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#pragma once
#include "window.h"
#include "event.h"
#include "camera.h"
#include <memory>
#include <functional>
#include "rendering/vertex_array.h"
#include "rendering/vertex_buffer.h"
#include "rendering/index_buffer.h"
#include "rendering/shader.h"
#include "rendering/texture.h"
namespace Donut
{
class Application
{
public:
Application(const std::string& name = "Donut",
int width = 1280, int height = 720);
~Application();
void run();
void close();
Window& get_window() { return *m_window; }
static Application& get() { return *s_instance; }
private:
void on_init();
void on_shutdown();
void on_update();
void on_render();
void on_event(Event& event);
void update_texture();
private:
std::unique_ptr<Window> m_window;
bool m_running;
bool m_minimized;
std::shared_ptr<VertexArray> m_vertex_array;
std::shared_ptr<VertexBuffer> m_vertex_buffer;
std::shared_ptr<IndexBuffer> m_index_buffer;
std::shared_ptr<Shader> m_shader;
std::shared_ptr<Texture2D> m_texture;
std::shared_ptr<Shader> m_compute_shader;
std::shared_ptr<Texture2D> m_processed_texture;
float m_compute_brightness;
float m_compute_contrast;
float m_compute_saturation;
bool m_use_compute_shader;
std::unique_ptr<Camera> m_camera;
bool m_keys[1024] = { false };
bool m_first_mouse = true;
float m_last_x = 0.0f;
float m_last_y = 0.0f;
float m_delta_time = 0.0f;
float m_last_frame = 0.0f;
bool m_mouse_dragging = false;
float m_texture_time = 0.0f;
static Application* s_instance;
};
}
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