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#pragma once
#include <glm/glm.hpp>
#include <functional>
#include <string>
#include <vector>
namespace Donut
{
struct SceneObject
{
glm::vec3 position = { 0.0f, 2.0f, 0.0f };
float radius = 2.0f;
glm::vec3 color = { 0.85f, 0.35f, 0.2f };
};
struct BlackHoleParams
{
float disk_inner_rs = 3.0f;
float disk_outer_rs = 12.0f;
float temperature = 4800.0f;
float brightness = 0.9f;
float turbulence = 0.4f;
int quality_steps = 15000;
float fov_degrees = 60.0f;
};
class RendererBackend
{
public:
virtual ~RendererBackend() = default;
virtual auto init(void* glfwWindow, int width, int height) -> bool = 0;
virtual auto init_ui() -> bool = 0;
virtual auto shutdown() -> void = 0;
virtual auto resize(int width, int height) -> void = 0;
virtual auto draw_frame(const glm::vec4& clear_color,
const std::function<void()>& build_ui) -> void = 0;
virtual auto set_scene_mode(bool enabled) -> void = 0;
virtual auto is_scene_mode() const -> bool = 0;
virtual auto set_free_fly(bool enabled) -> void = 0;
virtual auto is_free_fly() const -> bool = 0;
virtual auto reset_camera() -> void = 0;
virtual auto set_hdri(const std::string& path) -> void = 0;
virtual auto current_hdri() const -> const std::string& = 0;
virtual auto scene_objects() -> std::vector<SceneObject>& = 0;
virtual auto set_selected_object(int index) -> void = 0;
virtual auto black_hole_params() -> BlackHoleParams& = 0;
virtual auto device_name() const -> const std::string& = 0;
};
}
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