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authorhachem <im@hachem.wtf>2026-08-20 02:27:02 +0200
committerhachem <im@hachem.wtf>2026-08-20 02:40:07 +0200
commit5b361d81dbd2af0d0e99b9eb1adebea76ff05db0 (patch)
tree34db1df17e8c7248aeeb92156d635d31c2484e3f /src/Engine/Engine.cpp
parente3abaaf59777258ba06705135a0cafcb5918ad12 (diff)
[chore]: MASSIVE refactor + more vulkan bs
Diffstat (limited to 'src/Engine/Engine.cpp')
-rw-r--r--src/Engine/Engine.cpp530
1 files changed, 265 insertions, 265 deletions
diff --git a/src/Engine/Engine.cpp b/src/Engine/Engine.cpp
index e436f4c..059fdda 100644
--- a/src/Engine/Engine.cpp
+++ b/src/Engine/Engine.cpp
@@ -8,68 +8,68 @@
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h"
-#include "Engine.h"
-#include "Core/Log.h"
-#include "Core/HDRIManager.h"
-#include "Rendering/VertexBuffer.h"
-#include "Rendering/IndexBuffer.h"
+#include "engine.h"
+#include "core/log.h"
+#include "core/hdri_manager.h"
+#include "rendering/vertex_buffer.h"
+#include "rendering/index_buffer.h"
namespace Donut
{
Engine::Engine()
- : m_SagA(glm::vec3(0.0f, 0.0f, 0.0f), 8.54e36f)
+ : m_sag_a(glm::vec3(0.0f, 0.0f, 0.0f), 8.54e36f)
{
- m_Width = 1280;
- m_Height = 720;
+ m_width = 1280;
+ m_height = 720;
- m_Camera.SetCameraMode(CameraMode::Orbital);
- m_Camera.SetOrbitalRadius(1e11);
- m_Camera.SetOrbitalLimits(1e9, 1e13);
- m_Camera.SetOrbitalSpeed(0.01f);
- m_Camera.SetZoomSpeed(1e10f);
+ m_camera.set_camera_mode(CameraMode::Orbital);
+ m_camera.set_orbital_radius(1e11);
+ m_camera.set_orbital_limits(1e9, 1e13);
+ m_camera.set_orbital_speed(0.01f);
+ m_camera.set_zoom_speed(1e10f);
- m_Objects =
+ m_objects =
{
- { glm::vec4(0.00f, 0.00f, 0.00f, m_SagA.m_Rs), glm::vec4(0, 0, 0, 1), static_cast<float>(m_SagA.m_Mass) }
+ { glm::vec4(0.00f, 0.00f, 0.00f, m_sag_a.m_rs), glm::vec4(0, 0, 0, 1), static_cast<float>(m_sag_a.m_mass) }
};
// The geodesic ray tracer used to be a compute shader; it is now a
- // fullscreen vertex+fragment pass (see DispatchCompute) so it runs on
+ // fullscreen vertex+fragment pass (see dispatch_compute) so it runs on
// macOS OpenGL 4.1, which has no compute shaders.
- m_ComputeProgram = Ref<Shader>(Shader::Create("Assets/Shaders/Geodesic.glsl"));
- m_ShaderProgram = Ref<Shader>(Shader::Create("Assets/Shaders/TexturedQuad.glsl"));
- m_BlurShader = Ref<Shader>(Shader::Create("Assets/Shaders/Blur.glsl"));
+ m_compute_program = Ref<Shader>(Shader::create("assets/shaders/Geodesic.glsl"));
+ m_shader_program = Ref<Shader>(Shader::create("assets/shaders/TexturedQuad.glsl"));
+ m_blur_shader = Ref<Shader>(Shader::create("assets/shaders/Blur.glsl"));
- auto& hdriManager = HDRIManager::Get();
- m_HDRIEnvironment = hdriManager.GetCurrentHDRI();
- if (!m_HDRIEnvironment)
+ auto& hdri_manager = HDRIManager::get();
+ m_hdri_environment = hdri_manager.get_current_hdri();
+ if (!m_hdri_environment)
{
- hdriManager.SetCurrentHDRI("Assets/HDRI/HDR_blue_nebulae-1.hdr");
- m_HDRIEnvironment = hdriManager.GetCurrentHDRI();
- if (!m_HDRIEnvironment)
+ hdri_manager.set_current_hdri("assets/hdri/HDR_blue_nebulae-1.hdr");
+ m_hdri_environment = hdri_manager.get_current_hdri();
+ if (!m_hdri_environment)
DONUT_WARN("Failed to load default HDRI, using fallback");
}
- m_CameraUBO = UniformBuffer::Create(128, 1);
- m_DiskUBO = UniformBuffer::Create(sizeof(float) * 5, 2);
+ m_camera_ubo = UniformBuffer::create(128, 1);
+ m_disk_ubo = UniformBuffer::create(sizeof(float) * 5, 2);
- uint32_t objUBOSize = sizeof(int) + 3 * sizeof(float)
+ uint32_t obj_ubo_size = sizeof(int) + 3 * sizeof(float)
+ 16 * (sizeof(glm::vec4) + sizeof(glm::vec4))
+ 16 * sizeof(float);
- m_ObjectsUBO = UniformBuffer::Create(objUBOSize, 3);
+ m_objects_ubo = UniformBuffer::create(obj_ubo_size, 3);
- m_SimulationUBO = UniformBuffer::Create(sizeof(int) * 2 + sizeof(float) * 2, 4);
+ m_simulation_ubo = UniformBuffer::create(sizeof(int) * 2 + sizeof(float) * 2, 4);
auto result = QuadVAO();
- m_QuadVAO = result.first;
- m_Texture = result.second;
+ m_quad_vao = result.first;
+ m_texture = result.second;
// GLSL 4.10 forbids explicit binding qualifiers on uniform blocks, so
// associate the geodesic shader's blocks with their UBO binding points
// from the host side instead.
- if (m_ComputeProgram)
+ if (m_compute_program)
{
- uint32_t prog = m_ComputeProgram->GetRendererID();
+ uint32_t prog = m_compute_program->get_renderer_id();
struct { const char* name; uint32_t point; } blocks[] =
{
{ "Camera", 1 }, { "Disk", 2 }, { "Objects", 3 }, { "Simulation", 4 }
@@ -82,77 +82,77 @@ namespace Donut
}
}
- glGenFramebuffers(1, &m_GeodesicFBO);
+ glGenFramebuffers(1, &m_geodesic_fbo);
}
- void Engine::UpdateWindowDimensions()
+ auto Engine::update_window_dimensions() -> void
{
- UpdateComputeDimensions();
+ update_compute_dimensions();
}
- void Engine::SetWindowDimensions(int width, int height)
+ auto Engine::set_window_dimensions(int width, int height) -> void
{
- int oldWidth = m_Width;
- int oldHeight = m_Height;
- int oldComputeHeight = m_ComputeHeight;
+ int old_width = m_width;
+ int old_height = m_height;
+ int old_compute_height = m_compute_height;
- m_Width = width;
- m_Height = height;
+ m_width = width;
+ m_height = height;
- if (oldWidth != m_Width ||
- oldHeight != m_Height ||
- oldComputeHeight != m_ComputeHeight)
- UpdateComputeDimensions();
+ if (old_width != m_width ||
+ old_height != m_height ||
+ old_compute_height != m_compute_height)
+ update_compute_dimensions();
}
- void Engine::UpdatePerformance(float deltaTime)
+ auto Engine::update_performance(float delta_time) -> void
{
- if (deltaTime > 0.0f)
- m_CurrentFPS = 1.0f / deltaTime;
+ if (delta_time > 0.0f)
+ m_current_fps = 1.0f / delta_time;
}
- void Engine::UpdateComputeDimensions()
+ auto Engine::update_compute_dimensions() -> void
{
- m_Texture = Texture2D::Create(GetComputeWidth(), m_ComputeHeight);
+ m_texture = Texture2D::create(get_compute_width(), m_compute_height);
}
- void Engine::DrawFullScreenQuad()
+ auto Engine::draw_full_screen_quad() -> void
{
- RenderCommand::SetViewport(0, 0, m_Width, m_Height);
+ RenderCommand::set_viewport(0, 0, m_width, m_height);
- m_ShaderProgram->Bind();
- m_QuadVAO->Bind();
+ m_shader_program->bind();
+ m_quad_vao->bind();
- m_Texture->Bind(0);
- m_ShaderProgram->SetInt("u_ScreenTexture", 0);
+ m_texture->bind(0);
+ m_shader_program->set_int("u_ScreenTexture", 0);
- RenderCommand::DisableDepthTest();
- RenderCommand::DrawArrays(6);
- RenderCommand::EnableDepthTest();
+ RenderCommand::disable_depth_test();
+ RenderCommand::draw_arrays(6);
+ RenderCommand::enable_depth_test();
}
- void Engine::DrawBlurPass()
+ auto Engine::draw_blur_pass() -> void
{
- RenderCommand::SetViewport(0, 0, m_Width, m_Height);
+ RenderCommand::set_viewport(0, 0, m_width, m_height);
- m_BlurShader->Bind();
- m_QuadVAO->Bind();
+ m_blur_shader->bind();
+ m_quad_vao->bind();
- m_Texture->Bind(0);
- m_BlurShader->SetInt("u_ScreenTexture", 0);
- m_BlurShader->SetFloat2("u_Resolution", glm::vec2(m_Width, m_Height));
- m_BlurShader->SetFloat("u_BlurStrength", m_BlurStrength);
- m_BlurShader->SetFloat("u_GlowIntensity", m_GlowIntensity);
+ m_texture->bind(0);
+ m_blur_shader->set_int("u_ScreenTexture", 0);
+ m_blur_shader->set_float2("u_Resolution", glm::vec2(m_width, m_height));
+ m_blur_shader->set_float("u_BlurStrength", m_blur_strength);
+ m_blur_shader->set_float("u_GlowIntensity", m_glow_intensity);
- RenderCommand::DisableDepthTest();
- RenderCommand::DrawArrays(6);
- RenderCommand::EnableDepthTest();
+ RenderCommand::disable_depth_test();
+ RenderCommand::draw_arrays(6);
+ RenderCommand::enable_depth_test();
}
- void Engine::DrawGeodesicPass(int cw, int ch)
+ auto Engine::draw_geodesic_pass(int cw, int ch) -> void
{
- m_QuadVAO->Bind();
- RenderCommand::DisableDepthTest();
+ m_quad_vao->bind();
+ RenderCommand::disable_depth_test();
#ifdef __APPLE__
// macOS aborts any GPU submission that runs longer than a couple of
@@ -160,7 +160,7 @@ namespace Donut
// a single fullscreen draw, so render it in scissored tiles and flush
// after each, keeping every submission short enough to survive the
// watchdog. Compute-capable platforms draw it in one pass.
- // Largest tile that keeps a tile's worst-case work (tile^2 * stepCap)
+ // Largest tile that keeps a tile's worst-case work (tile^2 * step_cap)
// inside the safe watchdog zone measured on this GPU (~25M pixel-steps
// per submission); bigger tiles mean fewer glFinish stalls.
const int tile = 64;
@@ -172,52 +172,52 @@ namespace Donut
{
int tw = std::min(tile, cw - x);
glScissor(x, y, tw, th);
- RenderCommand::DrawArrays(6);
+ RenderCommand::draw_arrays(6);
glFinish();
}
}
glDisable(GL_SCISSOR_TEST);
#else
- RenderCommand::DrawArrays(6);
+ RenderCommand::draw_arrays(6);
#endif
- RenderCommand::EnableDepthTest();
+ RenderCommand::enable_depth_test();
}
- void Engine::DispatchCompute(const Camera& cam)
+ auto Engine::dispatch_compute(const Camera& cam) -> void
{
- auto& hdriManager = HDRIManager::Get();
- m_HDRIEnvironment = hdriManager.GetCurrentHDRI();
+ auto& hdri_manager = HDRIManager::get();
+ m_hdri_environment = hdri_manager.get_current_hdri();
- int cw = GetComputeWidth();
- int ch = m_ComputeHeight;
+ int cw = get_compute_width();
+ int ch = m_compute_height;
- // Render the geodesic pass into m_Texture through an FBO. This replaces
- // the old compute dispatch + imageStore path, which relied on OpenGL
+ // Render the geodesic pass into m_texture through an FBO. This replaces
+ // the old compute dispatch + image_store path, which relied on OpenGL
// 4.3 compute and 4.2 image load/store that macOS does not provide.
- glBindFramebuffer(GL_FRAMEBUFFER, m_GeodesicFBO);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Texture->GetRendererID(), 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_geodesic_fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture->get_renderer_id(), 0);
glViewport(0, 0, cw, ch);
- m_ComputeProgram->Bind();
- UploadCameraUBO(cam);
- UploadDiskUBO();
- UploadObjectsUBO(m_Objects);
- UploadSimulationUBO();
- m_ComputeProgram->SetFloat2("u_Resolution", glm::vec2(static_cast<float>(cw), static_cast<float>(ch)));
+ m_compute_program->bind();
+ upload_camera_ubo(cam);
+ upload_disk_ubo();
+ upload_objects_ubo(m_objects);
+ upload_simulation_ubo();
+ m_compute_program->set_float2("u_Resolution", glm::vec2(static_cast<float>(cw), static_cast<float>(ch)));
- if (m_HDRIEnvironment)
+ if (m_hdri_environment)
{
- m_HDRIEnvironment->Bind(5);
- m_ComputeProgram->SetInt("u_HDRIEnvironment", 5);
+ m_hdri_environment->bind(5);
+ m_compute_program->set_int("u_HDRIEnvironment", 5);
}
- DrawGeodesicPass(cw, ch);
+ draw_geodesic_pass(cw, ch);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
- void Engine::UploadCameraUBO(const Camera& cam)
+ auto Engine::upload_camera_ubo(const Camera& cam) -> void
{
struct UBOData
{
@@ -225,80 +225,80 @@ namespace Donut
glm::vec3 right; float _pad1;
glm::vec3 up; float _pad2;
glm::vec3 forward; float _pad3;
- float tanHalfFov;
+ float tan_half_fov;
float aspect;
bool moving;
int _pad4;
} data;
- glm::vec3 fwd = glm::normalize(cam.GetOrbitalTarget() - cam.GetOrbitalPosition());
+ glm::vec3 fwd = glm::normalize(cam.get_orbital_target() - cam.get_orbital_position());
glm::vec3 up = glm::vec3(0, 1, 0);
glm::vec3 right = glm::normalize(glm::cross(fwd, up));
up = glm::cross(right, fwd);
- data.pos = cam.GetOrbitalPosition();
+ data.pos = cam.get_orbital_position();
data.right = right;
data.up = up;
data.forward = fwd;
- data.tanHalfFov = static_cast<float>(tan(glm::radians(60.0f * 0.5f)));
- data.aspect = static_cast<float>(GetComputeWidth()) / static_cast<float>(m_ComputeHeight);
- data.moving = cam.IsDragging() || cam.IsPanning();
+ data.tan_half_fov = static_cast<float>(tan(glm::radians(60.0f * 0.5f)));
+ data.aspect = static_cast<float>(get_compute_width()) / static_cast<float>(m_compute_height);
+ data.moving = cam.is_dragging() || cam.is_panning();
- m_CameraUBO->SetData(&data, sizeof(UBOData));
- m_CameraUBO->Bind(1);
+ m_camera_ubo->set_data(&data, sizeof(UBOData));
+ m_camera_ubo->bind(1);
}
- void Engine::UploadObjectsUBO(const std::vector<ObjectData>& objs)
+ auto Engine::upload_objects_ubo(const std::vector<ObjectData>& objs) -> void
{
struct UBOData
{
- int numObjects;
+ int num_objects;
float _pad0, _pad1, _pad2;
- glm::vec4 posRadius[16];
+ glm::vec4 pos_radius[16];
glm::vec4 color[16];
float mass[16];
} data;
size_t count = std::min(objs.size(), size_t(16));
- data.numObjects = static_cast<int>(count);
+ data.num_objects = static_cast<int>(count);
for (size_t i = 0; i < count; ++i)
{
- data.posRadius[i] = objs[i].m_PosRadius;
- data.color[i] = objs[i].m_Color;
- data.mass[i] = objs[i].m_Mass;
+ data.pos_radius[i] = objs[i].m_pos_radius;
+ data.color[i] = objs[i].m_color;
+ data.mass[i] = objs[i].m_mass;
}
- m_ObjectsUBO->SetData(&data, sizeof(data));
- m_ObjectsUBO->Bind(3);
+ m_objects_ubo->set_data(&data, sizeof(data));
+ m_objects_ubo->bind(3);
}
- void Engine::UploadDiskUBO()
+ auto Engine::upload_disk_ubo() -> void
{
- float r1 = static_cast<float>(m_SagA.m_Rs * 2.2);
- float r2 = static_cast<float>(m_SagA.m_Rs * 5.2);
+ float r1 = static_cast<float>(m_sag_a.m_rs * 2.2);
+ float r2 = static_cast<float>(m_sag_a.m_rs * 5.2);
float num = 2.0f;
- float thickness = static_cast<float>(m_SagA.m_Rs * m_DiskThickness);
- float diskData[5] = { r1, r2, num, thickness, m_DiskDensity };
+ float thickness = static_cast<float>(m_sag_a.m_rs * m_disk_thickness);
+ float disk_data[5] = { r1, r2, num, thickness, m_disk_density };
- m_DiskUBO->SetData(diskData, sizeof(diskData));
- m_DiskUBO->Bind(2);
+ m_disk_ubo->set_data(disk_data, sizeof(disk_data));
+ m_disk_ubo->bind(2);
}
- void Engine::UploadSimulationUBO()
+ auto Engine::upload_simulation_ubo() -> void
{
struct UBOData
{
- int maxStepsMoving;
- int maxStepsStatic;
- float earlyExitDistance;
+ int max_steps_moving;
+ int max_steps_static;
+ float early_exit_distance;
float time;
} data;
- data.maxStepsMoving = m_MaxStepsMoving;
- data.maxStepsStatic = m_MaxStepsStatic;
- data.earlyExitDistance = m_EarlyExitDistance;
- data.time = static_cast<float>(glfwGetTime()) * m_RotationSpeed;
+ data.max_steps_moving = m_max_steps_moving;
+ data.max_steps_static = m_max_steps_static;
+ data.early_exit_distance = m_early_exit_distance;
+ data.time = static_cast<float>(glfwGetTime()) * m_rotation_speed;
#ifdef __APPLE__
// macOS has no compute shaders, so the geodesic pass runs as a tiled
@@ -307,58 +307,58 @@ namespace Donut
// GPU, so cap them here. Windows/Linux keep the full step count.
// While the camera moves, render cheaply so interaction stays smooth;
// when it settles, spend more steps for a cleaner image. Both stay well
- // under the per-tile GPU-watchdog budget (see DrawGeodesicPass).
- data.maxStepsMoving = std::min(data.maxStepsMoving, 4000);
- data.maxStepsStatic = std::min(data.maxStepsStatic, 6000);
+ // under the per-tile GPU-watchdog budget (see draw_geodesic_pass).
+ data.max_steps_moving = std::min(data.max_steps_moving, 4000);
+ data.max_steps_static = std::min(data.max_steps_static, 6000);
#endif
- m_SimulationUBO->SetData(&data, sizeof(data));
- m_SimulationUBO->Bind(4);
+ m_simulation_ubo->set_data(&data, sizeof(data));
+ m_simulation_ubo->bind(4);
}
- void Engine::UpdatePhysics(float deltaTime)
+ auto Engine::update_physics(float delta_time) -> void
{
- for (auto& obj : m_Objects)
+ for (auto& obj : m_objects)
{
- for (auto& obj2 : m_Objects)
+ for (auto& obj2 : m_objects)
{
if (&obj == &obj2) continue;
- float dx = obj2.m_PosRadius.x - obj.m_PosRadius.x;
- float dy = obj2.m_PosRadius.y - obj.m_PosRadius.y;
- float dz = obj2.m_PosRadius.z - obj.m_PosRadius.z;
+ float dx = obj2.m_pos_radius.x - obj.m_pos_radius.x;
+ float dy = obj2.m_pos_radius.y - obj.m_pos_radius.y;
+ float dz = obj2.m_pos_radius.z - obj.m_pos_radius.z;
float distance = sqrt(dx * dx + dy * dy + dz * dz);
if (distance > 0)
{
std::vector<double> direction = {dx / distance, dy / distance, dz / distance};
- double Gforce = (G * obj.m_Mass * obj2.m_Mass) / (distance * distance);
- double acc1 = Gforce / obj.m_Mass;
+ double Gforce = (G * obj.m_mass * obj2.m_mass) / (distance * distance);
+ double acc1 = Gforce / obj.m_mass;
std::vector<double> acc = {direction[0] * acc1, direction[1] * acc1, direction[2] * acc1};
- if (m_Gravity)
+ if (m_gravity)
{
- obj.m_Velocity.x += static_cast<float>(acc[0]);
- obj.m_Velocity.y += static_cast<float>(acc[1]);
- obj.m_Velocity.z += static_cast<float>(acc[2]);
+ obj.m_velocity.x += static_cast<float>(acc[0]);
+ obj.m_velocity.y += static_cast<float>(acc[1]);
+ obj.m_velocity.z += static_cast<float>(acc[2]);
- obj.m_PosRadius.x += static_cast<float>(obj.m_Velocity.x);
- obj.m_PosRadius.y += static_cast<float>(obj.m_Velocity.y);
- obj.m_PosRadius.z += static_cast<float>(obj.m_Velocity.z);
+ obj.m_pos_radius.x += static_cast<float>(obj.m_velocity.x);
+ obj.m_pos_radius.y += static_cast<float>(obj.m_velocity.y);
+ obj.m_pos_radius.z += static_cast<float>(obj.m_velocity.z);
}
}
}
}
}
- void Engine::RenderScene()
+ auto Engine::render_scene() -> void
{
- RenderCommand::Clear();
- m_ShaderProgram->Bind();
- m_QuadVAO->Bind();
- m_Texture->Bind(0);
- RenderCommand::DrawArrays(6);
+ RenderCommand::clear();
+ m_shader_program->bind();
+ m_quad_vao->bind();
+ m_texture->bind(0);
+ RenderCommand::draw_arrays(6);
}
- Ref<Shader> Engine::CreateComputeProgram(const char* path)
+ auto Engine::create_compute_program(const char* path) -> Ref<Shader>
{
std::ifstream in(path);
if(!in.is_open())
@@ -368,13 +368,13 @@ namespace Donut
}
std::stringstream ss;
ss << in.rdbuf();
- std::string srcStr = ss.str();
- return Ref<Shader>(Shader::CreateCompute("ComputeShader", srcStr));
+ std::string src_str = ss.str();
+ return Ref<Shader>(Shader::create_compute("ComputeShader", src_str));
}
- std::pair<Ref<VertexArray>, Ref<Texture2D>> Engine::QuadVAO()
+ auto Engine::QuadVAO() -> std::pair<Ref<VertexArray>, Ref<Texture2D>>
{
- float quadVertices[] =
+ float quad_vertices[] =
{
// Positions // TexCoords
-1.0f, 1.0f, 0.0f, 1.0f,
@@ -385,82 +385,82 @@ namespace Donut
1.0f, 1.0f, 1.0f, 1.0f
};
- auto vertexBuffer = Ref<VertexBuffer>(VertexBuffer::Create(quadVertices, static_cast<uint32_t>(sizeof(quadVertices))));
+ auto vertex_buffer = Ref<VertexBuffer>(VertexBuffer::create(quad_vertices, static_cast<uint32_t>(sizeof(quad_vertices))));
VertexBufferLayout layout;
- layout.Push<float>(2); // Position (x, y)
- layout.Push<float>(2); // TexCoord (u, v)
- vertexBuffer->SetLayout(layout);
+ layout.push<float>(2); // Position (x, y)
+ layout.push<float>(2); // TexCoord (u, v)
+ vertex_buffer->set_layout(layout);
- auto vertexArray = Ref<VertexArray>(VertexArray::Create());
- vertexArray->AddVertexBuffer(vertexBuffer);
- auto texture = Texture2D::Create(GetComputeWidth(), m_ComputeHeight);
+ auto vertex_array = Ref<VertexArray>(VertexArray::create());
+ vertex_array->add_vertex_buffer(vertex_buffer);
+ auto texture = Texture2D::create(get_compute_width(), m_compute_height);
- return { vertexArray, texture };
+ return { vertex_array, texture };
}
- void Engine::LoadObjectsFromScene(const std::vector<Donut::Object>& objects)
+ auto Engine::load_objects_from_scene(const std::vector<Donut::Object>& objects) -> void
{
- m_Objects.clear();
- m_Objects.push_back(
+ m_objects.clear();
+ m_objects.push_back(
{
- glm::vec4(0.00f, 0.00f, 0.00f, m_SagA.m_Rs),
+ glm::vec4(0.00f, 0.00f, 0.00f, m_sag_a.m_rs),
glm::vec4(0, 0, 0, 1),
- static_cast<float>(m_SagA.m_Mass)
+ static_cast<float>(m_sag_a.m_mass)
});
for (const auto& obj : objects)
{
- ObjectData engineObj;
+ ObjectData engine_obj;
- float scaleFactor = 1e10f;
- engineObj.m_PosRadius = glm::vec4
+ float scale_factor = 1e10f;
+ engine_obj.m_pos_radius = glm::vec4
(
- obj.m_Centre.x * scaleFactor,
- obj.m_Centre.y * scaleFactor,
- obj.m_Centre.z * scaleFactor,
- obj.m_Radius * scaleFactor
+ obj.m_centre.x * scale_factor,
+ obj.m_centre.y * scale_factor,
+ obj.m_centre.z * scale_factor,
+ obj.m_radius * scale_factor
);
- engineObj.m_Color = glm::vec4(obj.m_Material.m_Color, 1.0f);
+ engine_obj.m_color = glm::vec4(obj.m_material.m_color, 1.0f);
- float volume = (4.0f / 3.0f) * 3.14159f * engineObj.m_PosRadius.w * engineObj.m_PosRadius.w * engineObj.m_PosRadius.w;
+ float volume = (4.0f / 3.0f) * 3.14159f * engine_obj.m_pos_radius.w * engine_obj.m_pos_radius.w * engine_obj.m_pos_radius.w;
float density = 1e12f;
- engineObj.m_Mass = volume * density;
- engineObj.m_Velocity = glm::vec3(0.0f, 0.0f, 0.0f);
+ engine_obj.m_mass = volume * density;
+ engine_obj.m_velocity = glm::vec3(0.0f, 0.0f, 0.0f);
- m_Objects.push_back(engineObj);
+ m_objects.push_back(engine_obj);
}
DONUT_INFO("Loaded {} objects from WorldBuilder scene (scaled up by {})", objects.size(), 1e10f);
- PrintObjectInfo();
+ print_object_info();
}
- void Engine::PrintObjectInfo() const
+ auto Engine::print_object_info() const -> void
{
DONUT_INFO("=== Object Information ===");
- DONUT_INFO("Total objects: {}", m_Objects.size());
+ DONUT_INFO("Total objects: {}", m_objects.size());
- for (size_t i = 0; i < m_Objects.size(); ++i)
+ for (size_t i = 0; i < m_objects.size(); ++i)
{
- const auto& obj = m_Objects[i];
+ const auto& obj = m_objects[i];
DONUT_INFO("Object {}: Pos=({}, {}, {}), Radius={}, Mass={}, Color=({}, {}, {})",
i,
- obj.m_PosRadius.x, obj.m_PosRadius.y, obj.m_PosRadius.z,
- obj.m_PosRadius.w,
- obj.m_Mass,
- obj.m_Color.x, obj.m_Color.y, obj.m_Color.z
+ obj.m_pos_radius.x, obj.m_pos_radius.y, obj.m_pos_radius.z,
+ obj.m_pos_radius.w,
+ obj.m_mass,
+ obj.m_color.x, obj.m_color.y, obj.m_color.z
);
}
DONUT_INFO("Camera position: ({}, {}, {})",
- m_Camera.GetOrbitalPosition().x,
- m_Camera.GetOrbitalPosition().y,
- m_Camera.GetOrbitalPosition().z
+ m_camera.get_orbital_position().x,
+ m_camera.get_orbital_position().y,
+ m_camera.get_orbital_position().z
);
- DONUT_INFO("Camera radius: {}", m_Camera.GetOrbitalRadius());
+ DONUT_INFO("Camera radius: {}", m_camera.get_orbital_radius());
DONUT_INFO("========================");
}
- void Engine::ExportHighResFrame(const std::string& filename, int width, int height)
+ auto Engine::export_high_res_frame(const std::string& filename, int width, int height) -> void
{
DONUT_INFO("Exporting high-resolution frame: {}x{} to {}", width, height, filename);
@@ -476,48 +476,48 @@ namespace Donut
return;
}
- int originalWidth = m_Width;
- int originalHeight = m_Height;
- int originalComputeHeight = m_ComputeHeight;
+ int original_width = m_width;
+ int original_height = m_height;
+ int original_compute_height = m_compute_height;
- m_Width = width;
- m_Height = height;
- m_ComputeHeight = height;
+ m_width = width;
+ m_height = height;
+ m_compute_height = height;
- int computeHeight = height;
- int computeWidth = (width * computeHeight) / height;
+ int compute_height = height;
+ int compute_width = (width * compute_height) / height;
- if (computeWidth <= 0 || computeHeight <= 0)
+ if (compute_width <= 0 || compute_height <= 0)
{
- DONUT_ERROR("Invalid compute dimensions: {}x{}", computeWidth, computeHeight);
+ DONUT_ERROR("Invalid compute dimensions: {}x{}", compute_width, compute_height);
return;
}
- FramebufferSpecification fbSpec;
- fbSpec.Width = width;
- fbSpec.Height = height;
- fbSpec.Attachments = { FramebufferTextureFormat::RGBA8 };
+ FramebufferSpecification fb_spec;
+ fb_spec.Width = width;
+ fb_spec.Height = height;
+ fb_spec.attachments = { FramebufferTextureFormat::RGBA8 };
- auto highResFramebuffer = Framebuffer::Create(fbSpec);
- if (!highResFramebuffer)
+ auto high_res_framebuffer = Framebuffer::create(fb_spec);
+ if (!high_res_framebuffer)
{
DONUT_ERROR("Failed to create high-resolution framebuffer");
return;
}
- auto highResTexture = Texture2D::Create(computeWidth, computeHeight);
- if (!highResTexture)
+ auto high_res_texture = Texture2D::create(compute_width, compute_height);
+ if (!high_res_texture)
{
DONUT_ERROR("Failed to create high-resolution texture");
return;
}
- // Render the geodesic pass into highResTexture through the geodesic FBO.
- glBindFramebuffer(GL_FRAMEBUFFER, m_GeodesicFBO);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, highResTexture->GetRendererID(), 0);
- glViewport(0, 0, computeWidth, computeHeight);
+ // Render the geodesic pass into high_res_texture through the geodesic FBO.
+ glBindFramebuffer(GL_FRAMEBUFFER, m_geodesic_fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, high_res_texture->get_renderer_id(), 0);
+ glViewport(0, 0, compute_width, compute_height);
- m_ComputeProgram->Bind();
+ m_compute_program->bind();
struct UBOData
{
@@ -525,90 +525,90 @@ namespace Donut
glm::vec3 right; float _pad1;
glm::vec3 up; float _pad2;
glm::vec3 forward; float _pad3;
- float tanHalfFov;
+ float tan_half_fov;
float aspect;
bool moving;
int _pad4;
} data;
- glm::vec3 fwd = glm::normalize(m_Camera.GetOrbitalTarget() - m_Camera.GetOrbitalPosition());
+ glm::vec3 fwd = glm::normalize(m_camera.get_orbital_target() - m_camera.get_orbital_position());
glm::vec3 up = glm::vec3(0, 1, 0);
glm::vec3 right = glm::normalize(glm::cross(fwd, up));
up = glm::cross(right, fwd);
- data.pos = m_Camera.GetOrbitalPosition();
+ data.pos = m_camera.get_orbital_position();
data.right = right;
data.up = up;
data.forward = fwd;
- data.tanHalfFov = static_cast<float>(tan(glm::radians(60.0f * 0.5f)));
- data.aspect = static_cast<float>(computeWidth) / static_cast<float>(computeHeight);
- data.moving = m_Camera.IsDragging() || m_Camera.IsPanning();
+ data.tan_half_fov = static_cast<float>(tan(glm::radians(60.0f * 0.5f)));
+ data.aspect = static_cast<float>(compute_width) / static_cast<float>(compute_height);
+ data.moving = m_camera.is_dragging() || m_camera.is_panning();
- m_CameraUBO->SetData(&data, sizeof(UBOData));
- m_CameraUBO->Bind(1);
+ m_camera_ubo->set_data(&data, sizeof(UBOData));
+ m_camera_ubo->bind(1);
- UploadDiskUBO();
- UploadObjectsUBO(m_Objects);
- UploadSimulationUBO();
- m_ComputeProgram->SetFloat2("u_Resolution", glm::vec2(static_cast<float>(computeWidth), static_cast<float>(computeHeight)));
+ upload_disk_ubo();
+ upload_objects_ubo(m_objects);
+ upload_simulation_ubo();
+ m_compute_program->set_float2("u_Resolution", glm::vec2(static_cast<float>(compute_width), static_cast<float>(compute_height)));
- if (m_HDRIEnvironment)
+ if (m_hdri_environment)
{
- m_HDRIEnvironment->Bind(5);
- m_ComputeProgram->SetInt("u_HDRIEnvironment", 5);
+ m_hdri_environment->bind(5);
+ m_compute_program->set_int("u_HDRIEnvironment", 5);
}
- DrawGeodesicPass(computeWidth, computeHeight);
+ draw_geodesic_pass(compute_width, compute_height);
// Display the rendered frame into the high-res framebuffer for read-back.
- highResFramebuffer->Bind();
- RenderCommand::SetViewport(0, 0, width, height);
- RenderCommand::Clear();
+ high_res_framebuffer->bind();
+ RenderCommand::set_viewport(0, 0, width, height);
+ RenderCommand::clear();
- m_ShaderProgram->Bind();
- m_QuadVAO->Bind();
+ m_shader_program->bind();
+ m_quad_vao->bind();
- highResTexture->Bind(0);
- m_ShaderProgram->SetInt("u_ScreenTexture", 0);
+ high_res_texture->bind(0);
+ m_shader_program->set_int("u_ScreenTexture", 0);
- RenderCommand::DisableDepthTest();
- RenderCommand::DrawArrays(6);
- RenderCommand::EnableDepthTest();
+ RenderCommand::disable_depth_test();
+ RenderCommand::draw_arrays(6);
+ RenderCommand::enable_depth_test();
std::vector<unsigned char> pixels(width * height * 4);
DONUT_INFO("Reading {} pixels from framebuffer...", width * height);
- RenderCommand::ReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
+ RenderCommand::read_pixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
DONUT_INFO("Flipping image vertically...");
- std::vector<unsigned char> flippedPixels(width * height * 4);
+ std::vector<unsigned char> flipped_pixels(width * height * 4);
for (int y = 0; y < height; ++y)
{
for (int x = 0; x < width; ++x)
{
- int srcIndex = (y * width + x) * 4;
- int dstIndex = ((height - 1 - y) * width + x) * 4;
- flippedPixels[dstIndex + 0] = pixels[srcIndex + 0]; // R
- flippedPixels[dstIndex + 1] = pixels[srcIndex + 1]; // G
- flippedPixels[dstIndex + 2] = pixels[srcIndex + 2]; // B
- flippedPixels[dstIndex + 3] = pixels[srcIndex + 3]; // A
+ int src_index = (y * width + x) * 4;
+ int dst_index = ((height - 1 - y) * width + x) * 4;
+ flipped_pixels[dst_index + 0] = pixels[src_index + 0]; // R
+ flipped_pixels[dst_index + 1] = pixels[src_index + 1]; // G
+ flipped_pixels[dst_index + 2] = pixels[src_index + 2]; // B
+ flipped_pixels[dst_index + 3] = pixels[src_index + 3]; // A
}
}
DONUT_INFO("Saving PNG file: {}...", filename);
- int result = stbi_write_png(filename.c_str(), width, height, 4, flippedPixels.data(), width * 4);
+ int result = stbi_write_png(filename.c_str(), width, height, 4, flipped_pixels.data(), width * 4);
if (result)
DONUT_INFO("Successfully exported high-resolution frame to: {}", filename);
else
DONUT_ERROR("Failed to export high-resolution frame to: {}", filename);
- highResFramebuffer->Unbind();
+ high_res_framebuffer->unbind();
- m_Width = originalWidth;
- m_Height = originalHeight;
- m_ComputeHeight = originalComputeHeight;
+ m_width = original_width;
+ m_height = original_height;
+ m_compute_height = original_compute_height;
- RenderCommand::SetViewport(0, 0, originalWidth, originalHeight);
+ RenderCommand::set_viewport(0, 0, original_width, original_height);
}
}