hachem.wtf
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-rw-r--r--src/core/application.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/core/application.cpp b/src/core/application.cpp
index 435b6aa..c4c0e71 100644
--- a/src/core/application.cpp
+++ b/src/core/application.cpp
@@ -22,6 +22,7 @@ namespace Donut
s_instance = this;
m_window = std::make_unique<Window>(name, width, height);
+
m_window->set_event_callback([this](Event& event)
{
on_event(event);
@@ -68,9 +69,13 @@ namespace Donut
dispatcher.dispatch<WindowResizeEvent>([this, &event](WindowResizeEvent& e)
{
if (e.get_width() == 0 || e.get_height() == 0)
+ {
m_minimized = true;
+ }
else
+ {
m_minimized = false;
+ }
Renderer::on_window_resize(e.get_width(), e.get_height());
@@ -152,7 +157,9 @@ namespace Donut
void Application::on_init()
{
+ Logger::init();
Renderer::init();
+
Renderer::on_window_resize(1280, 720);
RenderCommand::set_face_culling(false);
@@ -228,30 +235,23 @@ namespace Donut
if (!m_compute_shader)
{
- std::cout << "Failed to create compute shader! Falling back to CPU texture generation." << std::endl;
+ DONUT_WARN("Failed to create compute shader! Falling back to CPU texture generation.");
m_use_compute_shader = false;
}
else
- std::cout << "Compute shader created successfully!" << std::endl;
+ DONUT_INFO("Compute shader created successfully!");
m_processed_texture = Texture2D::create(256, 256);
m_compute_brightness = 0.0f;
m_compute_contrast = 1.0f;
m_compute_saturation = 1.0f;
m_use_compute_shader = true;
-
- std::cout << "=== Compute Shader Test ===" << std::endl;
- std::cout << "C - Toggle compute shader on/off" << std::endl;
- std::cout << "Arrow Keys - Adjust brightness (Up/Down) and contrast (Left/Right)" << std::endl;
- std::cout << "Q/E - Adjust saturation" << std::endl;
- std::cout << "WASD - Move camera" << std::endl;
- std::cout << "Mouse - Look around" << std::endl;
- std::cout << "==========================" << std::endl;
}
void Application::on_shutdown()
{
Renderer::shutdown();
+ Logger::shutdown();
}
void Application::on_update()
@@ -280,7 +280,7 @@ namespace Donut
if (m_keys[GLFW_KEY_C] && !c_key_pressed)
{
m_use_compute_shader = !m_use_compute_shader;
- std::cout << "Compute shader: " << (m_use_compute_shader ? "ON" : "OFF") << std::endl;
+ DONUT_INFO("Compute shader: {}", (m_use_compute_shader ? "ON" : "OFF"));
c_key_pressed = true;
}
if (!m_keys[GLFW_KEY_C])
@@ -306,9 +306,8 @@ namespace Donut
status_timer += m_delta_time;
if (status_timer > 2.0f)
{
- std::cout << "Compute Shader Status - Brightness: " << m_compute_brightness
- << ", Contrast: " << m_compute_contrast
- << ", Saturation: " << m_compute_saturation << std::endl;
+ DONUT_INFO("Compute Shader Status:\nBrightness: {}\nContrast: {}\nSaturation: {}",
+ m_compute_brightness, m_compute_contrast, m_compute_saturation);
status_timer = 0.0f;
}
@@ -320,7 +319,8 @@ namespace Donut
Renderer::set_clear_color({ 0.0f, 0.0f, 0.0f, 1.0f });
Renderer::clear();
- if (m_use_compute_shader && m_processed_texture)
+ if (m_use_compute_shader &&
+ m_processed_texture)
{
m_processed_texture->bind(0);
m_shader->set_int("u_Texture", 0);