diff options
Diffstat (limited to 'src/States/SimulationState.cpp')
| -rw-r--r-- | src/States/SimulationState.cpp | 311 |
1 files changed, 15 insertions, 296 deletions
diff --git a/src/States/SimulationState.cpp b/src/States/SimulationState.cpp index a37e527..349100c 100644 --- a/src/States/SimulationState.cpp +++ b/src/States/SimulationState.cpp @@ -1,330 +1,49 @@ #include "SimulationState.h" #include "Rendering/Renderer.h" -#include "Rendering/VertexArray.h" -#include "Rendering/VertexBuffer.h" -#include "Rendering/IndexBuffer.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::OnEnter() { - m_Camera = CreateScope<Camera>(45.0f, 1280.0f / 720.0f, 0.1f, 100.0f); - m_Camera->SetPosition({ 0.0f, 0.0f, 3.0f }); - m_Camera->SetMouseSensitivity(0.1f); - m_Camera->SetMovementSpeed(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_VertexArray = Ref<VertexArray>(VertexArray::Create()); - m_VertexBuffer = Ref<VertexBuffer>(VertexBuffer::Create(vertices, sizeof(vertices))); - - VertexBufferLayout layout; - layout.Push<float>(3); - layout.Push<float>(4); - layout.Push<float>(2); - m_VertexBuffer->SetLayout(layout); - - m_VertexArray->AddVertexBuffer(m_VertexBuffer); - - m_IndexBuffer = Ref<IndexBuffer>(IndexBuffer::Create(indices, 36)); - m_VertexArray->SetIndexBuffer(m_IndexBuffer); - - m_Shader = Ref<Shader>(Shader::Create("Assets/Textured.glsl")); - m_Texture = Texture2D::Create(256, 256); - - uint32_t* pixelData = 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; - - pixelData[y * 256 + x] = (a << 24) | (b << 16) | (g << 8) | r; - } - } - - m_Texture->SetData(pixelData, 256 * 256 * 4); - delete[] pixelData; - - m_ComputeShader = Ref<Shader>(Shader::Create("Assets/TextureProcessor.glsl")); - - if (!m_ComputeShader) - { - DONUT_WARN("Failed to create compute shader! Falling back to CPU texture generation."); - m_UseComputeShader = false; - } - else - DONUT_INFO("Compute shader created successfully!"); - - m_ProcessedTexture = Texture2D::Create(256, 256); + DONUT_INFO("Entering Simulation State"); } void SimulationState::OnExit() { + DONUT_INFO("Exiting Simulation State"); } void SimulationState::OnUpdate(float deltaTime) { - m_DeltaTime = deltaTime; - HandleKeyInput(deltaTime); - UpdateTexture(); } void SimulationState::OnRender() { Renderer::SetClearColor({ 0.0f, 0.0f, 0.0f, 1.0f }); Renderer::Clear(); - - if (m_UseComputeShader && m_ProcessedTexture) - { - m_ProcessedTexture->Bind(0); - m_Shader->SetInt("u_Texture", 0); - } - else if (m_Texture) - { - m_Texture->Bind(0); - m_Shader->SetInt("u_Texture", 0); - } - - glm::mat4 viewProjection = m_Camera ? m_Camera->GetViewProjectionMatrix() : glm::mat4(1.0f); - - glm::vec3 centerPos(0.0f, 0.0f, 0.0f); - glm::vec3 rightPos(2.0f, 0.0f, 0.0f); - glm::vec3 leftPos(-2.0f, 0.0f, 0.0f); - glm::vec3 upPos(0.0f, 2.0f, 0.0f); - glm::vec3 downPos(0.0f, -2.0f, 0.0f); - glm::vec3 forwardPos(0.0f, 0.0f, 2.0f); - glm::vec3 backPos(0.0f, 0.0f, -2.0f); - - glm::mat4 transform = glm::translate(glm::mat4(1.0f), centerPos); - Renderer::Submit(m_Shader, m_VertexArray, transform, viewProjection); - transform = glm::translate(glm::mat4(1.0f), rightPos); - Renderer::Submit(m_Shader, m_VertexArray, transform, viewProjection); - transform = glm::translate(glm::mat4(1.0f), leftPos); - Renderer::Submit(m_Shader, m_VertexArray, transform, viewProjection); - transform = glm::translate(glm::mat4(1.0f), upPos); - Renderer::Submit(m_Shader, m_VertexArray, transform, viewProjection); - transform = glm::translate(glm::mat4(1.0f), downPos); - Renderer::Submit(m_Shader, m_VertexArray, transform, viewProjection); - transform = glm::translate(glm::mat4(1.0f), forwardPos); - Renderer::Submit(m_Shader, m_VertexArray, transform, viewProjection); - transform = glm::translate(glm::mat4(1.0f), backPos); - Renderer::Submit(m_Shader, m_VertexArray, transform, viewProjection); } void SimulationState::OnEvent(Event& event) { - EventDispatcher dispatcher(event); - - dispatcher.Dispatch<WindowResizeEvent>([this](WindowResizeEvent& e) - { - if (m_Camera) - m_Camera->SetProjection(45.0f, (float)e.GetWidth() / (float)e.GetHeight(), 0.1f, 100.0f); - return true; - }); - - dispatcher.Dispatch<WindowFocusEvent>([this](WindowFocusEvent& e) - { - m_FirstMouse = true; - m_MouseDragging = false; - return true; - }); - - dispatcher.Dispatch<WindowLostFocusEvent>([this](WindowLostFocusEvent& e) - { - m_MouseDragging = false; - return true; - }); - - dispatcher.Dispatch<KeyPressedEvent>([this](KeyPressedEvent& e) - { - m_Keys[e.GetKeyCode()] = true; - return true; - }); - - dispatcher.Dispatch<KeyReleasedEvent>([this](KeyReleasedEvent& e) - { - m_Keys[e.GetKeyCode()] = false; - return true; - }); - - dispatcher.Dispatch<MouseMovedEvent>([this](MouseMovedEvent& e) - { - if (!m_MouseDragging) - return true; - - if (m_FirstMouse) - { - m_LastX = e.GetX(); - m_LastY = e.GetY(); - m_FirstMouse = false; - } - - float xOffset = m_LastX - e.GetX(); - float yOffset = e.GetY() - m_LastY; - - m_LastX = e.GetX(); - m_LastY = e.GetY(); - - if (m_Camera) - m_Camera->OnMouseMove(xOffset, yOffset); - - return true; - }); - - dispatcher.Dispatch<MouseButtonPressedEvent>([this](MouseButtonPressedEvent& e) - { - if (e.GetMouseButton() == GLFW_MOUSE_BUTTON_LEFT) - { - m_MouseDragging = true; - m_FirstMouse = true; - } - return true; - }); - - dispatcher.Dispatch<MouseButtonReleasedEvent>([this](MouseButtonReleasedEvent& e) - { - if (e.GetMouseButton() == GLFW_MOUSE_BUTTON_LEFT) - m_MouseDragging = false; - return true; - }); } - void SimulationState::HandleKeyInput(float deltaTime) + void SimulationState::OnImUIRender() { - if (m_Camera) - { - if (m_Keys[GLFW_KEY_W]) - m_Camera->MoveForward(deltaTime); - if (m_Keys[GLFW_KEY_S]) - m_Camera->MoveBackward(deltaTime); - if (m_Keys[GLFW_KEY_A]) - m_Camera->MoveLeft(deltaTime); - if (m_Keys[GLFW_KEY_D]) - m_Camera->MoveRight(deltaTime); - if (m_Keys[GLFW_KEY_SPACE]) - m_Camera->MoveUp(deltaTime); - if (m_Keys[GLFW_KEY_LEFT_SHIFT]) - m_Camera->MoveDown(deltaTime); - } - - static bool cKeyPressed = false; - if (m_Keys[GLFW_KEY_C] && !cKeyPressed) - { - m_UseComputeShader = !m_UseComputeShader; - DONUT_INFO("Compute shader: {}", (m_UseComputeShader ? "ON" : "OFF")); - cKeyPressed = true; - } - if (!m_Keys[GLFW_KEY_C]) - cKeyPressed = false; - if (m_Keys[GLFW_KEY_UP]) - m_ComputeBrightness += deltaTime * 0.5f; - if (m_Keys[GLFW_KEY_DOWN]) - m_ComputeBrightness -= deltaTime * 0.5f; - if (m_Keys[GLFW_KEY_LEFT]) - m_ComputeContrast -= deltaTime * 0.5f; - if (m_Keys[GLFW_KEY_RIGHT]) - m_ComputeContrast += deltaTime * 0.5f; - if (m_Keys[GLFW_KEY_Q]) - m_ComputeSaturation -= deltaTime * 0.5f; - if (m_Keys[GLFW_KEY_E]) - m_ComputeSaturation += deltaTime * 0.5f; + ImGui::Begin("Simulation Controls"); - m_ComputeBrightness = glm::clamp(m_ComputeBrightness, -1.0f, 1.0f); - m_ComputeContrast = glm::clamp(m_ComputeContrast, 0.1f, 3.0f); - m_ComputeSaturation = glm::clamp(m_ComputeSaturation, 0.0f, 2.0f); + ImGui::Text("Simulation State"); + if (ImGui::Button("Back to Config")) + Application::Get().GetStateManager().SwitchToState("Config"); + + ImGui::Separator(); - static float statusTimer = 0.0f; - statusTimer += deltaTime; - if (statusTimer > 2.0f) - { - DONUT_INFO("Compute Shader Status:\nBrightness: {}\nContrast: {}\nSaturation: {}", - m_ComputeBrightness, m_ComputeContrast, m_ComputeSaturation); - statusTimer = 0.0f; - } - } - - void SimulationState::UpdateTexture() - { - if (!m_Texture) - return; - - m_TextureTime += m_DeltaTime; + ImGui::Text("Simulation Info:"); + ImGui::Text("FPS: %.1f", ImGui::GetIO().Framerate); + ImGui::Text("Frame Time: %.3f ms", 1000.0f / ImGui::GetIO().Framerate); - if (m_UseComputeShader && m_ComputeShader && m_ProcessedTexture) - { - m_ComputeShader->Bind(); - m_Texture->Bind(0); - m_ComputeShader->SetInt("u_InputTexture", 0); - m_ProcessedTexture->BindAsImage(1, false); - m_ComputeShader->SetFloat2("u_TextureSize", glm::vec2(256.0f, 256.0f)); - m_ComputeShader->SetFloat("u_Time", m_TextureTime); - m_ComputeShader->SetFloat("u_Brightness", m_ComputeBrightness); - m_ComputeShader->SetFloat("u_Contrast", m_ComputeContrast); - m_ComputeShader->SetFloat("u_Saturation", m_ComputeSaturation); - m_ComputeShader->Dispatch(16, 16, 1); - m_ComputeShader->MemoryBarrier(IMAGE_ACCESS_BARRIER_BIT); - } - else - { - uint32_t* pixelData = new uint32_t[256 * 256]; - for (int y = 0; y < 256; y++) - { - for (int x = 0; x < 256; x++) - { - float time = m_TextureTime * 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; - - pixelData[y * 256 + x] = (a << 24) | (b << 16) | (g << 8) | r; - } - } - - m_Texture->SetData(pixelData, 256 * 256 * 4); - delete[] pixelData; - } + ImGui::End(); } }; |
