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#pragma once
#include "core/state.h"
#include "core/event.h"
#include "core/camera.h"
#include "core/log.h"
#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 SimulationState
: public State
{
public:
~SimulationState() = default;
void on_enter() override;
void on_exit() override;
void on_update(float delta_time) override;
void on_render() override;
void on_event(Event& event) override;
private:
void handle_key_input(float delta_time);
void update_texture();
private:
std::unique_ptr<Camera> m_camera;
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 = 0.0f;
float m_compute_contrast = 1.0f;
float m_compute_saturation = 1.0f;
bool m_use_compute_shader = true;
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;
};
};
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