#pragma once #include "rendering/renderer_backend.h" // Live-window Vulkan backend: owns the instance, surface, device, swapchain, // render pass, framebuffers and per-frame synchronization, and drives the // acquire -> record -> submit -> present loop. Implements the shared // RendererBackend interface (SceneObject / BlackHoleParams live there). Pure-C++ // header (no vulkan.h / glfw leak); the GLFW window is passed as an opaque handle. namespace Donut { // Must be called BEFORE glfwInit() when the Vulkan API is selected: points // GLFW at the loader the app links against (GLFW's own dlopen fails on // macOS/Homebrew) and configures the MoltenVK ICD / layer paths. auto vulkan_prepare_glfw() -> void; class VulkanRenderer : public RendererBackend { public: VulkanRenderer(); ~VulkanRenderer() override; // glfwWindow must be a GLFW window created with GLFW_NO_API. 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& 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; // seeds the fly pose from the orbital framing auto is_free_fly() const -> bool override; auto reset_camera() -> void override; auto set_hdri(const std::string& path) -> void override; // rebuilds the cubemap (device-idle) auto current_hdri() const -> const std::string& override; auto scene_objects() -> std::vector& override; auto set_selected_object(int index) -> void override; auto black_hole_params() -> BlackHoleParams& override; auto device_name() const -> const std::string& override; private: struct Impl; Impl* m_impl = nullptr; }; }