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-rw-r--r--src/States/SimulationState.cpp331
1 files changed, 331 insertions, 0 deletions
diff --git a/src/States/SimulationState.cpp b/src/States/SimulationState.cpp
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--- /dev/null
+++ b/src/States/SimulationState.cpp
@@ -0,0 +1,331 @@
+#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 <iostream>
+#include <glm/glm.hpp>
+#include <glm/gtc/matrix_transform.hpp>
+#include <GLFW/glfw3.h>
+
+namespace Donut
+{
+ void SimulationState::OnEnter()
+ {
+ m_Camera = std::make_unique<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 = std::shared_ptr<VertexArray>(VertexArray::Create());
+ m_VertexBuffer = std::shared_ptr<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 = std::shared_ptr<IndexBuffer>(IndexBuffer::Create(indices, 36));
+ m_VertexArray->SetIndexBuffer(m_IndexBuffer);
+
+ m_Shader = std::shared_ptr<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 = std::shared_ptr<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);
+ }
+
+ void SimulationState::OnExit()
+ {
+ }
+
+ 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)
+ {
+ 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;
+
+ 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);
+
+ 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;
+
+ 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;
+ }
+ }
+};