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authorhachem <im@hachem.wtf>2025-08-14 18:21:00 +0200
committerhachem <im@hachem.wtf>2025-08-14 18:21:00 +0200
commitbc2d88c799cb3913a5defe4ea9ddea9c56814349 (patch)
treeea60d47c5924ba56f6d84de9d7baa38f1710f13a /src/Engine
parent5265d5f8cacdb8af523e2b2fbfa45f0ef44b9995 (diff)
[help]: I am going to throw my computer out a window
Diffstat (limited to 'src/Engine')
-rw-r--r--src/Engine/Engine.cpp347
-rw-r--r--src/Engine/Engine.h118
-rw-r--r--src/Engine/Object.cpp46
-rw-r--r--src/Engine/Object.h38
-rw-r--r--src/Engine/Scene.cpp57
-rw-r--r--src/Engine/Scene.h20
6 files changed, 626 insertions, 0 deletions
diff --git a/src/Engine/Engine.cpp b/src/Engine/Engine.cpp
new file mode 100644
index 0000000..614e8e5
--- /dev/null
+++ b/src/Engine/Engine.cpp
@@ -0,0 +1,347 @@
+#include "Engine.h"
+#include <GLFW/glfw3.h>
+#include <glad/glad.h>
+#include <iostream>
+#include <fstream>
+#include <sstream>
+#include <limits>
+#include "Rendering/VertexBuffer.h"
+#include "Rendering/IndexBuffer.h"
+
+namespace Donut
+{
+ Engine::Engine()
+ : m_SagA(glm::vec3(0.0f, 0.0f, 0.0f),
+ static_cast<float>(8.54e36))
+ {
+ GLFWwindow* window = static_cast<GLFWwindow*>(Application::Get().GetWindow().GetNativeWindow());
+ glfwGetFramebufferSize(window, &m_Width, &m_Height);
+ m_ComputeHeight = 420;
+ m_ComputeWidth = (m_Width * 420) / m_Height;
+
+ m_Camera.SetOrbitalMode(true);
+ m_Camera.SetRadius(6.34194e10);
+ m_Camera.SetMinRadius(1e10);
+ m_Camera.SetMaxRadius(1e12);
+ m_Camera.SetOrbitSpeed(0.01f);
+ m_Camera.SetZoomSpeed(25e9f);
+
+ m_Objects =
+ {
+ { glm::vec4(4e11f, 0.0f, 0.0f, 4e10f), glm::vec4(1,1,0,1), static_cast<float>(1.98892e30) },
+ { glm::vec4(0.0f, 0.0f, 4e11f, 4e10f), glm::vec4(1,0,0,1), static_cast<float>(1.98892e30) },
+ { glm::vec4(0.0f, 0.0f, 0.0f, m_SagA.m_Rs), glm::vec4(0,0,0,1), static_cast<float>(m_SagA.m_Mass) }
+ };
+
+ m_QuadShader = Shader::Create("Assets/Shaders/Quad.glsl");
+ m_GridShader = Shader::Create("Assets/Shaders/Grid.glsl");
+ m_ComputeShader = Shader::CreateCompute("Geodesic", LoadComputeShader("Assets/Shaders/Geodesic.glsl"));
+
+ m_CameraUBO = UniformBuffer::Create(128, 1);
+ m_DiskUBO = UniformBuffer::Create(sizeof(float) * 4, 2);
+
+ uint32_t objUBOSize = sizeof(int) + 3 * sizeof(float)
+ + 16 * (sizeof(glm::vec4) + sizeof(glm::vec4))
+ + 16 * sizeof(float);
+ m_ObjectsUBO = UniformBuffer::Create(objUBOSize, 3);
+
+ float quadVertices[] =
+ {
+ -1.0f, 1.0f, 0.0f, 1.0f,
+ -1.0f, -1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f,
+
+ -1.0f, 1.0f, 0.0f, 1.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f
+ };
+
+ m_QuadVAO = VertexArray::Create();
+
+ auto vertexBuffer = VertexBuffer::Create(quadVertices, static_cast<uint32_t>(sizeof(quadVertices)));
+ VertexBufferLayout layout;
+ layout.Push<float>(2);
+ layout.Push<float>(2);
+ vertexBuffer->SetLayout(layout);
+ m_QuadVAO->AddVertexBuffer(vertexBuffer);
+
+ m_Texture = Texture2D::Create(m_Width, m_Height);
+ }
+
+ void Engine::GenerateGrid(const std::vector<ObjectData>& objects)
+ {
+ const int gridSize = 25;
+ const float spacing = 1e10f;
+
+ std::vector<glm::vec3> vertices;
+ std::vector<uint32_t> indices;
+
+ for (int z = 0; z <= gridSize; ++z)
+ {
+ for (int x = 0; x <= gridSize; ++x)
+ {
+ float worldX = (x - gridSize / 2) * spacing;
+ float worldZ = (z - gridSize / 2) * spacing;
+ float y = 0.0f;
+
+ for (const auto& obj : objects)
+ {
+ glm::vec3 objPos = glm::vec3(obj.m_PosRadius);
+ double mass = obj.m_Mass;
+ double radius = obj.m_PosRadius.w;
+
+ double r_s = 2.0 * G * mass / (c * c);
+ double dx = worldX - objPos.x;
+ double dz = worldZ - objPos.z;
+ double dist = sqrt(dx * dx + dz * dz);
+
+ if (dist > r_s)
+ {
+ double deltaY = 2.0 * sqrt(r_s * (dist - r_s));
+ y += static_cast<float>(deltaY) - 3e10f;
+ }
+ else
+ {
+ y += 2.0f * static_cast<float>(sqrt(r_s * r_s)) - 3e10f;
+ }
+ }
+
+ vertices.emplace_back(worldX, y, worldZ);
+ }
+ }
+
+ for (int z = 0; z < gridSize; ++z)
+ {
+ for (int x = 0; x < gridSize; ++x)
+ {
+ int i = z * (gridSize + 1) + x;
+ indices.push_back(i);
+ indices.push_back(i + 1);
+ indices.push_back(i);
+ indices.push_back(i + gridSize + 1);
+ }
+ }
+
+ if (!m_GridVAO)
+ {
+ m_GridVAO = Ref<VertexArray>(VertexArray::Create());
+
+ auto vertexBuffer = Ref<VertexBuffer>(VertexBuffer::Create(vertices.data(), static_cast<uint32_t>(vertices.size() * sizeof(glm::vec3))));
+ VertexBufferLayout layout;
+ layout.Push<float>(3);
+ vertexBuffer->SetLayout(layout);
+ m_GridVAO->AddVertexBuffer(vertexBuffer);
+
+ auto indexBuffer = Ref<IndexBuffer>(IndexBuffer::Create(indices.data(), static_cast<uint32_t>(indices.size())));
+ m_GridVAO->SetIndexBuffer(indexBuffer);
+ }
+ else
+ {
+ auto vertexBuffer = m_GridVAO->GetVertexBuffers()[0];
+ vertexBuffer->SetData(vertices.data(), static_cast<uint32_t>(vertices.size() * sizeof(glm::vec3)));
+ }
+
+ m_GridIndexCount = static_cast<int>(indices.size());
+ }
+
+ void Engine::DrawGrid(const glm::mat4& viewProj)
+ {
+ if (!m_GridShader || !m_GridVAO)
+ return;
+
+ m_GridShader->Bind();
+ m_GridShader->SetMat4("viewProj", viewProj);
+
+ RenderCommand::DisableDepthTest();
+ RenderCommand::EnableBlending();
+
+ m_GridVAO->Bind();
+ glDrawElements(GL_LINES, m_GridIndexCount, GL_UNSIGNED_INT, nullptr);
+
+ RenderCommand::EnableDepthTest();
+ }
+
+ void Engine::UpdateWindowDimensions()
+ {
+ GLFWwindow* window = static_cast<GLFWwindow*>(Application::Get().GetWindow().GetNativeWindow());
+ int oldWidth = m_Width;
+ int oldHeight = m_Height;
+ glfwGetFramebufferSize(window, &m_Width, &m_Height);
+ m_ComputeHeight = 420;
+ m_ComputeWidth = (m_Width * 420) / m_Height;
+
+ if (oldWidth != m_Width || oldHeight != m_Height)
+ m_Texture = Texture2D::Create(m_Width, m_Height);
+ }
+
+ void Engine::DrawFullScreenQuad()
+ {
+ RenderCommand::SetViewport(0, 0, m_Width, m_Height);
+
+ m_QuadShader->Bind();
+ std::cout << "Texture ID: " << m_Texture->GetRendererID() << ", Size: " << m_Texture->GetWidth() << "x" << m_Texture->GetHeight() << std::endl;
+ m_Texture->Bind(0);
+ m_QuadShader->SetInt("screenTexture", 0);
+ std::cout << "Set screenTexture uniform to slot 0\n";
+
+ RenderCommand::DisableDepthTest();
+ RenderCommand::DrawIndexed(m_QuadVAO, 6);
+ RenderCommand::EnableDepthTest();
+ }
+
+ void Engine::DispatchCompute(const Camera& cam)
+ {
+ int cw = m_ComputeWidth;
+ int ch = m_ComputeHeight;
+
+ if (m_Texture->GetWidth() != cw || m_Texture->GetHeight() != ch)
+ m_Texture = Texture2D::Create(cw, ch);
+
+ m_ComputeShader->Bind();
+ UploadCameraUBO(cam);
+ UploadDiskUBO();
+ UploadObjectsUBO(m_Objects);
+
+ m_Texture->BindAsImage(0, false);
+
+ uint32_t groupsX = (uint32_t)std::ceil(cw / 16.0f);
+ uint32_t groupsY = (uint32_t)std::ceil(ch / 16.0f);
+ m_ComputeShader->Dispatch(groupsX, groupsY, 1);
+ m_ComputeShader->MemoryBarrier(IMAGE_ACCESS_BARRIER_BIT);
+
+ glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
+ glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
+ }
+
+ void Engine::UploadCameraUBO(const Camera& cam)
+ {
+ struct UBOData
+ {
+ glm::vec3 pos; float _pad0;
+ glm::vec3 right; float _pad1;
+ glm::vec3 up; float _pad2;
+ glm::vec3 forward; float _pad3;
+ float tanHalfFov;
+ float aspect;
+ bool moving;
+ int _pad4;
+ } data;
+
+ glm::vec3 fwd = glm::normalize(cam.GetTarget() - cam.GetOrbitalPosition());
+ 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.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>(m_Width) / static_cast<float>(m_Height);
+ data.moving = cam.IsDragging() || cam.IsPanning();
+
+ m_CameraUBO->SetData(&data, sizeof(UBOData));
+ }
+
+ void Engine::UploadObjectsUBO(const std::vector<ObjectData>& objs)
+ {
+ struct UBOData
+ {
+ int numObjects;
+ float _pad0, _pad1, _pad2;
+ glm::vec4 posRadius[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);
+
+ 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;
+ }
+
+ m_ObjectsUBO->SetData(&data, sizeof(data));
+ }
+
+ void Engine::UploadDiskUBO()
+ {
+ float r1 = static_cast<float>(m_SagA.m_Rs * 2.2);
+ float r2 = static_cast<float>(m_SagA.m_Rs * 5.2);
+ float num = 2.0f;
+ float thickness = 1e9f;
+ float diskData[4] = { r1, r2, num, thickness };
+
+ m_DiskUBO->SetData(diskData, sizeof(diskData));
+ }
+
+ void Engine::UpdatePhysics(float deltaTime)
+ {
+ for (auto& obj : 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 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;
+ std::vector<double> acc = {direction[0] * acc1, direction[1] * acc1, direction[2] * acc1};
+
+ 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_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);
+ }
+ }
+ }
+ }
+ }
+
+ void Engine::RenderScene()
+ {
+ glm::mat4 view = glm::lookAt(m_Camera.GetOrbitalPosition(), m_Camera.GetTarget(), glm::vec3(0,1,0));
+ glm::mat4 proj = glm::perspective(glm::radians(60.0f), float(m_Width)/m_Height, 1e9f, 1e14f);
+ glm::mat4 viewProj = proj * view;
+
+ GenerateGrid(m_Objects);
+ DrawGrid(viewProj);
+
+ RenderCommand::SetViewport(0, 0, m_Width, m_Height);
+ DispatchCompute(m_Camera);
+ DrawFullScreenQuad();
+ }
+
+ std::string Engine::LoadComputeShader(const std::string& path)
+ {
+ std::ifstream in(path);
+ if(!in.is_open())
+ {
+ std::cerr << "Failed to open compute shader: " << path << "\n";
+ return "";
+ }
+
+ std::stringstream ss;
+ ss << in.rdbuf();
+ std::string result = ss.str();
+ if (result.empty())
+ std::cerr << "Warning: Compute shader file is empty: " << path << "\n";
+ else
+ std::cout << "Successfully loaded compute shader: " << path << " (size: " << result.size() << " bytes)\n";
+ return result;
+ }
+}
diff --git a/src/Engine/Engine.h b/src/Engine/Engine.h
new file mode 100644
index 0000000..2368bb8
--- /dev/null
+++ b/src/Engine/Engine.h
@@ -0,0 +1,118 @@
+#pragma once
+
+#include <vector>
+#include <iostream>
+#include <GLFW/glfw3.h>
+#include <glm/glm.hpp>
+#include <glm/gtc/matrix_transform.hpp>
+#include <glm/gtc/type_ptr.hpp>
+#include <fstream>
+#include <sstream>
+#include <chrono>
+#include <cmath>
+
+#include "Core/Application.h"
+#include "Core/Camera.h"
+#include "Rendering/Renderer.h"
+#include "Rendering/Shader.h"
+#include "Rendering/Texture.h"
+#include "Rendering/VertexArray.h"
+#include "Rendering/UniformBuffer.h"
+
+namespace Donut
+{
+ const double c = 299792458.0;
+ const double G = 6.67430e-11;
+
+ struct BlackHole
+ {
+ glm::vec3 m_Position;
+ double m_Mass;
+ double m_Radius;
+ double m_Rs;
+
+ BlackHole(glm::vec3 pos, float mass)
+ : m_Position(pos),
+ m_Mass(mass)
+ {
+ m_Rs = 2.0 * G * m_Mass / (c * c);
+ }
+
+ bool Intercept(float px, float py, float pz) const
+ {
+ double dx = double(px) - double(m_Position.x);
+ double dy = double(py) - double(m_Position.y);
+ double dz = double(pz) - double(m_Position.z);
+ double dist2 = dx * dx + dy * dy + dz * dz;
+ return dist2 < m_Rs * m_Rs;
+ }
+ };
+
+ struct ObjectData
+ {
+ glm::vec4 m_PosRadius;
+ glm::vec4 m_Color;
+ float m_Mass;
+ glm::vec3 m_Velocity = glm::vec3(0.0f, 0.0f, 0.0f);
+ };
+
+ class Engine
+ {
+ public:
+ Engine();
+ ~Engine() = default;
+
+ void GenerateGrid(const std::vector<ObjectData>& objects);
+ void DrawGrid(const glm::mat4& viewProj);
+ void DrawFullScreenQuad();
+ void DispatchCompute(const Camera& cam);
+ void UploadCameraUBO(const Camera& cam);
+ void UploadObjectsUBO(const std::vector<ObjectData>& objs);
+ void UploadDiskUBO();
+ void RenderScene();
+ void UpdatePhysics(float deltaTime);
+ void UpdateWindowDimensions();
+
+ Camera& GetCamera() { return m_Camera; }
+ const Camera& GetCamera() const { return m_Camera; }
+
+ const std::vector<ObjectData>& GetObjects() const { return m_Objects; }
+ std::vector<ObjectData>& GetObjects() { return m_Objects; }
+
+ bool GetGravity() const { return m_Gravity; }
+ void SetGravity(bool gravity) { m_Gravity = gravity; }
+
+ int GetWidth() const { return m_Width; }
+ int GetHeight() const { return m_Height; }
+ int GetComputeWidth() const { return m_ComputeWidth; }
+ int GetComputeHeight() const { return m_ComputeHeight; }
+
+ private:
+ std::string CreateBasicVertexShader();
+ std::string CreateBasicFragmentShader();
+ std::string LoadComputeShader(const std::string& path);
+ private:
+ Ref<Shader> m_GridShader;
+ Ref<Shader> m_QuadShader;
+ Ref<Shader> m_ComputeShader;
+ Ref<Texture2D> m_Texture;
+ Ref<VertexArray> m_QuadVAO;
+ Ref<VertexArray> m_GridVAO;
+ Ref<UniformBuffer> m_CameraUBO;
+ Ref<UniformBuffer> m_DiskUBO;
+ Ref<UniformBuffer> m_ObjectsUBO;
+
+ int m_GridIndexCount = 0;
+ int m_Width;
+ int m_Height;
+ int m_ComputeWidth;
+ int m_ComputeHeight;
+ float m_WidthScale = 100000000000.0f;
+ float m_HeightScale = 75000000000.0f;
+
+ std::vector<ObjectData> m_Objects;
+ BlackHole m_SagA;
+ Camera m_Camera;
+ bool m_Gravity = false;
+ };
+}
diff --git a/src/Engine/Object.cpp b/src/Engine/Object.cpp
new file mode 100644
index 0000000..8e042fd
--- /dev/null
+++ b/src/Engine/Object.cpp
@@ -0,0 +1,46 @@
+#include "Object.h"
+
+namespace Donut
+{
+ Ray::Ray(glm::vec3 o, glm::vec3 d)
+ : m_Origin(o),
+ m_Direction(glm::normalize(d)) { }
+
+ Material::Material(glm::vec3 c, float s, float e)
+ : m_Color(c),
+ m_Specular(s),
+ m_Emission(e) { }
+
+ Object::Object(glm::vec3 c, float r, Material m)
+ : m_Centre(c),
+ m_Radius(r),
+ m_Material(m) { }
+
+ bool Object::Intersect(Ray &ray, float &t)
+ {
+ glm::vec3 oc = ray.m_Origin - m_Centre;
+ float a = glm::dot(ray.m_Direction, ray.m_Direction);
+ float b = 2.0f * glm::dot(oc, ray.m_Direction);
+ float c = glm::dot(oc, oc) - m_Radius * m_Radius;
+ double discriminant = b*b - 4*a*c;
+
+ if(discriminant < 0)
+ return false;
+
+ float intercept = (-b - sqrt(discriminant)) / (2.0f*a);
+ if(intercept < 0)
+ {
+ intercept = (-b + sqrt(discriminant)) / (2.0f*a);
+ if(intercept<0)
+ return false;
+ }
+
+ t = intercept;
+ return true;
+ }
+
+ glm::vec3 Object::GetNormal(glm::vec3 &point) const
+ {
+ return glm::normalize(point - m_Centre);
+ }
+}
diff --git a/src/Engine/Object.h b/src/Engine/Object.h
new file mode 100644
index 0000000..0ae3430
--- /dev/null
+++ b/src/Engine/Object.h
@@ -0,0 +1,38 @@
+#pragma once
+
+#include <glm/glm.hpp>
+
+namespace Donut
+{
+ class Ray
+ {
+ public:
+ glm::vec3 m_Direction;
+ glm::vec3 m_Origin;
+
+ Ray(glm::vec3 o, glm::vec3 d);
+ };
+
+ class Material
+ {
+ public:
+ glm::vec3 m_Color;
+ float m_Specular;
+ float m_Emission;
+
+ Material(glm::vec3 c, float s, float e);
+ };
+
+ class Object
+ {
+ public:
+ glm::vec3 m_Centre;
+ float m_Radius;
+ Material m_Material;
+
+ Object(glm::vec3 c, float r, Material m);
+
+ bool Intersect(Ray &ray, float &t);
+ glm::vec3 GetNormal(glm::vec3 &point) const;
+ };
+};
diff --git a/src/Engine/Scene.cpp b/src/Engine/Scene.cpp
new file mode 100644
index 0000000..f92dc68
--- /dev/null
+++ b/src/Engine/Scene.cpp
@@ -0,0 +1,57 @@
+#include "Scene.h"
+
+namespace Donut
+{
+ Scene::Scene()
+ : m_LightPos(5.0f, 5.0f, 5.0f) { }
+
+ glm::vec3 Scene::Trace(Ray &ray)
+ {
+ float closest = std::numeric_limits<float>::infinity();
+ const Object* hitObj = nullptr;
+
+ for(auto& obj : objs)
+ {
+ float t;
+
+ if(obj.Intersect(ray, t))
+ if(t < closest)
+ {
+ closest = t;
+ hitObj = &obj;
+ }
+ }
+
+ if(hitObj)
+ {
+ glm::vec3 hitPoint = ray.m_Origin + ray.m_Direction * closest;
+ glm::vec3 normal = hitObj->GetNormal(hitPoint);
+ glm::vec3 lightDir = glm::normalize(m_LightPos - hitPoint);
+
+ float diff = std::max(glm::dot(normal, lightDir), 0.0f);
+
+ Ray shadowRay(hitPoint + normal * 0.001f, lightDir);
+ bool inShadow = false;
+
+ for(auto& obj : objs)
+ {
+ float t;
+
+ if(obj.Intersect(shadowRay, t))
+ {
+ inShadow = true;
+ break;
+ }
+ }
+
+ glm::vec3 color = hitObj->m_Material.m_Color;
+ float ambient = 0.1f;
+
+ if (inShadow)
+ return color * ambient;
+ return color * (ambient + diff * 0.9f);
+ }
+
+ return glm::vec3(0.0f, 0.0f, 0.1f);
+ }
+}
diff --git a/src/Engine/Scene.h b/src/Engine/Scene.h
new file mode 100644
index 0000000..fa80302
--- /dev/null
+++ b/src/Engine/Scene.h
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <vector>
+#include <limits>
+#include <glm/glm.hpp>
+
+#include "Object.h"
+
+namespace Donut
+{
+ class Scene
+ {
+ public:
+ std::vector<Object> objs;
+ glm::vec3 m_LightPos;
+
+ Scene();
+ glm::vec3 Trace(Ray &ray);
+ };
+}; \ No newline at end of file