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#pragma once
#include <vector>
#include <iostream>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <fstream>
#include <sstream>
#include <chrono>
#include <cmath>
#include "core/application.h"
#include "core/camera.h"
#include "rendering/renderer.h"
#include "rendering/shader.h"
#include "rendering/texture.h"
#include "rendering/vertex_array.h"
#include "rendering/uniform_buffer.h"
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;
void generate_grid(const std::vector<ObjectData>& objects);
void draw_grid(const glm::mat4& view_proj);
void draw_full_screen_quad();
void dispatch_compute(const Camera& cam);
void upload_camera_ubo(const Camera& cam);
void upload_objects_ubo(const std::vector<ObjectData>& objs);
void upload_disk_ubo();
void render_scene();
void update_physics(float delta_time);
void update_window_dimensions();
Camera& get_camera() { return m_camera; }
const Camera& get_camera() const { return m_camera; }
const std::vector<ObjectData>& get_objects() const { return m_objects; }
std::vector<ObjectData>& get_objects() { return m_objects; }
bool get_gravity() const { return m_gravity; }
void set_gravity(bool gravity) { m_gravity = gravity; }
int get_width() const { return m_width; }
int get_height() const { return m_height; }
int get_compute_width() const { return m_compute_width; }
int get_compute_height() const { return m_compute_height; }
private:
std::string create_basic_vertex_shader();
std::string create_basic_fragment_shader();
std::string load_compute_shader(const std::string& path);
private:
Ref<Shader> m_grid_shader;
Ref<Shader> m_quad_shader;
Ref<Shader> m_compute_shader;
Ref<Texture2D> m_texture;
Ref<VertexArray> m_quad_vao;
Ref<VertexArray> m_grid_vao;
Ref<UniformBuffer> m_camera_ubo;
Ref<UniformBuffer> m_disk_ubo;
Ref<UniformBuffer> m_objects_ubo;
int m_grid_index_count = 0;
int m_width;
int m_height;
int m_compute_width;
int m_compute_height;
float m_width_scale = 100000000000.0f;
float m_height_scale = 75000000000.0f;
std::vector<ObjectData> m_objects;
BlackHole m_sag_a;
Camera m_camera;
bool m_gravity = false;
};
}
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