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#pragma once
#include "rhi.h"
#include "scene/scene_types.h" // BlackHoleParams
#include <glm/glm.hpp>
namespace Donut
{
// The black-hole view, written ONCE against the RHI. Each frame it ray-traces
// the geodesic shader into an off-screen target (progressive resolution: a
// small target while the camera moves, a larger one once it settles) and then
// upscales that target onto the swapchain. The Application owns the camera and
// the HDRI cubemap and passes them in.
struct GeodesicView
{
glm::vec3 position, right, up, forward;
float tan_half_fov = 1.0f;
float aspect = 16.0f / 9.0f;
bool moving = false;
float time = 0.0f;
};
class BlackHoleRenderer
{
public:
static constexpr int GEO_LO_W = 480, GEO_LO_H = 270;
static constexpr int GEO_HI_W = 960, GEO_HI_H = 540;
auto init(RHI::Device& device) -> bool;
// Off-screen geodesic pass (opens/closes its own render pass). Call before
// the swapchain pass; `cubemap` is the shared HDRI environment.
auto render_geodesic(RHI::CommandList& cmd, const GeodesicView& view,
const BlackHoleParams& params, RHI::Texture* cubemap) -> void;
// Upscales the geodesic target onto the swapchain (call inside the open
// swapchain render pass, before ImGui).
auto blit(RHI::CommandList& cmd, int fb_width, int fb_height) -> void;
private:
RHI::Device* m_device = nullptr;
Ref<RHI::Pipeline> m_geo_pipeline;
Ref<RHI::RenderTarget> m_geo_lo;
Ref<RHI::RenderTarget> m_geo_hi;
Ref<RHI::Buffer> m_quad_vb;
Ref<RHI::Buffer> m_cam_ubo;
Ref<RHI::Buffer> m_disk_ubo;
Ref<RHI::Buffer> m_obj_ubo;
Ref<RHI::Buffer> m_sim_ubo;
Ref<RHI::Pipeline> m_present_pipeline;
RHI::RenderTarget* m_last_target = nullptr; // target chosen this frame
};
}
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