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#pragma once
#include <vector>
#include <iostream>
#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/vertex_array.h"
#include "rendering/texture.h"
#include "rendering/uniform_buffer.h"
#include "rendering/texture_manager.h"
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#define _USE_MATH_DEFINES
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
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 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();
int get_width() const { return m_width; }
int get_height() const { return m_height; }
std::vector<ObjectData>& get_objects() { return m_objects; }
BlackHole& get_sag_a() { return m_sag_a; }
Camera& get_camera() { return m_camera; }
bool& get_gravity() { return m_gravity; }
void update_performance(float delta_time);
void set_target_fps(int fps) { m_target_fps = fps; }
int get_target_fps() const { return m_target_fps; }
float get_current_fps() const { return m_current_fps; }
void set_compute_height(int height) { m_compute_height = height; }
int get_compute_height() const { return m_compute_height; }
int get_compute_width() const { return (m_width * m_compute_height) / m_height; }
void update_compute_dimensions();
private:
Ref<Shader> create_compute_program(const char* path);
std::pair<Ref<VertexArray>, Ref<Texture2D>> quad_vao();
private:
Ref<VertexArray> m_quad_vao;
Ref<Texture2D> m_texture;
Ref<Shader> m_shader_program;
Ref<Shader> m_compute_program;
Ref<UniformBuffer> m_camera_ubo;
Ref<UniformBuffer> m_disk_ubo;
Ref<UniformBuffer> m_objects_ubo;
int m_width;
int m_height;
float m_width_f = 100*10e10f;
float m_height_f = 75*10e10f;
int m_target_fps = 60;
float m_current_fps = 60.0f;
float m_last_frame_time = 0.0f;
int m_compute_height = 320;
std::vector<ObjectData> m_objects;
BlackHole m_sag_a;
Camera m_camera;
bool m_gravity = false;
};
};
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