diff options
Diffstat (limited to 'src/platform/opengl/opengl_renderer.cpp')
| -rw-r--r-- | src/platform/opengl/opengl_renderer.cpp | 377 |
1 files changed, 0 insertions, 377 deletions
diff --git a/src/platform/opengl/opengl_renderer.cpp b/src/platform/opengl/opengl_renderer.cpp deleted file mode 100644 index ae12f10..0000000 --- a/src/platform/opengl/opengl_renderer.cpp +++ /dev/null @@ -1,377 +0,0 @@ -#include "opengl_renderer.h" - -#include "engine/engine.h" -#include "core/log.h" -#include "core/camera.h" -#include "core/hdri_manager.h" -#include "rendering/renderer.h" // Renderer::init / RenderCommand - -#include <glad/glad.h> -#include <GLFW/glfw3.h> -#include <imgui.h> -#include <imgui_impl_glfw.h> -#include <imgui_impl_opengl3.h> -#include <glm/glm.hpp> -#include <glm/gtc/matrix_transform.hpp> -#include <cmath> -#include <vector> - -#include "core/hdri_manager.h" -#include "rendering/texture.h" // CubemapTexture::bind - -namespace Donut -{ - // Scroll is accumulated through a chained GLFW callback (keeps ImGui's scroll - // handling intact), consumed once per frame for orbital zoom. - static double g_scroll_accum = 0.0; - static GLFWscrollfun g_prev_scroll = nullptr; - static void gl_scroll_cb(GLFWwindow* w, double x, double y) - { - if (g_prev_scroll) g_prev_scroll(w, x, y); - g_scroll_accum += y; - } - - OpenGLRenderer::OpenGLRenderer() = default; - OpenGLRenderer::~OpenGLRenderer() = default; - - auto OpenGLRenderer::init(void* glfwWindow, int width, int height) -> bool - { - m_window = glfwWindow; - auto* win = static_cast<GLFWwindow*>(glfwWindow); - glfwMakeContextCurrent(win); - - Renderer::init(); // GLAD load + default GL state - RenderCommand::set_face_culling(false); - - const GLubyte* name = glGetString(GL_RENDERER); - m_device_name = name ? reinterpret_cast<const char*>(name) : "OpenGL"; - - m_engine = create_scope<Engine>(); - m_engine->set_window_dimensions(width, height); -#ifdef __APPLE__ - m_engine->set_compute_height(256); // capped for the macOS watchdog (tiled fragment pass) -#else - m_engine->set_compute_height(540); -#endif - m_engine->update_compute_dimensions(); - - // Match the Vulkan framing exactly (camera sits outside the disk). - Camera& cam = m_engine->get_camera(); - cam.set_camera_mode(CameraMode::Orbital); - cam.set_orbital_target(glm::vec3(0.0f)); - cam.set_orbital_radius(4e11); - cam.set_orbital_limits(2.2e11, 1.5e12); - cam.set_orbital_speed(0.01f); - cam.set_zoom_speed(3e10); - cam.set_azimuth(0.0f); - cam.set_elevation(1.25f); - - m_hdri_path = "assets/hdri/HDR_blue_nebulae-1.hdr"; - HDRIManager::get().set_current_hdri(m_hdri_path); - - create_scene_resources(); - - DONUT_INFO("OpenGL renderer ready: {} ({}x{})", m_device_name, width, height); - return true; - } - - auto OpenGLRenderer::init_ui() -> bool - { - IMGUI_CHECKVERSION(); - ImGui::CreateContext(); - ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_DockingEnable; - ImGui::StyleColorsDark(); - ImGui_ImplGlfw_InitForOpenGL(static_cast<GLFWwindow*>(m_window), true); - ImGui_ImplOpenGL3_Init("#version 410"); - g_prev_scroll = glfwSetScrollCallback(static_cast<GLFWwindow*>(m_window), gl_scroll_cb); - m_ui_ready = true; - DONUT_INFO("OpenGL: ImGui backend initialized"); - return true; - } - - auto OpenGLRenderer::shutdown() -> void - { - if (m_ui_ready) - { - ImGui_ImplOpenGL3_Shutdown(); - ImGui_ImplGlfw_Shutdown(); - ImGui::DestroyContext(); - m_ui_ready = false; - } - m_engine.reset(); - } - - auto OpenGLRenderer::resize(int width, int height) -> void - { - if (m_engine) m_engine->set_window_dimensions(width, height); - } - - auto OpenGLRenderer::process_input() -> void - { - auto* win = static_cast<GLFWwindow*>(m_window); - Camera& cam = m_scene_mode ? m_scene_camera : m_engine->get_camera(); - bool over_ui = m_ui_ready && ImGui::GetIO().WantCaptureMouse; - - double now = glfwGetTime(); - float dt = m_last_frame_time > 0.0 ? static_cast<float>(now - m_last_frame_time) : 0.0f; - m_last_frame_time = now; - - double mx = 0, my = 0; glfwGetCursorPos(win, &mx, &my); - bool left_down = glfwGetMouseButton(win, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS; - - if (!m_scene_mode && cam.get_camera_mode() == CameraMode::FPS) - { - if (left_down && !m_left_was_down) { m_last_x = mx; m_last_y = my; } - if (left_down && !over_ui) - cam.on_mouse_move(static_cast<float>(mx - m_last_x), static_cast<float>(m_last_y - my)); - m_last_x = mx; m_last_y = my; m_left_was_down = left_down; - - bool over_kb = m_ui_ready && ImGui::GetIO().WantCaptureKeyboard; - if (!over_kb && dt > 0.0f) - { - float mdt = dt * (glfwGetKey(win, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS ? 4.0f : 1.0f); - if (glfwGetKey(win, GLFW_KEY_W) == GLFW_PRESS) cam.move_forward(mdt); - if (glfwGetKey(win, GLFW_KEY_S) == GLFW_PRESS) cam.move_backward(mdt); - if (glfwGetKey(win, GLFW_KEY_A) == GLFW_PRESS) cam.move_left(mdt); - if (glfwGetKey(win, GLFW_KEY_D) == GLFW_PRESS) cam.move_right(mdt); - if (glfwGetKey(win, GLFW_KEY_E) == GLFW_PRESS) cam.move_up(mdt); - if (glfwGetKey(win, GLFW_KEY_Q) == GLFW_PRESS) cam.move_down(mdt); - } - g_scroll_accum = 0.0; // scroll unused in free-fly - } - else - { - if (left_down && !m_left_was_down && !over_ui) - cam.process_orbital_mouse_button(GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS, 0); - else if (!left_down && m_left_was_down) - cam.process_orbital_mouse_button(GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE, 0); - m_left_was_down = left_down; - - cam.process_orbital_mouse_move(mx, my); - double scroll = g_scroll_accum; g_scroll_accum = 0.0; - if (scroll != 0.0 && !over_ui) cam.process_orbital_scroll(0.0, scroll); - } - } - - // 36-vertex unit cube for the skybox (positions only; the shader forces depth=1). - static const float SKYBOX_CUBE[] = { - -1, 1,-1, -1,-1,-1, 1,-1,-1, 1,-1,-1, 1, 1,-1, -1, 1,-1, - -1,-1, 1, -1,-1,-1, -1, 1,-1, -1, 1,-1, -1, 1, 1, -1,-1, 1, - 1,-1,-1, 1,-1, 1, 1, 1, 1, 1, 1, 1, 1, 1,-1, 1,-1,-1, - -1,-1, 1, -1, 1, 1, 1, 1, 1, 1, 1, 1, 1,-1, 1, -1,-1, 1, - -1, 1,-1, 1, 1,-1, 1, 1, 1, 1, 1, 1, -1, 1, 1, -1, 1,-1, - -1,-1,-1, -1,-1, 1, 1,-1,-1, 1,-1,-1, -1,-1, 1, 1,-1, 1, - }; - - auto OpenGLRenderer::create_scene_resources() -> void - { - const float PI = 3.14159265358979f; - - m_grid_shader = Ref<Shader>(Shader::create("assets/shaders/Grid.glsl")); - m_sphere_shader = Ref<Shader>(Shader::create("assets/shaders/Sphere.glsl")); - m_skybox_shader = Ref<Shader>(Shader::create("assets/shaders/Skybox.glsl")); - - m_scene_camera.set_camera_mode(CameraMode::Orbital); - m_scene_camera.set_orbital_target(glm::vec3(0.0f)); - m_scene_camera.set_orbital_radius(15.0); - m_scene_camera.set_orbital_limits(2.0, 200.0); - m_scene_camera.set_orbital_speed(0.01f); - m_scene_camera.set_zoom_speed(2.0); - m_scene_camera.set_azimuth(0.0f); - m_scene_camera.set_elevation(PI / 3.0f); - - // Grid: +/-50 lines on the XZ plane (Grid shader scales by u_GridSize/50). - std::vector<glm::vec3> lines; - for (int i = -50; i <= 50; ++i) - { - lines.push_back({ (float)i, 0.0f, -50.0f }); lines.push_back({ (float)i, 0.0f, 50.0f }); - lines.push_back({ -50.0f, 0.0f, (float)i }); lines.push_back({ 50.0f, 0.0f, (float)i }); - } - m_grid_vertex_count = (int)lines.size(); - glGenVertexArrays(1, &m_grid_vao); glGenBuffers(1, &m_grid_vbo); - glBindVertexArray(m_grid_vao); glBindBuffer(GL_ARRAY_BUFFER, m_grid_vbo); - glBufferData(GL_ARRAY_BUFFER, lines.size() * sizeof(glm::vec3), lines.data(), GL_STATIC_DRAW); - glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void*)0); - - // Sphere: indexed UV sphere (position + normal), unit radius. - const int RINGS = 24, SECT = 48; - std::vector<float> sv; std::vector<unsigned int> si; - for (int r = 0; r <= RINGS; ++r) - { - float th = PI * r / RINGS; - for (int s = 0; s <= SECT; ++s) - { - float ph = 2.0f * PI * s / SECT; - glm::vec3 p(sinf(th) * cosf(ph), cosf(th), sinf(th) * sinf(ph)); - sv.insert(sv.end(), { p.x, p.y, p.z, p.x, p.y, p.z }); // pos, normal (unit sphere) - } - } - for (int r = 0; r < RINGS; ++r) - for (int s = 0; s < SECT; ++s) - { - int a = r * (SECT + 1) + s, b = a + SECT + 1; - si.insert(si.end(), { (unsigned)a, (unsigned)b, (unsigned)(a + 1), - (unsigned)(a + 1), (unsigned)b, (unsigned)(b + 1) }); - } - m_sphere_index_count = (int)si.size(); - glGenVertexArrays(1, &m_sphere_vao); glGenBuffers(1, &m_sphere_vbo); glGenBuffers(1, &m_sphere_ebo); - glBindVertexArray(m_sphere_vao); - glBindBuffer(GL_ARRAY_BUFFER, m_sphere_vbo); - glBufferData(GL_ARRAY_BUFFER, sv.size() * sizeof(float), sv.data(), GL_STATIC_DRAW); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere_ebo); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, si.size() * sizeof(unsigned), si.data(), GL_STATIC_DRAW); - glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0); - glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float))); - - // Skybox cube. - glGenVertexArrays(1, &m_skybox_vao); glGenBuffers(1, &m_skybox_vbo); - glBindVertexArray(m_skybox_vao); glBindBuffer(GL_ARRAY_BUFFER, m_skybox_vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(SKYBOX_CUBE), SKYBOX_CUBE, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); - - glBindVertexArray(0); - m_scene_ready = true; - } - - auto OpenGLRenderer::render_scene(int w, int h) -> void - { - if (!m_grid_shader || !m_sphere_shader || !m_skybox_shader) return; - glViewport(0, 0, w, h); - glClearColor(0.0f, 0.0f, 0.0f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - float aspect = h > 0 ? (float)w / (float)h : 1.0f; - m_scene_camera.set_projection(45.0f, aspect, 0.1f, 1000.0f); - glm::mat4 proj = m_scene_camera.get_projection_matrix(); - glm::mat4 view = m_scene_camera.get_view_matrix(); - glm::mat4 vp = proj * view; - glm::vec3 cam = m_scene_camera.get_orbital_position(); - - // Skybox behind everything (depth test on, write off; shader forces depth=1). - glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glDepthMask(GL_FALSE); - m_skybox_shader->bind(); - m_skybox_shader->set_mat4("u_Projection", proj); - m_skybox_shader->set_mat4("u_View", glm::mat4(glm::mat3(view))); // strip translation - auto hdri = HDRIManager::get().get_current_hdri(); - if (hdri) { hdri->bind(0); m_skybox_shader->set_int("u_Skybox", 0); } - glBindVertexArray(m_skybox_vao); glDrawArrays(GL_TRIANGLES, 0, 36); - - // Lit spheres. - glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); - m_sphere_shader->bind(); glBindVertexArray(m_sphere_vao); - for (int i = 0; i < (int)m_scene_objects.size(); ++i) - { - const SceneObject& o = m_scene_objects[i]; - m_sphere_shader->set_mat4("u_ViewProjection", vp); - m_sphere_shader->set_mat4("u_Transform", - glm::translate(glm::mat4(1.0f), o.position) * glm::scale(glm::mat4(1.0f), glm::vec3(o.radius))); - m_sphere_shader->set_float3("u_Color", o.color); - m_sphere_shader->set_float("u_Specular", 0.6f); - m_sphere_shader->set_float("u_Emission", 0.0f); - m_sphere_shader->set_float3("u_LightPos", glm::vec3(10.0f, 20.0f, 10.0f)); - m_sphere_shader->set_float3("u_CameraPos", cam); - m_sphere_shader->set_int("u_IsSelected", i == m_selected_object ? 1 : 0); - m_sphere_shader->set_float3("u_OutlineColor", glm::vec3(1.0f, 1.0f, 0.0f)); - m_sphere_shader->set_float("u_OutlineWidth", 0.15f); - glDrawElements(GL_TRIANGLES, m_sphere_index_count, GL_UNSIGNED_INT, 0); - } - - // Transparent grid on top (test, no depth write). - glDepthMask(GL_FALSE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - m_grid_shader->bind(); - m_grid_shader->set_mat4("u_ViewProjection", vp); - m_grid_shader->set_mat4("u_Transform", glm::mat4(1.0f)); - m_grid_shader->set_float("u_GridSize", 50.0f); - m_grid_shader->set_float3("u_GridColor", glm::vec3(0.55f, 0.55f, 0.6f)); - m_grid_shader->set_float("u_GridAlpha", 0.75f); - m_grid_shader->set_float3("u_CameraPos", cam); - glBindVertexArray(m_grid_vao); glDrawArrays(GL_LINES, 0, m_grid_vertex_count); - glDisable(GL_BLEND); glDepthMask(GL_TRUE); glBindVertexArray(0); - } - - auto OpenGLRenderer::draw_frame(const glm::vec4& clear_color, - const std::function<void()>& build_ui) -> void - { - auto* win = static_cast<GLFWwindow*>(m_window); - process_input(); - - int w = 0, h = 0; glfwGetFramebufferSize(win, &w, &h); - - if (m_scene_mode) - { - render_scene(w, h); - } - else - { - m_engine->set_window_dimensions(w, h); - // Geodesic pass -> low-res texture (watchdog-tiled on macOS), then - // upscale to the window. Disk/camera come from the shared BlackHoleParams. - m_engine->dispatch_compute(m_engine->get_camera()); - RenderCommand::set_viewport(0, 0, w, h); - RenderCommand::set_clear_color(clear_color); - RenderCommand::clear(); - m_engine->draw_full_screen_quad(); - } - - if (m_ui_ready) - { - ImGui_ImplOpenGL3_NewFrame(); - ImGui_ImplGlfw_NewFrame(); - ImGui::NewFrame(); - if (build_ui) build_ui(); - ImGui::Render(); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - } - glfwSwapBuffers(win); - } - - auto OpenGLRenderer::set_scene_mode(bool enabled) -> void { m_scene_mode = enabled; } - auto OpenGLRenderer::is_scene_mode() const -> bool { return m_scene_mode; } - - auto OpenGLRenderer::set_free_fly(bool enabled) -> void - { - Camera& cam = m_engine->get_camera(); - if (enabled && cam.get_camera_mode() != CameraMode::FPS) - { - glm::vec3 pos = cam.get_orbital_position(); - glm::vec3 fwd = glm::normalize(cam.get_orbital_target() - pos); - float pitch = glm::degrees(asinf(glm::clamp(fwd.y, -1.0f, 1.0f))); - float yaw = glm::degrees(atan2f(fwd.z, fwd.x)); - cam.set_position(pos); - cam.set_rotation(glm::vec3(pitch, yaw, 0.0f)); - cam.set_movement_speed(2.0e10f); - cam.set_mouse_sensitivity(0.15f); - cam.set_camera_mode(CameraMode::FPS); - } - else if (!enabled) - { - cam.set_camera_mode(CameraMode::Orbital); - } - } - - auto OpenGLRenderer::is_free_fly() const -> bool - { - return m_engine->get_camera().get_camera_mode() == CameraMode::FPS; - } - - auto OpenGLRenderer::reset_camera() -> void - { - Camera& cam = m_engine->get_camera(); - cam.set_camera_mode(CameraMode::Orbital); - cam.set_orbital_radius(4e11); - cam.set_azimuth(0.0f); - cam.set_elevation(1.25f); - } - - auto OpenGLRenderer::set_hdri(const std::string& path) -> void - { - HDRIManager::get().set_current_hdri(path); // the Engine re-reads it each frame - m_hdri_path = path; - } - - auto OpenGLRenderer::current_hdri() const -> const std::string& { return m_hdri_path; } - auto OpenGLRenderer::scene_objects() -> std::vector<SceneObject>& { return m_scene_objects; } - auto OpenGLRenderer::set_selected_object(int index) -> void { m_selected_object = index; } - auto OpenGLRenderer::black_hole_params() -> BlackHoleParams& { return m_engine->black_hole_params(); } - auto OpenGLRenderer::device_name() const -> const std::string& { return m_device_name; } -} |
