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#pragma once
#include "Core/Memory.h"
#include "Core/State.h"
#include "Core/Event.h"
#include "Core/Camera.h"
#include "Core/Log.h"
#include "Rendering/VertexArray.h"
#include "Rendering/VertexBuffer.h"
#include "Rendering/IndexBuffer.h"
#include "Rendering/Shader.h"
#include "Rendering/Texture.h"
namespace Donut
{
class SimulationState
: public State
{
public:
~SimulationState() = default;
void OnEnter() override;
void OnExit() override;
void OnUpdate(float deltaTime) override;
void OnRender() override;
void OnEvent(Event& event) override;
private:
void HandleKeyInput(float deltaTime);
void UpdateTexture();
private:
Scope<Camera> m_Camera;
Ref<VertexArray> m_VertexArray;
Ref<VertexBuffer> m_VertexBuffer;
Ref<IndexBuffer> m_IndexBuffer;
Ref<Shader> m_Shader;
Ref<Texture2D> m_Texture;
Ref<Shader> m_ComputeShader;
Ref<Texture2D> m_ProcessedTexture;
float m_ComputeBrightness = 0.0f;
float m_ComputeContrast = 1.0f;
float m_ComputeSaturation = 1.0f;
bool m_UseComputeShader = true;
bool m_Keys[1024] = { false };
bool m_FirstMouse = true;
float m_LastX = 0.0f;
float m_LastY = 0.0f;
float m_DeltaTime = 0.0f;
float m_LastFrame = 0.0f;
bool m_MouseDragging = false;
float m_TextureTime = 0.0f;
};
};
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