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-rw-r--r--src/engine/engine.cpp614
-rw-r--r--src/engine/engine.h184
-rw-r--r--src/engine/object.h76
-rw-r--r--src/engine/scene.h70
4 files changed, 944 insertions, 0 deletions
diff --git a/src/engine/engine.cpp b/src/engine/engine.cpp
new file mode 100644
index 0000000..059fdda
--- /dev/null
+++ b/src/engine/engine.cpp
@@ -0,0 +1,614 @@
+#include <iostream>
+#include <fstream>
+#include <sstream>
+
+#include <GLFW/glfw3.h>
+#include <glad/glad.h>
+
+#define STB_IMAGE_WRITE_IMPLEMENTATION
+#include "stb_image_write.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_sag_a(glm::vec3(0.0f, 0.0f, 0.0f), 8.54e36f)
+ {
+ m_width = 1280;
+ m_height = 720;
+
+ 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 =
+ {
+ { 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 dispatch_compute) so it runs on
+ // macOS OpenGL 4.1, which has no compute shaders.
+ 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& hdri_manager = HDRIManager::get();
+ m_hdri_environment = hdri_manager.get_current_hdri();
+ if (!m_hdri_environment)
+ {
+ 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_camera_ubo = UniformBuffer::create(128, 1);
+ m_disk_ubo = UniformBuffer::create(sizeof(float) * 5, 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);
+
+ m_simulation_ubo = UniformBuffer::create(sizeof(int) * 2 + sizeof(float) * 2, 4);
+
+ auto result = QuadVAO();
+ 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_compute_program)
+ {
+ 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 }
+ };
+ for (const auto& b : blocks)
+ {
+ uint32_t idx = glGetUniformBlockIndex(prog, b.name);
+ if (idx != GL_INVALID_INDEX)
+ glUniformBlockBinding(prog, idx, b.point);
+ }
+ }
+
+ glGenFramebuffers(1, &m_geodesic_fbo);
+ }
+
+ auto Engine::update_window_dimensions() -> void
+ {
+ update_compute_dimensions();
+ }
+
+ auto Engine::set_window_dimensions(int width, int height) -> void
+ {
+ int old_width = m_width;
+ int old_height = m_height;
+ int old_compute_height = m_compute_height;
+
+ m_width = width;
+ m_height = height;
+
+ if (old_width != m_width ||
+ old_height != m_height ||
+ old_compute_height != m_compute_height)
+ update_compute_dimensions();
+ }
+
+ auto Engine::update_performance(float delta_time) -> void
+ {
+ if (delta_time > 0.0f)
+ m_current_fps = 1.0f / delta_time;
+ }
+
+ auto Engine::update_compute_dimensions() -> void
+ {
+ m_texture = Texture2D::create(get_compute_width(), m_compute_height);
+ }
+
+ auto Engine::draw_full_screen_quad() -> void
+ {
+ RenderCommand::set_viewport(0, 0, m_width, m_height);
+
+ m_shader_program->bind();
+ m_quad_vao->bind();
+
+ m_texture->bind(0);
+ m_shader_program->set_int("u_ScreenTexture", 0);
+
+ RenderCommand::disable_depth_test();
+ RenderCommand::draw_arrays(6);
+ RenderCommand::enable_depth_test();
+ }
+
+ auto Engine::draw_blur_pass() -> void
+ {
+ RenderCommand::set_viewport(0, 0, m_width, m_height);
+
+ m_blur_shader->bind();
+ m_quad_vao->bind();
+
+ 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::disable_depth_test();
+ RenderCommand::draw_arrays(6);
+ RenderCommand::enable_depth_test();
+ }
+
+ auto Engine::draw_geodesic_pass(int cw, int ch) -> void
+ {
+ m_quad_vao->bind();
+ RenderCommand::disable_depth_test();
+
+#ifdef __APPLE__
+ // macOS aborts any GPU submission that runs longer than a couple of
+ // seconds ("GPU Hang"). The geodesic ray-marcher can far exceed that in
+ // 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 * 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;
+ glEnable(GL_SCISSOR_TEST);
+ for (int y = 0; y < ch; y += tile)
+ {
+ int th = std::min(tile, ch - y);
+ for (int x = 0; x < cw; x += tile)
+ {
+ int tw = std::min(tile, cw - x);
+ glScissor(x, y, tw, th);
+ RenderCommand::draw_arrays(6);
+ glFinish();
+ }
+ }
+ glDisable(GL_SCISSOR_TEST);
+#else
+ RenderCommand::draw_arrays(6);
+#endif
+
+ RenderCommand::enable_depth_test();
+ }
+
+ auto Engine::dispatch_compute(const Camera& cam) -> void
+ {
+ auto& hdri_manager = HDRIManager::get();
+ m_hdri_environment = hdri_manager.get_current_hdri();
+
+ 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 + 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_geodesic_fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture->get_renderer_id(), 0);
+ glViewport(0, 0, cw, 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_hdri_environment)
+ {
+ m_hdri_environment->bind(5);
+ m_compute_program->set_int("u_HDRIEnvironment", 5);
+ }
+
+ draw_geodesic_pass(cw, ch);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ }
+
+ auto Engine::upload_camera_ubo(const Camera& cam) -> void
+ {
+ 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_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.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_camera_ubo->set_data(&data, sizeof(UBOData));
+ m_camera_ubo->bind(1);
+ }
+
+ auto Engine::upload_objects_ubo(const std::vector<ObjectData>& objs) -> void
+ {
+ 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));
+ m_objects_ubo->bind(3);
+ }
+
+ auto Engine::upload_disk_ubo() -> void
+ {
+ 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_sag_a.m_rs * m_disk_thickness);
+ float disk_data[5] = { r1, r2, num, thickness, m_disk_density };
+
+ m_disk_ubo->set_data(disk_data, sizeof(disk_data));
+ m_disk_ubo->bind(2);
+ }
+
+ auto Engine::upload_simulation_ubo() -> void
+ {
+ struct UBOData
+ {
+ int max_steps_moving;
+ int max_steps_static;
+ float early_exit_distance;
+ float time;
+ } data;
+
+ 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
+ // fragment shader under the OS GPU watchdog. The stock step counts
+ // (up to 30000) make a single tile exceed the watchdog and hang the
+ // 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 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_simulation_ubo->set_data(&data, sizeof(data));
+ m_simulation_ubo->bind(4);
+ }
+
+ auto Engine::update_physics(float delta_time) -> void
+ {
+ 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);
+ }
+ }
+ }
+ }
+ }
+
+ auto Engine::render_scene() -> void
+ {
+ RenderCommand::clear();
+ m_shader_program->bind();
+ m_quad_vao->bind();
+ m_texture->bind(0);
+ RenderCommand::draw_arrays(6);
+ }
+
+ auto Engine::create_compute_program(const char* path) -> Ref<Shader>
+ {
+ std::ifstream in(path);
+ if(!in.is_open())
+ {
+ std::cerr << "Failed to open compute shader: " << path << "\n";
+ return nullptr;
+ }
+ std::stringstream ss;
+ ss << in.rdbuf();
+ std::string src_str = ss.str();
+ return Ref<Shader>(Shader::create_compute("ComputeShader", src_str));
+ }
+
+ auto Engine::QuadVAO() -> std::pair<Ref<VertexArray>, Ref<Texture2D>>
+ {
+ float quad_vertices[] =
+ {
+ // Positions // TexCoords
+ -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); // Position (x, y)
+ layout.push<float>(2); // TexCoord (u, v)
+ 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 };
+ }
+
+ auto Engine::load_objects_from_scene(const std::vector<Donut::Object>& objects) -> void
+ {
+ m_objects.clear();
+ m_objects.push_back(
+ {
+ 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)
+ });
+
+ for (const auto& obj : objects)
+ {
+ ObjectData engine_obj;
+
+ float scale_factor = 1e10f;
+ engine_obj.m_pos_radius = glm::vec4
+ (
+ obj.m_centre.x * scale_factor,
+ obj.m_centre.y * scale_factor,
+ obj.m_centre.z * scale_factor,
+ obj.m_radius * scale_factor
+ );
+
+ engine_obj.m_color = glm::vec4(obj.m_material.m_color, 1.0f);
+
+ 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;
+ engine_obj.m_mass = volume * density;
+ engine_obj.m_velocity = glm::vec3(0.0f, 0.0f, 0.0f);
+
+ m_objects.push_back(engine_obj);
+ }
+
+ DONUT_INFO("Loaded {} objects from WorldBuilder scene (scaled up by {})", objects.size(), 1e10f);
+ print_object_info();
+ }
+
+ auto Engine::print_object_info() const -> void
+ {
+ DONUT_INFO("=== Object Information ===");
+ DONUT_INFO("Total objects: {}", m_objects.size());
+
+ for (size_t i = 0; i < m_objects.size(); ++i)
+ {
+ const auto& obj = m_objects[i];
+ DONUT_INFO("Object {}: Pos=({}, {}, {}), Radius={}, Mass={}, Color=({}, {}, {})",
+ i,
+ 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.get_orbital_position().x,
+ m_camera.get_orbital_position().y,
+ m_camera.get_orbital_position().z
+ );
+ DONUT_INFO("Camera radius: {}", m_camera.get_orbital_radius());
+ DONUT_INFO("========================");
+ }
+
+ 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);
+
+ if (width <= 0 || height <= 0)
+ {
+ DONUT_ERROR("Invalid dimensions for export: {}x{}", width, height);
+ return;
+ }
+
+ if (filename.empty())
+ {
+ DONUT_ERROR("Invalid filename for export");
+ return;
+ }
+
+ int original_width = m_width;
+ int original_height = m_height;
+ int original_compute_height = m_compute_height;
+
+ m_width = width;
+ m_height = height;
+ m_compute_height = height;
+
+ int compute_height = height;
+ int compute_width = (width * compute_height) / height;
+
+ if (compute_width <= 0 || compute_height <= 0)
+ {
+ DONUT_ERROR("Invalid compute dimensions: {}x{}", compute_width, compute_height);
+ return;
+ }
+
+ FramebufferSpecification fb_spec;
+ fb_spec.Width = width;
+ fb_spec.Height = height;
+ fb_spec.attachments = { FramebufferTextureFormat::RGBA8 };
+
+ auto high_res_framebuffer = Framebuffer::create(fb_spec);
+ if (!high_res_framebuffer)
+ {
+ DONUT_ERROR("Failed to create high-resolution framebuffer");
+ return;
+ }
+
+ 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 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_compute_program->bind();
+
+ 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(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.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>(compute_width) / static_cast<float>(compute_height);
+ data.moving = m_camera.is_dragging() || m_camera.is_panning();
+
+ m_camera_ubo->set_data(&data, sizeof(UBOData));
+ m_camera_ubo->bind(1);
+
+ 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_hdri_environment)
+ {
+ m_hdri_environment->bind(5);
+ m_compute_program->set_int("u_HDRIEnvironment", 5);
+ }
+
+ draw_geodesic_pass(compute_width, compute_height);
+
+ // Display the rendered frame into the high-res framebuffer for read-back.
+ high_res_framebuffer->bind();
+ RenderCommand::set_viewport(0, 0, width, height);
+ RenderCommand::clear();
+
+ m_shader_program->bind();
+ m_quad_vao->bind();
+
+ high_res_texture->bind(0);
+ m_shader_program->set_int("u_ScreenTexture", 0);
+
+ 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::read_pixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
+
+ DONUT_INFO("Flipping image vertically...");
+ std::vector<unsigned char> flipped_pixels(width * height * 4);
+ for (int y = 0; y < height; ++y)
+ {
+ for (int x = 0; x < width; ++x)
+ {
+ 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, 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);
+
+ high_res_framebuffer->unbind();
+
+ m_width = original_width;
+ m_height = original_height;
+ m_compute_height = original_compute_height;
+
+ RenderCommand::set_viewport(0, 0, original_width, original_height);
+ }
+
+}
diff --git a/src/engine/engine.h b/src/engine/engine.h
new file mode 100644
index 0000000..c7d02b5
--- /dev/null
+++ b/src/engine/engine.h
@@ -0,0 +1,184 @@
+#pragma once
+
+#include <vector>
+#include <numbers>
+#include <iostream>
+#include <fstream>
+#include <sstream>
+#include <chrono>
+#include <cmath>
+
+#include "core/camera.h"
+#include "object.h"
+
+#include "rendering/renderer.h"
+#include "rendering/shader.h"
+#include "rendering/vertex_array.h"
+#include "rendering/texture.h"
+#include "rendering/uniform_buffer.h"
+#include "rendering/texture_manager.h"
+
+#include <GLFW/glfw3.h>
+#include <glm/glm.hpp>
+#include <glm/gtc/matrix_transform.hpp>
+#include <glm/gtc/type_ptr.hpp>
+
+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;
+
+ auto draw_full_screen_quad() -> void;
+ auto draw_blur_pass() -> void;
+ auto dispatch_compute(const Camera& cam) -> void;
+ auto upload_camera_ubo(const Camera& cam) -> void;
+ auto upload_objects_ubo(const std::vector<ObjectData>& objs) -> void;
+ auto upload_disk_ubo() -> void;
+ auto upload_simulation_ubo() -> void;
+ auto render_scene() -> void;
+ auto update_physics(float delta_time) -> void;
+ auto update_window_dimensions() -> void;
+ auto set_window_dimensions(int width, int height) -> void;
+
+ auto get_width() const -> int { return m_width; }
+ auto get_height() const -> int { return m_height; }
+
+ auto get_objects() -> std::vector<ObjectData>& { return m_objects; }
+ auto get_sag_a() -> BlackHole& { return m_sag_a; }
+ auto get_camera() -> Camera& { return m_camera; }
+ auto get_gravity() -> bool& { return m_gravity; }
+
+ auto update_performance(float delta_time) -> void;
+ auto set_target_fps(int fps) -> void { m_target_fps = fps; }
+ auto get_target_fps() const -> int { return m_target_fps; }
+ auto get_current_fps() const -> float { return m_current_fps; }
+ void set_compute_height(int height)
+ {
+#ifdef __APPLE__
+ // Without compute shaders the geodesic pass runs as a tiled
+ // fragment shader (see draw_geodesic_pass), so very high working
+ // resolutions make each frame take many seconds. Cap it on macOS.
+ if (height > 256) height = 256;
+#endif
+ m_compute_height = height;
+ }
+ auto get_compute_height() const -> int { return m_compute_height; }
+ auto get_compute_width() const -> int { return (m_width * m_compute_height) / m_height; }
+ auto update_compute_dimensions() -> void;
+
+ auto get_max_steps_moving() const -> int { return m_max_steps_moving; }
+ auto get_max_steps_static() const -> int { return m_max_steps_static; }
+ auto get_early_exit_distance() const -> float { return m_early_exit_distance; }
+ auto set_max_steps_moving(int steps) -> void { m_max_steps_moving = steps; }
+ auto set_max_steps_static(int steps) -> void { m_max_steps_static = steps; }
+ auto set_early_exit_distance(float distance) -> void { m_early_exit_distance = distance; }
+
+ auto get_disk_thickness() const -> float { return m_disk_thickness; }
+ auto set_disk_thickness(float thickness) -> void { m_disk_thickness = thickness; }
+
+ auto get_disk_density() const -> float { return m_disk_density; }
+ auto set_disk_density(float density) -> void { m_disk_density = density; }
+
+ auto get_rotation_speed() const -> float { return m_rotation_speed; }
+ auto set_rotation_speed(float speed) -> void { m_rotation_speed = speed; }
+
+ auto get_blur_strength() const -> float { return m_blur_strength; }
+ auto set_blur_strength(float strength) -> void { m_blur_strength = strength; }
+
+ auto get_glow_intensity() const -> float { return m_glow_intensity; }
+ auto set_glow_intensity(float intensity) -> void { m_glow_intensity = intensity; }
+
+ auto load_objects_from_scene(const std::vector<Donut::Object>& objects) -> void;
+ auto export_high_res_frame(const std::string& filename, int width = 4096, int height = 3072) -> void;
+ auto print_object_info() const -> void;
+
+ auto set_hdri_environment(Ref<CubemapTexture> hdri) -> void { m_hdri_environment = hdri; }
+ auto get_hdri_environment() const -> Ref<CubemapTexture> { return m_hdri_environment; }
+ private:
+ auto create_compute_program(const char* path) -> Ref<Shader>;
+ std::pair<Ref<VertexArray>, Ref<Texture2D>> QuadVAO();
+
+ // Draws the bound geodesic shader over a cw x ch target. On macOS this
+ // is split into scissored tiles (with a flush each) so no single GPU
+ // submission trips the OS watchdog; elsewhere it is one fast draw.
+ auto draw_geodesic_pass(int cw, int ch) -> void;
+ private:
+ Ref<VertexArray> m_quad_vao;
+ Ref<Texture2D> m_texture;
+ Ref<CubemapTexture> m_hdri_environment;
+ Ref<Shader> m_shader_program;
+ Ref<Shader> m_compute_program;
+ Ref<Shader> m_blur_shader;
+ Ref<UniformBuffer> m_camera_ubo;
+ Ref<UniformBuffer> m_disk_ubo;
+ Ref<UniformBuffer> m_objects_ubo;
+ Ref<UniformBuffer> m_simulation_ubo;
+
+ // FBO used to render the geodesic pass into m_texture. The geodesic
+ // shader is a fragment shader (macOS has no compute), so it draws a
+ // fullscreen quad into this framebuffer instead of dispatching compute.
+ uint32_t m_geodesic_fbo = 0;
+
+ int m_width;
+ int m_height;
+ float m_width_f = 100.0f*1e10f;
+ float m_height_f = 75.0f*1e10f;
+
+ int m_target_fps = 60;
+ float m_current_fps = 60.0f;
+ float m_last_frame_time = 0.0f;
+ int m_compute_height = 150;
+
+ std::vector<ObjectData> m_objects;
+ BlackHole m_sag_a;
+ Camera m_camera;
+ bool m_gravity = false;
+
+ int m_max_steps_moving = 60000;
+ int m_max_steps_static = 30000;
+ float m_early_exit_distance = 5.0e11f;
+
+ float m_disk_thickness = 0.1f;
+ float m_disk_density = 0.1f;
+ float m_rotation_speed = 1.0f;
+ float m_blur_strength = 2.0f;
+ float m_glow_intensity = 0.1f;
+ };
+};
diff --git a/src/engine/object.h b/src/engine/object.h
new file mode 100644
index 0000000..8101540
--- /dev/null
+++ b/src/engine/object.h
@@ -0,0 +1,76 @@
+#pragma once
+
+#include <glm/glm.hpp>
+
+namespace Donut
+{
+ class Ray
+ {
+ public:
+ Ray(glm::vec3 o, glm::vec3 d)
+ : m_origin(o),
+ m_direction(glm::normalize(d)) { }
+
+ public:
+ glm::vec3 m_direction;
+ glm::vec3 m_origin;
+ };
+
+ class Material
+ {
+ public:
+ Material() : m_color(1.0f, 1.0f, 1.0f), m_specular(0.5f), m_emission(0.0f) { }
+ Material(glm::vec3 c, float s, float e)
+ : m_color(c),
+ m_specular(s),
+ m_emission(e) { }
+
+ public:
+ glm::vec3 m_color;
+ float m_specular;
+ float m_emission;
+ };
+
+ class Object
+ {
+ public:
+ Object() : m_centre(0.0f, 0.0f, 0.0f), m_radius(1.0f), m_material() { }
+ Object(glm::vec3 c, float r, Material m)
+ : m_centre(c),
+ m_radius(r),
+ m_material(m) { }
+
+ auto intersect(Ray& ray, float& t) -> bool
+ {
+ 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;
+ float discriminant = static_cast<float>(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;
+ }
+
+ auto get_normal(glm::vec3& point) const -> glm::vec3
+ {
+ return glm::normalize(point - m_centre);
+ }
+
+ public:
+ glm::vec3 m_centre;
+ float m_radius;
+ Material m_material;
+ };
+};
diff --git a/src/engine/scene.h b/src/engine/scene.h
new file mode 100644
index 0000000..4b41203
--- /dev/null
+++ b/src/engine/scene.h
@@ -0,0 +1,70 @@
+#pragma once
+
+#include <vector>
+#include <limits>
+
+#include "object.h"
+
+namespace Donut
+{
+ class Scene
+ {
+ public:
+ Scene()
+ : m_light_pos(5.0f, 5.0f, 5.0f) { }
+
+ auto trace(Ray& ray) -> glm::vec3
+ {
+ 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);
+ }
+
+ public:
+ std::vector<Object> objs;
+ glm::vec3 m_light_pos;
+ };
+};