#include "application.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 #include #include #include namespace Donut { Application* Application::s_instance = nullptr; Application::Application(const std::string& name, int width, int height) : m_running(true), m_minimized(false) { s_instance = this; m_window = std::make_unique(name, width, height); m_window->set_event_callback([this](Event& event) { on_event(event); }); on_init(); } Application::~Application() { on_shutdown(); s_instance = nullptr; } void Application::run() { while (m_running) { if (!m_minimized) { on_update(); on_render(); } m_window->on_update(); } } void Application::close() { m_running = false; } void Application::on_event(Event& event) { EventDispatcher dispatcher(event); dispatcher.dispatch([this, &event](WindowCloseEvent& e) { m_running = false; event.handled = true; return true; }); dispatcher.dispatch([this, &event](WindowResizeEvent& e) { if (e.get_width() == 0 || e.get_height() == 0) m_minimized = true; else m_minimized = false; if (m_camera) m_camera->set_projection(45.0f, (float)e.get_width() / (float)e.get_height(), 0.1f, 100.0f); event.handled = true; return true; }); dispatcher.dispatch([this, &event](WindowFocusEvent& e) { m_first_mouse = true; m_mouse_dragging = false; event.handled = true; return true; }); dispatcher.dispatch([this, &event](WindowLostFocusEvent& e) { m_mouse_dragging = false; event.handled = true; return true; }); dispatcher.dispatch([this, &event](KeyPressedEvent& e) { m_keys[e.get_key_code()] = true; return true; }); dispatcher.dispatch([this, &event](KeyReleasedEvent& e) { m_keys[e.get_key_code()] = false; return true; }); dispatcher.dispatch([this, &event](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([this, &event](MouseButtonPressedEvent& e) { if (e.get_mouse_button() == GLFW_MOUSE_BUTTON_LEFT) { m_mouse_dragging = true; m_first_mouse = true; } return true; }); dispatcher.dispatch([this, &event](MouseButtonReleasedEvent& e) { if (e.get_mouse_button() == GLFW_MOUSE_BUTTON_LEFT) m_mouse_dragging = false; return true; }); } void Application::on_init() { Renderer::init(); m_camera = std::make_unique(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, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 1.0f, -0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 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 = std::shared_ptr(VertexArray::create()); m_vertex_buffer = std::shared_ptr(VertexBuffer::create(vertices, sizeof(vertices))); VertexBufferLayout layout; layout.push(3); layout.push(4); m_vertex_buffer->set_layout(layout); m_vertex_array->add_vertex_buffer(m_vertex_buffer); m_index_buffer = std::shared_ptr(IndexBuffer::create(indices, 36)); m_vertex_array->set_index_buffer(m_index_buffer); m_shader = std::shared_ptr(Shader::create("assets/basic.glsl")); } void Application::on_shutdown() { Renderer::shutdown(); } void Application::on_update() { float current_frame = (float)glfwGetTime(); m_delta_time = current_frame - m_last_frame; m_last_frame = current_frame; if (m_camera) { if (m_keys[GLFW_KEY_W]) m_camera->move_forward(m_delta_time); if (m_keys[GLFW_KEY_S]) m_camera->move_backward(m_delta_time); if (m_keys[GLFW_KEY_A]) m_camera->move_left(m_delta_time); if (m_keys[GLFW_KEY_D]) m_camera->move_right(m_delta_time); if (m_keys[GLFW_KEY_SPACE]) m_camera->move_up(m_delta_time); if (m_keys[GLFW_KEY_LEFT_SHIFT]) m_camera->move_down(m_delta_time); } } void Application::on_render() { Renderer::set_clear_color({ 0.0f, 0.0f, 0.0f, 1.0f }); Renderer::clear(); 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); } }