SandBox2D粒子测试

This commit is contained in:
2025-05-22 20:40:55 +08:00
parent e67a193c77
commit 73de07a1b1
18 changed files with 699 additions and 374 deletions

View File

@ -10,6 +10,8 @@
namespace Hazel namespace Hazel
{ {
class HAZEL_API OrthographicCamera class HAZEL_API OrthographicCamera
{ {
public: public:

View File

@ -10,7 +10,7 @@
namespace Hazel namespace Hazel
{ {
OrthographicCameraController::OrthographicCameraController(float aspectRatio, bool isRotation) : m_AspectRatio(aspectRatio), m_Camera(-m_AspectRatio * m_ZoomLevel, m_AspectRatio * m_ZoomLevel, -m_ZoomLevel, m_ZoomLevel), m_isRotation(isRotation) OrthographicCameraController::OrthographicCameraController(float aspectRatio, bool isRotation) : m_AspectRatio(aspectRatio), m_isRotation(isRotation),m_Bounds(-m_AspectRatio * m_ZoomLevel, m_AspectRatio * m_ZoomLevel, -m_ZoomLevel, m_ZoomLevel), m_Camera(m_Bounds.left, m_Bounds.right, m_Bounds.bottom, m_Bounds.top)
{ {
} }
@ -69,7 +69,8 @@ namespace Hazel
{ {
m_ZoomLevel += e.wheel.y * 0.25f; m_ZoomLevel += e.wheel.y * 0.25f;
m_ZoomLevel = std::max(m_ZoomLevel, 0.25f); m_ZoomLevel = std::max(m_ZoomLevel, 0.25f);
m_Camera.SetProjection(-m_AspectRatio * m_ZoomLevel, m_AspectRatio * m_ZoomLevel, -m_ZoomLevel, m_ZoomLevel); m_Bounds = { -m_AspectRatio * m_ZoomLevel,m_AspectRatio * m_ZoomLevel, -m_ZoomLevel, m_ZoomLevel };
m_Camera.SetProjection(m_Bounds.left, m_Bounds.right, m_Bounds.bottom, m_Bounds.top);
return false; return false;
} }
return true; return true;
@ -81,7 +82,8 @@ namespace Hazel
if (e.type == SDL_EVENT_WINDOW_RESIZED && (e.window.windowID == Application::Get().GetWindow().GetMainWindowID())) if (e.type == SDL_EVENT_WINDOW_RESIZED && (e.window.windowID == Application::Get().GetWindow().GetMainWindowID()))
{ {
m_AspectRatio = static_cast<float>(e.window.data1) / static_cast<float>(e.window.data2); m_AspectRatio = static_cast<float>(e.window.data1) / static_cast<float>(e.window.data2);
m_Camera.SetProjection(-m_AspectRatio * m_ZoomLevel, m_AspectRatio * m_ZoomLevel, -m_ZoomLevel, m_ZoomLevel); m_Bounds = { -m_AspectRatio * m_ZoomLevel,m_AspectRatio * m_ZoomLevel, -m_ZoomLevel, m_ZoomLevel };
m_Camera.SetProjection(m_Bounds.left, m_Bounds.right, m_Bounds.bottom, m_Bounds.top);
return false; return false;
} }
return true; return true;

View File

@ -15,6 +15,14 @@
namespace Hazel namespace Hazel
{ {
struct OrthographicCameraBounds
{
float left, right, bottom, top;
float GetWidth() { return right - left; }
float GetHeight() { return top - bottom; }
};
class HAZEL_API OrthographicCameraController class HAZEL_API OrthographicCameraController
{ {
public: public:
@ -31,6 +39,8 @@ namespace Hazel
OrthographicCamera& GetCamera() {return m_Camera;} OrthographicCamera& GetCamera() {return m_Camera;}
const OrthographicCamera& GetCamera() const {return m_Camera;} const OrthographicCamera& GetCamera() const {return m_Camera;}
const OrthographicCameraBounds& GetBounds() const {return m_Bounds;}
private: private:
bool OnMouseScrolled(SDL_Event& e); bool OnMouseScrolled(SDL_Event& e);
bool OnWindowResized(SDL_Event& e); bool OnWindowResized(SDL_Event& e);
@ -38,9 +48,11 @@ namespace Hazel
private: private:
float m_AspectRatio; float m_AspectRatio;
float m_ZoomLevel = 1.0f; float m_ZoomLevel = 1.0f;
OrthographicCamera m_Camera;
bool m_isRotation; bool m_isRotation;
OrthographicCameraBounds m_Bounds;
OrthographicCamera m_Camera;
glm::vec3 m_CameraPosition = { 0.0f, 0.0f, 0.0f }; glm::vec3 m_CameraPosition = { 0.0f, 0.0f, 0.0f };
float m_CameraRotation = 0.0f; float m_CameraRotation = 0.0f;
float m_CameraTranslationSpeed = 20.0f, m_CameraRotationSpeed = 30.0f; float m_CameraTranslationSpeed = 20.0f, m_CameraRotationSpeed = 30.0f;

View File

@ -23,6 +23,7 @@ namespace Hazel
glm::vec4 Color; glm::vec4 Color;
glm::vec2 TexCoord; glm::vec2 TexCoord;
float TexIndex; float TexIndex;
float TilingFactor;
// TODO: // TODO:
}; };
@ -44,6 +45,10 @@ namespace Hazel
std::array<Ref<Texture2D>, MaxTextureSlots> TextureSlots; std::array<Ref<Texture2D>, MaxTextureSlots> TextureSlots;
uint32_t TextureSlotIndex = 1; // 0 use white texture uint32_t TextureSlotIndex = 1; // 0 use white texture
glm::vec4 QuadVertexPosition[4];
Renderer2D::Statistic Stats;
}; };
static Renderer2DStorage s_Data; static Renderer2DStorage s_Data;
@ -62,7 +67,8 @@ namespace Hazel
{ShaderDataType::Float3, "a_Postion"}, {ShaderDataType::Float3, "a_Postion"},
{ShaderDataType::Float4, "a_Color"}, {ShaderDataType::Float4, "a_Color"},
{ShaderDataType::Float2, "a_TexCoord"}, {ShaderDataType::Float2, "a_TexCoord"},
{ShaderDataType::Float, "a_TexIndex"} {ShaderDataType::Float, "a_TexIndex"},
{ShaderDataType::Float, "a_TilingFactor"}
}); });
s_Data.QuadVertexArray->AddVertexBuffer(s_Data.QuadVertexBuffer); s_Data.QuadVertexArray->AddVertexBuffer(s_Data.QuadVertexBuffer);
@ -114,6 +120,11 @@ namespace Hazel
s_Data.TextureSlots[i] = 0; s_Data.TextureSlots[i] = 0;
} }
*/ */
s_Data.QuadVertexPosition[0] = {-0.5f, -0.5f, 0.0f, 1.0f};
s_Data.QuadVertexPosition[1] = {0.5f, -0.5f, 0.0f, 1.0f};
s_Data.QuadVertexPosition[2] = {0.5f, 0.5f, 0.0f, 1.0f};
s_Data.QuadVertexPosition[3] = {-0.5f, 0.5f, 0.0f, 1.0f};
} }
void Renderer2D::BeginScene(const OrthographicCamera& camera) void Renderer2D::BeginScene(const OrthographicCamera& camera)
@ -143,8 +154,9 @@ namespace Hazel
{ {
s_Data.TextureSlots[i]->Bind(i); s_Data.TextureSlots[i]->Bind(i);
} }
s_Data.WhiteTexture->Bind();
RendererCommand::DrawIndexed(s_Data.QuadVertexArray, s_Data.QuadIndexCount); RendererCommand::DrawIndexed(s_Data.QuadVertexArray, s_Data.QuadIndexCount);
s_Data.Stats.DrawCalls++;
} }
void Renderer2D::DrawQuad(const glm::vec2& position, const glm::vec2& size, const glm::vec4& color) void Renderer2D::DrawQuad(const glm::vec2& position, const glm::vec2& size, const glm::vec4& color)
@ -155,48 +167,47 @@ namespace Hazel
void Renderer2D::DrawQuad(const glm::vec3& position, const glm::vec2& size, const glm::vec4& color) void Renderer2D::DrawQuad(const glm::vec3& position, const glm::vec2& size, const glm::vec4& color)
{ {
HZ_PROFILE_FUNCTION(); HZ_PROFILE_FUNCTION();
if (s_Data.QuadIndexCount >= s_Data.MaxIndices)
{
FlushAndReset();
}
const float texIndex = 0.0f; constexpr float texIndex = 0.0f;
constexpr float tilingFactor = 1.0f;
s_Data.QuadVertexBufferPtr->Position = position; const glm::mat4 transform = glm::translate(glm::mat4(1.0f), position) * glm::scale(glm::mat4(1.0f), { size.x, size.y, 1.0f });
s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[0];
s_Data.QuadVertexBufferPtr->Color = color; s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = {0.0f, 0.0f}; s_Data.QuadVertexBufferPtr->TexCoord = {0.0f, 0.0f};
s_Data.QuadVertexBufferPtr->TexIndex = texIndex; s_Data.QuadVertexBufferPtr->TexIndex = texIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++; s_Data.QuadVertexBufferPtr ++;
s_Data.QuadVertexBufferPtr->Position = { position.x + size.x, position.y, 0.0f }; s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[1];
s_Data.QuadVertexBufferPtr->Color = color; s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = {1.0f, 0.0f}; s_Data.QuadVertexBufferPtr->TexCoord = {1.0f, 0.0f};
s_Data.QuadVertexBufferPtr->TexIndex = texIndex; s_Data.QuadVertexBufferPtr->TexIndex = texIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++; s_Data.QuadVertexBufferPtr ++;
s_Data.QuadVertexBufferPtr->Position = {position.x + size.x, position.y + size.y, 0.0f}; s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[2];
s_Data.QuadVertexBufferPtr->Color = color; s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = {1.0f, 1.0f}; s_Data.QuadVertexBufferPtr->TexCoord = {1.0f, 1.0f};
s_Data.QuadVertexBufferPtr->TexIndex = texIndex; s_Data.QuadVertexBufferPtr->TexIndex = texIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++; s_Data.QuadVertexBufferPtr ++;
s_Data.QuadVertexBufferPtr->Position = {position.x, position.y + size.y, 0.0f}; s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[3];
s_Data.QuadVertexBufferPtr->Color = color; s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = {0.0f, 1.0f}; s_Data.QuadVertexBufferPtr->TexCoord = {0.0f, 1.0f};
s_Data.QuadVertexBufferPtr->TexIndex = texIndex; s_Data.QuadVertexBufferPtr->TexIndex = texIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++; s_Data.QuadVertexBufferPtr ++;
s_Data.QuadIndexCount += 6; s_Data.QuadIndexCount += 6;
/* s_Data.Stats.QuadCount ++;
s_Data.TextureShader->SetFloat4("u_Color", color);
s_Data.TextureShader->SetFloat("u_TilingFactor", 1.f);
s_Data.WhiteTexture->Bind();
const glm::mat4 transform = glm::translate(glm::mat4(1.0f), position) * glm::scale(glm::mat4(1.0f), { size.x, size.y, 1.0f });
s_Data.TextureShader->SetMat4("u_Transform", transform);
s_Data.QuadVertexArray->Bind();
RendererCommand::DrawIndexed(s_Data.QuadVertexArray);
*/
} }
void Renderer2D::Shutdown() void Renderer2D::Shutdown()
@ -204,6 +215,27 @@ namespace Hazel
HZ_PROFILE_FUNCTION(); HZ_PROFILE_FUNCTION();
} }
void Renderer2D::ResetStats()
{
memset(&s_Data.Stats, 0, sizeof(Statistic));
}
Renderer2D::Statistic Renderer2D::GetStats()
{
return s_Data.Stats;
}
void Renderer2D::FlushAndReset()
{
EndScene();
s_Data.QuadIndexCount = 0;
s_Data.QuadVertexBufferPtr = s_Data.QuadVertexBufferBase;
s_Data.TextureSlotIndex = 1;
}
void Renderer2D::DrawQuad(const glm::vec2& position, const glm::vec2& size, const Ref<Texture2D>& texture, const float tilingFactor, const glm::vec4& tintColor) void Renderer2D::DrawQuad(const glm::vec2& position, const glm::vec2& size, const Ref<Texture2D>& texture, const float tilingFactor, const glm::vec4& tintColor)
{ {
DrawQuad({position.x, position.y, 0.0f}, size, texture, tilingFactor, tintColor); DrawQuad({position.x, position.y, 0.0f}, size, texture, tilingFactor, tintColor);
@ -211,13 +243,15 @@ namespace Hazel
void Renderer2D::DrawQuad(const glm::vec3& position, const glm::vec2& size, const Ref<Texture2D>& texture, const float tilingFactor, const glm::vec4& tintColor) void Renderer2D::DrawQuad(const glm::vec3& position, const glm::vec2& size, const Ref<Texture2D>& texture, const float tilingFactor, const glm::vec4& tintColor)
{ {
HZ_PROFILE_FUNCTION(); HZ_PROFILE_FUNCTION();
if (s_Data.QuadIndexCount >= s_Data.MaxIndices)
{
FlushAndReset();
}
constexpr glm::vec4 color = {1.0f, 1.0f, 1.0f, 1.0f}; constexpr glm::vec4 color = {1.0f, 1.0f, 1.0f, 1.0f};
float textureIndex = 0.0f; float textureIndex = 0.0f;
auto &a = s_Data;
for (uint32_t i = 1; i < s_Data.TextureSlotIndex; i++) for (uint32_t i = 1; i < s_Data.TextureSlotIndex; i++)
{ {
if (*s_Data.TextureSlots[i].get() == *texture.get()) if (*s_Data.TextureSlots[i].get() == *texture.get())
@ -235,46 +269,39 @@ namespace Hazel
s_Data.TextureSlotIndex++; s_Data.TextureSlotIndex++;
} }
const glm::mat4 transform = glm::translate(glm::mat4(1.0f), position) * glm::scale(glm::mat4(1.0f), { size.x, size.y, 1.0f });
s_Data.QuadVertexBufferPtr->Position = position; s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[0];
s_Data.QuadVertexBufferPtr->Color = color; s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = {0.0f, 0.0f}; s_Data.QuadVertexBufferPtr->TexCoord = {0.0f, 0.0f};
s_Data.QuadVertexBufferPtr->TexIndex = textureIndex; s_Data.QuadVertexBufferPtr->TexIndex = textureIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++; s_Data.QuadVertexBufferPtr ++;
s_Data.QuadVertexBufferPtr->Position = { position.x + size.x, position.y, 0.0f }; s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[1];
s_Data.QuadVertexBufferPtr->Color = color; s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = {1.0f, 0.0f}; s_Data.QuadVertexBufferPtr->TexCoord = {1.0f, 0.0f};
s_Data.QuadVertexBufferPtr->TexIndex = textureIndex; s_Data.QuadVertexBufferPtr->TexIndex = textureIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++; s_Data.QuadVertexBufferPtr ++;
s_Data.QuadVertexBufferPtr->Position = {position.x + size.x, position.y + size.y, 0.0f}; s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[2];
s_Data.QuadVertexBufferPtr->Color = color; s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = {1.0f, 1.0f}; s_Data.QuadVertexBufferPtr->TexCoord = {1.0f, 1.0f};
s_Data.QuadVertexBufferPtr->TexIndex = textureIndex; s_Data.QuadVertexBufferPtr->TexIndex = textureIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++; s_Data.QuadVertexBufferPtr ++;
s_Data.QuadVertexBufferPtr->Position = {position.x, position.y + size.y, 0.0f}; s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[3];
s_Data.QuadVertexBufferPtr->Color = color; s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = {0.0f, 1.0f}; s_Data.QuadVertexBufferPtr->TexCoord = {0.0f, 1.0f};
s_Data.QuadVertexBufferPtr->TexIndex = textureIndex; s_Data.QuadVertexBufferPtr->TexIndex = textureIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++; s_Data.QuadVertexBufferPtr ++;
s_Data.QuadIndexCount += 6; s_Data.QuadIndexCount += 6;
s_Data.TextureShader->SetFloat4("u_Color", tintColor); s_Data.Stats.QuadCount ++;
s_Data.TextureShader->SetFloat("u_TilingFactor", tilingFactor);
s_Data.TextureShader->Bind();
/*
texture->Bind();
const glm::mat4 transform = glm::translate(glm::mat4(1.0f), position) * glm::scale(glm::mat4(1.0f), { size.x, size.y, 1.0f });
s_Data.TextureShader->SetMat4("u_Transform", transform);
s_Data.TextureShader->Bind();
RendererCommand::DrawIndexed(s_Data.QuadVertexArray, s_Data.QuadIndexCount);
*/
} }
void Renderer2D::DrawRotateQuad(const glm::vec2& position, const glm::vec2& size, const float rotation, void Renderer2D::DrawRotateQuad(const glm::vec2& position, const glm::vec2& size, const float rotation,
@ -287,17 +314,50 @@ namespace Hazel
const glm::vec4& color) const glm::vec4& color)
{ {
HZ_PROFILE_FUNCTION(); HZ_PROFILE_FUNCTION();
s_Data.TextureShader->SetFloat4("u_Color", color);
s_Data.TextureShader->SetFloat("u_TilingFactor", 1.0f);
s_Data.TextureShader->Bind();
s_Data.WhiteTexture->Bind();
if (s_Data.QuadIndexCount >= s_Data.MaxIndices)
{
FlushAndReset();
}
constexpr float texIndex = 0.0f;
constexpr float tilingFactor = 1.0f;
const 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 }); const 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.TextureShader->Bind(); s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[0];
RendererCommand::DrawIndexed(s_Data.QuadVertexArray); s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = {0.0f, 0.0f};
s_Data.QuadVertexBufferPtr->TexIndex = texIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++;
s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[1];
s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = {1.0f, 0.0f};
s_Data.QuadVertexBufferPtr->TexIndex = texIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++;
s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[2];
s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = {1.0f, 1.0f};
s_Data.QuadVertexBufferPtr->TexIndex = texIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++;
s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[3];
s_Data.QuadVertexBufferPtr->Color = color;
s_Data.QuadVertexBufferPtr->TexCoord = {0.0f, 1.0f};
s_Data.QuadVertexBufferPtr->TexIndex = texIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++;
s_Data.QuadIndexCount += 6;
s_Data.Stats.QuadCount ++;
} }
void Renderer2D::DrawRotateQuad(const glm::vec2& position, const glm::vec2& size, const float rotation, void Renderer2D::DrawRotateQuad(const glm::vec2& position, const glm::vec2& size, const float rotation,
@ -310,17 +370,64 @@ namespace Hazel
const Ref<Texture2D>& texture, const float tilingFactor, const glm::vec4& tintColor) const Ref<Texture2D>& texture, const float tilingFactor, const glm::vec4& tintColor)
{ {
HZ_PROFILE_FUNCTION(); HZ_PROFILE_FUNCTION();
s_Data.TextureShader->SetFloat4("u_Color", tintColor);
s_Data.TextureShader->SetFloat("u_TilingFactor", tilingFactor);
s_Data.TextureShader->Bind();
texture->Bind(); if (s_Data.QuadIndexCount >= s_Data.MaxIndices)
{
FlushAndReset();
}
float textureIndex = 0.0f;
for (uint32_t i = 1; i < s_Data.TextureSlotIndex; i++)
{
if (*s_Data.TextureSlots[i].get() == *texture.get())
{
textureIndex = (float)i;
break;
}
}
if (textureIndex == 0.0f)
{
textureIndex = (float)s_Data.TextureSlotIndex;
s_Data.TextureSlots[s_Data.TextureSlotIndex] = texture;
s_Data.TextureSlotIndex++;
}
const 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 }); const 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.TextureShader->Bind();
RendererCommand::DrawIndexed(s_Data.QuadVertexArray); s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[0];
s_Data.QuadVertexBufferPtr->Color = tintColor;
s_Data.QuadVertexBufferPtr->TexCoord = {0.0f, 0.0f};
s_Data.QuadVertexBufferPtr->TexIndex = textureIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++;
s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[1];
s_Data.QuadVertexBufferPtr->Color = tintColor;
s_Data.QuadVertexBufferPtr->TexCoord = {1.0f, 0.0f};
s_Data.QuadVertexBufferPtr->TexIndex = textureIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++;
s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[2];
s_Data.QuadVertexBufferPtr->Color = tintColor;
s_Data.QuadVertexBufferPtr->TexCoord = {1.0f, 1.0f};
s_Data.QuadVertexBufferPtr->TexIndex = textureIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++;
s_Data.QuadVertexBufferPtr->Position = transform * s_Data.QuadVertexPosition[3];
s_Data.QuadVertexBufferPtr->Color = tintColor;
s_Data.QuadVertexBufferPtr->TexCoord = {0.0f, 1.0f};
s_Data.QuadVertexBufferPtr->TexIndex = textureIndex;
s_Data.QuadVertexBufferPtr->TilingFactor = tilingFactor;
s_Data.QuadVertexBufferPtr ++;
s_Data.QuadIndexCount += 6;
s_Data.Stats.QuadCount ++;
} }
} }

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@ -32,6 +32,17 @@ namespace Hazel
static void Shutdown(); static void Shutdown();
struct Statistic
{
uint32_t DrawCalls = 0;
uint32_t QuadCount = 0;
uint32_t GetTotalVertexCount() const { return QuadCount * 4; }
uint32_t GetTotalIndexCount() const { return QuadCount * 6; }
};
static void ResetStats();
static Statistic GetStats();
private:
static void FlushAndReset();
}; };
} }

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@ -21,3 +21,14 @@ add_executable(${DEMO_PROJECT} ${DEMO_SOURCES})
target_link_libraries(${DEMO_PROJECT} PRIVATE Hazel) target_link_libraries(${DEMO_PROJECT} PRIVATE Hazel)
# Example
set(EXAMPLE_PROJECT "${PROJECT_NAME}-Example")
file(GLOB_RECURSE EXAMPLE_SOURCES
src/SandboxApp.cpp
src/Example/*.cpp)
add_executable(${EXAMPLE_PROJECT} ${EXAMPLE_SOURCES})
target_link_libraries(${EXAMPLE_PROJECT} PRIVATE Hazel)

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@ -5,6 +5,7 @@ layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color; layout(location = 1) in vec4 a_Color;
layout(location = 2) in vec2 a_TexCoord; layout(location = 2) in vec2 a_TexCoord;
layout(location = 3) in float a_TexIndex; layout(location = 3) in float a_TexIndex;
layout(location = 4) in float a_TilingFactor;
uniform mat4 u_ViewProjection; uniform mat4 u_ViewProjection;
//uniform mat4 u_Transform; //uniform mat4 u_Transform;
@ -12,11 +13,13 @@ uniform mat4 u_ViewProjection;
out vec2 v_TexCoord; out vec2 v_TexCoord;
out vec4 v_Color; out vec4 v_Color;
out float v_TexIndex; out float v_TexIndex;
out float v_TilingFactor;
void main() { void main() {
v_TexCoord = a_TexCoord; v_TexCoord = a_TexCoord;
v_Color = a_Color; v_Color = a_Color;
v_TexIndex = a_TexIndex; v_TexIndex = a_TexIndex;
v_TilingFactor = a_TilingFactor;
gl_Position = u_ViewProjection * vec4(a_Position, 1.0f); gl_Position = u_ViewProjection * vec4(a_Position, 1.0f);
} }
@ -29,13 +32,13 @@ layout(location = 0) out vec4 color;
in vec2 v_TexCoord; in vec2 v_TexCoord;
in vec4 v_Color; in vec4 v_Color;
in float v_TexIndex; in float v_TexIndex;
in float v_TilingFactor;
uniform float u_TilingFactor;
uniform vec4 u_Color; uniform vec4 u_Color;
uniform sampler2D u_Textures[32]; uniform sampler2D u_Textures[32];
void main() { void main() {
color = texture(u_Textures[int(v_TexIndex)], v_TexCoord * u_TilingFactor) * v_Color; color = texture(u_Textures[int(v_TexIndex)], v_TexCoord * v_TilingFactor) * v_Color;
// color = v_Color; // color = v_Color;
} }

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@ -4,23 +4,17 @@
#include "GameLayer.h" #include "GameLayer.h"
#include <imgui_internal.h>
#include <Hazel/Core/Application.h> #include <Hazel/Core/Application.h>
#include <Hazel/Renderer/Renderer2D.h>
#include <Hazel/Renderer/RendererCommand.h>
GameLayer::GameLayer() : Layer("GameLayer") GameLayer::GameLayer() : Layer("GameLayer") , m_cameraController((float)(Application::Get().GetWindow().GetWidth()) / (float)(Application::Get().GetWindow().GetHeight()))
{ {
auto& window = Application::Get().GetWindow();
CreateCamera(window.GetWidth(), window.GetHeight());
Random::Init();
} }
void GameLayer::OnAttach() void GameLayer::OnAttach()
{ {
m_Level.Init();
ImGuiIO& io = ImGui::GetIO();
} }
void GameLayer::OnDetech() void GameLayer::OnDetech()
@ -29,31 +23,31 @@ void GameLayer::OnDetech()
void GameLayer::OnUpdate(TimeStep& ts) void GameLayer::OnUpdate(TimeStep& ts)
{ {
m_Time += ts; auto mouseState = SDL_GetMouseState(NULL, NULL);
static Uint32 prevMouseState = 0;
m_cameraController.OnUpdate(ts);
RendererCommand::SetClearColor({0.2f, 0.2f, 0.2f, 1.0f});
RendererCommand::Clear();
Renderer2D::BeginScene(m_cameraController.GetCamera());
Hazel::Renderer2D::DrawQuad({0.0f, 0.0f}, {1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f});
Renderer2D::EndScene();
if ((mouseState & SDL_BUTTON_LMASK) && !(prevMouseState & SDL_BUTTON_LMASK))
{
HZ_CORE_INFO("LEFT Mouse Clicked!");
}
prevMouseState = mouseState;
} }
void GameLayer::OnEvent(SDL_Event& e) void GameLayer::OnEvent(SDL_Event& e)
{ {
if (const auto& window = Application::Get().GetWindow(); e.type == SDL_EVENT_WINDOW_RESIZED && e.window.windowID == window.GetMainWindowID()) m_cameraController.OnEvent(e);
{
CreateCamera(window.GetWidth(), window.GetHeight());
}
} }
void GameLayer::OnImGuiRender() void GameLayer::OnImGuiRender()
{ {
} }
void GameLayer::CreateCamera(uint32_t width, uint32_t height)
{
const float aspect = static_cast<float>(width) / static_cast<float>(height);
const float camWidth = 8.0f;
const float bottom = -camWidth;
const float top = camWidth;
const float left = bottom * aspect;
const float right = top * aspect;
m_Camera = OrthographicCamera(left, right, bottom, top);
}

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@ -5,9 +5,8 @@
#ifndef GAMELAYER_H #ifndef GAMELAYER_H
#define GAMELAYER_H #define GAMELAYER_H
#include <Hazel/Core/Layer.h> #include <Hazel/Core/Layer.h>
#include <Hazel/Renderer/OrthographicCamera.h> #include <Hazel/Renderer/OrthographicCameraController.h>
#include "Random.h"
using namespace Hazel; using namespace Hazel;
@ -22,20 +21,8 @@ public:
void OnEvent(SDL_Event& e) override; void OnEvent(SDL_Event& e) override;
void OnImGuiRender() override; void OnImGuiRender() override;
void CreateCamera(uint32_t width, uint32_t height);
private: private:
std::unique_ptr<OrthographicCamera> m_Camera; OrthographicCameraController m_cameraController;
float m_Time = 0.0f;
bool m_Blink = false;
enum class GameState
{
Play = 0, MainMenu, GameOver
};
GameState m_GameState = GameState::MainMenu;
}; };

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@ -1,5 +0,0 @@
//
// Created by sfd on 25-5-18.
//
#include "Random.h"

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@ -1,28 +0,0 @@
//
// Created by sfd on 25-5-18.
//
#ifndef RANDOM_H
#define RANDOM_H
#include <random>
class Random {
public:
static void Init() {
s_RandomEngine.seed(std::random_device()());
}
static float Float()
{
return (float)s_Distribution(s_RandomEngine) / (float)std::numeric_limits<uint32_t>::max();
}
private:
static std::mt19937 s_RandomEngine;
static std::uniform_int_distribution<std::mt19937::result_type> s_Distribution;
};
#endif //RANDOM_H

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@ -0,0 +1,214 @@
//
// Created by sfd on 25-5-21.
//
#include "ExampleLayer.h"
#include <imgui.h>
#include <Hazel/Renderer/Renderer.h>
#include <Hazel/Renderer/RendererCommand.h>
#include <Platform/OpenGL/OpenGLShader.h>
#include "glm/gtc/type_ptr.hpp"
#define GLM_ENABLE_EXPERIMENTAL
#include "glm/gtx/transform.hpp"
ExampleLayer::ExampleLayer() : Layer("ExampleLayer"), m_CameraController(1280.0f / 720.0f), m_SquarePosition(glm::vec3(0.0f))
{
// ------------------------------------------------------------test------------------------------------------------------------
// Vertex Array
m_VertexArray = 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 = 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 = 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 = Hazel::Shader::Create("demoShader", vertexSrc, fragmentSrc);
m_SquareVA = 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 = 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 = Hazel::IndexBuffer::Create(squareIndice, sizeof(squareIndice) / sizeof(uint32_t));
m_SquareVA->SetIndexBuffer(squareIB);
std::string coloeVertexSrc = 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 colorFragmentSrc = 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 = Hazel::Shader::Create("ColorShader", coloeVertexSrc, colorFragmentSrc);
// Texture.Shader
// m_TextureShader = Hazel::Shader::Create("assets/shaders/Texture.glsl");
auto textureShader = m_ShaderLibrary.Load("assets/shaders/Texture.glsl");
// 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>(textureShader)->Bind();
std::dynamic_pointer_cast<Hazel::OpenGLShader>(textureShader)->UploadUniformInt("u_Texture", 0);
}
void ExampleLayer::OnUpdate(Hazel::TimeStep& ts)
{
m_CameraController.OnUpdate(ts);
// key event
{
float time = ts;
const bool* state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_I])
{
m_SquarePosition.y += 5 * time;
}
else if (state[SDL_SCANCODE_K])
{
m_SquarePosition.y -= 5 * time;
}
if (state[SDL_SCANCODE_J])
{
m_SquarePosition.x -= 5 * time;
}
else if (state[SDL_SCANCODE_L])
{
m_SquarePosition.x += 5 * time;
}
}
Hazel::RendererCommand::SetClearColor(m_ScreenClearColor);
Hazel::RendererCommand::Clear();
Hazel::Renderer::BeginScene(m_CameraController.GetCamera());
auto transform = glm::translate(glm::mat4(1.0f), m_SquarePosition);
auto textureShader = m_ShaderLibrary.Get("Texture");
m_Texture->Bind();
Hazel::Renderer::Submit(textureShader, m_SquareVA, transform);
m_logoTexture->Bind();
Hazel::Renderer::Submit(textureShader, m_SquareVA);
Hazel::Renderer::EndScene();
}
void ExampleLayer::OnEvent(SDL_Event& e)
{
m_CameraController.OnEvent(e);
}
void ExampleLayer::OnImGuiRender()
{
ImGui::ShowDemoWindow();
const auto cameraRotation = m_CameraController.GetCamera().GetRotation();
const auto cameraPosition = m_CameraController.GetCamera().GetPosition();
ImGui::Begin("Hazel Layer");
ImGui::Text("Rotation: %f", cameraRotation);
ImGui::Text("Position: ( %.2f, %.2f, %.2f)", cameraPosition.x, cameraPosition.y, cameraPosition.z);
ImGui::Text("frame: %.3f", ImGui::GetIO().Framerate);
ImGui::ColorEdit3("Square Color", glm::value_ptr(m_SquareColor));
ImGui::NewLine();
ImGui::ColorEdit4("Screen Clear Color", glm::value_ptr(m_ScreenClearColor));
ImGui::End();
}

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@ -0,0 +1,46 @@
//
// Created by sfd on 25-5-21.
//
#ifndef EXAMPLELAYER_H
#define EXAMPLELAYER_H
#include <Hazel/Core/Layer.h>
#include <Hazel/Renderer/OrthographicCameraController.h>
#include <Hazel/Renderer/Shader.h>
#include <Hazel/Renderer/Texture.h>
#include <Hazel/Renderer/VertexArray.h>
class ExampleLayer : public Hazel::Layer
{
public:
ExampleLayer();
void OnUpdate(Hazel::TimeStep& ts) override;
void OnEvent(SDL_Event& event) override;
void OnImGuiRender() override;
private:
Hazel::ShaderLibrary m_ShaderLibrary;
Hazel::Ref<Hazel::Shader> m_Shader;
Hazel::Ref<Hazel::VertexArray> m_VertexArray;
Hazel::Ref<Hazel::VertexArray> m_SquareVA;
Hazel::Ref<Hazel::Shader> m_colorShader;
Hazel::Ref<Hazel::Texture2D> m_Texture, m_logoTexture;
Hazel::OrthographicCameraController m_CameraController;
glm::vec3 m_SquarePosition;
float m_SquareMoveSpeed = 1.0f;
glm::vec3 m_SquareColor = {0.2f, 0.3f, 0.8f};
glm::vec4 m_ScreenClearColor = {0.1f, 0.1f, 0.1f, 1.0f};
};
#endif //EXAMPLELAYER_H

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@ -0,0 +1,96 @@
//
// Created by sfd on 25-5-21.
//
#include "ParticleSystem.h"
#include <random>
#define GLM_ENABLE_EXPERIMENTAL
#include "glm/gtx/compatibility.hpp"
class Random
{
public:
static void Init()
{
s_RandEngine.seed(std::random_device()());
}
static float Float()
{
return (float)s_Distribution(s_RandEngine) / (float)std::numeric_limits<uint32_t>::max();
}
private:
static std::mt19937 s_RandEngine;
static std::uniform_int_distribution<std::mt19937::result_type> s_Distribution;
};
std::mt19937 Random::s_RandEngine;
std::uniform_int_distribution<std::mt19937::result_type> Random::s_Distribution;
ParticleSystem::ParticleSystem()
{
m_particlePool.resize(1000);
}
void ParticleSystem::OnUpdate(Hazel::TimeStep& ts)
{
for (auto& particle : m_particlePool)
{
if (!particle.Active)
continue;
if (particle.LifeRemaing <= 0.0f)
{
particle.Active = false;
continue;
}
particle.LifeRemaing -= ts;
particle.Position += particle.Velocity * static_cast<float>(ts);
particle.Rotation += 0.01f * ts;
}
}
void ParticleSystem::OnRender(Hazel::OrthographicCamera& camera)
{
Hazel::Renderer2D::BeginScene(camera);
for (auto& particle : m_particlePool)
{
if (!particle.Active)
continue;
float life = particle.LifeRemaing / particle.LifeTime;
glm::vec4 color = glm::lerp(particle.ColorEnd, particle.ColorBegin, life);
float size = glm::lerp(particle.SizeEnd, particle.SizeBegin, life);
Hazel::Renderer2D::DrawRotateQuad(particle.Position, {size, size}, particle.Rotation, color);
}
Hazel::Renderer2D::EndScene();
}
void ParticleSystem::Emit(const ParticleProp& particuleProps)
{
Particle& particle = m_particlePool[m_PoolIndex];
particle.Active = true;
particle.Position = particuleProps.Position;
particle.Rotation = Random::Float() * 2.0f * glm::pi<float>();
// Velocity
particle.Velocity = particuleProps.Velocity;
particle.Velocity.x += particuleProps.VelocityVariation.x * (Random::Float() - 0.5f);
particle.Velocity.y += particuleProps.VelocityVariation.y * (Random::Float() - 0.5f);
// Color
particle.ColorBegin = particuleProps.ColorBegin;
particle.ColorEnd = particuleProps.ColorEnd;
particle.LifeTime = particuleProps.LifeTime;
particle.LifeRemaing = particuleProps.SizeBegin;
particle.SizeBegin = particuleProps.SizeBegin + particuleProps.SizeVariation * (Random::Float() - 0.5f);
particle.SizeEnd = particuleProps.SizeEnd;
m_PoolIndex = --m_PoolIndex % m_particlePool.size();
}

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@ -0,0 +1,49 @@
//
// Created by sfd on 25-5-21.
//
#ifndef PARTICLESYSTEM_H
#define PARTICLESYSTEM_H
#include <Hazel.h>
struct ParticleProp
{
glm::vec2 Position;
glm::vec2 Velocity, VelocityVariation;
glm::vec4 ColorBegin, ColorEnd;
float SizeBegin, SizeEnd, SizeVariation;
float LifeTime = 1.0f;
};
class ParticleSystem
{
public:
ParticleSystem();
void OnUpdate(Hazel::TimeStep& ts);
void OnRender(Hazel::OrthographicCamera& camera);
void Emit(const ParticleProp& particuleProps);
private:
struct Particle
{
glm::vec2 Position;
glm::vec2 Velocity;
glm::vec4 ColorBegin, ColorEnd;
float Rotation = 0.0f;
float SizeBegin, SizeEnd;
float LifeTime = 1.0f;
float LifeRemaing = 0.0f;
bool Active = false;
};
std::vector<Particle> m_particlePool;
uint32_t m_PoolIndex = 999;
};
#endif //PARTICLESYSTEM_H

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@ -17,6 +17,14 @@ void SandBox2D::OnAttach()
{ {
HZ_PROFILE_FUNCTION(); HZ_PROFILE_FUNCTION();
m_LogoTexture = Hazel::Texture2D::Create("assets/textures/iceLogo.png"); m_LogoTexture = Hazel::Texture2D::Create("assets/textures/iceLogo.png");
m_Particle.ColorBegin = {254 / 255.f, 212 /255.f, 123 / 255.f,1.0f};
m_Particle.ColorEnd = {254 / 255.f, 109 /255.f, 41 / 255.f,1.0f};
m_Particle.SizeBegin = 0.5f, m_Particle.SizeVariation = 0.3f, m_Particle.SizeEnd = 0.0f;
m_Particle.LifeTime = 1.0f;
m_Particle.Velocity = {0.0f, 0.0f};
m_Particle.VelocityVariation = {2.0f, 2.0f};
m_Particle.Position = {0.0f, 0.0f};
} }
void SandBox2D::OnDetech() void SandBox2D::OnDetech()
@ -26,9 +34,11 @@ void SandBox2D::OnDetech()
void SandBox2D::OnUpdate(Hazel::TimeStep& ts) void SandBox2D::OnUpdate(Hazel::TimeStep& ts)
{ {
auto mouseState = SDL_GetMouseState(NULL, NULL);
// PROFILE_SCOPE("SandBox2D::OnUpdate"); // PROFILE_SCOPE("SandBox2D::OnUpdate");
HZ_PROFILE_FUNCTION(); HZ_PROFILE_FUNCTION();
Hazel::Renderer2D::ResetStats();
m_CameraController.OnUpdate(ts); m_CameraController.OnUpdate(ts);
{ {
@ -40,35 +50,67 @@ void SandBox2D::OnUpdate(Hazel::TimeStep& ts)
HZ_PROFILE_SCOPE("Renderer Draw"); HZ_PROFILE_SCOPE("Renderer Draw");
Hazel::Renderer2D::BeginScene(m_CameraController.GetCamera()); Hazel::Renderer2D::BeginScene(m_CameraController.GetCamera());
// Hazel::Renderer2D::DrawQuad({0.0f, 0.0f}, {0.31f, 0.31f}, {0.2f, 0.3f, 0.8f, 1.0f});
Hazel::Renderer2D::DrawQuad({-1.0f, 0.0f}, {0.7f, 0.7f}, {0.2f, 0.3f, 0.8f, 1.0f});
Hazel::Renderer2D::DrawQuad({0.5f, 0.5f}, {0.5f, 0.7f}, {0.8f, 0.2f, 0.3f, 1.0f});
// Hazel::Renderer2D::DrawQuad({0.0f, 0.0f, -0.1f}, {2.0f, 2.0f}, m_LogoTexture, 10.0f);
// Hazel::Renderer2D::DrawRotateQuad({0.0f, 0.0f, 0.1f}, {2.0f, 2.0f}, glm::radians(45.f), m_LogoTexture, 10.0f, glm::vec4(1.0f, 1.0f, 1.0f, 1.f));
Hazel::Renderer2D::DrawQuad({0.0f, 0.0f, -0.1f}, {2.0f, 2.0f}, m_LogoTexture, 10.0f);
// Hazel::Renderer2D::DrawRotateQuad({0.0f, 0.0f}, {1.0f, 1.0f}, 45.f, {1.0f, 1.0f, 1.0f, 1.0f});
// Hazel::Renderer2D::DrawRotateQuad({-1.0f, 0.0f}, {0.5f, 0.5f}, 75.f, {1.0f, 0.0f, 1.0f, 1.0f});
// Hazel::Renderer2D::DrawRotateQuad({0.0f, 0.0f}, {1.0f, 1.0f}, rotation, m_LogoTexture, 10.f);
// for (float y = -5.0f; y < 5.0f; y += 0.5f)
// {
// for (float x = -5.0f; x < 5.0f; x += 0.5f)
// {
// auto color = glm::vec4((x + 5.0f ) /10.0f, 0.4f, (y + 5.0f) / 10.0f, 1.0f);
// Hazel::Renderer2D::DrawQuad({x, y}, {0.45f, 0.45f}, color);
// }
// }
Hazel::Renderer2D::EndScene(); Hazel::Renderer2D::EndScene();
if (mouseState & SDL_BUTTON_LMASK)
{
auto width = Hazel::Application::Get().GetWindow().GetWidth();
auto height = Hazel::Application::Get().GetWindow().GetHeight();
float x, y;
SDL_GetMouseState(&x, &y);
auto bounds = m_CameraController.GetBounds();
auto cameraPos = m_CameraController.GetCamera().GetPosition();
x = (x / width) * bounds.GetWidth() - bounds.GetWidth() * 0.5f;
y = bounds.GetHeight() * 0.5f - (y / height) * bounds.GetHeight();
m_Particle.Position = {x + cameraPos.x, y + cameraPos.y};
for (int i = 0; i < 5; i ++)
{
m_ParticleSystem.Emit(m_Particle);
}
}
m_ParticleSystem.OnUpdate(ts);
m_ParticleSystem.OnRender(m_CameraController.GetCamera());
} }
/*
std::dynamic_pointer_cast<Hazel::OpenGLShader>(m_FlatColorShader)->Bind();
std::dynamic_pointer_cast<Hazel::OpenGLShader>(m_FlatColorShader)->UploadUniformFloat4("u_Color", m_SquareColor);
Hazel::Renderer::Submit(m_FlatColorShader, m_SquareVA, glm::scale(glm::mat4(1.0f), glm::vec3(1.5f)));
*/
} }
void SandBox2D::OnImGuiRender() void SandBox2D::OnImGuiRender()
{ {
const auto cameraRotation = m_CameraController.GetCamera().GetRotation(); // const auto cameraRotation = m_CameraController.GetCamera().GetRotation();
const auto cameraPosition = m_CameraController.GetCamera().GetPosition(); const auto cameraPosition = m_CameraController.GetCamera().GetPosition();
const auto windowWidth = Hazel::Application::Get().GetWindow().GetWidth(); const auto windowWidth = Hazel::Application::Get().GetWindow().GetWidth();
const auto windowHeight = Hazel::Application::Get().GetWindow().GetHeight(); const auto windowHeight = Hazel::Application::Get().GetWindow().GetHeight();
auto stats = Hazel::Renderer2D::GetStats();
ImGui::Begin("Hazel Layer"); ImGui::Begin("Hazel Layer");
ImGui::Text("Renderer BatchInfo: ");
ImGui::Text("Draw Calls: %d", stats.DrawCalls);
ImGui::Text("Quads: %d", stats.QuadCount);
ImGui::Text("Vertices: %d", stats.GetTotalVertexCount());
ImGui::Text("Indices: %d", stats.GetTotalIndexCount());
ImGui::Text("WindowSize: (%u, %u)", windowWidth, windowHeight); ImGui::Text("WindowSize: (%u, %u)", windowWidth, windowHeight);
ImGui::Text("Camera"); ImGui::Text("Camera");
ImGui::Text("Rotation: %f", cameraRotation); // ImGui::Text("Camera Rotation: %f", cameraRotation);
ImGui::Text("Position: ( %.2f, %.2f, %.2f)", cameraPosition.x, cameraPosition.y, cameraPosition.z); ImGui::Text("Camera Position: ( %.2f, %.2f, %.2f)", cameraPosition.x, cameraPosition.y, cameraPosition.z);
ImGui::NewLine(); ImGui::NewLine();
ImGui::Text("frame: %.3f", ImGui::GetIO().Framerate); ImGui::Text("frame: %.3f", ImGui::GetIO().Framerate);

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@ -6,6 +6,7 @@
#define SANDBOX2D_H #define SANDBOX2D_H
#include <Hazel.h> #include <Hazel.h>
#include "ParticleSystem.h"
class SandBox2D : public Hazel::Layer{ class SandBox2D : public Hazel::Layer{
public: public:
@ -33,6 +34,9 @@ private:
}; };
std::vector<ProfileResult> m_ProfileResults; std::vector<ProfileResult> m_ProfileResults;
ParticleSystem m_ParticleSystem;
ParticleProp m_Particle;
}; };

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@ -1,232 +1,9 @@
#include <Hazel.h> #include <Hazel.h>
#include "Hazel/Core/EntryPoint.h" #include "Hazel/Core/EntryPoint.h"
// #include "SandBox2D/SandBox2D.h"
// #include "DemoBox/GameLayer.h"
#include "SandBox2D/SandBox2D.h" #include "SandBox2D/SandBox2D.h"
// #include "DemoBox/GameLayer.h"
/* // #include "Example/ExampleLayer.h"
class ExampleLayer : public Hazel::Layer
{
public:
ExampleLayer() : Layer("ExampleLayer"), m_CameraController(1280.0f / 720.0f), m_SquarePosition(glm::vec3(0.0f))
{
// ------------------------------------------------------------test------------------------------------------------------------
// Vertex Array
m_VertexArray = 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 = Hazel::Shader::Create("demoShader", vertexSrc, fragmentSrc);
m_SquareVA = 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 coloeVertexSrc = 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 colorFragmentSrc = 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 = Hazel::Shader::Create("ColorShader", coloeVertexSrc, colorFragmentSrc);
// Texture.Shader
// m_TextureShader = Hazel::Shader::Create("assets/shaders/Texture.glsl");
auto textureShader = m_ShaderLibrary.Load("assets/shaders/Texture.glsl");
// 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>(textureShader)->Bind();
std::dynamic_pointer_cast<Hazel::OpenGLShader>(textureShader)->UploadUniformInt("u_Texture", 0);
}
void OnUpdate(Hazel::TimeStep& ts) override
{
m_CameraController.OnUpdate(ts);
// key event
{
float time = ts;
const bool* state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_I])
{
m_SquarePosition.y += 5 * time;
}
else if (state[SDL_SCANCODE_K])
{
m_SquarePosition.y -= 5 * time;
}
if (state[SDL_SCANCODE_J])
{
m_SquarePosition.x -= 5 * time;
}
else if (state[SDL_SCANCODE_L])
{
m_SquarePosition.x += 5 * time;
}
}
Hazel::RendererCommand::SetClearColor(m_ScreenClearColor);
Hazel::RendererCommand::Clear();
Hazel::Renderer::BeginScene(m_CameraController.GetCamera());
auto transform = glm::translate(glm::mat4(1.0f), m_SquarePosition);
auto textureShader = m_ShaderLibrary.Get("Texture");
m_Texture->Bind();
Hazel::Renderer::Submit(textureShader, m_SquareVA, transform);
m_logoTexture->Bind();
Hazel::Renderer::Submit(textureShader, m_SquareVA);
Hazel::Renderer::EndScene();
}
void OnEvent(SDL_Event& event) override
{
m_CameraController.OnEvent(event);
}
void OnImGuiRender() override
{
ImGui::ShowDemoWindow();
const auto cameraRotation = m_CameraController.GetCamera().GetRotation();
const auto cameraPosition = m_CameraController.GetCamera().GetPosition();
ImGui::Begin("Hazel Layer");
ImGui::Text("Rotation: %f", cameraRotation);
ImGui::Text("Position: ( %.2f, %.2f, %.2f)", cameraPosition.x, cameraPosition.y, cameraPosition.z);
ImGui::Text("frame: %.3f", ImGui::GetIO().Framerate);
ImGui::ColorEdit3("Square Color", glm::value_ptr(m_SquareColor));
ImGui::NewLine();
ImGui::ColorEdit4("Screen Clear Color", glm::value_ptr(m_ScreenClearColor));
ImGui::End();
}
private:
Hazel::ShaderLibrary m_ShaderLibrary;
Hazel::Ref<Hazel::Shader> m_Shader;
Hazel::Ref<Hazel::VertexArray> m_VertexArray;
Hazel::Ref<Hazel::VertexArray> m_SquareVA;
Hazel::Ref<Hazel::Shader> m_colorShader;
Hazel::Ref<Hazel::Texture2D> m_Texture, m_logoTexture;
Hazel::OrthographicCameraController m_CameraController;
glm::vec3 m_SquarePosition;
float m_SquareMoveSpeed = 1.0f;
glm::vec3 m_SquareColor = {0.2f, 0.3f, 0.8f};
glm::vec4 m_ScreenClearColor = {0.1f, 0.1f, 0.1f, 1.0f};
};
*/
@ -237,6 +14,7 @@ public:
{ {
// PushLayer(new ExampleLayer()); // PushLayer(new ExampleLayer());
PushLayer(new SandBox2D()); PushLayer(new SandBox2D());
// PushLayer(new GameLayer());
} }
~Sandbox(); ~Sandbox();