#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 #include #include #include namespace Donut { void SimulationState::on_enter() { 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, 0.0f, 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 = std::shared_ptr(VertexArray::create()); m_vertex_buffer = std::shared_ptr(VertexBuffer::create(vertices, sizeof(vertices))); VertexBufferLayout layout; layout.push(3); layout.push(4); layout.push(2); 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/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 = std::shared_ptr(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); } void SimulationState::on_exit() { } 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([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([this](WindowFocusEvent& e) { m_first_mouse = true; m_mouse_dragging = false; return true; }); dispatcher.dispatch([this](WindowLostFocusEvent& e) { m_mouse_dragging = false; return true; }); dispatcher.dispatch([this](KeyPressedEvent& e) { m_keys[e.get_key_code()] = true; return true; }); dispatcher.dispatch([this](KeyReleasedEvent& e) { m_keys[e.get_key_code()] = false; return true; }); dispatcher.dispatch([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([this](MouseButtonPressedEvent& e) { if (e.get_mouse_button() == GLFW_MOUSE_BUTTON_LEFT) { m_mouse_dragging = true; m_first_mouse = true; } return true; }); dispatcher.dispatch([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) { 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; 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); 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; 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; } } };