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#include "application.h"
#include "rendering/renderer.h"
#include "settings_manager.h"
#include "states/simulation_state.h"
#include "states/config_state.h"
#include "states/world_builder_state.h"
#include <GLFW/glfw3.h>
#include <imgui.h>
#include <ImGuizmo.h>
#include "platform/vulkan/vulkan_renderer.h"
#ifdef __APPLE__
#include "platform/metal/metal_context.h"
#include "platform/vulkan/vulkan_context.h"
#endif
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;
// Select the render API before the window is created: the window is
// built differently for Vulkan (GLFW_NO_API) than for OpenGL.
Logger::init();
SettingsManager::initialize();
{
const auto& settings = SettingsManager::get_settings_const();
RendererAPI::set_api(settings.graphics.render_api == "Vulkan"
? RendererAPI::API::Vulkan : RendererAPI::API::OpenGL);
}
if (RendererAPI::get_api() == RendererAPI::API::Vulkan)
vulkan_prepare_glfw(); // must precede glfwInit() inside the Window ctor
m_window = create_scope<Window>(name, width, height);
m_window->set_event_callback([this](Event& event)
{
on_event(event);
});
on_init();
}
Application::~Application()
{
on_shutdown();
s_instance = nullptr;
}
auto Application::run() -> void
{
while (m_running)
{
if (m_vulkan_renderer)
{
glfwPollEvents(); // before the ImGui frame so input is current
if (!m_minimized)
m_vulkan_renderer->draw_frame(glm::vec4(0.05f, 0.06f, 0.10f, 1.0f),
[this] { build_vulkan_ui(); });
}
else
{
if (!m_minimized)
{
on_update();
on_render();
}
m_window->on_update(); // polls events + swaps buffers (OpenGL)
}
}
}
auto Application::build_vulkan_ui() -> void
{
// Placeholder UI proving the ImGui Vulkan backend renders. The real
// application UI (states' on_im_ui_render) moves here once the scene is
// ported to Vulkan (B-3).
ImGui::Begin("Donut - Vulkan backend");
ImGui::Text("Geodesic black hole through Vulkan (MoltenVK).");
ImGui::Text("%.1f FPS", ImGui::GetIO().Framerate);
ImGui::Separator();
ImGui::TextWrapped("Drag to orbit, scroll to zoom. HDRI starfield is live; "
"next is porting the simulation UI to Vulkan.");
ImGui::End();
}
auto Application::close() -> void
{
m_running = false;
}
auto Application::on_event(Event& event) -> void
{
EventDispatcher dispatcher(event);
dispatcher.dispatch<WindowCloseEvent>([this, &event](WindowCloseEvent& e)
{
m_running = false;
event.handled = true;
return true;
});
dispatcher.dispatch<WindowResizeEvent>([this, &event](WindowResizeEvent& e)
{
if (e.get_width() == 0 || e.get_height() == 0)
m_minimized = true;
else
m_minimized = false;
if (m_vulkan_renderer)
{
m_vulkan_renderer->on_resize(e.get_width(), e.get_height());
}
else
{
Renderer::on_window_resize(e.get_width(), e.get_height());
if (m_engine) m_engine->set_window_dimensions(e.get_width(), e.get_height());
}
event.handled = true;
return true;
});
dispatcher.dispatch<KeyPressedEvent>([this, &event](KeyPressedEvent& e)
{
if (!m_state_manager)
return true;
if (e.get_key_code() == GLFW_KEY_1)
{
m_state_manager->switch_to_state("Config");
event.handled = true;
return true;
}
else if (e.get_key_code() == GLFW_KEY_2)
{
m_state_manager->switch_to_state("Simulation");
event.handled = true;
return true;
}
else if (e.get_key_code() == GLFW_KEY_3)
{
m_state_manager->switch_to_state("WorldBuilder");
event.handled = true;
return true;
}
return true;
});
if (m_state_manager)
m_state_manager->on_event(event);
}
auto Application::on_init() -> void
{
// (Logger, settings and API selection happen in the constructor.)
if (RendererAPI::get_api() == RendererAPI::API::Vulkan)
{
int w = 0, h = 0;
glfwGetFramebufferSize((GLFWwindow*)m_window->get_native_window(), &w, &h);
m_vulkan_renderer = create_scope<VulkanRenderer>();
if (!m_vulkan_renderer->init(m_window->get_native_window(), w, h))
DONUT_ERROR("Vulkan renderer initialization failed");
else
m_vulkan_renderer->init_im_gui();
// Scene rendering hooks in here in the B-3 phase; the Vulkan path now
// clears, presents, and draws the ImGui UI.
return;
}
Renderer::init();
m_window->init_im_gui();
Renderer::on_window_resize(1280, 720);
RenderCommand::set_face_culling(false);
m_engine = create_scope<Engine>();
m_engine->set_window_dimensions(1280, 720);
m_state_manager = create_scope<StateManager>();
m_state_manager->register_state("Config", create_scope<ConfigState>());
m_state_manager->register_state("Simulation", create_scope<SimulationState>());
m_state_manager->register_state("WorldBuilder", create_scope<WorldBuilderState>());
m_state_manager->switch_to_state("Config");
}
auto Application::on_shutdown() -> void
{
if (m_vulkan_renderer)
{
m_vulkan_renderer->shutdown();
m_vulkan_renderer.reset();
}
else
{
if (m_state_manager)
m_state_manager->shutdown();
Renderer::shutdown();
}
SettingsManager::shutdown();
Logger::shutdown();
}
auto Application::on_update() -> void
{
float current_frame = (float)glfwGetTime();
m_delta_time = current_frame - m_last_frame;
m_last_frame = current_frame;
m_state_manager->update(m_delta_time);
}
auto Application::on_render() -> void
{
m_state_manager->render();
m_window->begin_im_gui_frame();
ImGuizmo::BeginFrame();
ImGuizmo::SetOrthographic(false);
setup_docking_layout();
m_state_manager->on_im_ui_render();
m_window->end_im_gui_frame();
}
auto Application::setup_docking_layout() -> void
{
ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::DockSpaceOverViewport(0, viewport, ImGuiDockNodeFlags_PassthruCentralNode);
}
};
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