diff options
Diffstat (limited to 'src/Engine/Engine.cpp')
| -rw-r--r-- | src/Engine/Engine.cpp | 530 |
1 files changed, 265 insertions, 265 deletions
diff --git a/src/Engine/Engine.cpp b/src/Engine/Engine.cpp index e436f4c..059fdda 100644 --- a/src/Engine/Engine.cpp +++ b/src/Engine/Engine.cpp @@ -8,68 +8,68 @@ #define STB_IMAGE_WRITE_IMPLEMENTATION #include "stb_image_write.h" -#include "Engine.h" -#include "Core/Log.h" -#include "Core/HDRIManager.h" -#include "Rendering/VertexBuffer.h" -#include "Rendering/IndexBuffer.h" +#include "engine.h" +#include "core/log.h" +#include "core/hdri_manager.h" +#include "rendering/vertex_buffer.h" +#include "rendering/index_buffer.h" namespace Donut { Engine::Engine() - : m_SagA(glm::vec3(0.0f, 0.0f, 0.0f), 8.54e36f) + : m_sag_a(glm::vec3(0.0f, 0.0f, 0.0f), 8.54e36f) { - m_Width = 1280; - m_Height = 720; + m_width = 1280; + m_height = 720; - m_Camera.SetCameraMode(CameraMode::Orbital); - m_Camera.SetOrbitalRadius(1e11); - m_Camera.SetOrbitalLimits(1e9, 1e13); - m_Camera.SetOrbitalSpeed(0.01f); - m_Camera.SetZoomSpeed(1e10f); + m_camera.set_camera_mode(CameraMode::Orbital); + m_camera.set_orbital_radius(1e11); + m_camera.set_orbital_limits(1e9, 1e13); + m_camera.set_orbital_speed(0.01f); + m_camera.set_zoom_speed(1e10f); - m_Objects = + m_objects = { - { glm::vec4(0.00f, 0.00f, 0.00f, m_SagA.m_Rs), glm::vec4(0, 0, 0, 1), static_cast<float>(m_SagA.m_Mass) } + { 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) } }; // The geodesic ray tracer used to be a compute shader; it is now a - // fullscreen vertex+fragment pass (see DispatchCompute) so it runs on + // fullscreen vertex+fragment pass (see dispatch_compute) so it runs on // macOS OpenGL 4.1, which has no compute shaders. - m_ComputeProgram = Ref<Shader>(Shader::Create("Assets/Shaders/Geodesic.glsl")); - m_ShaderProgram = Ref<Shader>(Shader::Create("Assets/Shaders/TexturedQuad.glsl")); - m_BlurShader = Ref<Shader>(Shader::Create("Assets/Shaders/Blur.glsl")); + m_compute_program = Ref<Shader>(Shader::create("assets/shaders/Geodesic.glsl")); + m_shader_program = Ref<Shader>(Shader::create("assets/shaders/TexturedQuad.glsl")); + m_blur_shader = Ref<Shader>(Shader::create("assets/shaders/Blur.glsl")); - auto& hdriManager = HDRIManager::Get(); - m_HDRIEnvironment = hdriManager.GetCurrentHDRI(); - if (!m_HDRIEnvironment) + auto& hdri_manager = HDRIManager::get(); + m_hdri_environment = hdri_manager.get_current_hdri(); + if (!m_hdri_environment) { - hdriManager.SetCurrentHDRI("Assets/HDRI/HDR_blue_nebulae-1.hdr"); - m_HDRIEnvironment = hdriManager.GetCurrentHDRI(); - if (!m_HDRIEnvironment) + hdri_manager.set_current_hdri("assets/hdri/HDR_blue_nebulae-1.hdr"); + m_hdri_environment = hdri_manager.get_current_hdri(); + if (!m_hdri_environment) DONUT_WARN("Failed to load default HDRI, using fallback"); } - m_CameraUBO = UniformBuffer::Create(128, 1); - m_DiskUBO = UniformBuffer::Create(sizeof(float) * 5, 2); + m_camera_ubo = UniformBuffer::create(128, 1); + m_disk_ubo = UniformBuffer::create(sizeof(float) * 5, 2); - uint32_t objUBOSize = sizeof(int) + 3 * sizeof(float) + uint32_t obj_ubo_size = sizeof(int) + 3 * sizeof(float) + 16 * (sizeof(glm::vec4) + sizeof(glm::vec4)) + 16 * sizeof(float); - m_ObjectsUBO = UniformBuffer::Create(objUBOSize, 3); + m_objects_ubo = UniformBuffer::create(obj_ubo_size, 3); - m_SimulationUBO = UniformBuffer::Create(sizeof(int) * 2 + sizeof(float) * 2, 4); + m_simulation_ubo = UniformBuffer::create(sizeof(int) * 2 + sizeof(float) * 2, 4); auto result = QuadVAO(); - m_QuadVAO = result.first; - m_Texture = result.second; + m_quad_vao = result.first; + m_texture = result.second; // GLSL 4.10 forbids explicit binding qualifiers on uniform blocks, so // associate the geodesic shader's blocks with their UBO binding points // from the host side instead. - if (m_ComputeProgram) + if (m_compute_program) { - uint32_t prog = m_ComputeProgram->GetRendererID(); + uint32_t prog = m_compute_program->get_renderer_id(); struct { const char* name; uint32_t point; } blocks[] = { { "Camera", 1 }, { "Disk", 2 }, { "Objects", 3 }, { "Simulation", 4 } @@ -82,77 +82,77 @@ namespace Donut } } - glGenFramebuffers(1, &m_GeodesicFBO); + glGenFramebuffers(1, &m_geodesic_fbo); } - void Engine::UpdateWindowDimensions() + auto Engine::update_window_dimensions() -> void { - UpdateComputeDimensions(); + update_compute_dimensions(); } - void Engine::SetWindowDimensions(int width, int height) + auto Engine::set_window_dimensions(int width, int height) -> void { - int oldWidth = m_Width; - int oldHeight = m_Height; - int oldComputeHeight = m_ComputeHeight; + int old_width = m_width; + int old_height = m_height; + int old_compute_height = m_compute_height; - m_Width = width; - m_Height = height; + m_width = width; + m_height = height; - if (oldWidth != m_Width || - oldHeight != m_Height || - oldComputeHeight != m_ComputeHeight) - UpdateComputeDimensions(); + if (old_width != m_width || + old_height != m_height || + old_compute_height != m_compute_height) + update_compute_dimensions(); } - void Engine::UpdatePerformance(float deltaTime) + auto Engine::update_performance(float delta_time) -> void { - if (deltaTime > 0.0f) - m_CurrentFPS = 1.0f / deltaTime; + if (delta_time > 0.0f) + m_current_fps = 1.0f / delta_time; } - void Engine::UpdateComputeDimensions() + auto Engine::update_compute_dimensions() -> void { - m_Texture = Texture2D::Create(GetComputeWidth(), m_ComputeHeight); + m_texture = Texture2D::create(get_compute_width(), m_compute_height); } - void Engine::DrawFullScreenQuad() + auto Engine::draw_full_screen_quad() -> void { - RenderCommand::SetViewport(0, 0, m_Width, m_Height); + RenderCommand::set_viewport(0, 0, m_width, m_height); - m_ShaderProgram->Bind(); - m_QuadVAO->Bind(); + m_shader_program->bind(); + m_quad_vao->bind(); - m_Texture->Bind(0); - m_ShaderProgram->SetInt("u_ScreenTexture", 0); + m_texture->bind(0); + m_shader_program->set_int("u_ScreenTexture", 0); - RenderCommand::DisableDepthTest(); - RenderCommand::DrawArrays(6); - RenderCommand::EnableDepthTest(); + RenderCommand::disable_depth_test(); + RenderCommand::draw_arrays(6); + RenderCommand::enable_depth_test(); } - void Engine::DrawBlurPass() + auto Engine::draw_blur_pass() -> void { - RenderCommand::SetViewport(0, 0, m_Width, m_Height); + RenderCommand::set_viewport(0, 0, m_width, m_height); - m_BlurShader->Bind(); - m_QuadVAO->Bind(); + m_blur_shader->bind(); + m_quad_vao->bind(); - m_Texture->Bind(0); - m_BlurShader->SetInt("u_ScreenTexture", 0); - m_BlurShader->SetFloat2("u_Resolution", glm::vec2(m_Width, m_Height)); - m_BlurShader->SetFloat("u_BlurStrength", m_BlurStrength); - m_BlurShader->SetFloat("u_GlowIntensity", m_GlowIntensity); + m_texture->bind(0); + m_blur_shader->set_int("u_ScreenTexture", 0); + m_blur_shader->set_float2("u_Resolution", glm::vec2(m_width, m_height)); + m_blur_shader->set_float("u_BlurStrength", m_blur_strength); + m_blur_shader->set_float("u_GlowIntensity", m_glow_intensity); - RenderCommand::DisableDepthTest(); - RenderCommand::DrawArrays(6); - RenderCommand::EnableDepthTest(); + RenderCommand::disable_depth_test(); + RenderCommand::draw_arrays(6); + RenderCommand::enable_depth_test(); } - void Engine::DrawGeodesicPass(int cw, int ch) + auto Engine::draw_geodesic_pass(int cw, int ch) -> void { - m_QuadVAO->Bind(); - RenderCommand::DisableDepthTest(); + m_quad_vao->bind(); + RenderCommand::disable_depth_test(); #ifdef __APPLE__ // macOS aborts any GPU submission that runs longer than a couple of @@ -160,7 +160,7 @@ namespace Donut // a single fullscreen draw, so render it in scissored tiles and flush // after each, keeping every submission short enough to survive the // watchdog. Compute-capable platforms draw it in one pass. - // Largest tile that keeps a tile's worst-case work (tile^2 * stepCap) + // Largest tile that keeps a tile's worst-case work (tile^2 * step_cap) // inside the safe watchdog zone measured on this GPU (~25M pixel-steps // per submission); bigger tiles mean fewer glFinish stalls. const int tile = 64; @@ -172,52 +172,52 @@ namespace Donut { int tw = std::min(tile, cw - x); glScissor(x, y, tw, th); - RenderCommand::DrawArrays(6); + RenderCommand::draw_arrays(6); glFinish(); } } glDisable(GL_SCISSOR_TEST); #else - RenderCommand::DrawArrays(6); + RenderCommand::draw_arrays(6); #endif - RenderCommand::EnableDepthTest(); + RenderCommand::enable_depth_test(); } - void Engine::DispatchCompute(const Camera& cam) + auto Engine::dispatch_compute(const Camera& cam) -> void { - auto& hdriManager = HDRIManager::Get(); - m_HDRIEnvironment = hdriManager.GetCurrentHDRI(); + auto& hdri_manager = HDRIManager::get(); + m_hdri_environment = hdri_manager.get_current_hdri(); - int cw = GetComputeWidth(); - int ch = m_ComputeHeight; + int cw = get_compute_width(); + int ch = m_compute_height; - // Render the geodesic pass into m_Texture through an FBO. This replaces - // the old compute dispatch + imageStore path, which relied on OpenGL + // Render the geodesic pass into m_texture through an FBO. This replaces + // the old compute dispatch + image_store path, which relied on OpenGL // 4.3 compute and 4.2 image load/store that macOS does not provide. - glBindFramebuffer(GL_FRAMEBUFFER, m_GeodesicFBO); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Texture->GetRendererID(), 0); + glBindFramebuffer(GL_FRAMEBUFFER, m_geodesic_fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture->get_renderer_id(), 0); glViewport(0, 0, cw, ch); - m_ComputeProgram->Bind(); - UploadCameraUBO(cam); - UploadDiskUBO(); - UploadObjectsUBO(m_Objects); - UploadSimulationUBO(); - m_ComputeProgram->SetFloat2("u_Resolution", glm::vec2(static_cast<float>(cw), static_cast<float>(ch))); + m_compute_program->bind(); + upload_camera_ubo(cam); + upload_disk_ubo(); + upload_objects_ubo(m_objects); + upload_simulation_ubo(); + m_compute_program->set_float2("u_Resolution", glm::vec2(static_cast<float>(cw), static_cast<float>(ch))); - if (m_HDRIEnvironment) + if (m_hdri_environment) { - m_HDRIEnvironment->Bind(5); - m_ComputeProgram->SetInt("u_HDRIEnvironment", 5); + m_hdri_environment->bind(5); + m_compute_program->set_int("u_HDRIEnvironment", 5); } - DrawGeodesicPass(cw, ch); + draw_geodesic_pass(cw, ch); glBindFramebuffer(GL_FRAMEBUFFER, 0); } - void Engine::UploadCameraUBO(const Camera& cam) + auto Engine::upload_camera_ubo(const Camera& cam) -> void { struct UBOData { @@ -225,80 +225,80 @@ namespace Donut glm::vec3 right; float _pad1; glm::vec3 up; float _pad2; glm::vec3 forward; float _pad3; - float tanHalfFov; + float tan_half_fov; float aspect; bool moving; int _pad4; } data; - glm::vec3 fwd = glm::normalize(cam.GetOrbitalTarget() - cam.GetOrbitalPosition()); + 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.GetOrbitalPosition(); + data.pos = cam.get_orbital_position(); 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>(GetComputeWidth()) / static_cast<float>(m_ComputeHeight); - data.moving = cam.IsDragging() || cam.IsPanning(); + data.tan_half_fov = static_cast<float>(tan(glm::radians(60.0f * 0.5f))); + data.aspect = static_cast<float>(get_compute_width()) / static_cast<float>(m_compute_height); + data.moving = cam.is_dragging() || cam.is_panning(); - m_CameraUBO->SetData(&data, sizeof(UBOData)); - m_CameraUBO->Bind(1); + m_camera_ubo->set_data(&data, sizeof(UBOData)); + m_camera_ubo->bind(1); } - void Engine::UploadObjectsUBO(const std::vector<ObjectData>& objs) + auto Engine::upload_objects_ubo(const std::vector<ObjectData>& objs) -> void { struct UBOData { - int numObjects; + int num_objects; float _pad0, _pad1, _pad2; - glm::vec4 posRadius[16]; + glm::vec4 pos_radius[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); + data.num_objects = 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; + data.pos_radius[i] = objs[i].m_pos_radius; + data.color[i] = objs[i].m_color; + data.mass[i] = objs[i].m_mass; } - m_ObjectsUBO->SetData(&data, sizeof(data)); - m_ObjectsUBO->Bind(3); + m_objects_ubo->set_data(&data, sizeof(data)); + m_objects_ubo->bind(3); } - void Engine::UploadDiskUBO() + auto Engine::upload_disk_ubo() -> void { - float r1 = static_cast<float>(m_SagA.m_Rs * 2.2); - float r2 = static_cast<float>(m_SagA.m_Rs * 5.2); + 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 = static_cast<float>(m_SagA.m_Rs * m_DiskThickness); - float diskData[5] = { r1, r2, num, thickness, m_DiskDensity }; + float thickness = static_cast<float>(m_sag_a.m_rs * m_disk_thickness); + float disk_data[5] = { r1, r2, num, thickness, m_disk_density }; - m_DiskUBO->SetData(diskData, sizeof(diskData)); - m_DiskUBO->Bind(2); + m_disk_ubo->set_data(disk_data, sizeof(disk_data)); + m_disk_ubo->bind(2); } - void Engine::UploadSimulationUBO() + auto Engine::upload_simulation_ubo() -> void { struct UBOData { - int maxStepsMoving; - int maxStepsStatic; - float earlyExitDistance; + int max_steps_moving; + int max_steps_static; + float early_exit_distance; float time; } data; - data.maxStepsMoving = m_MaxStepsMoving; - data.maxStepsStatic = m_MaxStepsStatic; - data.earlyExitDistance = m_EarlyExitDistance; - data.time = static_cast<float>(glfwGetTime()) * m_RotationSpeed; + data.max_steps_moving = m_max_steps_moving; + data.max_steps_static = m_max_steps_static; + data.early_exit_distance = m_early_exit_distance; + data.time = static_cast<float>(glfwGetTime()) * m_rotation_speed; #ifdef __APPLE__ // macOS has no compute shaders, so the geodesic pass runs as a tiled @@ -307,58 +307,58 @@ namespace Donut // GPU, so cap them here. Windows/Linux keep the full step count. // While the camera moves, render cheaply so interaction stays smooth; // when it settles, spend more steps for a cleaner image. Both stay well - // under the per-tile GPU-watchdog budget (see DrawGeodesicPass). - data.maxStepsMoving = std::min(data.maxStepsMoving, 4000); - data.maxStepsStatic = std::min(data.maxStepsStatic, 6000); + // under the per-tile GPU-watchdog budget (see draw_geodesic_pass). + data.max_steps_moving = std::min(data.max_steps_moving, 4000); + data.max_steps_static = std::min(data.max_steps_static, 6000); #endif - m_SimulationUBO->SetData(&data, sizeof(data)); - m_SimulationUBO->Bind(4); + m_simulation_ubo->set_data(&data, sizeof(data)); + m_simulation_ubo->bind(4); } - void Engine::UpdatePhysics(float deltaTime) + auto Engine::update_physics(float delta_time) -> void { - 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_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 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; + 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]); - obj.m_Velocity.z += static_cast<float>(acc[2]); + 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); + 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::RenderScene() + auto Engine::render_scene() -> void { - RenderCommand::Clear(); - m_ShaderProgram->Bind(); - m_QuadVAO->Bind(); - m_Texture->Bind(0); - RenderCommand::DrawArrays(6); + RenderCommand::clear(); + m_shader_program->bind(); + m_quad_vao->bind(); + m_texture->bind(0); + RenderCommand::draw_arrays(6); } - Ref<Shader> Engine::CreateComputeProgram(const char* path) + auto Engine::create_compute_program(const char* path) -> Ref<Shader> { std::ifstream in(path); if(!in.is_open()) @@ -368,13 +368,13 @@ namespace Donut } std::stringstream ss; ss << in.rdbuf(); - std::string srcStr = ss.str(); - return Ref<Shader>(Shader::CreateCompute("ComputeShader", srcStr)); + std::string src_str = ss.str(); + return Ref<Shader>(Shader::create_compute("ComputeShader", src_str)); } - std::pair<Ref<VertexArray>, Ref<Texture2D>> Engine::QuadVAO() + auto Engine::QuadVAO() -> std::pair<Ref<VertexArray>, Ref<Texture2D>> { - float quadVertices[] = + float quad_vertices[] = { // Positions // TexCoords -1.0f, 1.0f, 0.0f, 1.0f, @@ -385,82 +385,82 @@ namespace Donut 1.0f, 1.0f, 1.0f, 1.0f }; - auto vertexBuffer = Ref<VertexBuffer>(VertexBuffer::Create(quadVertices, static_cast<uint32_t>(sizeof(quadVertices)))); + auto vertex_buffer = Ref<VertexBuffer>(VertexBuffer::create(quad_vertices, static_cast<uint32_t>(sizeof(quad_vertices)))); VertexBufferLayout layout; - layout.Push<float>(2); // Position (x, y) - layout.Push<float>(2); // TexCoord (u, v) - vertexBuffer->SetLayout(layout); + layout.push<float>(2); // Position (x, y) + layout.push<float>(2); // TexCoord (u, v) + vertex_buffer->set_layout(layout); - auto vertexArray = Ref<VertexArray>(VertexArray::Create()); - vertexArray->AddVertexBuffer(vertexBuffer); - auto texture = Texture2D::Create(GetComputeWidth(), m_ComputeHeight); + 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 { vertexArray, texture }; + return { vertex_array, texture }; } - void Engine::LoadObjectsFromScene(const std::vector<Donut::Object>& objects) + auto Engine::load_objects_from_scene(const std::vector<Donut::Object>& objects) -> void { - m_Objects.clear(); - m_Objects.push_back( + m_objects.clear(); + m_objects.push_back( { - glm::vec4(0.00f, 0.00f, 0.00f, m_SagA.m_Rs), + glm::vec4(0.00f, 0.00f, 0.00f, m_sag_a.m_rs), glm::vec4(0, 0, 0, 1), - static_cast<float>(m_SagA.m_Mass) + static_cast<float>(m_sag_a.m_mass) }); for (const auto& obj : objects) { - ObjectData engineObj; + ObjectData engine_obj; - float scaleFactor = 1e10f; - engineObj.m_PosRadius = glm::vec4 + float scale_factor = 1e10f; + engine_obj.m_pos_radius = glm::vec4 ( - obj.m_Centre.x * scaleFactor, - obj.m_Centre.y * scaleFactor, - obj.m_Centre.z * scaleFactor, - obj.m_Radius * scaleFactor + obj.m_centre.x * scale_factor, + obj.m_centre.y * scale_factor, + obj.m_centre.z * scale_factor, + obj.m_radius * scale_factor ); - engineObj.m_Color = glm::vec4(obj.m_Material.m_Color, 1.0f); + engine_obj.m_color = glm::vec4(obj.m_material.m_color, 1.0f); - float volume = (4.0f / 3.0f) * 3.14159f * engineObj.m_PosRadius.w * engineObj.m_PosRadius.w * engineObj.m_PosRadius.w; + float volume = (4.0f / 3.0f) * 3.14159f * engine_obj.m_pos_radius.w * engine_obj.m_pos_radius.w * engine_obj.m_pos_radius.w; float density = 1e12f; - engineObj.m_Mass = volume * density; - engineObj.m_Velocity = glm::vec3(0.0f, 0.0f, 0.0f); + engine_obj.m_mass = volume * density; + engine_obj.m_velocity = glm::vec3(0.0f, 0.0f, 0.0f); - m_Objects.push_back(engineObj); + m_objects.push_back(engine_obj); } DONUT_INFO("Loaded {} objects from WorldBuilder scene (scaled up by {})", objects.size(), 1e10f); - PrintObjectInfo(); + print_object_info(); } - void Engine::PrintObjectInfo() const + auto Engine::print_object_info() const -> void { DONUT_INFO("=== Object Information ==="); - DONUT_INFO("Total objects: {}", m_Objects.size()); + DONUT_INFO("Total objects: {}", m_objects.size()); - for (size_t i = 0; i < m_Objects.size(); ++i) + for (size_t i = 0; i < m_objects.size(); ++i) { - const auto& obj = m_Objects[i]; + const auto& obj = m_objects[i]; DONUT_INFO("Object {}: Pos=({}, {}, {}), Radius={}, Mass={}, Color=({}, {}, {})", i, - obj.m_PosRadius.x, obj.m_PosRadius.y, obj.m_PosRadius.z, - obj.m_PosRadius.w, - obj.m_Mass, - obj.m_Color.x, obj.m_Color.y, obj.m_Color.z + obj.m_pos_radius.x, obj.m_pos_radius.y, obj.m_pos_radius.z, + obj.m_pos_radius.w, + obj.m_mass, + obj.m_color.x, obj.m_color.y, obj.m_color.z ); } DONUT_INFO("Camera position: ({}, {}, {})", - m_Camera.GetOrbitalPosition().x, - m_Camera.GetOrbitalPosition().y, - m_Camera.GetOrbitalPosition().z + m_camera.get_orbital_position().x, + m_camera.get_orbital_position().y, + m_camera.get_orbital_position().z ); - DONUT_INFO("Camera radius: {}", m_Camera.GetOrbitalRadius()); + DONUT_INFO("Camera radius: {}", m_camera.get_orbital_radius()); DONUT_INFO("========================"); } - void Engine::ExportHighResFrame(const std::string& filename, int width, int height) + auto Engine::export_high_res_frame(const std::string& filename, int width, int height) -> void { DONUT_INFO("Exporting high-resolution frame: {}x{} to {}", width, height, filename); @@ -476,48 +476,48 @@ namespace Donut return; } - int originalWidth = m_Width; - int originalHeight = m_Height; - int originalComputeHeight = m_ComputeHeight; + int original_width = m_width; + int original_height = m_height; + int original_compute_height = m_compute_height; - m_Width = width; - m_Height = height; - m_ComputeHeight = height; + m_width = width; + m_height = height; + m_compute_height = height; - int computeHeight = height; - int computeWidth = (width * computeHeight) / height; + int compute_height = height; + int compute_width = (width * compute_height) / height; - if (computeWidth <= 0 || computeHeight <= 0) + if (compute_width <= 0 || compute_height <= 0) { - DONUT_ERROR("Invalid compute dimensions: {}x{}", computeWidth, computeHeight); + DONUT_ERROR("Invalid compute dimensions: {}x{}", compute_width, compute_height); return; } - FramebufferSpecification fbSpec; - fbSpec.Width = width; - fbSpec.Height = height; - fbSpec.Attachments = { FramebufferTextureFormat::RGBA8 }; + FramebufferSpecification fb_spec; + fb_spec.Width = width; + fb_spec.Height = height; + fb_spec.attachments = { FramebufferTextureFormat::RGBA8 }; - auto highResFramebuffer = Framebuffer::Create(fbSpec); - if (!highResFramebuffer) + auto high_res_framebuffer = Framebuffer::create(fb_spec); + if (!high_res_framebuffer) { DONUT_ERROR("Failed to create high-resolution framebuffer"); return; } - auto highResTexture = Texture2D::Create(computeWidth, computeHeight); - if (!highResTexture) + auto high_res_texture = Texture2D::create(compute_width, compute_height); + if (!high_res_texture) { DONUT_ERROR("Failed to create high-resolution texture"); return; } - // Render the geodesic pass into highResTexture through the geodesic FBO. - glBindFramebuffer(GL_FRAMEBUFFER, m_GeodesicFBO); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, highResTexture->GetRendererID(), 0); - glViewport(0, 0, computeWidth, computeHeight); + // Render the geodesic pass into high_res_texture through the geodesic FBO. + glBindFramebuffer(GL_FRAMEBUFFER, m_geodesic_fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, high_res_texture->get_renderer_id(), 0); + glViewport(0, 0, compute_width, compute_height); - m_ComputeProgram->Bind(); + m_compute_program->bind(); struct UBOData { @@ -525,90 +525,90 @@ namespace Donut glm::vec3 right; float _pad1; glm::vec3 up; float _pad2; glm::vec3 forward; float _pad3; - float tanHalfFov; + float tan_half_fov; float aspect; bool moving; int _pad4; } data; - glm::vec3 fwd = glm::normalize(m_Camera.GetOrbitalTarget() - m_Camera.GetOrbitalPosition()); + glm::vec3 fwd = glm::normalize(m_camera.get_orbital_target() - m_camera.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 = m_Camera.GetOrbitalPosition(); + data.pos = m_camera.get_orbital_position(); 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>(computeWidth) / static_cast<float>(computeHeight); - data.moving = m_Camera.IsDragging() || m_Camera.IsPanning(); + data.tan_half_fov = static_cast<float>(tan(glm::radians(60.0f * 0.5f))); + data.aspect = static_cast<float>(compute_width) / static_cast<float>(compute_height); + data.moving = m_camera.is_dragging() || m_camera.is_panning(); - m_CameraUBO->SetData(&data, sizeof(UBOData)); - m_CameraUBO->Bind(1); + m_camera_ubo->set_data(&data, sizeof(UBOData)); + m_camera_ubo->bind(1); - UploadDiskUBO(); - UploadObjectsUBO(m_Objects); - UploadSimulationUBO(); - m_ComputeProgram->SetFloat2("u_Resolution", glm::vec2(static_cast<float>(computeWidth), static_cast<float>(computeHeight))); + upload_disk_ubo(); + upload_objects_ubo(m_objects); + upload_simulation_ubo(); + m_compute_program->set_float2("u_Resolution", glm::vec2(static_cast<float>(compute_width), static_cast<float>(compute_height))); - if (m_HDRIEnvironment) + if (m_hdri_environment) { - m_HDRIEnvironment->Bind(5); - m_ComputeProgram->SetInt("u_HDRIEnvironment", 5); + m_hdri_environment->bind(5); + m_compute_program->set_int("u_HDRIEnvironment", 5); } - DrawGeodesicPass(computeWidth, computeHeight); + draw_geodesic_pass(compute_width, compute_height); // Display the rendered frame into the high-res framebuffer for read-back. - highResFramebuffer->Bind(); - RenderCommand::SetViewport(0, 0, width, height); - RenderCommand::Clear(); + high_res_framebuffer->bind(); + RenderCommand::set_viewport(0, 0, width, height); + RenderCommand::clear(); - m_ShaderProgram->Bind(); - m_QuadVAO->Bind(); + m_shader_program->bind(); + m_quad_vao->bind(); - highResTexture->Bind(0); - m_ShaderProgram->SetInt("u_ScreenTexture", 0); + high_res_texture->bind(0); + m_shader_program->set_int("u_ScreenTexture", 0); - RenderCommand::DisableDepthTest(); - RenderCommand::DrawArrays(6); - RenderCommand::EnableDepthTest(); + RenderCommand::disable_depth_test(); + RenderCommand::draw_arrays(6); + RenderCommand::enable_depth_test(); std::vector<unsigned char> pixels(width * height * 4); DONUT_INFO("Reading {} pixels from framebuffer...", width * height); - RenderCommand::ReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); + RenderCommand::read_pixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()); DONUT_INFO("Flipping image vertically..."); - std::vector<unsigned char> flippedPixels(width * height * 4); + std::vector<unsigned char> flipped_pixels(width * height * 4); for (int y = 0; y < height; ++y) { for (int x = 0; x < width; ++x) { - int srcIndex = (y * width + x) * 4; - int dstIndex = ((height - 1 - y) * width + x) * 4; - flippedPixels[dstIndex + 0] = pixels[srcIndex + 0]; // R - flippedPixels[dstIndex + 1] = pixels[srcIndex + 1]; // G - flippedPixels[dstIndex + 2] = pixels[srcIndex + 2]; // B - flippedPixels[dstIndex + 3] = pixels[srcIndex + 3]; // A + int src_index = (y * width + x) * 4; + int dst_index = ((height - 1 - y) * width + x) * 4; + flipped_pixels[dst_index + 0] = pixels[src_index + 0]; // R + flipped_pixels[dst_index + 1] = pixels[src_index + 1]; // G + flipped_pixels[dst_index + 2] = pixels[src_index + 2]; // B + flipped_pixels[dst_index + 3] = pixels[src_index + 3]; // A } } DONUT_INFO("Saving PNG file: {}...", filename); - int result = stbi_write_png(filename.c_str(), width, height, 4, flippedPixels.data(), width * 4); + int result = stbi_write_png(filename.c_str(), width, height, 4, flipped_pixels.data(), width * 4); if (result) DONUT_INFO("Successfully exported high-resolution frame to: {}", filename); else DONUT_ERROR("Failed to export high-resolution frame to: {}", filename); - highResFramebuffer->Unbind(); + high_res_framebuffer->unbind(); - m_Width = originalWidth; - m_Height = originalHeight; - m_ComputeHeight = originalComputeHeight; + m_width = original_width; + m_height = original_height; + m_compute_height = original_compute_height; - RenderCommand::SetViewport(0, 0, originalWidth, originalHeight); + RenderCommand::set_viewport(0, 0, original_width, original_height); } } |
