diff options
| author | hachem <im@hachem.wtf> | 2025-08-14 00:02:01 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2025-08-14 00:02:01 +0200 |
| commit | 1b251bd174527951eec220ecbcb7eca89328e5b8 (patch) | |
| tree | c47632a340b4cbdd97812f8c92798fc36146558c /src/states/simulation_state.cpp | |
| parent | 1ac0f136629ce4046a5f6529cf3d1e51e96df408 (diff) | |
feat: state manager
Diffstat (limited to 'src/states/simulation_state.cpp')
| -rw-r--r-- | src/states/simulation_state.cpp | 331 |
1 files changed, 331 insertions, 0 deletions
diff --git a/src/states/simulation_state.cpp b/src/states/simulation_state.cpp new file mode 100644 index 0000000..c925cd7 --- /dev/null +++ b/src/states/simulation_state.cpp @@ -0,0 +1,331 @@ +#include "simulation_state.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 <GLFW/glfw3.h> + +namespace Donut +{ + void SimulationState::on_enter() + { + 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); + } + + void SimulationState::on_exit() + { + } + + void SimulationState::on_update(float delta_time) + { + m_delta_time = delta_time; + handle_key_input(delta_time); + update_texture(); + } + + void SimulationState::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 SimulationState::on_event(Event& event) + { + EventDispatcher dispatcher(event); + + dispatcher.dispatch<WindowResizeEvent>([this](WindowResizeEvent& e) + { + if (m_camera) + m_camera->set_projection(45.0f, (float)e.get_width() / (float)e.get_height(), 0.1f, 100.0f); + return true; + }); + + dispatcher.dispatch<WindowFocusEvent>([this](WindowFocusEvent& e) + { + m_first_mouse = true; + m_mouse_dragging = false; + return true; + }); + + dispatcher.dispatch<WindowLostFocusEvent>([this](WindowLostFocusEvent& e) + { + m_mouse_dragging = false; + return true; + }); + + dispatcher.dispatch<KeyPressedEvent>([this](KeyPressedEvent& e) + { + m_keys[e.get_key_code()] = true; + return true; + }); + + dispatcher.dispatch<KeyReleasedEvent>([this](KeyReleasedEvent& e) + { + m_keys[e.get_key_code()] = false; + return true; + }); + + dispatcher.dispatch<MouseMovedEvent>([this](MouseMovedEvent& e) + { + if (!m_mouse_dragging) + return true; + + if (m_first_mouse) + { + m_last_x = e.get_x(); + m_last_y = e.get_y(); + m_first_mouse = false; + } + + 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](MouseButtonPressedEvent& e) + { + if (e.get_mouse_button() == GLFW_MOUSE_BUTTON_LEFT) + { + m_mouse_dragging = true; + m_first_mouse = true; + } + return true; + }); + + dispatcher.dispatch<MouseButtonReleasedEvent>([this](MouseButtonReleasedEvent& e) + { + if (e.get_mouse_button() == GLFW_MOUSE_BUTTON_LEFT) + m_mouse_dragging = false; + return true; + }); + } + + void SimulationState::handle_key_input(float delta_time) + { + if (m_camera) + { + if (m_keys[GLFW_KEY_W]) + m_camera->move_forward(delta_time); + if (m_keys[GLFW_KEY_S]) + m_camera->move_backward(delta_time); + if (m_keys[GLFW_KEY_A]) + m_camera->move_left(delta_time); + if (m_keys[GLFW_KEY_D]) + m_camera->move_right(delta_time); + if (m_keys[GLFW_KEY_SPACE]) + m_camera->move_up(delta_time); + if (m_keys[GLFW_KEY_LEFT_SHIFT]) + m_camera->move_down(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 += delta_time * 0.5f; + if (m_keys[GLFW_KEY_DOWN]) + m_compute_brightness -= delta_time * 0.5f; + if (m_keys[GLFW_KEY_LEFT]) + m_compute_contrast -= delta_time * 0.5f; + if (m_keys[GLFW_KEY_RIGHT]) + m_compute_contrast += delta_time * 0.5f; + if (m_keys[GLFW_KEY_Q]) + m_compute_saturation -= delta_time * 0.5f; + if (m_keys[GLFW_KEY_E]) + m_compute_saturation += 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 += 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; + } + } + + void SimulationState::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; + } + } +}; |
