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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 / Workspace<br/>the tabbed ImGui interface"]
+ 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` / `Workspace` | [`src/ui/ui_layer.cpp`](../src/ui/ui_layer.cpp) | The tabbed interface; 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 on the Scene tab.
+
+`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 on the Simulation tab
+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 $\text{SagA\_rs}/3$ to reach physical metres, and uploads
+them into the shader's `Objects` uniform (up to 16 spheres).
+
+So a sphere placed on the Scene tab shows up in the same spot on the Simulation
+tab, 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.
+
+## The workspace: tabs
+
+The interface follows Dorico's mode tabs: separate workspaces, one active at a
+time, each returning a `View` so the renderer knows what to draw.
+
+| Tab | View | For |
+| --- | --- | --- |
+| Setup | `None` | Display & quality: vsync, target FPS, resolution, fullscreen, UI scale, HDRI selection, integration quality, early-exit distance |
+| Scene | `Scene` | The world builder: place, select and transform objects with a gizmo; orbit the editor camera around the black-hole marker |
+| Simulation | `BlackHole` | The live lensed view — the only place the geodesic tracer runs; tune the black hole and disk; orbit or fly (FPS) the camera |
+| Export | `None` | Choose which observable channels, at what resolution and format, then render them to disk |
+
+Tabs whose view is `None` have no live 3-D viewport, so `Application::update_input`
+skips camera handling for them.
+
+## 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 GNU Makefiles. 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".
+
+Generate and build (arm64 macOS):
+
+```bash
+premake5 gmake && make config=debug-macosx
+```
+
+`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.