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#include "render_path.h"
#include "scene/scene.h"
#include <glm/gtc/matrix_transform.hpp>
#include <algorithm>
#include <cmath>
namespace Donut
{
auto RenderPath::init(RHI::Device& device, const std::string& hdri_path) -> bool
{
m_device = &device;
m_hdri_path = hdri_path;
m_cubemap = device.create_cubemap_from_hdri(hdri_path);
m_scene_renderer = create_scope<SceneRenderer>();
m_scene_renderer->init(device);
m_black_hole_renderer = create_scope<BlackHoleRenderer>();
m_black_hole_renderer->init(device);
return true;
}
auto RenderPath::sync_hdri(const std::string& hdri_path) -> void
{
if (hdri_path == m_hdri_path || !m_device) return;
m_device->wait_idle();
m_cubemap = m_device->create_cubemap_from_hdri(hdri_path); // old cube freed after idle
m_hdri_path = hdri_path;
}
auto RenderPath::render(RHI::CommandList& cmd, Scene& scene, View view,
int fb_width, int fb_height, bool moving, float time) -> void
{
const glm::vec4 clear(0.05f, 0.06f, 0.10f, 1.0f);
// The black hole is the only view with an off-screen pass; it renders (and
// runs the expensive geodesic) ONLY on the Simulation tab. Scene and None
// are a single swapchain pass — None draws nothing (empty viewport).
if (view != View::BlackHole)
{
cmd.begin_render_pass(nullptr, clear);
if (view == View::Scene)
{
// Projection was set by the Application this frame (shared with the gizmo).
CameraView cv;
cv.view = scene.scene_camera.get_view_matrix();
cv.projection = scene.scene_camera.get_projection_matrix();
cv.position = scene.scene_camera.get_orbital_position();
cv.fb_width = fb_width; cv.fb_height = fb_height;
m_scene_renderer->render(cmd, cv, scene.objects, scene.selected_object, m_cubemap.get());
}
m_device->imgui_render(cmd);
cmd.end_render_pass();
}
else
{
GeodesicView gv;
glm::vec3 pos, fwd;
if (scene.sim_camera.get_camera_mode() == CameraMode::FPS)
{
pos = scene.sim_camera.get_position();
fwd = scene.sim_camera.get_forward_direction();
}
else
{
pos = scene.sim_camera.get_orbital_position();
fwd = glm::normalize(scene.sim_camera.get_orbital_target() - pos);
}
glm::vec3 right = glm::normalize(glm::cross(fwd, glm::vec3(0, 1, 0)));
gv.position = pos; gv.right = right; gv.up = glm::cross(right, fwd); gv.forward = fwd;
gv.tan_half_fov = (float)tan(glm::radians(scene.black_hole.fov_degrees * 0.5f));
gv.aspect = (float)BlackHoleRenderer::GEO_HI_W / (float)BlackHoleRenderer::GEO_HI_H;
gv.moving = moving;
gv.time = time;
m_black_hole_renderer->render_geodesic(cmd, gv, scene.black_hole, scene.objects, m_cubemap.get());
cmd.begin_render_pass(nullptr, clear);
m_black_hole_renderer->blit(cmd, fb_width, fb_height);
m_device->imgui_render(cmd);
cmd.end_render_pass();
}
}
auto RenderPath::shutdown() -> void
{
m_scene_renderer.reset();
m_black_hole_renderer.reset();
m_cubemap.reset();
// Backend-specific HDRI/GPU resource cleanup is the device's job (see e.g.
// the OpenGL device clearing the HDRIManager texture cache on shutdown).
}
}
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