diff options
Diffstat (limited to 'src/states/simulation_state.cpp')
| -rw-r--r-- | src/states/simulation_state.cpp | 311 |
1 files changed, 15 insertions, 296 deletions
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(); } }; |
