diff options
Diffstat (limited to 'src/States')
| -rw-r--r-- | src/States/ConfigState.cpp | 29 | ||||
| -rw-r--r-- | src/States/ConfigState.h | 21 | ||||
| -rw-r--r-- | src/States/SimulationState.cpp | 331 | ||||
| -rw-r--r-- | src/States/SimulationState.h | 56 |
4 files changed, 437 insertions, 0 deletions
diff --git a/src/States/ConfigState.cpp b/src/States/ConfigState.cpp new file mode 100644 index 0000000..5d2e0aa --- /dev/null +++ b/src/States/ConfigState.cpp @@ -0,0 +1,29 @@ +#include "ConfigState.h" +#include "Rendering/Renderer.h" + +namespace Donut +{ + void ConfigState::OnEnter() + { + DONUT_INFO("Entering Config State"); + } + + void ConfigState::OnExit() + { + DONUT_INFO("Exiting Config State"); + } + + void ConfigState::OnUpdate(float deltaTime) + { + } + + void ConfigState::OnRender() + { + Renderer::SetClearColor({ 0.1f, 0.1f, 0.2f, 1.0f }); + Renderer::Clear(); + } + + void ConfigState::OnEvent(Event& event) + { + } +} diff --git a/src/States/ConfigState.h b/src/States/ConfigState.h new file mode 100644 index 0000000..756e143 --- /dev/null +++ b/src/States/ConfigState.h @@ -0,0 +1,21 @@ +#pragma once + +#include "Core/State.h" +#include "Core/Event.h" +#include "Core/Log.h" + +namespace Donut +{ + class ConfigState + : public State + { + public: + ~ConfigState() = default; + + void OnEnter() override; + void OnExit() override; + void OnUpdate(float deltaTime) override; + void OnRender() override; + void OnEvent(Event& event) override; + }; +};
\ No newline at end of file diff --git a/src/States/SimulationState.cpp b/src/States/SimulationState.cpp new file mode 100644 index 0000000..103fd0f --- /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; + } + } +}; diff --git a/src/States/SimulationState.h b/src/States/SimulationState.h new file mode 100644 index 0000000..d2f0106 --- /dev/null +++ b/src/States/SimulationState.h @@ -0,0 +1,56 @@ +#pragma once + +#include "Core/State.h" +#include "Core/Event.h" +#include "Core/Camera.h" +#include "Core/Log.h" + +#include "Rendering/VertexArray.h" +#include "Rendering/VertexBuffer.h" +#include "Rendering/IndexBuffer.h" +#include "Rendering/Shader.h" +#include "Rendering/Texture.h" + +namespace Donut +{ + class SimulationState + : public State + { + public: + ~SimulationState() = default; + + void OnEnter() override; + void OnExit() override; + void OnUpdate(float deltaTime) override; + void OnRender() override; + void OnEvent(Event& event) override; + private: + void HandleKeyInput(float deltaTime); + void UpdateTexture(); + private: + std::unique_ptr<Camera> m_Camera; + + std::shared_ptr<VertexArray> m_VertexArray; + std::shared_ptr<VertexBuffer> m_VertexBuffer; + std::shared_ptr<IndexBuffer> m_IndexBuffer; + std::shared_ptr<Shader> m_Shader; + std::shared_ptr<Texture2D> m_Texture; + + std::shared_ptr<Shader> m_ComputeShader; + std::shared_ptr<Texture2D> m_ProcessedTexture; + + float m_ComputeBrightness = 0.0f; + float m_ComputeContrast = 1.0f; + float m_ComputeSaturation = 1.0f; + bool m_UseComputeShader = true; + + bool m_Keys[1024] = { false }; + bool m_FirstMouse = true; + float m_LastX = 0.0f; + float m_LastY = 0.0f; + float m_DeltaTime = 0.0f; + float m_LastFrame = 0.0f; + bool m_MouseDragging = false; + float m_TextureTime = 0.0f; + }; +}; |
