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authorhachem <im@hachem.wtf>2025-08-15 03:18:29 +0200
committerhachem <im@hachem.wtf>2025-08-15 03:18:29 +0200
commita6655eebe2a69ee427264bd43df5747851ed96df (patch)
treefa8c6ef862898a3d8e19250698dca0d9aaf4f9c2 /src/engine/engine.cpp
parent3d8d3259e1cf5a7d88e5d1e530cc8c9bf9140734 (diff)
feat: complete first geodesic 3D raytracing
Diffstat (limited to 'src/engine/engine.cpp')
-rw-r--r--src/engine/engine.cpp317
1 files changed, 113 insertions, 204 deletions
diff --git a/src/engine/engine.cpp b/src/engine/engine.cpp
index 29fa65a..c2a84a8 100644
--- a/src/engine/engine.cpp
+++ b/src/engine/engine.cpp
@@ -1,251 +1,144 @@
-#include "engine.h"
-#include <GLFW/glfw3.h>
-#include <glad/glad.h>
#include <iostream>
#include <fstream>
#include <sstream>
-#include <limits>
+
+#include <GLFW/glfw3.h>
+
+#include "engine.h"
#include "rendering/vertex_buffer.h"
#include "rendering/index_buffer.h"
namespace Donut
{
- Engine::Engine()
- : m_sag_a(glm::vec3(0.0f, 0.0f, 0.0f),
- static_cast<float>(8.54e36))
+ Engine::Engine()
+ : m_sag_a(glm::vec3(0.0f, 0.0f, 0.0f), 8.54e36f)
{
GLFWwindow* window = static_cast<GLFWwindow*>(Application::get().get_window().get_native_window());
glfwGetFramebufferSize(window, &m_width, &m_height);
- m_compute_height = 420;
- m_compute_width = (m_width * 420) / m_height;
- m_camera.set_orbital_mode(true);
- m_camera.set_radius(6.34194e10);
- m_camera.set_min_radius(1e10);
- m_camera.set_max_radius(1e12);
- m_camera.set_orbit_speed(0.01f);
+ m_camera.set_camera_mode(CameraMode::Orbital);
+ m_camera.set_orbital_radius(6.34194e10);
+ m_camera.set_orbital_limits(1e10, 1e12);
+ m_camera.set_orbital_speed(0.01f);
m_camera.set_zoom_speed(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_sag_a.m_rs), glm::vec4(0,0,0,1), static_cast<float>(m_sag_a.m_mass) }
+ { glm::vec4(4e11f, 0.00f, 0.00f, 4e10f), glm::vec4(1, 1, 0, 1), static_cast<float>(1.98892e30) },
+ { glm::vec4(0.00f, 0.00f, 4e11f, 4e10f), glm::vec4(1, 0, 0, 1), static_cast<float>(1.98892e30) },
+ { 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) }
};
- m_quad_shader = Shader::create("assets/shaders/quad.glsl");
- m_grid_shader = Shader::create("assets/shaders/grid.glsl");
- m_compute_shader = Shader::create_compute("Geodesic", load_compute_shader("assets/shaders/geodesic.glsl"));
+ m_shader_program = Ref<Shader>(Shader::create("assets/shaders/compute_texture_quad.glsl"));
+ m_compute_program = create_compute_program("assets/shaders/geodesic.glsl");
m_camera_ubo = UniformBuffer::create(128, 1);
- m_disk_ubo = UniformBuffer::create(sizeof(float) * 4, 2);
+ m_disk_ubo = UniformBuffer::create(sizeof(float) * 4, 2);
uint32_t obj_ubo_size = sizeof(int) + 3 * sizeof(float)
+ 16 * (sizeof(glm::vec4) + sizeof(glm::vec4))
+ 16 * sizeof(float);
m_objects_ubo = UniformBuffer::create(obj_ubo_size, 3);
- float quad_vertices[] =
- {
- -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_quad_vao = VertexArray::create();
-
- auto vertex_buffer = VertexBuffer::create(quad_vertices, static_cast<uint32_t>(sizeof(quad_vertices)));
- VertexBufferLayout layout;
- layout.push<float>(2);
- layout.push<float>(2);
- vertex_buffer->set_layout(layout);
- m_quad_vao->add_vertex_buffer(vertex_buffer);
-
- m_texture = Texture2D::create(m_width, m_height);
+ auto result = quad_vao();
+ m_quad_vao = result.first;
+ m_texture = result.second;
}
- void Engine::generate_grid(const std::vector<ObjectData>& objects)
+ void Engine::update_window_dimensions()
{
- const int grid_size = 25;
- const float spacing = 1e10f;
-
- std::vector<glm::vec3> vertices;
- std::vector<uint32_t> indices;
-
- for (int z = 0; z <= grid_size; ++z)
- {
- for (int x = 0; x <= grid_size; ++x)
- {
- float world_x = (x - grid_size / 2) * spacing;
- float world_z = (z - grid_size / 2) * spacing;
- float y = 0.0f;
-
- for (const auto& obj : objects)
- {
- glm::vec3 obj_pos = glm::vec3(obj.m_pos_radius);
- double mass = obj.m_mass;
- double radius = obj.m_pos_radius.w;
-
- double r_s = 2.0 * G * mass / (c * c);
- double dx = world_x - obj_pos.x;
- double dz = world_z - obj_pos.z;
- double dist = sqrt(dx * dx + dz * dz);
-
- if (dist > r_s)
- {
- double delta_y = 2.0 * sqrt(r_s * (dist - r_s));
- y += static_cast<float>(delta_y) - 3e10f;
- }
- else
- {
- y += 2.0f * static_cast<float>(sqrt(r_s * r_s)) - 3e10f;
- }
- }
-
- vertices.emplace_back(world_x, y, world_z);
- }
- }
-
- for (int z = 0; z < grid_size; ++z)
- {
- for (int x = 0; x < grid_size; ++x)
- {
- int i = z * (grid_size + 1) + x;
- indices.push_back(i);
- indices.push_back(i + 1);
- indices.push_back(i);
- indices.push_back(i + grid_size + 1);
- }
- }
-
- if (!m_grid_vao)
- {
- m_grid_vao = Ref<VertexArray>(VertexArray::create());
-
- auto vertex_buffer = Ref<VertexBuffer>(VertexBuffer::create(vertices.data(), static_cast<uint32_t>(vertices.size() * sizeof(glm::vec3))));
- VertexBufferLayout layout;
- layout.push<float>(3);
- vertex_buffer->set_layout(layout);
- m_grid_vao->add_vertex_buffer(vertex_buffer);
-
- auto index_buffer = Ref<IndexBuffer>(IndexBuffer::create(indices.data(), static_cast<uint32_t>(indices.size())));
- m_grid_vao->set_index_buffer(index_buffer);
- }
- else
- {
- auto vertex_buffer = m_grid_vao->get_vertex_buffers()[0];
- vertex_buffer->set_data(vertices.data(), static_cast<uint32_t>(vertices.size() * sizeof(glm::vec3)));
- }
-
- m_grid_index_count = static_cast<int>(indices.size());
+ GLFWwindow* window = static_cast<GLFWwindow*>(Application::get().get_window().get_native_window());
+ int old_width = m_width;
+ int old_height = m_height;
+ int old_compute_height = m_compute_height;
+
+ glfwGetFramebufferSize(window, &m_width, &m_height);
+
+ if (old_width != m_width ||
+ old_height != m_height ||
+ old_compute_height != m_compute_height)
+ update_compute_dimensions();
}
- void Engine::draw_grid(const glm::mat4& view_proj)
+ void Engine::update_performance(float delta_time)
{
- if (!m_grid_shader || !m_grid_vao)
- return;
-
- m_grid_shader->bind();
- m_grid_shader->set_mat4("viewProj", view_proj);
-
- RenderCommand::disable_depth_test();
- RenderCommand::enable_blending();
-
- m_grid_vao->bind();
- glDrawElements(GL_LINES, m_grid_index_count, GL_UNSIGNED_INT, nullptr);
-
- RenderCommand::enable_depth_test();
+ if (delta_time > 0.0f)
+ m_current_fps = 1.0f / delta_time;
}
- void Engine::update_window_dimensions()
+ void Engine::update_compute_dimensions()
{
- GLFWwindow* window = static_cast<GLFWwindow*>(Application::get().get_window().get_native_window());
- int old_width = m_width;
- int old_height = m_height;
- glfwGetFramebufferSize(window, &m_width, &m_height);
- m_compute_height = 420;
- m_compute_width = (m_width * 420) / m_height;
-
- if (old_width != m_width || old_height != m_height)
- m_texture = Texture2D::create(m_width, m_height);
+ m_texture = Texture2D::create(get_compute_width(), m_compute_height);
}
- void Engine::draw_full_screen_quad()
+ void Engine::draw_full_screen_quad()
{
RenderCommand::set_viewport(0, 0, m_width, m_height);
- m_quad_shader->bind();
- std::cout << "Texture ID: " << m_texture->get_renderer_id() << ", Size: " << m_texture->get_width() << "x" << m_texture->get_height() << std::endl;
+ m_shader_program->bind();
+ m_quad_vao->bind();
+
m_texture->bind(0);
- m_quad_shader->set_int("screenTexture", 0);
- std::cout << "Set screenTexture uniform to slot 0\n";
+ m_shader_program->set_int("u_ScreenTexture", 0);
RenderCommand::disable_depth_test();
- RenderCommand::draw_indexed(m_quad_vao, 6);
+ RenderCommand::draw_arrays(6);
RenderCommand::enable_depth_test();
}
- void Engine::dispatch_compute(const Camera& cam)
+ void Engine::dispatch_compute(const Camera& cam)
{
- int cw = m_compute_width;
+ int cw = get_compute_width();
int ch = m_compute_height;
- if (m_texture->get_width() != cw || m_texture->get_height() != ch)
- m_texture = Texture2D::create(cw, ch);
+ m_texture->set_data(nullptr, cw * ch * 4);
- m_compute_shader->bind();
+ m_compute_program->bind();
upload_camera_ubo(cam);
upload_disk_ubo();
upload_objects_ubo(m_objects);
-
m_texture->bind_as_image(0, false);
- uint32_t groups_x = (uint32_t)std::ceil(cw / 16.0f);
- uint32_t groups_y = (uint32_t)std::ceil(ch / 16.0f);
- m_compute_shader->dispatch(groups_x, groups_y, 1);
- m_compute_shader->memory_barrier(IMAGE_ACCESS_BARRIER_BIT);
-
- glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
- glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
+ uint32_t groups_x = static_cast<uint32_t>(std::ceil(cw / 16.0f));
+ uint32_t groups_y = static_cast<uint32_t>(std::ceil(ch / 16.0f));
+ m_compute_program->dispatch(groups_x, groups_y, 1);
+ m_compute_program->memory_barrier(IMAGE_ACCESS_BARRIER_BIT);
}
- void Engine::upload_camera_ubo(const Camera& cam)
+ void Engine::upload_camera_ubo(const Camera& cam)
{
- struct UBOData
+ struct UBOData
{
- glm::vec3 pos; float _pad0;
- glm::vec3 right; float _pad1;
- glm::vec3 up; float _pad2;
+ glm::vec3 pos; float _pad0;
+ glm::vec3 right; float _pad1;
+ glm::vec3 up; float _pad2;
glm::vec3 forward; float _pad3;
float tan_half_fov;
float aspect;
- bool moving;
- int _pad4;
+ bool moving;
+ int _pad4;
} data;
- glm::vec3 fwd = glm::normalize(cam.get_target() - cam.get_orbital_position());
- glm::vec3 up = glm::vec3(0, 1, 0);
+ 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.get_orbital_position();
- data.right = right;
- data.up = up;
- data.forward = fwd;
+ data.pos = cam.get_orbital_position();
+ data.right = right;
+ data.up = up;
+ data.forward = fwd;
data.tan_half_fov = 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.is_dragging() || cam.is_panning();
+ data.aspect = static_cast<float>(get_compute_width()) / static_cast<float>(m_compute_height);
+ data.moving = cam.is_dragging() || cam.is_panning();
m_camera_ubo->set_data(&data, sizeof(UBOData));
+ m_camera_ubo->bind(1);
}
- void Engine::upload_objects_ubo(const std::vector<ObjectData>& objs)
+ void Engine::upload_objects_ubo(const std::vector<ObjectData>& objs)
{
- struct UBOData
+ struct UBOData
{
int num_objects;
float _pad0, _pad1, _pad2;
@@ -257,7 +150,7 @@ namespace Donut
size_t count = std::min(objs.size(), size_t(16));
data.num_objects = static_cast<int>(count);
- for (size_t i = 0; i < count; ++i)
+ for (size_t i = 0; i < count; ++i)
{
data.pos_radius[i] = objs[i].m_pos_radius;
data.color[i] = objs[i].m_color;
@@ -265,9 +158,10 @@ namespace Donut
}
m_objects_ubo->set_data(&data, sizeof(data));
+ m_objects_ubo->bind(3);
}
- void Engine::upload_disk_ubo()
+ void Engine::upload_disk_ubo()
{
float r1 = static_cast<float>(m_sag_a.m_rs * 2.2);
float r2 = static_cast<float>(m_sag_a.m_rs * 5.2);
@@ -276,28 +170,28 @@ namespace Donut
float disk_data[4] = { r1, r2, num, thickness };
m_disk_ubo->set_data(disk_data, sizeof(disk_data));
+ m_disk_ubo->bind(2);
}
- void Engine::update_physics(float delta_time)
+ void Engine::update_physics(float delta_time)
{
- 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_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)
+ 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)
+
+ if (m_gravity)
{
obj.m_velocity.x += static_cast<float>(acc[0]);
obj.m_velocity.y += static_cast<float>(acc[1]);
@@ -314,34 +208,49 @@ namespace Donut
void Engine::render_scene()
{
- glm::mat4 view = glm::lookAt(m_camera.get_orbital_position(), m_camera.get_target(), glm::vec3(0,1,0));
- glm::mat4 proj = glm::perspective(glm::radians(60.0f), float(m_width)/m_height, 1e9f, 1e14f);
- glm::mat4 view_proj = proj * view;
-
- generate_grid(m_objects);
- draw_grid(view_proj);
-
- RenderCommand::set_viewport(0, 0, m_width, m_height);
- dispatch_compute(m_camera);
- draw_full_screen_quad();
+ RenderCommand::clear();
+ m_shader_program->bind();
+ m_quad_vao->bind();
+ m_texture->bind(0);
+ RenderCommand::draw_arrays(6);
}
- std::string Engine::load_compute_shader(const std::string& path)
+ Ref<Shader> Engine::create_compute_program(const char* path)
{
std::ifstream in(path);
- if(!in.is_open())
+ if(!in.is_open())
{
std::cerr << "Failed to open compute shader: " << path << "\n";
- return "";
+ return nullptr;
}
-
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;
+ std::string src_str = ss.str();
+ return Ref<Shader>(Shader::create_compute("ComputeShader", src_str));
+ }
+
+ std::pair<Ref<VertexArray>, Ref<Texture2D>> Engine::quad_vao()
+ {
+ float quad_vertices[] =
+ {
+ -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
+ };
+
+ auto vertex_buffer = Ref<VertexBuffer>(VertexBuffer::create(quad_vertices, static_cast<uint32_t>(sizeof(quad_vertices))));
+ VertexBufferLayout layout;
+ layout.push<float>(2);
+ layout.push<float>(2);
+ vertex_buffer->set_layout(layout);
+
+ 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 { vertex_array, texture };
}
}