跟着cherno手搓游戏引擎【5】layer(层)、Glad

编写基类层:

Layer.h:提供Attach链接、Detach解绑、Update刷新、Event事件、GetName方法

cpp 复制代码
#pragma once
#include"YOTO/Core.h"
#include"YOTO/Event/Event.h"
namespace YOTO {
	class YOTO_API Layer
	{
	public:
		Layer(const std::string& name = "Layer");
		virtual ~Layer();
		virtual void OnAttach(){}
		virtual void OnDetach() {}
		virtual void OnUpdate() {}
		virtual void OnEvent(Event& event) {}
		inline const std::string& GetName() const { return m_DebugName; }
	protected:
		std::string m_DebugName;
	};

}

Layer.cpp:随便写写

cpp 复制代码
#include "ytpch.h"
#include "Layer.h"
namespace YOTO {
	Layer::Layer(const std::string &debugName)
		:m_DebugName(debugName){}
	Layer::~Layer(){} 
}

编写层栈:

LayerStack.h:建立用来存储层的栈(用vector)

cpp 复制代码
#pragma once
#include"YOTO/Core.h"
#include"Layer.h"
#include<vector>
namespace YOTO {
	class  YOTO_API LayerStack
	{
	public:
		LayerStack();
		~LayerStack();

		void PushLayer(Layer* layer);
		void PushOverlay(Layer* layer);
		void PopLayer(Layer* layer);
		void PopOverLay(Layer* layer);

		std::vector<Layer*>::iterator begine() { return m_Layers.begin(); }
		std::vector<Layer*>::iterator end() { return m_Layers.end(); }

	private:
		std::vector<Layer*>m_Layers;
		std::vector<Layer*>::iterator m_LayerInsert;
	};

}

LayerStack.cpp:看注释,需要解释的有点多

cpp 复制代码
#include "ytpch.h"
#include "LayerStack.h"
namespace YOTO {
	LayerStack::LayerStack() {
		m_LayerInsert = m_Layers.begin();
	}
	LayerStack::~LayerStack() {
		for (Layer* layer : m_Layers)
			delete layer;
	}
	//普通push在队列最左(查找时候性能更优)
	void LayerStack::PushLayer(Layer* layer) {
		// emplace在vector容器指定位置之前插入一个新的元素。返回插入元素的位置
		// 插入 1 2 3,vector是 3 2 1
		m_LayerInsert = m_Layers.emplace(m_LayerInsert, layer);
	}
	//在最右插入
	void LayerStack::PushOverlay(Layer* overlay) {
		//m_LayerInsert = m_Layers.begin();//如果报错,则把这个注释取消
		m_Layers.emplace_back(overlay);
	}
	//查找
	void LayerStack::PopLayer(Layer* layer) {
		auto it = std::find(m_Layers.begin(), m_Layers.end(), layer);
		if (it != m_Layers.end()) {
			m_Layers.erase(it);
			m_LayerInsert--;	// 指向Begin
		}
	}
	void LayerStack::PopOverlay(Layer* overlay) {
		auto it = std::find(m_Layers.begin(), m_Layers.end(), overlay);
		if (it != m_Layers.end())
			m_Layers.erase(it);
	}
}

YOTO.h:加一个Layer.h

cpp 复制代码
#pragma once
#include "YOTO/Application.h"
#include"YOTO/Layer.h"
#include "YOTO/Log.h"
//入口点
#include"YOTO/EntryPoint.h"

Application.h:Stack实例,Push方法添加层。

cpp 复制代码
#pragma once
#include"Core.h"
#include"Event/Event.h"
#include"Event/ApplicationEvent.h"
#include "YOTO/Window.h"
#include"YOTO/LayerStack.h"
namespace YOTO {
	class YOTO_API Application
	{
	public:
		Application();
		virtual ~Application();
		void Run();
		void OnEvent(Event &e);
		void PushLayer(Layer* layer);
		void PushOverlay(Layer* layer);
	private:
		bool  OnWindowClosed(WindowCloseEvent& e);
		std::unique_ptr<Window>  m_Window;
		bool m_Running = true;
		LayerStack m_LayerStack;
	};
	//在客户端定义
	Application* CreateApplication();
}

Application.cpp:添加Push即可。

cpp 复制代码
#include"ytpch.h"
#include "Application.h"

#include"Log.h"
#include<GLFW/glfw3.h>
namespace YOTO {
#define BIND_EVENT_FN(x) std::bind(&x, this, std::placeholders::_1)
	Application::Application() {
		//智能指针
		m_Window = std::unique_ptr<Window>(Window::Creat());
		//设置回调函数
		m_Window->SetEventCallback(BIND_EVENT_FN(Application::OnEvent));
	}
	Application::~Application() {

	}
	/// <summary>
	/// 所有的Window事件都会在这触发,作为参数e
	/// </summary>
	/// <param name="e"></param>
	void Application::OnEvent(Event& e) {
		//根据事件类型绑定对应事件
		EventDispatcher dispatcher(e);
		dispatcher.Dispatch<WindowCloseEvent>(BIND_EVENT_FN(Application::OnWindowClosed));
		//输出事件信息
		YT_CORE_INFO("{0}",e);
		for (auto it = m_LayerStack.end(); it != m_LayerStack.begin();) {
			(*--it)->OnEvent(e);
			if (e.m_Handled)
				break;
		}
	}

	bool Application::OnWindowClosed(WindowCloseEvent& e) {
		m_Running = false;
		return true;
	}
	void Application::Run() {
		WindowResizeEvent e(1280, 720);
		if (e.IsInCategory(EventCategoryApplication)) {
			YT_CORE_TRACE(e);
		}
		if (e.IsInCategory(EventCategoryInput)) {
			YT_CORE_ERROR(e);
		}

		while (m_Running)
		{
			glClearColor(1,0,1,1);
			glClear(GL_COLOR_BUFFER_BIT);

			for (Layer* layer : m_LayerStack) {
				layer->OnUpdate();
			}

			m_Window->OnUpdate();
		}
	}
	void Application::PushLayer(Layer* layer) {
		m_LayerStack.PushLayer(layer);
	}
	void Application::PushOverlay(Layer* layer) {
		m_LayerStack.PushOverlay(layer);
	}
}

SandboxApp.cpp:创建测试Layer,在构造方法中Push加入

cpp 复制代码
#include<YOTO.h>
#include<stdio.h>

class ExampleLayer:public YOTO::Layer
{
public:
	ExampleLayer()
	:Layer("Example") {

	}
	void OnUpdate()override {
		YT_CLIENT_INFO("测试update");
	}
	void	OnEvent(YOTO::Event& e)override {

		YT_CLIENT_TRACE("测试event{0}",e);
	}

private:

};


class Sandbox:public YOTO::Application
{
public:
	Sandbox() {
		PushLayer(new ExampleLayer());
	}
	~Sandbox() {

	}

private:

};

YOTO::Application* YOTO::CreateApplication() {
	printf("helloworld");
	return new Sandbox();
}

测试:

这个问题,是因为没改SRC下的premake5.lua

添加buildoptions:"\MDd"和buildoptions:"\MD"在YOTOEngine和Sandbox下。

Lua 复制代码
workspace "YOTOEngine"		-- sln文件名
	architecture "x64"	
	configurations{
		"Debug",
		"Release",
		"Dist"
	}
-- https://github.com/premake/premake-core/wiki/Tokens#value-tokens
-- 组成输出目录:Debug-windows-x86_64
outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"

IncludeDir={}
IncludeDir["GLFW"]="YOTOEngine/vendor/GLFW/include"

include "YOTOEngine/vendor/GLFW"

project "YOTOEngine"		--Hazel项目
	location "YOTOEngine"--在sln所属文件夹下的Hazel文件夹
	kind "SharedLib"--dll动态库
	language "C++"
	targetdir ("bin/" .. outputdir .. "/%{prj.name}") -- 输出目录
	objdir ("bin-int/" .. outputdir .. "/%{prj.name}")-- 中间目录
	pchheader "ytpch.h"
	pchsource "YOTOEngine/src/ytpch.cpp"
	-- 包含的所有h和cpp文件
	files{
		"%{prj.name}/src/**.h",
		"%{prj.name}/src/**.cpp"
	}
	-- 包含目录
	includedirs{
		"%{prj.name}/src",
		"%{prj.name}/vendor/spdlog-1.x/include",
		"%{IncludeDir.GLFW}"
	}
	links{
		"GLFW",
		"opengl32.lib"
	}
	-- 如果是window系统
	filter "system:windows"
		cppdialect "C++17"
		-- On:代码生成的运行库选项是MTD,静态链接MSVCRT.lib库;
		-- Off:代码生成的运行库选项是MDD,动态链接MSVCRT.dll库;打包后的exe放到另一台电脑上若无这个dll会报错
		staticruntime "On"	
		systemversion "latest"	-- windowSDK版本
		-- 预处理器定义
		defines{
			"YT_PLATFORM_WINDOWS",
			"YT_BUILD_DLL",
			"YT_ENABLE_ASSERTS",
		}
		-- 编译好后移动Hazel.dll文件到Sandbox文件夹下
		postbuildcommands{
			("{COPY} %{cfg.buildtarget.relpath} ../bin/" .. outputdir .. "/Sandbox")
		}
	-- 不同配置下的预定义不同
	filter "configurations:Debug"
		defines "YT_DEBUG"
		buildoptions"/MDd"
		symbols "On"

	filter "configurations:Release"
		defines "YT_RELEASE"
		buildoptions"/MD"
		optimize "On"

	filter "configurations:Dist"
		defines "YT_DIST"
		buildoptions"/MD"
		optimize "On"

project "Sandbox"
	location "Sandbox"
	kind "ConsoleApp"
	language "C++"

	targetdir ("bin/" .. outputdir .. "/%{prj.name}")
	objdir ("bin-int/" .. outputdir .. "/%{prj.name}")

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

	filter "system:windows"
		cppdialect "C++17"
		staticruntime "On"
		systemversion "latest"

		defines{
			"YT_PLATFORM_WINDOWS"
		}

	filter "configurations:Debug"
		defines "YT_DEBUG"
		buildoptions"/MDd"
		symbols "On"

	filter "configurations:Release"
		defines "YT_RELEASE"
		buildoptions"/MD"
		optimize "On"

	filter "configurations:Dist"
		defines "YT_DIST"
		buildoptions"/MD"
		optimize "On"

改变窗口大小:

cool!

Glad下载:

glad.dav1d.de,配置如下,点击Generate生成

点击zip下载

在如下位置创建Glad文件夹,并将下载的include和src拖入

Glad配置:

在Glad文件夹下创建premake5.lua:把glad,KHR,src包含进来

Lua 复制代码
project "Glad"
	kind "StaticLib"
	language "C"
	staticruntime "off"
	warnings "off"

	targetdir ("bin/" .. outputdir .. "/%{prj.name}")
	objdir ("bin-int/" .. outputdir .. "/%{prj.name}")

	files
	{
		"include/glad/glad.h",
		"include/KHR/khrplatform.h",
		"src/glad.c"
	}

	includedirs{
		"include"-- 为了glad.c直接#include <glad/glad.h>,而不用#include <include/glad/glad.h
	}
	filter "system:windows"
		systemversion "latest"

	
	filter { "system:windows", "configurations:Debug-AS" }	
		runtime "Debug"
		symbols "on"
		sanitize { "Address" }
		flags { "NoRuntimeChecks", "NoIncrementalLink" }

	filter "configurations:Debug"
		defines "YT_DEBUG"
		buildoptions "/MTd"
		symbols "On"

	filter "configurations:Release"
		defines "YT_RELEASE"
		buildoptions "/MT"
		symbols "On"

		filter "configurations:Dist"
		defines "YT_DIST"
		buildoptions "/MT"
		symbols "On"

同时修改SRC下的premake5.lua:和GLFW类似

Lua 复制代码
workspace "YOTOEngine"		-- sln文件名
	architecture "x64"	
	configurations{
		"Debug",
		"Release",
		"Dist"
	}
-- https://github.com/premake/premake-core/wiki/Tokens#value-tokens
-- 组成输出目录:Debug-windows-x86_64
outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"
-- 包含相对解决方案的目录
IncludeDir={}
IncludeDir["GLFW"]="YOTOEngine/vendor/GLFW/include"
IncludeDir["Glad"]="YOTOEngine/vendor/Glad/include"
include "YOTOEngine/vendor/GLFW"
include "YOTOEngine/vendor/Glad"

project "YOTOEngine"		--YOTOEngine项目
	location "YOTOEngine"--在sln所属文件夹下的YOTOEngine文件夹
	kind "SharedLib"--dll动态库
	language "C++"
	targetdir ("bin/" .. outputdir .. "/%{prj.name}") -- 输出目录
	objdir ("bin-int/" .. outputdir .. "/%{prj.name}")-- 中间目录
	pchheader "ytpch.h"
	pchsource "YOTOEngine/src/ytpch.cpp"
	-- 包含的所有h和cpp文件
	files{
		"%{prj.name}/src/**.h",
		"%{prj.name}/src/**.cpp"
	}
	-- 包含目录
	includedirs{
		"%{prj.name}/src",
		"%{prj.name}/vendor/spdlog-1.x/include",
		"%{IncludeDir.GLFW}",
		"%{IncludeDir.Glad}"
	}
	links{
		"GLFW",-- GLFW.lib库链接到YOTOEngine项目中
		"Glad",-- Glad.lib库链接到YOTOEngine项目中
		"opengl32.lib"
	}
	-- 如果是window系统
	filter "system:windows"
		cppdialect "C++17"
		-- On:代码生成的运行库选项是MTD,静态链接MSVCRT.lib库;
		-- Off:代码生成的运行库选项是MDD,动态链接MSVCRT.dll库;打包后的exe放到另一台电脑上若无这个dll会报错
		staticruntime "On"	
		systemversion "latest"	-- windowSDK版本
		-- 预处理器定义
		defines{
			"YT_PLATFORM_WINDOWS",
			"YT_BUILD_DLL",
			"YT_ENABLE_ASSERTS",
			"GLFW_INCLUDE_NONE"-- 让GLFW不包含OpenGL
		}
		-- 编译好后移动Hazel.dll文件到Sandbox文件夹下
		postbuildcommands{
			("{COPY} %{cfg.buildtarget.relpath} ../bin/" .. outputdir .. "/Sandbox")
		}
	-- 不同配置下的预定义不同
	filter "configurations:Debug"
		defines "YT_DEBUG"
		buildoptions"/MDd"
		symbols "On"

	filter "configurations:Release"
		defines "YT_RELEASE"
		buildoptions"/MD"
		optimize "On"

	filter "configurations:Dist"
		defines "YT_DIST"
		buildoptions"/MD"
		optimize "On"

project "Sandbox"
	location "Sandbox"
	kind "ConsoleApp"
	language "C++"

	targetdir ("bin/" .. outputdir .. "/%{prj.name}")
	objdir ("bin-int/" .. outputdir .. "/%{prj.name}")

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

	filter "system:windows"
		cppdialect "C++17"
		staticruntime "On"
		systemversion "latest"

		defines{
			"YT_PLATFORM_WINDOWS"
		}

	filter "configurations:Debug"
		defines "YT_DEBUG"
		buildoptions"/MDd"
		symbols "On"

	filter "configurations:Release"
		defines "YT_RELEASE"
		buildoptions"/MD"
		optimize "On"

	filter "configurations:Dist"
		defines "YT_DIST"
		buildoptions"/MD"
		optimize "On"

生成:

测试:

写一段测试代码在Application.cpp

能run,没问题

cool!

相关推荐
向宇it9 小时前
【从零开始入门unity游戏开发之——unity篇02】unity6基础入门——软件下载安装、Unity Hub配置、安装unity编辑器、许可证管理
开发语言·unity·c#·编辑器·游戏引擎
虾球xz10 小时前
游戏引擎学习第55天
学习·游戏引擎
虾球xz12 小时前
游戏引擎学习第58天
学习·游戏引擎
ue星空13 小时前
虚幻引擎结构之UWorld
游戏引擎·虚幻
ue星空13 小时前
虚幻引擎结构之ULevel
游戏引擎·虚幻
向宇it14 小时前
【从零开始入门unity游戏开发之——unity篇01】unity6基础入门开篇——游戏引擎是什么、主流的游戏引擎、为什么选择Unity
开发语言·unity·c#·游戏引擎
神洛华16 小时前
Y3地图制作1:水果缤纷乐、密室逃脱
编辑器·游戏引擎·游戏程序
向宇it19 小时前
【从零开始入门unity游戏开发之——C#篇26】C#面向对象动态多态——接口(Interface)、接口里氏替换原则、密封方法(`sealed` )
java·开发语言·unity·c#·游戏引擎·里氏替换原则
神码编程1 天前
【Unity功能集】TextureShop纹理工坊(五)选区
unity·游戏引擎·shader·ps选区
benben0441 天前
Unity3D仿星露谷物语开发7之事件创建动画
unity·游戏引擎