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@ -0,0 +1,122 @@
//
// Created by sfd on 25-4-24.
//
#include "OpenGLShader.h"
#include <vector>
#include <glad/glad.h>
#include <Hazel/Log.h>
#include "glm/gtc/type_ptr.hpp"
namespace Hazel
{
OpenGLShader::OpenGLShader(const std::string& vertexSrc, const std::string& fragmentSrc)
{
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
const char* vertexShaderSrc = vertexSrc.c_str();
glShaderSource(vertexShader, 1, &vertexShaderSrc, 0);
glCompileShader(vertexShader);
GLint compileSuccess = 0;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &compileSuccess);
if (compileSuccess == GL_FALSE)
{
int length = 0;
glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &length);
std::vector<GLchar> infoLog(length);
glGetShaderInfoLog(vertexShader, length, &length, &infoLog[0]);
glDeleteShader(vertexShader);
HZ_CORE_ERROR("Vertex shader compilation failed!");
HZ_CORE_ERROR("{0}", infoLog.data());
return;
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const char* fragmentShaderSrc = fragmentSrc.c_str();
glShaderSource(fragmentShader, 1, &fragmentShaderSrc, 0);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &compileSuccess);
if (compileSuccess == GL_FALSE)
{
int length = 0;
glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &length);
std::vector<GLchar> infoLog(length);
glGetShaderInfoLog(fragmentShader, length, &length, &infoLog[0]);
glDeleteShader(fragmentShader);
HZ_CORE_ERROR("[{0}:{1}]: Fragment shader compilation failed!", __FILE__, __LINE__);
HZ_CORE_ERROR("{0}", infoLog.data());
return;
}
m_RendererID = glCreateProgram();
glAttachShader(m_RendererID, vertexShader);
glAttachShader(m_RendererID, fragmentShader);
glLinkProgram(m_RendererID);
glGetProgramiv(m_RendererID, GL_LINK_STATUS, &compileSuccess);
if (compileSuccess == GL_FALSE)
{
int length = 0;
glGetProgramiv(m_RendererID, GL_INFO_LOG_LENGTH, &length);
std::vector<GLchar> infoLog(length);
glGetProgramInfoLog(m_RendererID, length, &length, &infoLog[0]);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glDeleteProgram(m_RendererID);
HZ_CORE_ERROR("shaderProgram link failed!");
HZ_CORE_ERROR("{0}", infoLog.data());
return;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
OpenGLShader::~OpenGLShader()
{
glDeleteProgram(m_RendererID);
}
void OpenGLShader::Bind() const
{
glUseProgram(m_RendererID);
}
void OpenGLShader::Unbind() const
{
glUseProgram(0);
}
void OpenGLShader::UploadUniformFloat3(const std::string& name, const glm::vec3& value) const
{
GLint location = glGetUniformLocation(m_RendererID, name.c_str());
glUniform4fv(location, 1, glm::value_ptr(value));
}
void OpenGLShader::UploadUniformFloat4(const std::string& name, const glm::vec4& value) const
{
GLint location = glGetUniformLocation(m_RendererID, name.c_str());
glUniform4fv(location, 1, glm::value_ptr(value));
}
void OpenGLShader::UploadUniformMat4(const std::string& name, const glm::mat4& matrix) const
{
GLint location = glGetUniformLocation(m_RendererID, name.c_str());
glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(matrix));
}
void OpenGLShader::UploadUniformInt(const char* str, const int value) const
{
const GLint location = glGetUniformLocation(m_RendererID, str);
glUniform1i(location, value);
}
}

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@ -0,0 +1,36 @@
//
// Created by sfd on 25-4-24.
//
#ifndef OPENGLSHADER_H
#define OPENGLSHADER_H
#include <Hazel/Renderer/Shader.h>
#include "glm/fwd.hpp"
#include "glm/vec4.hpp"
namespace Hazel
{
class HAZEL_API OpenGLShader : public Shader
{
public:
OpenGLShader(const std::string& vertexSrc, const std::string& fragmentSrc);
virtual ~OpenGLShader() override;
void Bind() const override;
void Unbind() const override;
void UploadUniformInt(const char* str, int value) const;
void UploadUniformFloat3(const std::string& name, const glm::vec3& value) const;
void UploadUniformFloat4(const std::string& name, const glm::vec4& value) const;
void UploadUniformMat4(const std::string& name, const glm::mat4& matrix) const;
private:
uint32_t m_RendererID;
};
}
#endif //OPENGLSHADER_H

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@ -0,0 +1,62 @@
//
// Created by sfd on 25-4-25.
//
#include "OpenGLTexture.h"
#include <glad/glad.h>
#include <Hazel/Log.h>
#include "stb_image.h"
namespace Hazel
{
OpenGLTexture2D::OpenGLTexture2D(const std::string& path) : m_Path(path)
{
int width, height, channels;
stbi_set_flip_vertically_on_load(1);
stbi_uc* data = stbi_load(path.c_str(), &width, &height, &channels, 0);
if (!data)
{
HZ_CORE_ERROR("Failed to load texture {0}", path);
}
m_Width = width;
m_Height = height;
GLenum internalFormat = 0, dataFormat = 0;
if (channels == 4) {
internalFormat = GL_RGBA8;
dataFormat = GL_RGBA;
} else if (channels == 3) {
internalFormat = GL_RGB8;
dataFormat = GL_RGB;
}
HZ_CORE_TRACE("Texture Info: {0}", path);
HZ_CORE_TRACE(" Width: {0}, Height: {1}, Channel: {2}", m_Width, m_Height, channels);
glCreateTextures(GL_TEXTURE_2D, 1, &m_RendererID);
glTextureStorage2D(m_RendererID, 1, internalFormat, m_Width, m_Height);
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, dataFormat, 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);
}
}

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@ -0,0 +1,36 @@
//
// Created by sfd on 25-4-25.
//
#ifndef OPENGLTEXTURE_H
#define OPENGLTEXTURE_H
#include <Hazel/Renderer/Texture.h>
namespace Hazel
{
class OpenGLTexture2D : public Hazel::Texture2D
{
public:
OpenGLTexture2D(const std::string& path);
virtual ~OpenGLTexture2D();
virtual const uint32_t GetWidth() const override {return m_Width; }
virtual const uint32_t GetHeight() const override { return m_Height; }
virtual void Bind(uint32_t slot) const override;
uint32_t GetRendererID() const { return m_RendererID; }
private:
std::string m_Path;
uint32_t m_Width, m_Height;
uint32_t m_RendererID;
};
}
#endif //OPENGLTEXTURE_H

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//
// Created by sfd on 25-4-22.
//
#include "OpenGLVertexArray.h"
#include <glad/glad.h>
namespace Hazel
{
static GLenum ShaderDataTypeToOpenGLBaseType(ShaderDataType type)
{
switch (type)
{
case ShaderDataType::Float: return GL_FLOAT;
case ShaderDataType::Float2: return GL_FLOAT;
case ShaderDataType::Float3: return GL_FLOAT;
case ShaderDataType::Float4: return GL_FLOAT;
case ShaderDataType::Mat3: return GL_FLOAT;
case ShaderDataType::Mat4: return GL_FLOAT;
case ShaderDataType::Int: return GL_INT;
case ShaderDataType::Int2: return GL_INT;
case ShaderDataType::Int3: return GL_INT;
case ShaderDataType::Int4: return GL_INT;
case ShaderDataType::Bool: return GL_BOOL;
}
HZ_CORE_ERROR("Unknown ShaderDataType!");
return 0;
}
OpenGLVertexArray::OpenGLVertexArray()
{
glCreateVertexArrays(1, &m_RendererID);
}
OpenGLVertexArray::~OpenGLVertexArray()
{
glDeleteVertexArrays(1, &m_RendererID);
}
void OpenGLVertexArray::Bind() const
{
glBindVertexArray(m_RendererID);
}
void OpenGLVertexArray::Unbind() const
{
glBindVertexArray(0);
}
void OpenGLVertexArray::AddVertexBuffer(const std::shared_ptr<VertexBuffer>& vertexBuffer)
{
glBindVertexArray(m_RendererID);
vertexBuffer->Bind();
if (auto size = vertexBuffer->GetLayout().GetElements().size() )
{
HZ_CORE_INFO("Added Vertex Buffer {0}", size);
}else
{
HZ_CORE_ERROR("Vertex Buffer has no layout!");
}
uint32_t index = 0;
for (auto& element : vertexBuffer->GetLayout())
{
glEnableVertexAttribArray(index);
glVertexAttribPointer(index, element.GetComponentCount(), ShaderDataTypeToOpenGLBaseType(element.Type),
element.Normalized ? GL_TRUE : GL_FALSE, vertexBuffer->GetLayout().GetStride(),
reinterpret_cast<void*>(element.Offset));
index ++;
}
m_VertexBuffers.push_back(vertexBuffer);
}
void OpenGLVertexArray::SetIndexBuffer(const std::shared_ptr<IndexBuffer>& indexBuffer)
{
glBindVertexArray(m_RendererID);
indexBuffer->Bind();
m_IndexBuffers = indexBuffer;
}
}

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@ -0,0 +1,34 @@
//
// Created by sfd on 25-4-22.
//
#ifndef OPENGLVERTEXARRAY_H
#define OPENGLVERTEXARRAY_H
#include <Hazel/Renderer/VertexArray.h>
namespace Hazel
{
class OpenGLVertexArray : public VertexArray
{
public:
OpenGLVertexArray();
virtual ~OpenGLVertexArray();
virtual void Bind() const override;
virtual void Unbind() const override;
virtual void AddVertexBuffer(const std::shared_ptr<VertexBuffer>& vertexBuffer) override;
virtual void SetIndexBuffer(const std::shared_ptr<IndexBuffer>& indexBuffer) override;
virtual const std::vector<std::shared_ptr<VertexBuffer>>& GetVertexBuffer() const override { return m_VertexBuffers; }
virtual const std::shared_ptr<IndexBuffer>& GetIndexBuffer() const override { return m_IndexBuffers; }
private:
uint32_t m_RendererID;
std::vector<std::shared_ptr<VertexBuffer>> m_VertexBuffers;
std::shared_ptr<IndexBuffer> m_IndexBuffers;
};
}
#endif //OPENGLVERTEXARRAY_H

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@ -69,6 +69,7 @@ namespace Hazel
{
HZ_CORE_ERROR("Could not initialize GLAD context!");
}
HZ_CORE_INFO("Init GLAD OK!");
SetVSync(true);

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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();
}