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-rw-r--r--src/states/simulation_state.cpp311
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();
}
};