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#pragma once
#include "rendering/renderer_backend.h"
#include "core/memory.h"
#include "core/camera.h"
#include "rendering/shader.h"
// OpenGL implementation of the shared RendererBackend interface. It renders the
// SAME cross-compiled Geodesic shader the Vulkan backend does (driven by the
// same BlackHoleParams + camera), so the application behaves identically on
// either backend. Wraps the Engine, which owns the GL geodesic/present passes
// and the macOS watchdog-safe tiled rendering.
namespace Donut
{
class Engine;
class OpenGLRenderer : public RendererBackend
{
public:
OpenGLRenderer();
~OpenGLRenderer() override;
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<void()>& 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;
auto is_free_fly() const -> bool override;
auto reset_camera() -> void override;
auto set_hdri(const std::string& path) -> void override;
auto current_hdri() const -> const std::string& override;
auto scene_objects() -> std::vector<SceneObject>& override;
auto set_selected_object(int index) -> void override;
auto black_hole_params() -> BlackHoleParams& override;
auto device_name() const -> const std::string& override;
private:
auto process_input() -> void;
auto create_scene_resources() -> void; // grid + sphere + skybox meshes/shaders
auto render_scene(int width, int height) -> void;
void* m_window = nullptr;
Scope<Engine> m_engine;
// World-builder scene view (normal-scale): mirrors the Vulkan scene view
// with the same shared Grid/Sphere/Skybox shaders.
Camera m_scene_camera{ 45.0f, 16.0f / 9.0f, 0.1f, 1000.0f };
Ref<Shader> m_grid_shader, m_sphere_shader, m_skybox_shader;
unsigned int m_grid_vao = 0, m_grid_vbo = 0;
unsigned int m_sphere_vao = 0, m_sphere_vbo = 0, m_sphere_ebo = 0;
unsigned int m_skybox_vao = 0, m_skybox_vbo = 0;
int m_grid_vertex_count = 0, m_sphere_index_count = 0;
bool m_scene_ready = false;
std::vector<SceneObject> m_scene_objects{ SceneObject{} };
int m_selected_object = 0;
std::string m_hdri_path;
std::string m_device_name;
bool m_scene_mode = false;
bool m_ui_ready = false;
double m_last_x = 0.0, m_last_y = 0.0;
bool m_left_was_down = false;
double m_last_frame_time = 0.0;
};
}
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