#pragma once #include #include #include #include namespace Donut { // A placeable/editable sphere in the world-builder scene view. Backend- // agnostic: the app owns the list, every backend renders it the same way. struct SceneObject { glm::vec3 position = { 0.0f, 2.0f, 0.0f }; float radius = 2.0f; glm::vec3 color = { 0.85f, 0.35f, 0.2f }; }; // Live-tunable black-hole / accretion-disk parameters. Radii are in // Schwarzschild radii; the inner edge is clamped to the ISCO (3 r_s). struct BlackHoleParams { float disk_inner_rs = 3.0f; // inner edge (x r_s) float disk_outer_rs = 12.0f; // outer edge (x r_s) float temperature = 4800.0f; // Kelvin at the flux peak (disk colour) float brightness = 0.9f; // disk exposure float turbulence = 0.4f; // 0 = smooth physical disk int quality_steps = 15000; // geodesic integration steps float fov_degrees = 60.0f; // camera field of view }; // The swappable high-level renderer. Each graphics backend (OpenGL, Vulkan, // and later Metal / D3D12) implements this one interface; the Application, // states and UI drive it identically, so the app behaves the same no matter // which backend is active. Backends own their own device/swapchain/pipelines // and translate these high-level calls into their native API. class RendererBackend { public: virtual ~RendererBackend() = default; // glfwWindow is an opaque GLFW handle (created NO_API for Vulkan/Metal, // with a GL context for OpenGL). Returns false on failure. virtual auto init(void* glfwWindow, int width, int height) -> bool = 0; // Creates the ImGui context + this backend's ImGui platform/render impl. virtual auto init_ui() -> bool = 0; virtual auto shutdown() -> void = 0; virtual auto resize(int width, int height) -> void = 0; // Renders one frame: draws the current view (black hole or scene) from // the shared state, then invokes build_ui to draw the ImGui panel on top. virtual auto draw_frame(const glm::vec4& clear_color, const std::function& build_ui) -> void = 0; // --- shared view / camera state ------------------------------------ virtual auto set_scene_mode(bool enabled) -> void = 0; // black hole vs scene view virtual auto is_scene_mode() const -> bool = 0; virtual auto set_free_fly(bool enabled) -> void = 0; // free-fly vs orbital camera virtual auto is_free_fly() const -> bool = 0; virtual auto reset_camera() -> void = 0; // --- shared content ------------------------------------------------ virtual auto set_hdri(const std::string& path) -> void = 0; virtual auto current_hdri() const -> const std::string& = 0; virtual auto scene_objects() -> std::vector& = 0; virtual auto set_selected_object(int index) -> void = 0; virtual auto black_hole_params() -> BlackHoleParams& = 0; // --- introspection for the UI -------------------------------------- virtual auto device_name() const -> const std::string& = 0; }; }