From 5ea6c14c0e14bacee766ce1280ab2c71564e05ec Mon Sep 17 00:00:00 2001 From: hachem Date: Sun, 23 Aug 2026 21:55:36 +0200 Subject: [feat]: implement ui layer arch --- src/rendering/render_path.cpp | 94 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 94 insertions(+) create mode 100644 src/rendering/render_path.cpp (limited to 'src/rendering/render_path.cpp') diff --git a/src/rendering/render_path.cpp b/src/rendering/render_path.cpp new file mode 100644 index 0000000..172e13c --- /dev/null +++ b/src/rendering/render_path.cpp @@ -0,0 +1,94 @@ +#include "render_path.h" + +#include "scene/scene.h" + +#include +#include +#include + +namespace Donut +{ + auto RenderPath::init(RHI::Device& device, const std::string& hdri_path) -> bool + { + m_device = &device; + m_hdri_path = hdri_path; + m_cubemap = device.create_cubemap_from_hdri(hdri_path); + + m_scene_renderer = create_scope(); + m_scene_renderer->init(device); + m_black_hole_renderer = create_scope(); + m_black_hole_renderer->init(device); + return true; + } + + auto RenderPath::sync_hdri(const std::string& hdri_path) -> void + { + if (hdri_path == m_hdri_path || !m_device) return; + m_device->wait_idle(); + m_cubemap = m_device->create_cubemap_from_hdri(hdri_path); // old cube freed after idle + m_hdri_path = hdri_path; + } + + auto RenderPath::render(RHI::CommandList& cmd, Scene& scene, View view, + int fb_width, int fb_height, bool moving, float time) -> void + { + const glm::vec4 clear(0.05f, 0.06f, 0.10f, 1.0f); + + // The black hole is the only view with an off-screen pass; it renders (and + // runs the expensive geodesic) ONLY on the Simulation tab. Scene and None + // are a single swapchain pass — None draws nothing (empty viewport). + if (view != View::BlackHole) + { + cmd.begin_render_pass(nullptr, clear); + if (view == View::Scene) + { + float aspect = (float)fb_width / (float)std::max(fb_height, 1); + scene.scene_camera.set_projection(45.0f, aspect, 0.1f, 1000.0f); + CameraView cv; + cv.view = scene.scene_camera.get_view_matrix(); + cv.projection = scene.scene_camera.get_projection_matrix(); + cv.position = scene.scene_camera.get_orbital_position(); + cv.fb_width = fb_width; cv.fb_height = fb_height; + m_scene_renderer->render(cmd, cv, scene.objects, scene.selected_object, m_cubemap.get()); + } + m_device->imgui_render(cmd); + cmd.end_render_pass(); + } + else + { + GeodesicView gv; + glm::vec3 pos, fwd; + if (scene.sim_camera.get_camera_mode() == CameraMode::FPS) + { + pos = scene.sim_camera.get_position(); + fwd = scene.sim_camera.get_forward_direction(); + } + else + { + pos = scene.sim_camera.get_orbital_position(); + fwd = glm::normalize(scene.sim_camera.get_orbital_target() - pos); + } + glm::vec3 right = glm::normalize(glm::cross(fwd, glm::vec3(0, 1, 0))); + gv.position = pos; gv.right = right; gv.up = glm::cross(right, fwd); gv.forward = fwd; + gv.tan_half_fov = (float)tan(glm::radians(scene.black_hole.fov_degrees * 0.5f)); + gv.aspect = (float)BlackHoleRenderer::GEO_HI_W / (float)BlackHoleRenderer::GEO_HI_H; + gv.moving = moving; + gv.time = time; + + m_black_hole_renderer->render_geodesic(cmd, gv, scene.black_hole, m_cubemap.get()); + cmd.begin_render_pass(nullptr, clear); + m_black_hole_renderer->blit(cmd, fb_width, fb_height); + m_device->imgui_render(cmd); + cmd.end_render_pass(); + } + } + + auto RenderPath::shutdown() -> void + { + m_scene_renderer.reset(); + m_black_hole_renderer.reset(); + m_cubemap.reset(); + // Backend-specific HDRI/GPU resource cleanup is the device's job (see e.g. + // the OpenGL device clearing the HDRIManager texture cache on shutdown). + } +} -- cgit v1.3