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path: root/src/rendering/scene_renderer.h
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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;
    };
}