diff options
Diffstat (limited to 'src/platform/opengl/opengl_renderer.h')
| -rw-r--r-- | src/platform/opengl/opengl_renderer.h | 72 |
1 files changed, 0 insertions, 72 deletions
diff --git a/src/platform/opengl/opengl_renderer.h b/src/platform/opengl/opengl_renderer.h deleted file mode 100644 index 4258f40..0000000 --- a/src/platform/opengl/opengl_renderer.h +++ /dev/null @@ -1,72 +0,0 @@ -#pragma once - -#include "rendering/renderer_backend.h" -#include "core/memory.h" -#include "core/camera.h" -#include "rendering/shader.h" - -// OpenGL implementation of the shared RendererBackend interface. It renders the -// SAME cross-compiled Geodesic shader the Vulkan backend does (driven by the -// same BlackHoleParams + camera), so the application behaves identically on -// either backend. Wraps the Engine, which owns the GL geodesic/present passes -// and the macOS watchdog-safe tiled rendering. -namespace Donut -{ - class Engine; - - class OpenGLRenderer : public RendererBackend - { - public: - OpenGLRenderer(); - ~OpenGLRenderer() override; - - auto init(void* glfwWindow, int width, int height) -> bool override; - auto init_ui() -> bool override; - auto shutdown() -> void override; - auto resize(int width, int height) -> void override; - auto draw_frame(const glm::vec4& clear_color, - const std::function<void()>& build_ui) -> void override; - - auto set_scene_mode(bool enabled) -> void override; - auto is_scene_mode() const -> bool override; - auto set_free_fly(bool enabled) -> void override; - auto is_free_fly() const -> bool override; - auto reset_camera() -> void override; - - auto set_hdri(const std::string& path) -> void override; - auto current_hdri() const -> const std::string& override; - auto scene_objects() -> std::vector<SceneObject>& override; - auto set_selected_object(int index) -> void override; - auto black_hole_params() -> BlackHoleParams& override; - - auto device_name() const -> const std::string& override; - - private: - auto process_input() -> void; - auto create_scene_resources() -> void; // grid + sphere + skybox meshes/shaders - auto render_scene(int width, int height) -> void; - - void* m_window = nullptr; - Scope<Engine> m_engine; - - // World-builder scene view (normal-scale): mirrors the Vulkan scene view - // with the same shared Grid/Sphere/Skybox shaders. - Camera m_scene_camera{ 45.0f, 16.0f / 9.0f, 0.1f, 1000.0f }; - Ref<Shader> m_grid_shader, m_sphere_shader, m_skybox_shader; - unsigned int m_grid_vao = 0, m_grid_vbo = 0; - unsigned int m_sphere_vao = 0, m_sphere_vbo = 0, m_sphere_ebo = 0; - unsigned int m_skybox_vao = 0, m_skybox_vbo = 0; - int m_grid_vertex_count = 0, m_sphere_index_count = 0; - bool m_scene_ready = false; - std::vector<SceneObject> m_scene_objects{ SceneObject{} }; - int m_selected_object = 0; - std::string m_hdri_path; - std::string m_device_name; - bool m_scene_mode = false; - bool m_ui_ready = false; - - double m_last_x = 0.0, m_last_y = 0.0; - bool m_left_was_down = false; - double m_last_frame_time = 0.0; - }; -} |
