hachem.wtf
aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--.gitmodules4
-rw-r--r--README.md80
m---------ext/imgui0
-rw-r--r--imgui.ini17
-rw-r--r--premake5.lua52
-rw-r--r--src/core/application.cpp15
-rw-r--r--src/core/application.h1
-rw-r--r--src/core/state.h1
-rw-r--r--src/core/state_manager.cpp6
-rw-r--r--src/core/state_manager.h1
-rw-r--r--src/core/window.cpp62
-rw-r--r--src/core/window.h7
-rw-r--r--src/states/config_state.cpp12
-rw-r--r--src/states/config_state.h1
-rw-r--r--src/states/simulation_state.cpp311
-rw-r--r--src/states/simulation_state.h37
16 files changed, 261 insertions, 346 deletions
diff --git a/.gitmodules b/.gitmodules
index 3167aa9..bd955cb 100644
--- a/.gitmodules
+++ b/.gitmodules
@@ -4,3 +4,7 @@
[submodule "ext/glm"]
path = ext/glm
url = https://github.com/g-truc/glm.git
+[submodule "ext/imgui"]
+ path = ext/imgui
+ url = https://github.com/ocornut/imgui.git
+ branch = docking
diff --git a/README.md b/README.md
index fa071f6..2c46160 100644
--- a/README.md
+++ b/README.md
@@ -1,2 +1,78 @@
-# 𝔇𝔬𝔫𝔲𝔱
-A realtime blackhole simulator and renderer written in C.
+# Donut Engine
+
+A modern C++ game engine with OpenGL rendering and ImGUI integration.
+
+## Features
+
+- **OpenGL Rendering**: Modern OpenGL 4.6 with GLAD loader
+- **GLFW Window Management**: Cross-platform window and input handling
+- **ImGUI Integration**: Immediate mode GUI for debugging and configuration
+- **State Management**: Flexible state system for different application modes
+- **Event System**: Comprehensive event handling for input and window events
+
+## States
+
+The engine uses a state-based architecture with the following states:
+
+### Menu State
+- Main menu interface
+- Navigation to other states
+- Application exit functionality
+
+### Config State
+- Simulation configuration
+- Parameter adjustment (simulation speed, particle count, gravity)
+- Settings reset functionality
+
+### Simulation State
+- Real-time simulation controls
+- Performance monitoring (FPS, frame time)
+- Debug information display
+- Time scale adjustment
+
+## Controls
+
+- **Key 1**: Switch to Config State
+- **Key 2**: Switch to Simulation State
+- **Key 3**: Switch to Main Menu
+- **Mouse**: Navigate ImGUI interfaces
+- **ImGUI Buttons**: State switching and configuration
+
+## Building
+
+The project uses Premake5 for build configuration:
+
+```bash
+# Generate Visual Studio 2022 project
+premake5 vs2022
+
+# Generate other build systems as needed
+premake5 gmake2
+premake5 xcode4
+```
+
+## Dependencies
+
+- **GLFW**: Window management and input handling
+- **GLAD**: OpenGL function loading
+- **ImGUI**: Immediate mode GUI
+- **GLM**: Mathematics library
+- **Premake5**: Build system generation
+
+## Architecture
+
+The engine follows a modular architecture:
+
+- **Core**: Application, Window, Event, State management
+- **Platform**: Renderer API abstraction (OpenGL, Vulkan)
+- **Rendering**: High-level rendering interface
+- **States**: Application state implementations
+
+## ImGUI Integration
+
+ImGUI is fully integrated into the engine with:
+
+- Automatic initialization after OpenGL context setup
+- Per-state UI rendering through `OnImUIRender()` virtual function
+- Proper frame management and cleanup
+- Support for docking and viewports
diff --git a/ext/imgui b/ext/imgui
new file mode 160000
+Subproject 1f7f1f54af38b0350d8c0008b096a9af6de299c
diff --git a/imgui.ini b/imgui.ini
new file mode 100644
index 0000000..c9d59c2
--- /dev/null
+++ b/imgui.ini
@@ -0,0 +1,17 @@
+[Window][Debug##Default]
+Pos=60,60
+Size=400,400
+Collapsed=0
+
+[Window][Configuration]
+Pos=60,60
+Size=305,139
+Collapsed=0
+
+[Window][Simulation Controls]
+Pos=965,39
+Size=230,165
+Collapsed=0
+
+[Docking][Data]
+
diff --git a/premake5.lua b/premake5.lua
index 6f31afe..de1ebc2 100644
--- a/premake5.lua
+++ b/premake5.lua
@@ -24,9 +24,11 @@ workspace "Donut"
outputdir = "%{cfg.buildcfg}-%{cfg.system}/%{prj.name}"
IncludeDir = {}
+IncludeDir["glm"] = "ext/glm"
IncludeDir["glfw"] = "ext/glfw/include"
IncludeDir["glad"] = "ext/glad/include"
-IncludeDir["glm"] = "ext/glm"
+IncludeDir["imgui"] = "ext/imgui"
+IncludeDir["imgui_backends"] = "ext/imgui/backends"
group "Dependencies"
@@ -203,6 +205,44 @@ project "GLFW"
optimize "speed"
symbols "off"
+project "ImGui"
+ kind "StaticLib"
+ language "C++"
+ staticruntime "on"
+
+ targetdir ("bin/" .. outputdir)
+ objdir ("bin-int/" .. outputdir)
+
+ files
+ {
+ "ext/imgui/imgui.cpp",
+ "ext/imgui/imgui_draw.cpp",
+ "ext/imgui/imgui_tables.cpp",
+ "ext/imgui/imgui_widgets.cpp",
+ "ext/imgui/imgui_demo.cpp"
+ }
+
+ filter "system:windows"
+ systemversion "latest"
+ cppdialect "C++17"
+
+ filter "system:linux"
+ pic "On"
+ systemversion "latest"
+ cppdialect "C++17"
+
+ filter "configurations:Debug"
+ runtime "Debug"
+ symbols "on"
+
+ filter "configurations:Release"
+ runtime "Release"
+ optimize "on"
+
+ filter "configurations:Dist"
+ runtime "Release"
+ optimize "on"
+ symbols "off"
group ""
project "Donut"
@@ -225,22 +265,28 @@ project "Donut"
"ext/glm/glm/**.inl",
"src/**.h",
- "src/**.cpp"
+ "src/**.cpp",
+
+ "ext/imgui/backends/imgui_impl_glfw.cpp",
+ "ext/imgui/backends/imgui_impl_opengl3.cpp"
}
includedirs
{
"src",
+ "%{IncludeDir.glm}",
"%{IncludeDir.glfw}",
"%{IncludeDir.glad}",
- "%{IncludeDir.glm}"
+ "%{IncludeDir.imgui}",
+ "%{IncludeDir.imgui_backends}",
}
links
{
"GLFW",
"GLAD",
+ "ImGui"
}
filter "system:windows"
diff --git a/src/core/application.cpp b/src/core/application.cpp
index f2284cd..0698ce3 100644
--- a/src/core/application.cpp
+++ b/src/core/application.cpp
@@ -2,8 +2,8 @@
#include "rendering/renderer.h"
-#include "states/config_state.h"
#include "states/simulation_state.h"
+#include "states/config_state.h"
#include <GLFW/glfw3.h>
@@ -86,12 +86,6 @@ namespace Donut
event.handled = true;
return true;
}
- else if (e.get_key_code() == GLFW_KEY_3)
- {
- m_state_manager->switch_to_state("Menu");
- event.handled = true;
- return true;
- }
return true;
});
@@ -105,12 +99,13 @@ namespace Donut
RendererAPI::set_api(RendererAPI::API::OpenGL);
Renderer::init();
+ m_window->init_im_gui();
Renderer::on_window_resize(1280, 720);
RenderCommand::set_face_culling(false);
m_state_manager = create_scope<StateManager>();
- m_state_manager->register_state("Config", create_scope<ConfigState>());
+ m_state_manager->register_state("Config", create_scope<ConfigState>());
m_state_manager->register_state("Simulation", create_scope<SimulationState>());
m_state_manager->switch_to_state("Config");
}
@@ -136,5 +131,9 @@ namespace Donut
void Application::on_render()
{
m_state_manager->render();
+
+ m_window->begin_im_gui_frame();
+ m_state_manager->on_im_ui_render();
+ m_window->end_im_gui_frame();
}
};
diff --git a/src/core/application.h b/src/core/application.h
index 048503b..d0abac3 100644
--- a/src/core/application.h
+++ b/src/core/application.h
@@ -19,6 +19,7 @@ namespace Donut
void close();
Window& get_window() { return *m_window; }
+ StateManager& get_state_manager() { return *m_state_manager; }
static Application& get() { return *s_instance; }
private:
void on_init();
diff --git a/src/core/state.h b/src/core/state.h
index f5d808a..f4fe9b3 100644
--- a/src/core/state.h
+++ b/src/core/state.h
@@ -13,6 +13,7 @@ namespace Donut
virtual void on_exit() = 0;
virtual void on_update(float delta_time) = 0;
virtual void on_render() = 0;
+ virtual void on_im_ui_render() = 0;
virtual void on_event(Event& event) = 0;
};
};
diff --git a/src/core/state_manager.cpp b/src/core/state_manager.cpp
index 728df15..5086ddd 100644
--- a/src/core/state_manager.cpp
+++ b/src/core/state_manager.cpp
@@ -74,6 +74,12 @@ namespace Donut
m_current_state->on_render();
}
+ void StateManager::on_im_ui_render()
+ {
+ if (m_current_state)
+ m_current_state->on_im_ui_render();
+ }
+
void StateManager::on_event(Event& event)
{
if (m_current_state)
diff --git a/src/core/state_manager.h b/src/core/state_manager.h
index 469c48f..584df11 100644
--- a/src/core/state_manager.h
+++ b/src/core/state_manager.h
@@ -16,6 +16,7 @@ namespace Donut
void update(float delta_time);
void render();
+ void on_im_ui_render();
void on_event(Event& event);
void register_state(const std::string& state_name, Scope<State> state);
diff --git a/src/core/window.cpp b/src/core/window.cpp
index f598357..df19b86 100644
--- a/src/core/window.cpp
+++ b/src/core/window.cpp
@@ -2,6 +2,10 @@
#include <cstdint>
+#include <imgui.h>
+#include <imgui_impl_glfw.h>
+#include <imgui_impl_opengl3.h>
+
namespace Donut
{
static bool s_glfw_initialized = false;
@@ -66,6 +70,9 @@ namespace Donut
void Window::shutdown()
{
DONUT_INFO("Shutting down window: ", m_title);
+
+ shutdown_im_gui();
+
glfwDestroyWindow(m_window);
s_glfw_window_count--;
@@ -102,6 +109,61 @@ namespace Donut
GLFW_CURSOR_NORMAL : GLFW_CURSOR_HIDDEN);
}
+ void Window::init_im_gui()
+ {
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO();
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
+ io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
+ io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
+
+ ImGui::StyleColorsDark();
+
+ ImGuiStyle& style = ImGui::GetStyle();
+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ style.WindowRounding = 0.0f;
+ style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+ }
+
+ ImGui_ImplGlfw_InitForOpenGL(m_window, true);
+ ImGui_ImplOpenGL3_Init("#version 130");
+
+ DONUT_INFO("ImGUI initialized successfully");
+ }
+
+ void Window::shutdown_im_gui()
+ {
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui_ImplGlfw_Shutdown();
+ ImGui::DestroyContext();
+
+ DONUT_INFO("ImGUI shutdown");
+ }
+
+ void Window::begin_im_gui_frame()
+ {
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+ }
+
+ void Window::end_im_gui_frame()
+ {
+ ImGui::Render();
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ GLFWwindow* backup_current_context = glfwGetCurrentContext();
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault();
+ glfwMakeContextCurrent(backup_current_context);
+ }
+ }
+
void Window::glfw_error_callback(int error, const char* description)
{
DONUT_ERROR("GLFW Error (", error, "): ", description);
diff --git a/src/core/window.h b/src/core/window.h
index 256f708..96678f8 100644
--- a/src/core/window.h
+++ b/src/core/window.h
@@ -35,10 +35,15 @@ namespace Donut
void set_cursor_visible(bool visible);
bool is_cursor_locked() const { return m_cursor_locked; }
bool is_cursor_visible() const { return m_cursor_visible; }
+
+ void init_im_gui();
+ void begin_im_gui_frame();
+ void end_im_gui_frame();
private:
void init();
void shutdown();
-
+ void shutdown_im_gui();
+
static void glfw_error_callback(int error, const char* description);
static void glfw_window_close_callback(GLFWwindow* window);
static void glfw_window_size_callback(GLFWwindow* window, int width, int height);
diff --git a/src/states/config_state.cpp b/src/states/config_state.cpp
index 8ea33ca..9d0e626 100644
--- a/src/states/config_state.cpp
+++ b/src/states/config_state.cpp
@@ -1,5 +1,8 @@
#include "config_state.h"
#include "rendering/renderer.h"
+#include "core/application.h"
+
+#include <imgui.h>
namespace Donut
{
@@ -26,4 +29,13 @@ namespace Donut
void ConfigState::on_event(Event& event)
{
}
+
+ void ConfigState::on_im_ui_render()
+ {
+ ImGui::Begin("Configuration");
+ ImGui::Text("Configuration State");
+ if (ImGui::Button("Start Simulation"))
+ Application::get().get_state_manager().switch_to_state("Simulation");
+ ImGui::End();
+ }
}
diff --git a/src/states/config_state.h b/src/states/config_state.h
index 35a3001..15aff5c 100644
--- a/src/states/config_state.h
+++ b/src/states/config_state.h
@@ -16,6 +16,7 @@ namespace Donut
void on_exit() override;
void on_update(float delta_time) override;
void on_render() override;
+ void on_im_ui_render() override;
void on_event(Event& event) override;
};
};
diff --git a/src/states/simulation_state.cpp b/src/states/simulation_state.cpp
index 6a832cd..7e9cb76 100644
--- a/src/states/simulation_state.cpp
+++ b/src/states/simulation_state.cpp
@@ -1,330 +1,49 @@
#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 "core/application.h"
-#include <glm/glm.hpp>
-#include <glm/gtc/matrix_transform.hpp>
-#include <GLFW/glfw3.h>
+#include <imgui.h>
namespace Donut
{
void SimulationState::on_enter()
{
- m_camera = create_scope<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 = Ref<VertexArray>(VertexArray::create());
- m_vertex_buffer = Ref<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 = Ref<IndexBuffer>(IndexBuffer::create(indices, 36));
- m_vertex_array->set_index_buffer(m_index_buffer);
-
- m_shader = Ref<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 = Ref<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);
+ DONUT_INFO("Entering Simulation State");
}
void SimulationState::on_exit()
{
+ DONUT_INFO("Exiting Simulation State");
}
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)
+ void SimulationState::on_im_ui_render()
{
- 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;
+ ImGui::Begin("Simulation Controls");
- 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);
+ ImGui::Text("Simulation State");
+ if (ImGui::Button("Back to Config"))
+ Application::get().get_state_manager().switch_to_state("Config");
+
+ ImGui::Separator();
- 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;
+ ImGui::Text("Simulation Info:");
+ ImGui::Text("FPS: %.1f", ImGui::GetIO().Framerate);
+ ImGui::Text("Frame Time: %.3f ms", 1000.0f / ImGui::GetIO().Framerate);
- 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;
- }
+ ImGui::End();
}
};
diff --git a/src/states/simulation_state.h b/src/states/simulation_state.h
index 051edf3..4bb1c1b 100644
--- a/src/states/simulation_state.h
+++ b/src/states/simulation_state.h
@@ -1,17 +1,9 @@
#pragma once
-#include "core/memory.h"
#include "core/state.h"
#include "core/event.h"
-#include "core/camera.h"
#include "core/log.h"
-#include "rendering/vertex_array.h"
-#include "rendering/vertex_buffer.h"
-#include "rendering/index_buffer.h"
-#include "rendering/shader.h"
-#include "rendering/texture.h"
-
namespace Donut
{
class SimulationState
@@ -24,34 +16,7 @@ namespace Donut
void on_exit() override;
void on_update(float delta_time) override;
void on_render() override;
+ void on_im_ui_render() override;
void on_event(Event& event) override;
- private:
- void handle_key_input(float delta_time);
- void update_texture();
- private:
- Scope<Camera> m_camera;
-
- Ref<VertexArray> m_vertex_array;
- Ref<VertexBuffer> m_vertex_buffer;
- Ref<IndexBuffer> m_index_buffer;
- Ref<Shader> m_shader;
- Ref<Texture2D> m_texture;
-
- Ref<Shader> m_compute_shader;
- Ref<Texture2D> m_processed_texture;
-
- float m_compute_brightness = 0.0f;
- float m_compute_contrast = 1.0f;
- float m_compute_saturation = 1.0f;
- bool m_use_compute_shader = true;
-
- bool m_keys[1024] = { false };
- bool m_first_mouse = true;
- float m_last_x = 0.0f;
- float m_last_y = 0.0f;
- float m_delta_time = 0.0f;
- float m_last_frame = 0.0f;
- bool m_mouse_dragging = false;
- float m_texture_time = 0.0f;
};
};