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-# the architecture of donut
-
-how donut is put together as a program: how the code is layered, how the same
-rendering runs on two graphics apis, how a frame is drawn, and how the editor, the
-live simulation, and the data export fit together.
-
-for the physics behind the image itself, see [`physics.md`](physics.md).
-
-## contents
-
-- [overview](#overview)
-- [the rhi: one interface, two backends](#the-rhi-one-interface-two-backends)
-- [a frame, end to end](#a-frame-end-to-end)
-- [the two renderers](#the-two-renderers)
-- [scene and simulation: one world](#scene-and-simulation-one-world)
-- [the rendering pipeline](#the-rendering-pipeline)
- - [progressive resolution and supersampling](#progressive-resolution-and-supersampling)
-- [the workspace: tabs](#the-workspace-tabs)
-- [the export pipeline](#the-export-pipeline)
-- [the build system](#the-build-system)
-
-## overview
-
-donut is split into a few pieces with distinct jobs, so the physics, the platform,
-and the interface can change independently.
-
-```mermaid
-flowchart TD
- App["Application<br/>thin shell + main loop"]
- App --> Scene["Scene<br/>the document/world:<br/>objects, black hole, cameras"]
- App --> UI["UILayer<br/>the docking UI shell"]
- App --> RP["RenderPath<br/>device-side rendering"]
- App --> Dev["RHI::Device<br/>the GPU, abstracted"]
-
- RP --> SR["SceneRenderer<br/>raster world editor"]
- RP --> BHR["BlackHoleRenderer<br/>geodesic ray tracer"]
- RP --> Dev
-
- Dev -.implemented by.-> GL["OpenGLDevice"]
- Dev -.implemented by.-> VK["VulkanDevice<br/>MoltenVK"]
-
- UI -.reads/writes.-> Scene
- SR -.reads.-> Scene
- BHR -.reads.-> Scene
-```
-
-| component | file | responsibility |
-| --- | --- | --- |
-| `Application` | [`src/core/application.cpp`](../src/core/application.cpp) | owns everything; runs the main loop; handles input, resize, vsync, fullscreen; exposes actions to the ui |
-| `Scene` | [`src/scene/scene.h`](../src/scene/scene.h) | the world as plain data — placed objects, black-hole/disk parameters, the editor and simulation cameras, the hdri path |
-| `UILayer` | [`src/ui/ui_layer.cpp`](../src/ui/ui_layer.cpp) | the docking shell: menu bar, workspace tabs, dockable panels with a layout per workspace; returns which view is live and drives the scene through `AppActions` |
-| `RenderPath` | [`src/rendering/render_path.cpp`](../src/rendering/render_path.cpp) | turns the scene into pixels on whatever device is active; owns the two renderers and the environment cubemap |
-| `RHI::Device` | [`src/rendering/rhi.h`](../src/rendering/rhi.h) | the portable gpu interface every backend implements |
-
-two things carry most of the weight here. `Scene` is plain data with no knowledge
-of the backend or the ui, and everything that touches the gpu goes through one
-narrow interface (the rhi). the `Application` stays thin: it hands the document to
-`Scene`, the pixels to `RenderPath`, and the controls to `UILayer`.
-
-## the rhi: one interface, two backends
-
-donut runs on both opengl and vulkan (through moltenvk on macos) from one codebase.
-all rendering is written once against an abstract render hardware interface in the
-`Donut::RHI` namespace, and each api supplies an implementation.
-
-```mermaid
-flowchart LR
- Renderers["SceneRenderer<br/>BlackHoleRenderer<br/>written once"] --> RHI["RHI::Device / CommandList<br/>Buffer · Texture · Pipeline · RenderTarget"]
- RHI --> GL["platform/opengl/<br/>OpenGLDevice"]
- RHI --> VK["platform/vulkan/<br/>VulkanDevice"]
- GL --> GLAPI[("OpenGL")]
- VK --> VKAPI[("Vulkan / MoltenVK")]
-```
-
-the interface (in [`rhi.h`](../src/rendering/rhi.h)) is small and shaped for modern
-gpus:
-
-- `Device` is the factory and frame driver: `create_buffer`, `create_texture`,
- `create_cubemap_from_hdri`, `create_render_target`, `create_pipeline`;
- `begin_frame` / `end_frame`; `set_vsync`, `resize`, `wait_idle`; the imgui hooks;
- and the export helpers `run_offscreen`, `read_render_target`,
- `read_render_target_float`.
-- `CommandList` records work: `begin_render_pass` / `end_render_pass` (a `nullptr`
- target means the swapchain), `bind_pipeline`, `set_viewport`, `bind_uniform`,
- `bind_texture`, `bind_vertex_buffer`, `draw`.
-- `Buffer`, `Texture`, `Pipeline` and `RenderTarget` are opaque gpu resources.
-- `Format` is `{ None, Swapchain, RGBA8, RGBA16F, RGBA32F, D32 }`. `Swapchain`
- means whatever the presented image is, resolved per backend; `RGBA32F` is what
- makes raw floating-point export possible.
-
-the backend is chosen once at startup, before the window exists, since the two apis
-want the window created differently:
-
-```mermaid
-sequenceDiagram
- participant A as Application ctor
- participant S as SettingsManager
- participant W as Window (GLFW)
- participant D as RHI::Device
- A->>S: read graphics.render_api
- alt Vulkan
- A->>A: vulkan_prepare_glfw (GLFW_NO_API)
- end
- A->>W: create window
- A->>D: create_vulkan_device or create_opengl_device
- A->>D: init(native window)
-```
-
-because the renderers only ever see the rhi, the same draw code gives
-pixel-identical output on both backends. that parity is checked by rendering to an
-off-screen target and comparing the read-back pixels.
-
-## a frame, end to end
-
-the main loop is `Application::run`: poll events, render, then let vsync pace the
-frame or sleep to hit the target fps. each frame is assembled in
-`Application::render_frame`:
-
-```mermaid
-sequenceDiagram
- participant Dev as Device
- participant UI as UILayer
- participant In as Input
- participant RP as RenderPath
- Dev->>Dev: begin_frame(clear) → CommandList
- Dev->>Dev: imgui_new_frame
- Note over RP: update the active camera's projection
- UI->>UI: draw(ctx) → returns active View
- In->>In: update_input(view) — orbit / FPS camera
- RP->>RP: sync_hdri — reload cubemap if changed
- RP->>RP: render(cmd, scene, view, w, h, moving, time)
- Dev->>Dev: end_frame — submit + present
-```
-
-the `View` the ui returns — `None`, `Scene` or `BlackHole` — decides which
-viewport is live and therefore what `RenderPath` draws. the `moving` flag, true
-while the user is dragging or flying the camera, triggers the progressive-resolution
-path described below.
-
-## the two renderers
-
-`RenderPath` owns two independent renderers, both written purely against the rhi.
-
-`SceneRenderer` ([`scene_renderer.cpp`](../src/rendering/scene_renderer.cpp)) is the
-world editor: a conventional rasteriser that draws the placed spheres, the ground
-grid, the selection outline and gizmo, and a near-black black-hole marker at the
-origin, sized to the horizon and ringed with an amber accretion-glow outline so it
-reads against the dark background. this is what you manipulate in the scene view.
-
-`BlackHoleRenderer` ([`black_hole_renderer.cpp`](../src/rendering/black_hole_renderer.cpp))
-is the geodesic ray tracer. it runs the physics shader from [`physics.md`](physics.md)
-as a full-screen fragment pass into an off-screen target, then presents that target
-to the screen. this is the expensive work, and it runs only when the centre view is
-simulation, and during export.
-
-`RenderPath::render` routes to the right one based on the `View`:
-
-```mermaid
-flowchart TD
- R{View?}
- R -->|Scene| SP["Swapchain pass:<br/>SceneRenderer.render + ImGui"]
- R -->|None| EP["Swapchain pass:<br/>empty viewport + ImGui"]
- R -->|BlackHole| GP["Off-screen geodesic pass →<br/>blit to swapchain + ImGui"]
-```
-
-## scene and simulation: one world
-
-the editor and the simulation are the same world, not two separate scenes. the
-constant `SCENE_UNITS_PER_RS = 3.0` connects them: three editor grid units equal
-one schwarzschild radius. `SceneRenderer` draws the black-hole marker's horizon at
-that radius, and `BlackHoleRenderer` takes every placed `SceneObject`, multiplies
-its position and radius by $r_s/3$ (the code's `SagA_rs / 3`) to reach physical metres, and uploads
-them into the shader's `Objects` uniform (up to 16 spheres).
-
-so a sphere placed in the scene view shows up in the same spot in the simulation
-view, except now the curved rays bend around the hole and lens it, and it can appear
-stretched, doubled, or smeared into an arc. the spheres are passive lit objects,
-planets and the like; they don't exert their own gravity, only the black hole bends
-light.
-
-## the rendering pipeline
-
-when the simulation view is active, `BlackHoleRenderer::render_geodesic` does three
-things each frame:
-
-1. fills the uniforms (`fill_uniforms`): the camera basis and fov; the
- black-hole/disk parameters (radii converted to metres, temperature, brightness,
- turbulence); the integration budget (`quality_steps`, clamped 1000–15000); and
- the scene objects.
-2. picks the off-screen target by the `moving` flag (below) and runs the geodesic
- fragment shader over a full-screen quad into it.
-3. blits that target to the swapchain (`blit`) with a present pipeline, flipping
- vertically where needed so opengl and vulkan agree on orientation, then draws the
- imgui overlay on top.
-
-inside the shader, each pixel builds a ray from the camera basis, fov and aspect,
-marches the geodesic (see [physics](physics.md#the-equations-of-motion)), and shades
-from whatever it hit: the opaque disk's redshifted blackbody, the black shadow, a
-lit object, or the background. the background is the hdri loaded as a cubemap
-(`create_cubemap_from_hdri`); escaped rays sample it at a mip level chosen from how
-fast neighbouring rays diverge (`ddx`/`ddy`), so the strongly lensed background
-blurs rather than aliasing into a shimmering fan. the colour channel is then
-tone-mapped with an aces filmic curve.
-
-### progressive resolution and supersampling
-
-interactivity trades against quality through resolution and sample count, not by
-touching the physics:
-
-| state | off-screen target | samples per pixel |
-| --- | --- | --- |
-| camera moving | `GEO_LO` = 480 × 270 | 1 |
-| camera settled | `GEO_HI` = 960 × 540 | 4× rotated-grid supersampling |
-
-the integration budget is the same in both states, because the disk needs a high
-step count to resolve at steep poses and lowering it during motion makes it
-flicker. when the camera stops, the renderer switches to the larger target and the
-fragment shader averages four sub-pixel samples in a rotated-grid ("4-rook") pattern
-before tone-mapping, which cleans up the near-horizontal lensed edges and the thin
-photon ring.
-
-## workspaces: tabs, docking and panels
-
-the interface is a docking shell with three workspaces along the top —
-**simulation**, **scene editor** and **export** — each a tab with its own
-independent layout, the way blender's workspace tabs work. a main menu bar sits
-above the tab strip; below it is a full-viewport dock space with a pass-through
-centre, so the live 3d render shows through the middle while the workspace's tool
-panels attach to the edges — drag, tab, hide, or restore them like a normal
-desktop app. rearranging one workspace never touches the others, and all three
-layouts, the open workspace and each one's panel set persist in `imgui.ini`
-between runs.
-
-each workspace fixes what the centre viewport shows — the `View` that
-`UILayer::draw` returns to the `RenderPath` — and has its own set of panels. the
-sphere panels are available in the black-hole workspaces too, since the lensed
-render draws the spheres, though the gizmo itself only works in the scene editor:
-
-| workspace | view | panels (open by default in bold) |
-| --- | --- | --- |
-| simulation | `BlackHole` — the lensed black hole | **black hole**, **diagnostics**, settings, outliner, properties |
-| scene editor | `Scene` — the world editor | **outliner**, **properties**, **diagnostics**, settings |
-| export | `BlackHole` | **export**, **black hole**, **diagnostics**, settings, outliner, properties |
-
-the panels themselves:
-
-| panel | for |
-| --- | --- |
-| outliner | the sphere list: add, delete, select |
-| properties | the selected sphere's transform and colour, plus the viewport gizmo |
-| black hole | camera mode/fov, the accretion disk, and integration quality |
-| settings | display & renderer: vsync, frame cap, resolution, fullscreen, ui scale, api, overlay, hdri |
-| export | choose which observable channels, at what resolution and format, then render to disk |
-| diagnostics | device, backend, fps and a frame-time graph |
-
-the **workspace** menu (or cmd/ctrl + 1/2/3) switches tabs, the **window** menu
-toggles the open workspace's panels, and **layout → reset** rebuilds the open
-workspace's default arrangement, or all three.
-
-underneath, each workspace is its own imgui dock space with a fixed id. only the
-open one is submitted for real each frame; the other two get a keep-alive ping,
-which freezes their trees in place instead of tearing them down — nothing is laid
-out or undocked while a workspace is off screen. an imgui window can only live in
-one dock tree, so every panel is instanced once per workspace under a stable
-`###workspace.panel` id (the same code draws all of them), which is also what lets
-imgui save and restore each tree on its own. a workspace with no saved tree is
-seeded on the first frame with the `DockBuilder` api. imgui doesn't remember which
-workspace was open or which panels were showing, so a small `[Donut][Workspaces]`
-section in `imgui.ini` does. only panels are docked windows — the centre stays a
-pass-through hole onto the full-frame 3d render, so `Application::update_input`
-drives the camera whenever the cursor is over that centre (imgui reports it
-doesn't want the mouse) and yields to the panels otherwise.
-
-## the export pipeline
-
-export writes out the physical quantities donut computes, not just a screenshot. it
-is driven by `RenderPath::export_frame`
-([`render_path.cpp`](../src/rendering/render_path.cpp)) and the rhi's off-screen
-helpers.
-
-```mermaid
-flowchart LR
- Cfg["ExportConfig<br/>channels · resolution · format"] --> Loop
- subgraph Loop["for each enabled channel"]
- direction TB
- RT["create_render_target<br/>RGBA8 (PNG) or RGBA32F (raw)"] --> OS["run_offscreen:<br/>render_export(channel, raw)"]
- OS --> RB["read_render_target(_float)"]
- RB --> WR["write PNG / PFM / CSV"]
- end
- WR --> Files["exports/donut_[channel]_[timestamp].[ext]"]
-```
-
-a few points worth knowing:
-
-- the export always renders the settled view (`moving = false`) from the simulation
- camera, at the requested resolution, whatever the live window is doing.
-- any combination of colour, redshift $g$, emission temperature and impact parameter
- (the observables from [physics](physics.md#observable-channels)) can be exported in
- one pass.
-- png requests use an `RGBA8` target and the standard shader pipeline
- (`m_geo_pipeline`), giving a viewable tone-mapped or false-coloured image. pfm and
- csv requests use an `RGBA32F` target and an hdr pipeline variant
- (`m_geo_pipeline_hdr`), so the file holds the actual floating-point values: $g$ as
- a ratio, temperature in kelvin, impact parameter in $r_s$, colour as linear hdr
- radiance. for the disk-only channels, the alpha channel carries a validity mask (1
- where a ray hit the disk, 0 elsewhere).
-- formats are png via `stb_image_write`, pfm (portable float map — raw rgb float,
- the usual choice for hdr data) via a small writer, and csv for the scalar channels,
- one grid value per cell.
-- `run_offscreen` records a transient command buffer, submits it and waits, with no
- swapchain and no frame pacing. the target is then read back on the cpu and written
- to a timestamped file under `exports/`.
-
-## the build system
-
-donut uses premake5 to generate the build: gnu makefiles on macos
-(`premake5 gmake`) and a visual studio 2022 solution on windows
-(`premake5 vs2022`). both backends compile into one binary; the choice between
-them is made at runtime from the saved settings, so there is no separate "opengl
-build" and "vulkan build". the one exception is windows without the vulkan sdk:
-premake then leaves the vulkan backend out (`DONUT_NO_VULKAN`) and the binary is
-opengl only. on windows `vulkan-1.dll` is delay-loaded, so a vulkan build still
-starts on a machine with no vulkan driver, and any vulkan failure at startup falls
-back to opengl. step-by-step instructions for both platforms are in the
-[readme](../README.md#building).
-
-```bash
-premake5 gmake && make config=debug donut # macos
-premake5 vs2022 # windows, then build donut.sln
-```
-
-the shaders are authored once in slang (`assets/shaders/*.slang`) and compiled by
-`tools/compile-shaders.sh` into `assets/shaders/generated/`: glsl 4.10 for opengl
-and spir-v for vulkan. the generated files are committed, so windows builds use
-them as-is; on macos the script runs as a prebuild step and keeps them current.
-
-`premake5 clean` is wired up as a custom action that removes the generated build
-output (`bin/`, `bin-int/`, the makefiles) along with the transient runtime files
-(`logs/`, `config/`, `imgui.ini`), for a genuine from-scratch reset.
-
-vendored third-party code lives under `ext/`. the portable renderers and the rhi
-are under `src/rendering/`, with the two backends under `src/platform/opengl/` and
-`src/platform/vulkan/`.
-
----
-
-see [`physics.md`](physics.md) for the maths behind the image, and the top-level
-[`README.md`](../README.md) for a project overview.