#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 #include #include #include namespace Donut { void SimulationState::OnEnter() { 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[] = { -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); } 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([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([this](WindowFocusEvent& e) { m_FirstMouse = true; m_MouseDragging = false; return true; }); dispatcher.Dispatch([this](WindowLostFocusEvent& e) { m_MouseDragging = false; return true; }); dispatcher.Dispatch([this](KeyPressedEvent& e) { m_Keys[e.GetKeyCode()] = true; return true; }); dispatcher.Dispatch([this](KeyReleasedEvent& e) { m_Keys[e.GetKeyCode()] = false; return true; }); dispatcher.Dispatch([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([this](MouseButtonPressedEvent& e) { if (e.GetMouseButton() == GLFW_MOUSE_BUTTON_LEFT) { m_MouseDragging = true; m_FirstMouse = true; } return true; }); dispatcher.Dispatch([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; } } };