#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 #include #include #include #include #include #include #include #include #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); 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(name) : "OpenGL"; m_engine = create_scope(); 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(m_window), true); ImGui_ImplOpenGL3_Init("#version 410"); g_prev_scroll = glfwSetScrollCallback(static_cast(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(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(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(mx - m_last_x), static_cast(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::create("assets/shaders/Grid.glsl")); m_sphere_shader = Ref(Shader::create("assets/shaders/Sphere.glsl")); m_skybox_shader = Ref(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 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 sv; std::vector 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& build_ui) -> void { auto* win = static_cast(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& { 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; } }