From 3fd33ecff7472e4d6fc9e6b3905f56982e497ef2 Mon Sep 17 00:00:00 2001 From: hachem Date: Sun, 23 Aug 2026 17:21:37 +0200 Subject: [feat]: complete RHI api --- src/engine/engine.h | 191 ---------------------------------------------------- 1 file changed, 191 deletions(-) delete mode 100644 src/engine/engine.h (limited to 'src/engine/engine.h') diff --git a/src/engine/engine.h b/src/engine/engine.h deleted file mode 100644 index fef8b57..0000000 --- a/src/engine/engine.h +++ /dev/null @@ -1,191 +0,0 @@ -#pragma once - -#include -#include -#include -#include -#include -#include -#include - -#include "core/camera.h" -#include "object.h" - -#include "rendering/renderer.h" -#include "rendering/renderer_backend.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 -#include -#include -#include - -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& 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& { 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& 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 hdri) -> void { m_hdri_environment = hdri; } - auto get_hdri_environment() const -> Ref { return m_hdri_environment; } - - // Shared live black-hole/disk parameters (drives the geodesic UBOs so the - // GL path renders identically to Vulkan). The OpenGL backend mutates this. - auto black_hole_params() -> BlackHoleParams& { return m_bh; } - private: - auto create_compute_program(const char* path) -> Ref; - std::pair, Ref> 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 m_quad_vao; - Ref m_texture; - Ref m_hdri_environment; - Ref m_shader_program; - Ref m_compute_program; - Ref m_blur_shader; - Ref m_camera_ubo; - Ref m_disk_ubo; - Ref m_objects_ubo; - Ref 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 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; - - BlackHoleParams m_bh; // shared UI-tunable disk/camera params (GL geodesic driver) - - 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; - }; -}; -- cgit v1.3