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#pragma once
#include "rhi.h"
#include "scene/scene_types.h" // SceneObject
#include <glm/glm.hpp>
#include <vector>
namespace Donut
{
// The world-builder scene view (skybox + lit spheres + reference grid),
// written ONCE against the RHI so it renders identically on every backend.
// The Application owns the camera, the object list and the HDRI cubemap and
// passes them in each frame; this class owns only the GPU resources (meshes,
// pipelines, per-object uniform buffers) and records the draws.
struct CameraView
{
glm::mat4 view;
glm::mat4 projection;
glm::vec3 position;
int fb_width = 1;
int fb_height = 1;
};
class SceneRenderer
{
public:
// Builds the grid/sphere/skybox meshes and pipelines on the given device.
auto init(RHI::Device& device) -> bool;
// Records the scene into the currently-open swapchain render pass. `cubemap`
// is the shared HDRI environment (sphere ambient + skybox background).
auto render(RHI::CommandList& cmd, const CameraView& cam,
const std::vector<SceneObject>& objects, int selected,
RHI::Texture* cubemap) -> void;
private:
static constexpr int MAX_OBJECTS = 64;
RHI::Device* m_device = nullptr;
Ref<RHI::Pipeline> m_grid_pipeline;
Ref<RHI::Buffer> m_grid_vb;
Ref<RHI::Buffer> m_grid_ubo;
int m_grid_vertex_count = 0;
Ref<RHI::Pipeline> m_sphere_pipeline;
Ref<RHI::Buffer> m_sphere_vb;
Ref<RHI::Buffer> m_sphere_ib;
int m_sphere_index_count = 0;
std::vector<Ref<RHI::Buffer>> m_sphere_ubos; // one per object slot
Ref<RHI::Buffer> m_bh_ubo; // the black-hole marker sphere at the origin
Ref<RHI::Pipeline> m_skybox_pipeline;
Ref<RHI::Buffer> m_skybox_vb;
Ref<RHI::Buffer> m_skybox_ubo;
};
}
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