From 641db1c86bf624527173b0323bd3c832338c3662 Mon Sep 17 00:00:00 2001 From: hachem Date: Thu, 14 Aug 2025 00:02:01 +0200 Subject: [add]: State manager --- src/Core/Application.cpp | 327 ++++------------------------------------------- 1 file changed, 28 insertions(+), 299 deletions(-) (limited to 'src/Core/Application.cpp') diff --git a/src/Core/Application.cpp b/src/Core/Application.cpp index 3a58001..70868ca 100644 --- a/src/Core/Application.cpp +++ b/src/Core/Application.cpp @@ -1,15 +1,9 @@ #include "Application.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 -#include -#include +#include "States/ConfigState.h" +#include "States/SimulationState.h" + #include namespace Donut @@ -22,7 +16,6 @@ namespace Donut s_Instance = this; m_Window = std::make_unique(name, width, height); - m_Window->SetEventCallback([this](Event& event) { OnEvent(event); @@ -69,90 +62,40 @@ namespace Donut dispatcher.Dispatch([this, &event](WindowResizeEvent& e) { if (e.GetWidth() == 0 || e.GetHeight() == 0) - { m_Minimized = true; - } else - { m_Minimized = false; - } Renderer::OnWindowResize(e.GetWidth(), e.GetHeight()); - - if (m_Camera) - m_Camera->SetProjection(45.0f, (float)e.GetWidth() / (float)e.GetHeight(), 0.1f, 100.0f); - - event.Handled = true; - return true; - }); - - dispatcher.Dispatch([this, &event](WindowFocusEvent& e) - { - m_FirstMouse = true; - m_MouseDragging = false; - event.Handled = true; - return true; - }); - - dispatcher.Dispatch([this, &event](WindowLostFocusEvent& e) - { - m_MouseDragging = false; event.Handled = true; return true; }); dispatcher.Dispatch([this, &event](KeyPressedEvent& e) { - m_Keys[e.GetKeyCode()] = true; - return true; - }); - - dispatcher.Dispatch([this, &event](KeyReleasedEvent& e) - { - m_Keys[e.GetKeyCode()] = false; - return true; - }); - - dispatcher.Dispatch([this, &event](MouseMovedEvent& e) - { - if (!m_MouseDragging) + if (e.GetKeyCode() == GLFW_KEY_1) + { + m_StateManager->SwitchToState("Config"); + event.Handled = true; return true; - - if (m_FirstMouse) + } + else if (e.GetKeyCode() == GLFW_KEY_2) { - m_LastX = e.GetX(); - m_LastY = e.GetY(); - m_FirstMouse = false; + m_StateManager->SwitchToState("Simulation"); + event.Handled = true; + return true; } - - 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([this, &event](MouseButtonPressedEvent& e) - { - if (e.GetMouseButton() == GLFW_MOUSE_BUTTON_LEFT) + else if (e.GetKeyCode() == GLFW_KEY_3) { - m_MouseDragging = true; - m_FirstMouse = true; + m_StateManager->SwitchToState("Menu"); + event.Handled = true; + return true; } + return true; }); - dispatcher.Dispatch([this, &event](MouseButtonReleasedEvent& e) - { - if (e.GetMouseButton() == GLFW_MOUSE_BUTTON_LEFT) - m_MouseDragging = false; - return true; - }); + m_StateManager->OnEvent(event); } void Application::OnInit() @@ -163,93 +106,17 @@ namespace Donut Renderer::OnWindowResize(1280, 720); RenderCommand::SetFaceCulling(false); - m_Camera = std::make_unique(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[] = - { - // Position (3) | Color (4) | TexCoords (2) - -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::Create()); - m_VertexBuffer = std::shared_ptr(VertexBuffer::Create(vertices, sizeof(vertices))); - - VertexBufferLayout layout; - layout.Push(3); - layout.Push(4); - layout.Push(2); - m_VertexBuffer->SetLayout(layout); - - m_VertexArray->AddVertexBuffer(m_VertexBuffer); - - m_IndexBuffer = std::shared_ptr(IndexBuffer::Create(indices, 36)); - m_VertexArray->SetIndexBuffer(m_IndexBuffer); - - m_Shader = std::shared_ptr(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::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); - m_ComputeBrightness = 0.0f; - m_ComputeContrast = 1.0f; - m_ComputeSaturation = 1.0f; - m_UseComputeShader = true; + m_StateManager = std::make_unique(); + m_StateManager->RegisterState("Config", std::make_unique()); + m_StateManager->RegisterState("Simulation", std::make_unique()); + m_StateManager->SwitchToState("Config"); } void Application::OnShutdown() { + if (m_StateManager) + m_StateManager->Shutdown(); + Renderer::Shutdown(); Logger::Shutdown(); } @@ -260,149 +127,11 @@ namespace Donut m_DeltaTime = currentFrame - m_LastFrame; m_LastFrame = currentFrame; - if (m_Camera) - { - if (m_Keys[GLFW_KEY_W]) - m_Camera->MoveForward(m_DeltaTime); - if (m_Keys[GLFW_KEY_S]) - m_Camera->MoveBackward(m_DeltaTime); - if (m_Keys[GLFW_KEY_A]) - m_Camera->MoveLeft(m_DeltaTime); - if (m_Keys[GLFW_KEY_D]) - m_Camera->MoveRight(m_DeltaTime); - if (m_Keys[GLFW_KEY_SPACE]) - m_Camera->MoveUp(m_DeltaTime); - if (m_Keys[GLFW_KEY_LEFT_SHIFT]) - m_Camera->MoveDown(m_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 += m_DeltaTime * 0.5f; - if (m_Keys[GLFW_KEY_DOWN]) - m_ComputeBrightness -= m_DeltaTime * 0.5f; - if (m_Keys[GLFW_KEY_LEFT]) - m_ComputeContrast -= m_DeltaTime * 0.5f; - if (m_Keys[GLFW_KEY_RIGHT]) - m_ComputeContrast += m_DeltaTime * 0.5f; - if (m_Keys[GLFW_KEY_Q]) - m_ComputeSaturation -= m_DeltaTime * 0.5f; - if (m_Keys[GLFW_KEY_E]) - m_ComputeSaturation += m_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 += m_DeltaTime; - if (statusTimer > 2.0f) - { - DONUT_INFO("Compute Shader Status:\nBrightness: {}\nContrast: {}\nSaturation: {}", - m_ComputeBrightness, m_ComputeContrast, m_ComputeSaturation); - statusTimer = 0.0f; - } - - UpdateTexture(); + m_StateManager->Update(m_DeltaTime); } void Application::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 Application::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; - } + m_StateManager->Render(); } -} +}; -- cgit v1.3