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path: root/src/rendering/black_hole_renderer.cpp
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-rw-r--r--src/rendering/black_hole_renderer.cpp30
1 files changed, 24 insertions, 6 deletions
diff --git a/src/rendering/black_hole_renderer.cpp b/src/rendering/black_hole_renderer.cpp
index e4bc2a4..5916171 100644
--- a/src/rendering/black_hole_renderer.cpp
+++ b/src/rendering/black_hole_renderer.cpp
@@ -42,11 +42,9 @@ namespace Donut
m_obj_ubo = device.create_buffer(BufferType::Uniform, 800);
m_sim_ubo = device.create_buffer(BufferType::Uniform, 16);
- // The single "object" is the black hole itself (position 0, radius = r_s).
- std::vector<uint8_t> obj(800, 0);
- int num_objects = 1; std::memcpy(obj.data() + 0, &num_objects, 4);
- float pos_radius[4] = { 0, 0, 0, SagA_rs }; std::memcpy(obj.data() + 16, pos_radius, 16);
- float color[4] = { 0, 0, 0, 1 }; std::memcpy(obj.data() + 272, color, 16);
+ // The hole itself is the hardcoded singularity in the shader; the Objects
+ // UBO carries the Scene's spheres, refilled each frame in render_geodesic.
+ std::vector<uint8_t> obj(800, 0); // numObjects = 0 until the first frame
m_obj_ubo->update(obj.data(), obj.size());
{
@@ -80,7 +78,8 @@ namespace Donut
}
auto BlackHoleRenderer::render_geodesic(RHI::CommandList& cmd, const GeodesicView& view,
- const BlackHoleParams& params, RHI::Texture* cubemap) -> void
+ const BlackHoleParams& params,
+ const std::vector<SceneObject>& objects, RHI::Texture* cubemap) -> void
{
CamUBO cam{};
cam.pos = view.position; cam.right = view.right; cam.up = view.up; cam.fwd = view.forward;
@@ -113,6 +112,25 @@ namespace Donut
};
m_disk_ubo->update(disk, sizeof(disk));
+ // Scene objects → the geodesic's Objects UBO (std140: numObjects@0,
+ // objPosRadius[i]@16+16i, objColor[i]@272+16i). They render as spheres the
+ // curved rays intersect, so the hole lenses them. 1 scene unit = 1 r_s.
+ {
+ const float k = SagA_rs / SCENE_UNITS_PER_RS; // scene units -> metres
+ std::vector<uint8_t> objbuf(800, 0);
+ int n = std::min((int)objects.size(), 16);
+ std::memcpy(objbuf.data(), &n, 4);
+ for (int i = 0; i < n; ++i)
+ {
+ const SceneObject& o = objects[i];
+ float pr[4] = { o.position.x * k, o.position.y * k, o.position.z * k, o.radius * k };
+ float col[4] = { o.color.r, o.color.g, o.color.b, 1.0f };
+ std::memcpy(objbuf.data() + 16 + 16 * i, pr, 16);
+ std::memcpy(objbuf.data() + 272 + 16 * i, col, 16);
+ }
+ m_obj_ubo->update(objbuf.data(), objbuf.size());
+ }
+
// Progressive resolution: small target while moving, large once settled.
RenderTarget* target = view.moving ? m_geo_lo.get() : m_geo_hi.get();
m_last_target = target;