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authorhachem <im@hachem.wtf>2025-08-14 00:02:01 +0200
committerhachem <im@hachem.wtf>2025-08-14 00:02:01 +0200
commit1b251bd174527951eec220ecbcb7eca89328e5b8 (patch)
treec47632a340b4cbdd97812f8c92798fc36146558c /src/core/application.cpp
parent1ac0f136629ce4046a5f6529cf3d1e51e96df408 (diff)
feat: state manager
Diffstat (limited to 'src/core/application.cpp')
-rw-r--r--src/core/application.cpp327
1 files changed, 28 insertions, 299 deletions
diff --git a/src/core/application.cpp b/src/core/application.cpp
index c4c0e71..f878c71 100644
--- a/src/core/application.cpp
+++ b/src/core/application.cpp
@@ -1,15 +1,9 @@
#include "application.h"
-
#include "rendering/renderer.h"
-#include "rendering/vertex_array.h"
-#include "rendering/vertex_buffer.h"
-#include "rendering/index_buffer.h"
-#include "rendering/shader.h"
-#include "rendering/texture.h"
-#include <iostream>
-#include <glm/glm.hpp>
-#include <glm/gtc/matrix_transform.hpp>
+#include "states/config_state.h"
+#include "states/simulation_state.h"
+
#include <GLFW/glfw3.h>
namespace Donut
@@ -22,7 +16,6 @@ namespace Donut
s_instance = this;
m_window = std::make_unique<Window>(name, width, height);
-
m_window->set_event_callback([this](Event& event)
{
on_event(event);
@@ -69,90 +62,40 @@ namespace Donut
dispatcher.dispatch<WindowResizeEvent>([this, &event](WindowResizeEvent& e)
{
if (e.get_width() == 0 || e.get_height() == 0)
- {
m_minimized = true;
- }
else
- {
m_minimized = false;
- }
Renderer::on_window_resize(e.get_width(), e.get_height());
-
- if (m_camera)
- m_camera->set_projection(45.0f, (float)e.get_width() / (float)e.get_height(), 0.1f, 100.0f);
-
- event.handled = true;
- return true;
- });
-
- dispatcher.dispatch<WindowFocusEvent>([this, &event](WindowFocusEvent& e)
- {
- m_first_mouse = true;
- m_mouse_dragging = false;
- event.handled = true;
- return true;
- });
-
- dispatcher.dispatch<WindowLostFocusEvent>([this, &event](WindowLostFocusEvent& e)
- {
- m_mouse_dragging = false;
event.handled = true;
return true;
});
dispatcher.dispatch<KeyPressedEvent>([this, &event](KeyPressedEvent& e)
{
- m_keys[e.get_key_code()] = true;
- return true;
- });
-
- dispatcher.dispatch<KeyReleasedEvent>([this, &event](KeyReleasedEvent& e)
- {
- m_keys[e.get_key_code()] = false;
- return true;
- });
-
- dispatcher.dispatch<MouseMovedEvent>([this, &event](MouseMovedEvent& e)
- {
- if (!m_mouse_dragging)
+ if (e.get_key_code() == GLFW_KEY_1)
+ {
+ m_state_manager->switch_to_state("Config");
+ event.handled = true;
return true;
-
- if (m_first_mouse)
+ }
+ else if (e.get_key_code() == GLFW_KEY_2)
{
- m_last_x = e.get_x();
- m_last_y = e.get_y();
- m_first_mouse = false;
+ m_state_manager->switch_to_state("Simulation");
+ event.handled = true;
+ return true;
}
-
- float x_offset = m_last_x - e.get_x();
- float y_offset = e.get_y() - m_last_y;
-
- m_last_x = e.get_x();
- m_last_y = e.get_y();
-
- if (m_camera)
- m_camera->on_mouse_move(x_offset, y_offset);
-
- return true;
- });
-
- dispatcher.dispatch<MouseButtonPressedEvent>([this, &event](MouseButtonPressedEvent& e)
- {
- if (e.get_mouse_button() == GLFW_MOUSE_BUTTON_LEFT)
+ else if (e.get_key_code() == GLFW_KEY_3)
{
- m_mouse_dragging = true;
- m_first_mouse = true;
+ m_state_manager->switch_to_state("Menu");
+ event.handled = true;
+ return true;
}
+
return true;
});
- dispatcher.dispatch<MouseButtonReleasedEvent>([this, &event](MouseButtonReleasedEvent& e)
- {
- if (e.get_mouse_button() == GLFW_MOUSE_BUTTON_LEFT)
- m_mouse_dragging = false;
- return true;
- });
+ m_state_manager->on_event(event);
}
void Application::on_init()
@@ -163,93 +106,17 @@ namespace Donut
Renderer::on_window_resize(1280, 720);
RenderCommand::set_face_culling(false);
- m_camera = std::make_unique<Camera>(45.0f, 1280.0f / 720.0f, 0.1f, 100.0f);
- m_camera->set_position({ 0.0f, 0.0f, 3.0f });
- m_camera->set_mouse_sensitivity(0.1f);
- m_camera->set_movement_speed(5.0f);
-
- float vertices[] =
- {
- -0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
- -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f
- };
-
- uint32_t indices[] =
- {
- 0, 1, 2, 2, 3, 0,
- 1, 5, 6, 6, 2, 1,
- 5, 4, 7, 7, 6, 5,
- 4, 0, 3, 3, 7, 4,
- 3, 2, 6, 6, 7, 3,
- 4, 5, 1, 1, 0, 4
- };
-
- m_vertex_array = std::shared_ptr<VertexArray>(VertexArray::create());
- m_vertex_buffer = std::shared_ptr<VertexBuffer>(VertexBuffer::create(vertices, sizeof(vertices)));
-
- VertexBufferLayout layout;
- layout.push<float>(3);
- layout.push<float>(4);
- layout.push<float>(2);
- m_vertex_buffer->set_layout(layout);
-
- m_vertex_array->add_vertex_buffer(m_vertex_buffer);
-
- m_index_buffer = std::shared_ptr<IndexBuffer>(IndexBuffer::create(indices, 36));
- m_vertex_array->set_index_buffer(m_index_buffer);
-
- m_shader = std::shared_ptr<Shader>(Shader::create("assets/textured.glsl"));
-
- m_texture = Texture2D::create(256, 256);
-
- uint32_t* pixel_data = new uint32_t[256 * 256];
- for (int y = 0; y < 256; y++)
- {
- for (int x = 0; x < 256; x++)
- {
- float u = (float)x / 256.0f;
- float v = (float)y / 256.0f;
-
- float wave = sin(u * 10.0f) * cos(v * 10.0f);
- wave = (wave + 1.0f) * 0.5f;
-
- uint8_t r = (uint8_t)(wave * 255);
- uint8_t g = (uint8_t)((1.0f - wave) * 255);
- uint8_t b = (uint8_t)((u + v) * 0.5f * 255);
- uint8_t a = 255;
-
- pixel_data[y * 256 + x] = (a << 24) | (b << 16) | (g << 8) | r;
- }
- }
-
- m_texture->set_data(pixel_data, 256 * 256 * 4);
- delete[] pixel_data;
-
- m_compute_shader = std::shared_ptr<Shader>(Shader::create("assets/texture_processor.glsl"));
-
- if (!m_compute_shader)
- {
- DONUT_WARN("Failed to create compute shader! Falling back to CPU texture generation.");
- m_use_compute_shader = false;
- }
- else
- DONUT_INFO("Compute shader created successfully!");
-
- m_processed_texture = Texture2D::create(256, 256);
- m_compute_brightness = 0.0f;
- m_compute_contrast = 1.0f;
- m_compute_saturation = 1.0f;
- m_use_compute_shader = true;
+ m_state_manager = std::make_unique<StateManager>();
+ m_state_manager->register_state("Config", std::make_unique<ConfigState>());
+ m_state_manager->register_state("Simulation", std::make_unique<SimulationState>());
+ m_state_manager->switch_to_state("Config");
}
void Application::on_shutdown()
{
+ if (m_state_manager)
+ m_state_manager->shutdown();
+
Renderer::shutdown();
Logger::shutdown();
}
@@ -260,149 +127,11 @@ namespace Donut
m_delta_time = current_frame - m_last_frame;
m_last_frame = current_frame;
- if (m_camera)
- {
- if (m_keys[GLFW_KEY_W])
- m_camera->move_forward(m_delta_time);
- if (m_keys[GLFW_KEY_S])
- m_camera->move_backward(m_delta_time);
- if (m_keys[GLFW_KEY_A])
- m_camera->move_left(m_delta_time);
- if (m_keys[GLFW_KEY_D])
- m_camera->move_right(m_delta_time);
- if (m_keys[GLFW_KEY_SPACE])
- m_camera->move_up(m_delta_time);
- if (m_keys[GLFW_KEY_LEFT_SHIFT])
- m_camera->move_down(m_delta_time);
- }
-
- static bool c_key_pressed = false;
- if (m_keys[GLFW_KEY_C] && !c_key_pressed)
- {
- m_use_compute_shader = !m_use_compute_shader;
- DONUT_INFO("Compute shader: {}", (m_use_compute_shader ? "ON" : "OFF"));
- c_key_pressed = true;
- }
- if (!m_keys[GLFW_KEY_C])
- c_key_pressed = false;
- if (m_keys[GLFW_KEY_UP])
- m_compute_brightness += m_delta_time * 0.5f;
- if (m_keys[GLFW_KEY_DOWN])
- m_compute_brightness -= m_delta_time * 0.5f;
- if (m_keys[GLFW_KEY_LEFT])
- m_compute_contrast -= m_delta_time * 0.5f;
- if (m_keys[GLFW_KEY_RIGHT])
- m_compute_contrast += m_delta_time * 0.5f;
- if (m_keys[GLFW_KEY_Q])
- m_compute_saturation -= m_delta_time * 0.5f;
- if (m_keys[GLFW_KEY_E])
- m_compute_saturation += m_delta_time * 0.5f;
-
- m_compute_brightness = glm::clamp(m_compute_brightness, -1.0f, 1.0f);
- m_compute_contrast = glm::clamp(m_compute_contrast, 0.1f, 3.0f);
- m_compute_saturation = glm::clamp(m_compute_saturation, 0.0f, 2.0f);
-
- static float status_timer = 0.0f;
- status_timer += m_delta_time;
- if (status_timer > 2.0f)
- {
- DONUT_INFO("Compute Shader Status:\nBrightness: {}\nContrast: {}\nSaturation: {}",
- m_compute_brightness, m_compute_contrast, m_compute_saturation);
- status_timer = 0.0f;
- }
-
- update_texture();
+ m_state_manager->update(m_delta_time);
}
void Application::on_render()
{
- Renderer::set_clear_color({ 0.0f, 0.0f, 0.0f, 1.0f });
- Renderer::clear();
-
- if (m_use_compute_shader &&
- m_processed_texture)
- {
- m_processed_texture->bind(0);
- m_shader->set_int("u_Texture", 0);
- }
- else if (m_texture)
- {
- m_texture->bind(0);
- m_shader->set_int("u_Texture", 0);
- }
-
- glm::mat4 view_projection = m_camera ? m_camera->get_view_projection_matrix() : glm::mat4(1.0f);
-
- glm::vec3 center_pos(0.0f, 0.0f, 0.0f);
- glm::vec3 right_pos(2.0f, 0.0f, 0.0f);
- glm::vec3 left_pos(-2.0f, 0.0f, 0.0f);
- glm::vec3 up_pos(0.0f, 2.0f, 0.0f);
- glm::vec3 down_pos(0.0f, -2.0f, 0.0f);
- glm::vec3 forward_pos(0.0f, 0.0f, 2.0f);
- glm::vec3 back_pos(0.0f, 0.0f, -2.0f);
-
- glm::mat4 transform = glm::translate(glm::mat4(1.0f), center_pos);
- Renderer::submit(m_shader, m_vertex_array, transform, view_projection);
- transform = glm::translate(glm::mat4(1.0f), right_pos);
- Renderer::submit(m_shader, m_vertex_array, transform, view_projection);
- transform = glm::translate(glm::mat4(1.0f), left_pos);
- Renderer::submit(m_shader, m_vertex_array, transform, view_projection);
- transform = glm::translate(glm::mat4(1.0f), up_pos);
- Renderer::submit(m_shader, m_vertex_array, transform, view_projection);
- transform = glm::translate(glm::mat4(1.0f), down_pos);
- Renderer::submit(m_shader, m_vertex_array, transform, view_projection);
- transform = glm::translate(glm::mat4(1.0f), forward_pos);
- Renderer::submit(m_shader, m_vertex_array, transform, view_projection);
- transform = glm::translate(glm::mat4(1.0f), back_pos);
- Renderer::submit(m_shader, m_vertex_array, transform, view_projection);
- }
-
- void Application::update_texture()
- {
- if (!m_texture)
- return;
-
- m_texture_time += m_delta_time;
-
- if (m_use_compute_shader && m_compute_shader && m_processed_texture)
- {
- m_compute_shader->bind();
- m_texture->bind(0);
- m_compute_shader->set_int("u_InputTexture", 0);
- m_processed_texture->bind_as_image(1, false);
- m_compute_shader->set_float2("u_TextureSize", glm::vec2(256.0f, 256.0f));
- m_compute_shader->set_float("u_Time", m_texture_time);
- m_compute_shader->set_float("u_Brightness", m_compute_brightness);
- m_compute_shader->set_float("u_Contrast", m_compute_contrast);
- m_compute_shader->set_float("u_Saturation", m_compute_saturation);
- m_compute_shader->dispatch(16, 16, 1);
- m_compute_shader->memory_barrier(IMAGE_ACCESS_BARRIER_BIT);
- }
- else
- {
- uint32_t* pixel_data = new uint32_t[256 * 256];
- for (int y = 0; y < 256; y++)
- {
- for (int x = 0; x < 256; x++)
- {
- float time = m_texture_time * 2.0f;
- float u = (float)x / 256.0f;
- float v = (float)y / 256.0f;
-
- float wave = sin(u * 10.0f + time) * cos(v * 10.0f + time * 0.5f);
- wave = (wave + 1.0f) * 0.5f;
-
- uint8_t r = (uint8_t)(wave * 255);
- uint8_t g = (uint8_t)((1.0f - wave) * 255);
- uint8_t b = (uint8_t)((u + v) * 0.5f * 255);
- uint8_t a = 255;
-
- pixel_data[y * 256 + x] = (a << 24) | (b << 16) | (g << 8) | r;
- }
- }
-
- m_texture->set_data(pixel_data, 256 * 256 * 4);
- delete[] pixel_data;
- }
+ m_state_manager->render();
}
-}
+};