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path: root/src/platform/opengl/opengl_renderer.cpp
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#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 <glad/glad.h>
#include <GLFW/glfw3.h>
#include <imgui.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <cmath>
#include <vector>

#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*>(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<const char*>(name) : "OpenGL";

        m_engine = create_scope<Engine>();
        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<GLFWwindow*>(m_window), true);
        ImGui_ImplOpenGL3_Init("#version 410");
        g_prev_scroll = glfwSetScrollCallback(static_cast<GLFWwindow*>(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<GLFWwindow*>(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<float>(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<float>(mx - m_last_x), static_cast<float>(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>(Shader::create("assets/shaders/Grid.glsl"));
        m_sphere_shader = Ref<Shader>(Shader::create("assets/shaders/Sphere.glsl"));
        m_skybox_shader = Ref<Shader>(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<glm::vec3> 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<float> sv; std::vector<unsigned int> 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<void()>& build_ui) -> void
    {
        auto* win = static_cast<GLFWwindow*>(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<SceneObject>& { 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; }
}