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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
commit3d8d3259e1cf5a7d88e5d1e530cc8c9bf9140734 (patch)
tree450b674caaf60327104aa76375c045f1f8f77076 /src/engine
parent79045760ce6100b4c87846d793f9dceeba4c9c36 (diff)
feat: 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..29fa65a
--- /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/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))
+ {
+ 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_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) }
+ };
+
+ 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_camera_ubo = UniformBuffer::create(128, 1);
+ 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);
+ }
+
+ void Engine::generate_grid(const std::vector<ObjectData>& objects)
+ {
+ 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());
+ }
+
+ void Engine::draw_grid(const glm::mat4& view_proj)
+ {
+ 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();
+ }
+
+ void Engine::update_window_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);
+ }
+
+ 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_texture->bind(0);
+ m_quad_shader->set_int("screenTexture", 0);
+ std::cout << "Set screenTexture uniform to slot 0\n";
+
+ RenderCommand::disable_depth_test();
+ RenderCommand::draw_indexed(m_quad_vao, 6);
+ RenderCommand::enable_depth_test();
+ }
+
+ void Engine::dispatch_compute(const Camera& cam)
+ {
+ int cw = m_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_compute_shader->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);
+ }
+
+ void Engine::upload_camera_ubo(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 tan_half_fov;
+ float aspect;
+ 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 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.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();
+
+ m_camera_ubo->set_data(&data, sizeof(UBOData));
+ }
+
+ void Engine::upload_objects_ubo(const std::vector<ObjectData>& objs)
+ {
+ struct UBOData
+ {
+ int num_objects;
+ float _pad0, _pad1, _pad2;
+ glm::vec4 pos_radius[16];
+ glm::vec4 color[16];
+ float mass[16];
+ } data;
+
+ 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)
+ {
+ data.pos_radius[i] = objs[i].m_pos_radius;
+ data.color[i] = objs[i].m_color;
+ data.mass[i] = objs[i].m_mass;
+ }
+
+ m_objects_ubo->set_data(&data, sizeof(data));
+ }
+
+ 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);
+ float num = 2.0f;
+ float thickness = 1e9f;
+ float disk_data[4] = { r1, r2, num, thickness };
+
+ m_disk_ubo->set_data(disk_data, sizeof(disk_data));
+ }
+
+ void Engine::update_physics(float delta_time)
+ {
+ for (auto& obj : 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)
+ {
+ 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_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::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();
+ }
+
+ std::string Engine::load_compute_shader(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..6f90efb
--- /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/vertex_array.h"
+#include "rendering/uniform_buffer.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_pos_radius;
+ 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 generate_grid(const std::vector<ObjectData>& objects);
+ void draw_grid(const glm::mat4& view_proj);
+ void draw_full_screen_quad();
+ void dispatch_compute(const Camera& cam);
+ void upload_camera_ubo(const Camera& cam);
+ void upload_objects_ubo(const std::vector<ObjectData>& objs);
+ void upload_disk_ubo();
+ void render_scene();
+ void update_physics(float delta_time);
+ void update_window_dimensions();
+
+ Camera& get_camera() { return m_camera; }
+ const Camera& get_camera() const { return m_camera; }
+
+ const std::vector<ObjectData>& get_objects() const { return m_objects; }
+ std::vector<ObjectData>& get_objects() { return m_objects; }
+
+ bool get_gravity() const { return m_gravity; }
+ void set_gravity(bool gravity) { m_gravity = gravity; }
+
+ int get_width() const { return m_width; }
+ int get_height() const { return m_height; }
+ int get_compute_width() const { return m_compute_width; }
+ int get_compute_height() const { return m_compute_height; }
+
+ private:
+ std::string create_basic_vertex_shader();
+ std::string create_basic_fragment_shader();
+ std::string load_compute_shader(const std::string& path);
+ private:
+ Ref<Shader> m_grid_shader;
+ Ref<Shader> m_quad_shader;
+ Ref<Shader> m_compute_shader;
+ Ref<Texture2D> m_texture;
+ Ref<VertexArray> m_quad_vao;
+ Ref<VertexArray> m_grid_vao;
+ Ref<UniformBuffer> m_camera_ubo;
+ Ref<UniformBuffer> m_disk_ubo;
+ Ref<UniformBuffer> m_objects_ubo;
+
+ int m_grid_index_count = 0;
+ int m_width;
+ int m_height;
+ int m_compute_width;
+ int m_compute_height;
+ float m_width_scale = 100000000000.0f;
+ float m_height_scale = 75000000000.0f;
+
+ std::vector<ObjectData> m_objects;
+ BlackHole m_sag_a;
+ 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..2e76b16
--- /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::get_normal(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..5f5d86f
--- /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 get_normal(glm::vec3 &point) const;
+ };
+};
diff --git a/src/engine/scene.cpp b/src/engine/scene.cpp
new file mode 100644
index 0000000..bfac1aa
--- /dev/null
+++ b/src/engine/scene.cpp
@@ -0,0 +1,57 @@
+#include "scene.h"
+
+namespace Donut
+{
+ Scene::Scene()
+ : m_light_pos(5.0f, 5.0f, 5.0f) { }
+
+ glm::vec3 Scene::trace(Ray &ray)
+ {
+ float closest = std::numeric_limits<float>::infinity();
+ const Object* hit_obj = nullptr;
+
+ for(auto& obj : objs)
+ {
+ float t;
+
+ if(obj.intersect(ray, t))
+ if(t < closest)
+ {
+ closest = t;
+ hit_obj = &obj;
+ }
+ }
+
+ if(hit_obj)
+ {
+ glm::vec3 hit_point = ray.m_origin + ray.m_direction * closest;
+ glm::vec3 normal = hit_obj->get_normal(hit_point);
+ glm::vec3 light_dir = glm::normalize(m_light_pos - hit_point);
+
+ float diff = std::max(glm::dot(normal, light_dir), 0.0f);
+
+ Ray shadow_ray(hit_point + normal * 0.001f, light_dir);
+ bool in_shadow = false;
+
+ for(auto& obj : objs)
+ {
+ float t;
+
+ if(obj.intersect(shadow_ray, t))
+ {
+ in_shadow = true;
+ break;
+ }
+ }
+
+ glm::vec3 color = hit_obj->m_material.m_color;
+ float ambient = 0.1f;
+
+ if (in_shadow)
+ 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..abe582e
--- /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_light_pos;
+
+ Scene();
+ glm::vec3 trace(Ray &ray);
+ };
+};