Initial structure.

master
ternaryop8479 2026-02-09 18:32:13 +08:00
parent 96ffcd4edc
commit 136677c456
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cmake_minimum_required(VERSION 3.15)
project(AuroraRenderingEngine VERSION 0.1.0 LANGUAGES CXX C)
# Set C++ standard
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
# Set C standard for GLAD
set(CMAKE_C_STANDARD 99)
set(CMAKE_C_STANDARD_REQUIRED ON)
# Build options
option(ARE_BUILD_SHARED "Build shared library" OFF)
option(ARE_BUILD_EXAMPLES "Build example programs" ON)
option(ARE_ENABLE_PROFILING "Enable performance profiling" ON)
option(ARE_ENABLE_DEBUG_VIS "Enable debug visualization" ON)
# Set output directories
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
# Compiler flags
if(MSVC)
add_compile_options(/W4)
add_compile_definitions(_CRT_SECURE_NO_WARNINGS)
# Disable specific warnings that are too strict
add_compile_options(/wd4100) # unreferenced formal parameter
else()
add_compile_options(-Wall -Wextra -pedantic)
# Disable specific warnings
add_compile_options(-Wno-unused-parameter)
endif()
# Find required packages
find_package(OpenGL REQUIRED)
find_package(glfw3 REQUIRED)
find_package(glm REQUIRED)
# Try to find spdlog (system installation)
find_package(spdlog QUIET)
if(NOT spdlog_FOUND)
message(STATUS "spdlog not found in system, using local version")
# Use local spdlog
set(SPDLOG_INCLUDE_DIR "${CMAKE_SOURCE_DIR}/lib/spdlog/include")
if(NOT EXISTS ${SPDLOG_INCLUDE_DIR})
message(FATAL_ERROR "spdlog not found. Please install spdlog or place it in lib/spdlog/")
endif()
add_library(spdlog INTERFACE)
target_include_directories(spdlog INTERFACE ${SPDLOG_INCLUDE_DIR})
# spdlog compile definitions
target_compile_definitions(spdlog INTERFACE SPDLOG_COMPILED_LIB)
endif()
# Find OpenMP (optional)
find_package(OpenMP)
if(OpenMP_CXX_FOUND)
set(ARE_USE_OPENMP ON)
add_compile_definitions(ARE_USE_OPENMP)
message(STATUS "OpenMP found and enabled")
else()
message(STATUS "OpenMP not found, multithreading will use std::thread")
endif()
# GLAD library path
set(GLAD_INCLUDE_DIR "${CMAKE_SOURCE_DIR}/lib/glad")
set(GLAD_SOURCE_DIR "${CMAKE_SOURCE_DIR}/lib/glad")
if(NOT EXISTS ${GLAD_INCLUDE_DIR})
message(FATAL_ERROR "GLAD include directory not found: ${GLAD_INCLUDE_DIR}")
endif()
if(NOT EXISTS ${GLAD_SOURCE_DIR})
message(FATAL_ERROR "GLAD source directory not found: ${GLAD_SOURCE_DIR}")
endif()
# STB library path
set(STB_INCLUDE_DIR "${CMAKE_SOURCE_DIR}/lib/stb")
if(NOT EXISTS ${STB_INCLUDE_DIR})
message(FATAL_ERROR "STB include directory not found: ${STB_INCLUDE_DIR}")
endif()
# Collect all source files from src/
file(GLOB_RECURSE ARE_SOURCES
"${CMAKE_SOURCE_DIR}/src/*.cpp"
"${CMAKE_SOURCE_DIR}/src/*.c"
)
# Collect all GLAD source files
file(GLOB GLAD_SOURCES
"${GLAD_SOURCE_DIR}/*.c"
)
# Add GLAD sources to ARE sources
list(APPEND ARE_SOURCES ${GLAD_SOURCES})
# Collect all header files
file(GLOB_RECURSE ARE_HEADERS
"${CMAKE_SOURCE_DIR}/include/*.h"
"${CMAKE_SOURCE_DIR}/include/*.hpp"
)
# Create library
if(ARE_BUILD_SHARED)
add_library(are SHARED ${ARE_SOURCES} ${ARE_HEADERS})
target_compile_definitions(are PRIVATE ARE_BUILD_SHARED)
message(STATUS "Building shared library")
else()
add_library(are STATIC ${ARE_SOURCES} ${ARE_HEADERS})
message(STATUS "Building static library")
endif()
# Set target properties
set_target_properties(are PROPERTIES
VERSION ${PROJECT_VERSION}
SOVERSION ${PROJECT_VERSION_MAJOR}
PUBLIC_HEADER "${ARE_HEADERS}"
)
# Include directories
target_include_directories(are
PUBLIC
$<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/include>
$<INSTALL_INTERFACE:include>
PRIVATE
${CMAKE_SOURCE_DIR}/src
${GLAD_INCLUDE_DIR}
${STB_INCLUDE_DIR}
)
# Link libraries
target_link_libraries(are
PUBLIC
OpenGL::GL
glfw
glm::glm
)
# Link spdlog
if(spdlog_FOUND)
target_link_libraries(are PUBLIC spdlog::spdlog)
else()
target_link_libraries(are PUBLIC spdlog)
target_include_directories(are PRIVATE ${SPDLOG_INCLUDE_DIR})
endif()
# Link OpenMP if available
if(OpenMP_CXX_FOUND)
target_link_libraries(are PUBLIC OpenMP::OpenMP_CXX)
endif()
# Platform-specific libraries
if(UNIX AND NOT APPLE)
target_link_libraries(are PUBLIC dl pthread)
endif()
# Compile definitions
if(ARE_ENABLE_PROFILING)
target_compile_definitions(are PUBLIC ARE_ENABLE_PROFILING)
message(STATUS "Profiling enabled")
endif()
if(ARE_ENABLE_DEBUG_VIS)
target_compile_definitions(are PUBLIC ARE_ENABLE_DEBUG_VIS)
message(STATUS "Debug visualization enabled")
endif()
# Build examples
if(ARE_BUILD_EXAMPLES)
# Define helper function for creating examples
function(add_are_example EXAMPLE_NAME)
add_executable(${EXAMPLE_NAME} ${ARGN})
target_link_libraries(${EXAMPLE_NAME} PRIVATE are)
set_target_properties(${EXAMPLE_NAME} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin
)
endfunction()
# Add example subdirectories
add_subdirectory(examples/00_phase1_test)
add_subdirectory(examples/01_phase2_test)
add_subdirectory(examples/02_visual_test)
add_subdirectory(examples/02_phase3_test)
add_subdirectory(examples/03_phase4_test)
add_subdirectory(examples/04_phase5_test)
message(STATUS "Examples will be built")
endif()
# Installation rules
install(TARGETS are
ARCHIVE DESTINATION lib
LIBRARY DESTINATION lib
RUNTIME DESTINATION bin
PUBLIC_HEADER DESTINATION include/are
)
install(DIRECTORY ${CMAKE_SOURCE_DIR}/include/are
DESTINATION include
FILES_MATCHING PATTERN "*.h" PATTERN "*.hpp"
)
install(DIRECTORY ${CMAKE_SOURCE_DIR}/shaders
DESTINATION share/are/shaders
)
# Print configuration summary
message(STATUS "")
message(STATUS "========================================")
message(STATUS "Aurora Rendering Engine Configuration")
message(STATUS "========================================")
message(STATUS " Version: ${PROJECT_VERSION}")
message(STATUS " Build type: ${CMAKE_BUILD_TYPE}")
message(STATUS " Library type: ${ARE_BUILD_SHARED}")
message(STATUS " C++ standard: ${CMAKE_CXX_STANDARD}")
message(STATUS " Compiler: ${CMAKE_CXX_COMPILER_ID} ${CMAKE_CXX_COMPILER_VERSION}")
message(STATUS "")
message(STATUS "Features:")
message(STATUS " OpenMP support: ${ARE_USE_OPENMP}")
message(STATUS " Build examples: ${ARE_BUILD_EXAMPLES}")
message(STATUS " Enable profiling: ${ARE_ENABLE_PROFILING}")
message(STATUS " Enable debug vis: ${ARE_ENABLE_DEBUG_VIS}")
message(STATUS "")
message(STATUS "Dependencies:")
message(STATUS " OpenGL: ${OPENGL_LIBRARIES}")
message(STATUS " GLFW: Found")
message(STATUS " GLM: Found")
if(spdlog_FOUND)
message(STATUS " spdlog: Found (system)")
else()
message(STATUS " spdlog: Found (local)")
endif()
message(STATUS " GLAD: ${GLAD_INCLUDE_DIR}")
message(STATUS " STB: ${STB_INCLUDE_DIR}")
message(STATUS "")
message(STATUS "Output directories:")
message(STATUS " Executables: ${CMAKE_BINARY_DIR}/bin")
message(STATUS " Libraries: ${CMAKE_BINARY_DIR}/lib")
message(STATUS "========================================")
message(STATUS "")

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# Phase 1 test program
# Note: add_are_example is defined in parent CMakeLists.txt
add_are_example(phase1_test main.cpp)

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/**
* @file main.cpp
* @brief Phase 1 verification program
*
* Tests core, platform, and utils modules.
*/
#include <are/are.h>
#include <are/utils/random.h>
#include <are/utils/file_utils.h>
#include <iostream>
#include <GLFW/glfw3.h>
void test_core_modules() {
std::cout << "\n=== Testing Core Modules ===" << std::endl;
// Test config
are::AreConfig config;
config.window.width = 800;
config.window.height = 600;
config.window.title = "Phase 1 Test";
if (config.validate()) {
ARE_LOG_INFO("Config validation passed");
config.print();
} else {
ARE_LOG_ERROR("Config validation failed");
}
// Test profiler
ARE_PROFILE_BEGIN("test_section");
// Simulate some work
double sum = 0.0;
for (int i = 0; i < 1000000; ++i) {
sum += i * 0.001;
}
ARE_PROFILE_END("test_section");
ARE_LOG_INFO("Profiler test completed (sum = " + std::to_string(sum) + ")");
}
void test_platform_modules() {
std::cout << "\n=== Testing Platform Modules ===" << std::endl;
try {
// Create window
are::WindowConfig win_config;
win_config.width = 800;
win_config.height = 600;
win_config.title = "Phase 1 Platform Test";
are::Window window(win_config);
ARE_LOG_INFO("Window created successfully");
// Initialize OpenGL context
if (are::GLContext::initialize()) {
ARE_LOG_INFO("OpenGL context initialized");
are::GLContext::print_info();
} else {
ARE_LOG_ERROR("Failed to initialize OpenGL context");
return;
}
// Clear screen to blue
glClearColor(0.2f, 0.3f, 0.8f, 1.0f);
// Simple render loop (5 seconds)
ARE_LOG_INFO("Running render loop for 5 seconds...");
double start_time = glfwGetTime();
int frame_count = 0;
while (!window.should_close() && (glfwGetTime() - start_time) < 5.0) {
glClear(GL_COLOR_BUFFER_BIT);
window.swap_buffers();
window.poll_events();
frame_count++;
}
double elapsed = glfwGetTime() - start_time;
double fps = frame_count / elapsed;
ARE_LOG_INFO("Rendered " + std::to_string(frame_count) + " frames in " +
std::to_string(elapsed) + " seconds");
ARE_LOG_INFO("Average FPS: " + std::to_string(fps));
} catch (const std::exception& e) {
ARE_LOG_ERROR("Platform test failed: " + std::string(e.what()));
}
}
void test_utils_modules() {
std::cout << "\n=== Testing Utils Modules ===" << std::endl;
// Test math utils
are::Vec3 a(1, 0, 0);
are::Vec3 b(0, 1, 0);
are::Vec3 c(0, 0, 1);
are::Vec3 p(0.3f, 0.3f, 0.4f);
are::Real u, v, w;
are::compute_barycentric(p, a, b, c, u, v, w);
ARE_LOG_INFO("Barycentric coordinates: u=" + std::to_string(u) +
", v=" + std::to_string(v) + ", w=" + std::to_string(w));
// Test random
are::RandomGenerator rng(12345);
ARE_LOG_INFO("Random float [0,1): " + std::to_string(rng.random_float()));
ARE_LOG_INFO("Random float [10,20): " + std::to_string(rng.random_float(10.0f, 20.0f)));
ARE_LOG_INFO("Random int [1,100]: " + std::to_string(rng.random_int(1, 100)));
are::Vec3 random_vec = rng.random_unit_vector();
ARE_LOG_INFO("Random unit vector: (" + std::to_string(random_vec.x) + ", " +
std::to_string(random_vec.y) + ", " + std::to_string(random_vec.z) + ")");
// Test file utils
std::string test_dir = "test_output";
if (are::create_directory(test_dir)) {
ARE_LOG_INFO("Created directory: " + test_dir);
std::string test_file = test_dir + "/test.txt";
std::string content = "Hello, Aurora Rendering Engine!";
if (are::write_string_to_file(test_file, content)) {
ARE_LOG_INFO("Wrote test file: " + test_file);
std::string read_content = are::read_file_to_string(test_file);
if (read_content == content) {
ARE_LOG_INFO("File read/write test passed");
} else {
ARE_LOG_ERROR("File content mismatch");
}
}
}
// Test image I/O (create a simple test image)
are::ImageData test_image;
test_image.width_ = 256;
test_image.height_ = 256;
test_image.channels_ = 3;
test_image.data_.resize(256 * 256 * 3);
// Create gradient
for (int y = 0; y < 256; ++y) {
for (int x = 0; x < 256; ++x) {
int idx = (y * 256 + x) * 3;
test_image.data_[idx + 0] = static_cast<uint8_t>(x);
test_image.data_[idx + 1] = static_cast<uint8_t>(y);
test_image.data_[idx + 2] = static_cast<uint8_t>((x + y) / 2);
}
}
std::string image_file = test_dir + "/gradient.png";
if (are::save_image(image_file, test_image)) {
ARE_LOG_INFO("Saved test image: " + image_file);
}
}
int main() {
// Initialize engine
if (!are::initialize()) {
std::cerr << "Failed to initialize Aurora Rendering Engine" << std::endl;
return -1;
}
ARE_LOG_INFO("Starting Phase 1 verification tests...");
// Run tests
test_core_modules();
test_utils_modules();
test_platform_modules();
// Print profiler results
are::Profiler::print_results();
ARE_LOG_INFO("All Phase 1 tests completed!");
// Shutdown engine
are::shutdown();
return 0;
}

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# examples/01_hello_triangle/CMakeLists.txt
add_are_example(hello_triangle main.cpp)

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# Phase 2 verification example
add_are_example(phase2_test
main.cpp
)
# Copy to bin directory for easy execution
set_target_properties(phase2_test PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin
)

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/**
* @file main.cpp
* @brief Phase 2 verification program
*/
#include <are/core/logger.h>
#include <are/core/config.h>
#include <are/geometry/vertex.h>
#include <are/geometry/triangle.h>
#include <are/geometry/aabb.h>
#include <are/geometry/transform.h>
#include <are/scene/camera.h>
#include <are/scene/mesh.h>
#include <are/scene/material.h>
#include <are/scene/directional_light.h>
#include <are/scene/point_light.h>
#include <are/scene/spot_light.h>
#include <are/scene/scene_manager.h>
#include <are/raytracer/ray.h>
#include <are/raytracer/hit_record.h>
#include <iostream>
#include <vector>
using namespace are;
// Test result tracking
struct TestResult {
std::string name;
bool passed;
std::string message;
};
std::vector<TestResult> test_results;
void report_test(const std::string& name, bool passed, const std::string& message = "") {
test_results.push_back({name, passed, message});
if (passed) {
ARE_LOG_INFO("" + name);
} else {
ARE_LOG_ERROR("" + name + ": " + message);
}
}
// Test 1: Vertex operations
void test_vertex() {
Vertex v1(Vec3(1, 2, 3));
Vertex v2(Vec3(4, 5, 6), Vec3(0, 1, 0));
Vertex v3 = Vertex::lerp(v1, v2, 0.5f);
bool passed = glm::length(v3.position_ - Vec3(2.5f, 3.5f, 4.5f)) < are_epsilon;
report_test("Vertex interpolation", passed);
}
// Test 2: AABB operations
void test_aabb() {
AABB aabb1(Vec3(-1, -1, -1), Vec3(1, 1, 1));
AABB aabb2(Vec3(0, 0, 0), Vec3(2, 2, 2));
bool test1 = aabb1.is_valid();
bool test2 = aabb1.contains(Vec3(0, 0, 0));
bool test3 = aabb1.intersects(aabb2);
bool test4 = aabb1.longest_axis() == 0; // All axes equal
AABB merged = AABB::merge(aabb1, aabb2);
bool test5 = merged.contains(Vec3(-1, -1, -1)) && merged.contains(Vec3(2, 2, 2));
report_test("AABB validity", test1);
report_test("AABB contains point", test2);
report_test("AABB intersection", test3);
report_test("AABB merge", test5);
}
// Test 3: Triangle operations
void test_triangle() {
Vertex v0(Vec3(0, 0, 0), Vec3(0, 0, 1));
Vertex v1(Vec3(1, 0, 0), Vec3(0, 0, 1));
Vertex v2(Vec3(0, 1, 0), Vec3(0, 0, 1));
Triangle tri(v0, v1, v2);
Vec3 centroid = tri.centroid();
bool test1 = glm::length(centroid - Vec3(1.0f/3.0f, 1.0f/3.0f, 0.0f)) < are_epsilon;
Vec3 normal = tri.normal();
bool test2 = glm::length(normal - Vec3(0, 0, 1)) < are_epsilon;
Real area = tri.area();
bool test3 = std::abs(area - 0.5f) < are_epsilon;
AABB aabb = tri.compute_aabb();
bool test4 = aabb.contains(Vec3(0, 0, 0)) && aabb.contains(Vec3(1, 0, 0));
report_test("Triangle centroid", test1);
report_test("Triangle normal", test2);
report_test("Triangle area", test3);
report_test("Triangle AABB", test4);
}
// Test 4: Ray-Triangle intersection
void test_ray_triangle_intersection() {
Vertex v0(Vec3(0, 0, 0), Vec3(0, 0, 1));
Vertex v1(Vec3(1, 0, 0), Vec3(0, 0, 1));
Vertex v2(Vec3(0, 1, 0), Vec3(0, 0, 1));
Triangle tri(v0, v1, v2);
// Ray hitting the triangle
Ray ray1(Vec3(0.25f, 0.25f, -1.0f), Vec3(0, 0, 1));
HitRecord hit1;
bool test1 = tri.intersect(ray1, hit1);
// Ray missing the triangle
Ray ray2(Vec3(2, 2, -1), Vec3(0, 0, 1));
HitRecord hit2;
bool test2 = !tri.intersect(ray2, hit2);
report_test("Ray-Triangle hit", test1);
report_test("Ray-Triangle miss", test2);
}
// Test 5: Transform operations
void test_transform() {
Transform t1 = Transform::translate(Vec3(1, 2, 3));
Transform t2 = Transform::rotate(Vec3(0, are_pi / 2, 0));
Transform t3 = Transform::scale(Vec3(2, 2, 2));
Vec3 point = Vec3(1, 0, 0);
Vec3 transformed = t1.transform_point(point);
bool test1 = glm::length(transformed - Vec3(2, 2, 3)) < are_epsilon;
Vec3 scaled = t3.transform_point(point);
bool test2 = glm::length(scaled - Vec3(2, 0, 0)) < are_epsilon;
report_test("Transform translation", test1);
report_test("Transform scale", test2);
}
// Test 6: Camera operations
void test_camera() {
Camera camera(Vec3(0, 0, 5), Vec3(0, 0, 0));
camera.set_perspective(45.0f, 16.0f / 9.0f, 0.1f, 100.0f);
Vec3 forward = camera.get_forward();
bool test1 = glm::length(forward - Vec3(0, 0, -1)) < are_epsilon;
Vec3 origin, direction;
camera.generate_ray(0.5f, 0.5f, origin, direction);
bool test2 = glm::length(origin - Vec3(0, 0, 5)) < are_epsilon;
bool test3 = glm::length(direction - Vec3(0, 0, -1)) < 0.1f; // Approximate
report_test("Camera forward vector", test1);
report_test("Camera ray generation origin", test2);
report_test("Camera ray generation direction", test3);
}
// Test 7: Mesh operations
void test_mesh() {
std::vector<Vertex> vertices = {
Vertex(Vec3(0, 0, 0), Vec3(0, 0, 1)),
Vertex(Vec3(1, 0, 0), Vec3(0, 0, 1)),
Vertex(Vec3(0, 1, 0), Vec3(0, 0, 1))
};
std::vector<uint32_t> indices = {0, 1, 2};
Mesh mesh(vertices, indices);
bool test1 = mesh.get_vertex_count() == 3;
bool test2 = mesh.get_triangle_count() == 1;
bool test3 = mesh.get_aabb().is_valid();
Vertex v0, v1, v2;
bool test4 = mesh.get_triangle(0, v0, v1, v2);
report_test("Mesh vertex count", test1);
report_test("Mesh triangle count", test2);
report_test("Mesh AABB", test3);
report_test("Mesh get triangle", test4);
}
// Test 8: Material operations
void test_material() {
Material mat;
mat.set_albedo(Vec3(0.8f, 0.2f, 0.1f));
mat.set_metallic(0.5f);
mat.set_roughness(0.3f);
mat.set_emissive(Vec3(1.0f, 0.5f, 0.0f));
bool test1 = glm::length(mat.get_albedo() - Vec3(0.8f, 0.2f, 0.1f)) < are_epsilon;
bool test2 = std::abs(mat.get_metallic() - 0.5f) < are_epsilon;
bool test3 = mat.is_emissive();
mat.set_albedo_map("textures/albedo.png");
bool test4 = mat.has_albedo_map();
report_test("Material albedo", test1);
report_test("Material metallic", test2);
report_test("Material emissive", test3);
report_test("Material texture map", test4);
}
// Test 9: Light operations
void test_lights() {
// Directional light
DirectionalLight dir_light(Vec3(0, -1, 0), Vec3(1, 1, 1), 1.0f);
bool test1 = dir_light.affects_point(Vec3(100, 100, 100));
// Point light
PointLight point_light(Vec3(0, 0, 0), Vec3(1, 1, 1), 1.0f, 10.0f);
bool test2 = point_light.affects_point(Vec3(5, 0, 0));
bool test3 = !point_light.affects_point(Vec3(20, 0, 0));
// Spot light
SpotLight spot_light(Vec3(0, 0, 0), Vec3(0, 0, -1), 30.0f, 45.0f);
bool test4 = spot_light.affects_point(Vec3(0, 0, -5));
report_test("Directional light affects all points", test1);
report_test("Point light range (inside)", test2);
report_test("Point light range (outside)", test3);
report_test("Spot light cone", test4);
}
// Test 10: SceneManager operations
void test_scene_manager() {
SceneManager scene;
// Add mesh
std::vector<Vertex> vertices = {
Vertex(Vec3(0, 0, 0)),
Vertex(Vec3(1, 0, 0)),
Vertex(Vec3(0, 1, 0))
};
std::vector<uint32_t> indices = {0, 1, 2};
Mesh mesh(vertices, indices);
MeshHandle mesh_handle = scene.add_mesh(mesh);
bool test1 = mesh_handle != are_invalid_handle;
bool test2 = scene.get_mesh_count() == 1;
// Add material
Material mat;
MaterialHandle mat_handle = scene.add_material(mat);
bool test3 = mat_handle != are_invalid_handle;
bool test4 = scene.get_material_count() == 1;
// Add light
auto light = std::make_shared<DirectionalLight>();
LightHandle light_handle = scene.add_light(light);
bool test5 = light_handle != are_invalid_handle;
bool test6 = scene.get_light_count() == 1;
// Test dirty flag
bool test7 = scene.is_dirty();
scene.clear_dirty();
bool test8 = !scene.is_dirty();
// Remove mesh
scene.remove_mesh(mesh_handle);
bool test9 = scene.get_mesh_count() == 0;
report_test("SceneManager add mesh", test1);
report_test("SceneManager mesh count", test2);
report_test("SceneManager add material", test3);
report_test("SceneManager material count", test4);
report_test("SceneManager add light", test5);
report_test("SceneManager light count", test6);
report_test("SceneManager dirty flag (set)", test7);
report_test("SceneManager dirty flag (clear)", test8);
report_test("SceneManager remove mesh", test9);
}
int main() {
// Initialize logger
Logger::init(LogLevel::ARE_LOG_INFO);
ARE_LOG_INFO("========================================");
ARE_LOG_INFO("Phase 2 Verification Program");
ARE_LOG_INFO("========================================");
// Run all tests
test_vertex();
test_aabb();
test_triangle();
test_ray_triangle_intersection();
test_transform();
test_camera();
test_mesh();
test_material();
test_lights();
test_scene_manager();
// Print summary
ARE_LOG_INFO("========================================");
ARE_LOG_INFO("Test Summary");
ARE_LOG_INFO("========================================");
int passed = 0;
int failed = 0;
for (const auto& result : test_results) {
if (result.passed) {
++passed;
} else {
++failed;
}
}
ARE_LOG_INFO("Total tests: " + std::to_string(test_results.size()));
ARE_LOG_INFO("Passed: " + std::to_string(passed));
ARE_LOG_INFO("Failed: " + std::to_string(failed));
if (failed == 0) {
ARE_LOG_INFO("========================================");
ARE_LOG_INFO("✓ All Phase 2 tests passed!");
ARE_LOG_INFO("========================================");
} else {
ARE_LOG_ERROR("========================================");
ARE_LOG_ERROR("✗ Some tests failed. Please review.");
ARE_LOG_ERROR("========================================");
}
Logger::shutdown();
return failed == 0 ? 0 : 1;
}

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# examples/02_cornell_box/CMakeLists.txt
add_are_example(cornell_box main.cpp)

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# Phase 3 verification example
add_are_example(phase3_test
main.cpp
)
# Copy to bin directory for easy execution
set_target_properties(phase3_test PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin
)
# Copy shaders to build directory
add_custom_command(TARGET phase3_test POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/shaders
${CMAKE_BINARY_DIR}/bin/shaders
COMMENT "Copying shaders to build directory"
)

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@ -1,478 +0,0 @@
/**
* @file main.cpp
* @brief Phase 3 verification program - G-Buffer rendering test
*/
#include <are/core/config.h>
#include <are/core/logger.h>
#include <are/core/profiler.h>
#include <are/geometry/vertex.h>
#include <are/platform/gl_context.h>
#include <are/platform/window.h>
#include <are/rasterizer/gbuffer.h>
#include <are/rasterizer/rasterizer.h>
#include <are/rasterizer/shader_program.h>
#include <are/scene/camera.h>
#include <are/scene/material.h>
#include <are/scene/mesh.h>
#include <are/scene/scene_manager.h>
#include <are/utils/file_utils.h>
#include <cmath>
#include <iostream>
#include <vector>
#include "../lib/glad/glad/glad.h"
#include <GLFW/glfw3.h>
using namespace are;
/**
* @brief Create a simple cube mesh
*/
Mesh create_cube_mesh() {
std::vector<Vertex> vertices = {
// Front face
Vertex(Vec3(-0.5f, -0.5f, 0.5f), Vec3(0, 0, 1), Vec2(0, 0)),
Vertex(Vec3(0.5f, -0.5f, 0.5f), Vec3(0, 0, 1), Vec2(1, 0)),
Vertex(Vec3(0.5f, 0.5f, 0.5f), Vec3(0, 0, 1), Vec2(1, 1)),
Vertex(Vec3(-0.5f, 0.5f, 0.5f), Vec3(0, 0, 1), Vec2(0, 1)),
// Back face
Vertex(Vec3(0.5f, -0.5f, -0.5f), Vec3(0, 0, -1), Vec2(0, 0)),
Vertex(Vec3(-0.5f, -0.5f, -0.5f), Vec3(0, 0, -1), Vec2(1, 0)),
Vertex(Vec3(-0.5f, 0.5f, -0.5f), Vec3(0, 0, -1), Vec2(1, 1)),
Vertex(Vec3(0.5f, 0.5f, -0.5f), Vec3(0, 0, -1), Vec2(0, 1)),
// Top face
Vertex(Vec3(-0.5f, 0.5f, 0.5f), Vec3(0, 1, 0), Vec2(0, 0)),
Vertex(Vec3(0.5f, 0.5f, 0.5f), Vec3(0, 1, 0), Vec2(1, 0)),
Vertex(Vec3(0.5f, 0.5f, -0.5f), Vec3(0, 1, 0), Vec2(1, 1)),
Vertex(Vec3(-0.5f, 0.5f, -0.5f), Vec3(0, 1, 0), Vec2(0, 1)),
// Bottom face
Vertex(Vec3(-0.5f, -0.5f, -0.5f), Vec3(0, -1, 0), Vec2(0, 0)),
Vertex(Vec3(0.5f, -0.5f, -0.5f), Vec3(0, -1, 0), Vec2(1, 0)),
Vertex(Vec3(0.5f, -0.5f, 0.5f), Vec3(0, -1, 0), Vec2(1, 1)),
Vertex(Vec3(-0.5f, -0.5f, 0.5f), Vec3(0, -1, 0), Vec2(0, 1)),
// Right face
Vertex(Vec3(0.5f, -0.5f, 0.5f), Vec3(1, 0, 0), Vec2(0, 0)),
Vertex(Vec3(0.5f, -0.5f, -0.5f), Vec3(1, 0, 0), Vec2(1, 0)),
Vertex(Vec3(0.5f, 0.5f, -0.5f), Vec3(1, 0, 0), Vec2(1, 1)),
Vertex(Vec3(0.5f, 0.5f, 0.5f), Vec3(1, 0, 0), Vec2(0, 1)),
// Left face
Vertex(Vec3(-0.5f, -0.5f, -0.5f), Vec3(-1, 0, 0), Vec2(0, 0)),
Vertex(Vec3(-0.5f, -0.5f, 0.5f), Vec3(-1, 0, 0), Vec2(1, 0)),
Vertex(Vec3(-0.5f, 0.5f, 0.5f), Vec3(-1, 0, 0), Vec2(1, 1)),
Vertex(Vec3(-0.5f, 0.5f, -0.5f), Vec3(-1, 0, 0), Vec2(0, 1))
};
std::vector<uint32_t> indices = {
// Front
0, 1, 2, 2, 3, 0,
// Back
4, 5, 6, 6, 7, 4,
// Top
8, 9, 10, 10, 11, 8,
// Bottom
12, 13, 14, 14, 15, 12,
// Right
16, 17, 18, 18, 19, 16,
// Left
20, 21, 22, 22, 23, 20
};
return Mesh(vertices, indices);
}
/**
* @brief Create a simple triangle mesh (positioned in front of cube)
*/
Mesh create_triangle_mesh() {
std::vector<Vertex> vertices = {
Vertex(Vec3(-0.5f, -0.5f, 1.0f), Vec3(0, 0, 1), Vec2(0, 0)), // Z = 1.0
Vertex(Vec3( 0.5f, -0.5f, 1.0f), Vec3(0, 0, 1), Vec2(1, 0)), // Z = 1.0
Vertex(Vec3( 0.0f, 0.5f, 1.0f), Vec3(0, 0, 1), Vec2(0.5f, 1)) // Z = 1.0
};
std::vector<uint32_t> indices = {0, 1, 2};
return Mesh(vertices, indices);
}
/**
* @brief Fullscreen quad shader for G-Buffer visualization
*/
const char *fullscreen_vert_source = R"(
#version 430 core
layout(location = 0) in vec2 a_position;
layout(location = 1) in vec2 a_texcoord;
out vec2 v_texcoord;
void main() {
v_texcoord = a_texcoord;
gl_Position = vec4(a_position, 0.0, 1.0);
}
)";
const char *visualize_frag_source = R"(
#version 430 core
in vec2 v_texcoord;
out vec4 frag_color;
uniform sampler2D u_texture;
uniform int u_mode; // 0=position, 1=normal, 2=albedo, 3=material
void main() {
vec4 value = texture(u_texture, v_texcoord);
if (u_mode == 0) {
// Position: normalize to [0,1] range for visualization
frag_color = vec4(value.xyz * 0.5 + 0.5, 1.0);
} else if (u_mode == 1) {
// Normal: normalize to [0,1] range
frag_color = vec4(value.xyz * 0.5 + 0.5, 1.0);
} else if (u_mode == 2) {
// Albedo: direct output
frag_color = vec4(value.rgb, 1.0);
} else if (u_mode == 3) {
// Material: roughness in R, AO in G
frag_color = vec4(value.r, value.g, 0.0, 1.0);
} else {
frag_color = value;
}
}
)";
/**
* @brief Create fullscreen quad VAO
*/
uint32_t create_fullscreen_quad() {
float vertices[] = {
// Position // Texcoord
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f
};
uint32_t indices[] = { 0, 1, 2, 2, 3, 0 };
uint32_t vao, vbo, ebo;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void *)(2 * sizeof(float)));
glBindVertexArray(0);
return vao;
}
int main() {
// Initialize logger
Logger::init(LogLevel::ARE_LOG_DEBUG);
Profiler::init();
ARE_LOG_INFO("========================================");
ARE_LOG_INFO("Phase 3 Verification Program");
ARE_LOG_INFO("G-Buffer Rendering Test");
ARE_LOG_INFO("========================================");
// Create window configuration
WindowConfig window_config;
window_config.width = 800;
window_config.height = 600;
window_config.title = "Phase 3 - G-Buffer Test";
window_config.vsync = true;
// Create window
Window window(window_config);
// Initialize OpenGL
if (!GLContext::initialize()) {
ARE_LOG_CRITICAL("Failed to initialize OpenGL context");
return -1;
}
GLContext::print_info();
// Get shader directory (relative to executable)
std::string shader_dir = "shaders/";
// Create rasterizer
int fb_width, fb_height;
window.get_framebuffer_size(fb_width, fb_height);
Rasterizer rasterizer(fb_width, fb_height);
// Initialize shaders
// First, create G-Buffer shader manually for testing
ShaderProgram gbuffer_shader;
// Try to load from file first
bool shader_loaded = false;
if (file_exists(shader_dir + "gbuffer/gbuffer.vert") && file_exists(shader_dir + "gbuffer/gbuffer.frag")) {
if (gbuffer_shader.load_shader(ShaderType::ARE_SHADER_VERTEX, shader_dir + "gbuffer/gbuffer.vert") && gbuffer_shader.load_shader(ShaderType::ARE_SHADER_FRAGMENT, shader_dir + "gbuffer/gbuffer.frag") && gbuffer_shader.link()) {
shader_loaded = true;
ARE_LOG_INFO("Loaded G-Buffer shaders from files");
}
}
// Fallback to embedded shaders
if (!shader_loaded) {
ARE_LOG_WARN("Shader files not found, using embedded shaders");
const char *gbuffer_vert = R"(
#version 430 core
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_normal;
layout(location = 2) in vec2 a_texcoord;
layout(location = 3) in vec3 a_tangent;
uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_projection;
uniform mat3 u_normal_matrix;
out vec3 v_world_position;
out vec3 v_world_normal;
out vec2 v_texcoord;
out vec3 v_world_tangent;
void main() {
vec4 world_pos = u_model * vec4(a_position, 1.0);
v_world_position = world_pos.xyz;
v_world_normal = normalize(u_normal_matrix * a_normal);
v_world_tangent = normalize(u_normal_matrix * a_tangent);
v_texcoord = a_texcoord;
gl_Position = u_projection * u_view * world_pos;
}
)";
const char *gbuffer_frag = R"(
#version 430 core
in vec3 v_world_position;
in vec3 v_world_normal;
in vec2 v_texcoord;
in vec3 v_world_tangent;
uniform vec3 u_albedo;
uniform float u_metallic;
uniform float u_roughness;
layout(location = 0) out vec3 g_position;
layout(location = 1) out vec3 g_normal;
layout(location = 2) out vec4 g_albedo_metallic;
layout(location = 3) out vec2 g_roughness_ao;
void main() {
g_position = v_world_position;
g_normal = normalize(v_world_normal);
g_albedo_metallic = vec4(u_albedo, u_metallic);
g_roughness_ao = vec2(u_roughness, 1.0);
}
)";
if (!gbuffer_shader.compile_shader(ShaderType::ARE_SHADER_VERTEX, gbuffer_vert) || !gbuffer_shader.compile_shader(ShaderType::ARE_SHADER_FRAGMENT, gbuffer_frag) || !gbuffer_shader.link()) {
ARE_LOG_CRITICAL("Failed to compile embedded G-Buffer shaders");
return -1;
}
}
// Create visualization shader
ShaderProgram vis_shader;
if (!vis_shader.compile_shader(ShaderType::ARE_SHADER_VERTEX, fullscreen_vert_source) || !vis_shader.compile_shader(ShaderType::ARE_SHADER_FRAGMENT, visualize_frag_source) || !vis_shader.link()) {
ARE_LOG_CRITICAL("Failed to compile visualization shaders");
return -1;
}
// Create fullscreen quad
uint32_t fullscreen_quad_vao = create_fullscreen_quad();
// Create scene
SceneManager scene;
// Create materials
Material red_material;
red_material.set_albedo(Vec3(0.8f, 0.2f, 0.2f));
red_material.set_metallic(0.0f);
red_material.set_roughness(0.5f);
MaterialHandle red_mat_handle = scene.add_material(red_material);
Material green_material;
green_material.set_albedo(Vec3(0.2f, 0.8f, 0.2f));
green_material.set_metallic(0.5f);
green_material.set_roughness(0.3f);
MaterialHandle green_mat_handle = scene.add_material(green_material);
// Create meshes
Mesh cube = create_cube_mesh();
cube.set_material(red_mat_handle);
cube.compute_tangents();
Mesh triangle = create_triangle_mesh();
triangle.set_material(green_mat_handle);
triangle.compute_tangents();
// Upload meshes to GPU
rasterizer.upload_mesh(cube);
rasterizer.upload_mesh(triangle);
// Add meshes to scene
scene.add_mesh(cube);
scene.add_mesh(triangle);
// Create camera
Camera camera(Vec3(0, 0, 3), Vec3(0, 0, 0));
camera.set_perspective(45.0f, static_cast<float>(fb_width) / fb_height, 0.1f, 100.0f);
// Visualization mode (0=position, 1=normal, 2=albedo, 3=material)
int vis_mode = 2; // Start with albedo
ARE_LOG_INFO("Controls:");
ARE_LOG_INFO(" 1 - View Position buffer");
ARE_LOG_INFO(" 2 - View Normal buffer");
ARE_LOG_INFO(" 3 - View Albedo buffer");
ARE_LOG_INFO(" 4 - View Material buffer (Roughness/AO)");
ARE_LOG_INFO(" ESC - Exit");
// Main loop
float time = 0.0f;
while (!window.should_close()) {
ARE_PROFILE_SCOPE("Frame");
// Poll events
window.poll_events();
// Handle input
if (window.is_key_pressed(256)) { // ESC
window.set_should_close(true);
}
if (window.is_key_pressed(49))
vis_mode = 0; // 1 - Position
if (window.is_key_pressed(50))
vis_mode = 1; // 2 - Normal
if (window.is_key_pressed(51))
vis_mode = 2; // 3 - Albedo
if (window.is_key_pressed(52))
vis_mode = 3; // 4 - Material
// Update camera position (orbit around origin)
time += 0.016f;
float cam_x = std::sin(time * 0.5f) * 3.0f;
float cam_z = std::cos(time * 0.5f) * 3.0f;
camera.set_position(Vec3(cam_x, 1.5f, cam_z));
camera.set_target(Vec3(0, 0, 0));
// Render to G-Buffer
{
ARE_PROFILE_SCOPE("Render G-Buffer");
// Manually render since we're using our own shader
GBuffer &gbuffer = rasterizer.get_gbuffer();
gbuffer.bind();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
gbuffer_shader.use();
gbuffer_shader.set_uniform("u_view", camera.get_view_matrix());
gbuffer_shader.set_uniform("u_projection", camera.get_projection_matrix());
// Render all meshes
const auto &meshes = scene.get_all_meshes();
const auto &materials = scene.get_all_materials();
for (const auto &mesh : meshes) {
if (!mesh.has_gpu_resources())
continue;
Mat4 model = Mat4(1.0f);
gbuffer_shader.set_uniform("u_model", model);
Mat3 normal_matrix = glm::transpose(glm::inverse(Mat3(model)));
gbuffer_shader.set_uniform("u_normal_matrix", normal_matrix);
MaterialHandle mat_handle = mesh.get_material();
if (mat_handle != are_invalid_handle && mat_handle <= materials.size()) {
const Material &mat = materials[mat_handle - 1];
gbuffer_shader.set_uniform("u_albedo", mat.get_albedo());
gbuffer_shader.set_uniform("u_metallic", mat.get_metallic());
gbuffer_shader.set_uniform("u_roughness", mat.get_roughness());
} else {
gbuffer_shader.set_uniform("u_albedo", Vec3(0.8f));
gbuffer_shader.set_uniform("u_metallic", 0.0f);
gbuffer_shader.set_uniform("u_roughness", 0.5f);
}
glBindVertexArray(mesh.get_vao());
glDrawElements(GL_TRIANGLES,
static_cast<GLsizei>(mesh.get_index_count()),
GL_UNSIGNED_INT,
nullptr);
}
glBindVertexArray(0);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
gbuffer.unbind();
}
// Visualize G-Buffer
{
ARE_PROFILE_SCOPE("Visualize G-Buffer");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, fb_width, fb_height);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
vis_shader.use();
vis_shader.set_uniform("u_mode", vis_mode);
vis_shader.set_uniform("u_texture", 0);
// Bind appropriate G-Buffer texture
GBuffer &gbuffer = rasterizer.get_gbuffer();
gbuffer.bind_texture(vis_mode, 0);
glBindVertexArray(fullscreen_quad_vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
// Swap buffers
window.swap_buffers();
}
// Cleanup
glDeleteVertexArrays(1, &fullscreen_quad_vao);
// Print profiling results
Profiler::print_results();
ARE_LOG_INFO("========================================");
ARE_LOG_INFO("Phase 3 test completed successfully!");
ARE_LOG_INFO("========================================");
Profiler::shutdown();
Logger::shutdown();
return 0;
}

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@ -1,10 +0,0 @@
# Phase 2 visual verification example
add_are_example(visual_test
main.cpp
)
# Copy to bin directory
set_target_properties(visual_test PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin
)

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@ -1,329 +0,0 @@
/**
* @file main.cpp
* @brief Visual verification using software rasterization
*/
#include <are/core/config.h>
#include <are/core/logger.h>
#include <are/geometry/triangle.h>
#include <are/geometry/vertex.h>
#include <are/raytracer/hit_record.h>
#include <are/raytracer/ray.h>
#include <are/scene/camera.h>
#include <are/scene/material.h>
#include <are/scene/mesh.h>
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "../lib/stb/stb_image_write.h"
#include <cmath>
#include <iostream>
#include <vector>
using namespace are;
// Simple framebuffer
struct Framebuffer {
int width;
int height;
std::vector<uint8_t> pixels; // RGB format
Framebuffer(int w, int h) : width(w), height(h) {
pixels.resize(w * h * 3, 0);
}
void set_pixel(int x, int y, uint8_t r, uint8_t g, uint8_t b) {
if (x < 0 || x >= width || y < 0 || y >= height)
return;
int index = (y * width + x) * 3;
pixels[index + 0] = r;
pixels[index + 1] = g;
pixels[index + 2] = b;
}
void set_pixel(int x, int y, const Vec3 &color) {
uint8_t r = static_cast<uint8_t>(std::min(color.x * 255.0f, 255.0f));
uint8_t g = static_cast<uint8_t>(std::min(color.y * 255.0f, 255.0f));
uint8_t b = static_cast<uint8_t>(std::min(color.z * 255.0f, 255.0f));
set_pixel(x, y, r, g, b);
}
bool save(const std::string &filename) {
return stbi_write_png(filename.c_str(), width, height, 3,
pixels.data(), width * 3)
!= 0;
}
};
// Simple shading function
Vec3 shade_hit(const HitRecord &hit, const Vec3 &light_dir) {
// Lambertian shading
float ndotl = std::max(0.0f, glm::dot(hit.normal_, light_dir));
// Base color based on normal (for visualization)
Vec3 base_color = (hit.normal_ + Vec3(1.0f)) * 0.5f;
// Apply lighting
Vec3 ambient = base_color * 0.2f;
Vec3 diffuse = base_color * ndotl * 0.8f;
return ambient + diffuse;
}
// Render a single triangle
void render_triangle(Framebuffer &fb, const Triangle &tri, Camera &camera) {
Vec3 light_dir = glm::normalize(Vec3(0.5f, 1.0f, 0.5f));
for (int y = 0; y < fb.height; ++y) {
for (int x = 0; x < fb.width; ++x) {
// Generate ray
float u = (x + 0.5f) / fb.width;
float v = (y + 0.5f) / fb.height;
Vec3 origin, direction;
camera.generate_ray(u, v, origin, direction);
Ray ray(origin, direction);
// Test intersection
HitRecord hit;
if (tri.intersect(ray, hit)) {
Vec3 color = shade_hit(hit, light_dir);
fb.set_pixel(x, y, color);
} else {
// Background gradient
Vec3 bg_color = Vec3(0.5f, 0.7f, 1.0f) * (1.0f - v) + Vec3(1.0f, 1.0f, 1.0f) * v;
fb.set_pixel(x, y, bg_color);
}
}
}
}
// Render multiple triangles (mesh)
void render_mesh(Framebuffer &fb, const Mesh &mesh, Camera &camera) {
Vec3 light_dir = glm::normalize(Vec3(0.5f, 1.0f, 0.5f));
for (int y = 0; y < fb.height; ++y) {
for (int x = 0; x < fb.width; ++x) {
// Generate ray
float u = (x + 0.5f) / fb.width;
float v = (y + 0.5f) / fb.height;
Vec3 origin, direction;
camera.generate_ray(u, v, origin, direction);
Ray ray(origin, direction);
// Test intersection with all triangles
HitRecord closest_hit;
closest_hit.t_ = ray.t_max_;
bool hit_any = false;
for (size_t i = 0; i < mesh.get_triangle_count(); ++i) {
Vertex v0, v1, v2;
if (mesh.get_triangle(i, v0, v1, v2)) {
Triangle tri(v0, v1, v2);
HitRecord hit;
if (tri.intersect(ray, hit) && hit.t_ < closest_hit.t_) {
closest_hit = hit;
hit_any = true;
}
}
}
if (hit_any) {
Vec3 color = shade_hit(closest_hit, light_dir);
fb.set_pixel(x, y, color);
} else {
// Background gradient
Vec3 bg_color = Vec3(0.5f, 0.7f, 1.0f) * (1.0f - v) + Vec3(1.0f, 1.0f, 1.0f) * v;
fb.set_pixel(x, y, bg_color);
}
}
}
}
int main() {
Logger::init(LogLevel::ARE_LOG_INFO);
ARE_LOG_INFO("========================================");
ARE_LOG_INFO("Phase 2 Visual Verification");
ARE_LOG_INFO("========================================");
const int width = 800;
const int height = 600;
// Test 1: Single triangle
{
ARE_LOG_INFO("Rendering single triangle...");
Framebuffer fb(width, height);
// Create triangle
Vertex v0(Vec3(-1, -1, 0), Vec3(0, 0, 1));
Vertex v1(Vec3(1, -1, 0), Vec3(0, 0, 1));
Vertex v2(Vec3(0, 1, 0), Vec3(0, 0, 1));
Triangle tri(v0, v1, v2);
// Setup camera
Camera camera(Vec3(0, 0, 3), Vec3(0, 0, 0));
camera.set_perspective(45.0f, (float)width / height, 0.1f, 100.0f);
// Render
render_triangle(fb, tri, camera);
// Save
if (fb.save("output_triangle.png")) {
ARE_LOG_INFO("✓ Saved: output_triangle.png");
} else {
ARE_LOG_ERROR("✗ Failed to save output_triangle.png");
}
}
// Test 2: Colored triangle (using normals)
{
ARE_LOG_INFO("Rendering colored triangle...");
Framebuffer fb(width, height);
// Create triangle with different normals for each vertex
Vertex v0(Vec3(-1, -1, 0), Vec3(1, 0, 0)); // Red
Vertex v1(Vec3(1, -1, 0), Vec3(0, 1, 0)); // Green
Vertex v2(Vec3(0, 1, 0), Vec3(0, 0, 1)); // Blue
Triangle tri(v0, v1, v2);
Camera camera(Vec3(0, 0, 3), Vec3(0, 0, 0));
camera.set_perspective(45.0f, (float)width / height, 0.1f, 100.0f);
render_triangle(fb, tri, camera);
if (fb.save("output_colored_triangle.png")) {
ARE_LOG_INFO("✓ Saved: output_colored_triangle.png");
} else {
ARE_LOG_ERROR("✗ Failed to save output_colored_triangle.png");
}
}
// Test 3: Cube (mesh with multiple triangles)
{
ARE_LOG_INFO("Rendering cube...");
Framebuffer fb(width, height);
// Create cube vertices
std::vector<Vertex> vertices = {
// Front face
Vertex(Vec3(-1, -1, 1), Vec3(0, 0, 1)),
Vertex(Vec3(1, -1, 1), Vec3(0, 0, 1)),
Vertex(Vec3(1, 1, 1), Vec3(0, 0, 1)),
Vertex(Vec3(-1, 1, 1), Vec3(0, 0, 1)),
// Back face
Vertex(Vec3(-1, -1, -1), Vec3(0, 0, -1)),
Vertex(Vec3(1, -1, -1), Vec3(0, 0, -1)),
Vertex(Vec3(1, 1, -1), Vec3(0, 0, -1)),
Vertex(Vec3(-1, 1, -1), Vec3(0, 0, -1)),
};
// Create cube indices
std::vector<uint32_t> indices = {
// Front
0, 1, 2, 2, 3, 0,
// Right
1, 5, 6, 6, 2, 1,
// Back
5, 4, 7, 7, 6, 5,
// Left
4, 0, 3, 3, 7, 4,
// Top
3, 2, 6, 6, 7, 3,
// Bottom
4, 5, 1, 1, 0, 4
};
Mesh cube(vertices, indices);
// Setup camera (slightly angled view)
Camera camera(Vec3(3, 2, 4), Vec3(0, 0, 0));
camera.set_perspective(45.0f, (float)width / height, 0.1f, 100.0f);
// Render
render_mesh(fb, cube, camera);
if (fb.save("output_cube.png")) {
ARE_LOG_INFO("✓ Saved: output_cube.png");
} else {
ARE_LOG_ERROR("✗ Failed to save output_cube.png");
}
}
// Test 4: Cornell Box (corrected)
{
ARE_LOG_INFO("Rendering Cornell Box...");
Framebuffer fb(width, height);
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
// Helper function to add a quad
auto add_quad = [&](const Vec3 &v0, const Vec3 &v1, const Vec3 &v2, const Vec3 &v3, const Vec3 &normal) {
unsigned int base = vertices.size();
vertices.push_back(Vertex(v0, normal));
vertices.push_back(Vertex(v1, normal));
vertices.push_back(Vertex(v2, normal));
vertices.push_back(Vertex(v3, normal));
indices.insert(indices.end(), { base + 0, base + 1, base + 2, base + 2, base + 3, base + 0 });
};
// Floor (white)
add_quad(
Vec3(-2, -2, 2), Vec3(2, -2, 2),
Vec3(2, -2, -2), Vec3(-2, -2, -2),
Vec3(0, 1, 0));
// Ceiling (white)
add_quad(
Vec3(-2, 2, -2), Vec3(2, 2, -2),
Vec3(2, 2, 2), Vec3(-2, 2, 2),
Vec3(0, -1, 0));
// Back wall (white)
add_quad(
Vec3(-2, -2, -2), Vec3(2, -2, -2),
Vec3(2, 2, -2), Vec3(-2, 2, -2),
Vec3(0, 0, 1));
// Left wall (red)
add_quad(
Vec3(-2, -2, 2), Vec3(-2, -2, -2),
Vec3(-2, 2, -2), Vec3(-2, 2, 2),
Vec3(1, 0, 0));
// Right wall (green)
add_quad(
Vec3(2, -2, -2), Vec3(2, -2, 2),
Vec3(2, 2, 2), Vec3(2, 2, -2),
Vec3(-1, 0, 0));
Mesh cornell_box(vertices, indices);
Camera camera(Vec3(0, 0, 5), Vec3(0, 0, 0));
camera.set_perspective(45.0f, (float)width / height, 0.1f, 100.0f);
render_mesh(fb, cornell_box, camera);
if (fb.save("output_cornell_box.png")) {
ARE_LOG_INFO("✓ Saved: output_cornell_box.png");
}
}
ARE_LOG_INFO("========================================");
ARE_LOG_INFO("✓ All images generated successfully!");
ARE_LOG_INFO("Check the following files:");
ARE_LOG_INFO(" - output_triangle.png");
ARE_LOG_INFO(" - output_colored_triangle.png");
ARE_LOG_INFO(" - output_cube.png");
ARE_LOG_INFO(" - output_cornell_box.png");
ARE_LOG_INFO("========================================");
Logger::shutdown();
return 0;
}

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@ -1,2 +0,0 @@
# examples/03_material_showcase/CMakeLists.txt
add_are_example(material_showcase main.cpp)

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@ -1,10 +0,0 @@
# Phase 4 verification example
add_are_example(phase4_test
main.cpp
)
# Copy to bin directory for easy execution
set_target_properties(phase4_test PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin
)

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@ -1,410 +0,0 @@
/**
* @file main.cpp
* @brief Phase 4 verification program - BVH construction and traversal test
*/
#include <are/acceleration/bvh.h>
#include <are/acceleration/bvh_builder.h>
#include <are/core/config.h>
#include <are/core/logger.h>
#include <are/core/profiler.h>
#include <are/geometry/triangle.h>
#include <are/geometry/vertex.h>
#include <are/raytracer/hit_record.h>
#include <are/raytracer/ray.h>
#include <chrono>
#include <iostream>
#include <random>
#include <vector>
using namespace are;
// Test result tracking
struct TestResult {
std::string name;
bool passed;
std::string message;
};
std::vector<TestResult> test_results;
void report_test(const std::string &name, bool passed, const std::string &message = "") {
test_results.push_back({ name, passed, message });
if (passed) {
ARE_LOG_INFO("" + name);
} else {
ARE_LOG_ERROR("" + name + ": " + message);
}
}
/**
* @brief Create a simple scene with a few triangles
*/
std::vector<Triangle> create_simple_scene() {
std::vector<Triangle> triangles;
// Ground plane (2 triangles)
Vertex v0(Vec3(-5, 0, -5), Vec3(0, 1, 0));
Vertex v1(Vec3(5, 0, -5), Vec3(0, 1, 0));
Vertex v2(Vec3(5, 0, 5), Vec3(0, 1, 0));
Vertex v3(Vec3(-5, 0, 5), Vec3(0, 1, 0));
triangles.emplace_back(v0, v1, v2);
triangles.emplace_back(v0, v2, v3);
// Cube (12 triangles)
Vec3 cube_min(-1, 1, -1);
Vec3 cube_max(1, 3, 1);
// Front face
triangles.emplace_back(
Vertex(Vec3(cube_min.x, cube_min.y, cube_max.z), Vec3(0, 0, 1)),
Vertex(Vec3(cube_max.x, cube_min.y, cube_max.z), Vec3(0, 0, 1)),
Vertex(Vec3(cube_max.x, cube_max.y, cube_max.z), Vec3(0, 0, 1)));
triangles.emplace_back(
Vertex(Vec3(cube_min.x, cube_min.y, cube_max.z), Vec3(0, 0, 1)),
Vertex(Vec3(cube_max.x, cube_max.y, cube_max.z), Vec3(0, 0, 1)),
Vertex(Vec3(cube_min.x, cube_max.y, cube_max.z), Vec3(0, 0, 1)));
// Add more faces... (simplified for brevity)
return triangles;
}
/**
* @brief Create a complex scene with many triangles
*/
std::vector<Triangle> create_complex_scene(int num_triangles) {
std::vector<Triangle> triangles;
triangles.reserve(num_triangles);
std::mt19937 rng(42);
std::uniform_real_distribution<float> dist(-10.0f, 10.0f);
for (int i = 0; i < num_triangles; ++i) {
Vec3 p0(dist(rng), dist(rng), dist(rng));
Vec3 p1 = p0 + Vec3(dist(rng) * 0.5f, dist(rng) * 0.5f, dist(rng) * 0.5f);
Vec3 p2 = p0 + Vec3(dist(rng) * 0.5f, dist(rng) * 0.5f, dist(rng) * 0.5f);
Vec3 normal = glm::normalize(glm::cross(p1 - p0, p2 - p0));
triangles.emplace_back(
Vertex(p0, normal),
Vertex(p1, normal),
Vertex(p2, normal));
}
return triangles;
}
/**
* @brief Test 1: BVH construction
*/
void test_bvh_construction() {
auto triangles = create_simple_scene();
BVH bvh;
BVHBuildConfig config;
config.split_method_ = BVHSplitMethod::ARE_BVH_SPLIT_MIDDLE;
config.max_leaf_size_ = 4;
bool success = bvh.build(triangles, config);
report_test("BVH construction (simple scene)", success);
report_test("BVH is built", bvh.is_built());
report_test("BVH has nodes", !bvh.get_nodes().empty());
}
/**
* @brief Test 2: BVH construction with SAH
*/
void test_bvh_construction_sah() {
auto triangles = create_simple_scene();
BVH bvh;
BVHBuildConfig config;
config.split_method_ = BVHSplitMethod::ARE_BVH_SPLIT_SAH;
config.max_leaf_size_ = 2;
bool success = bvh.build(triangles, config);
report_test("BVH construction with SAH", success);
}
/**
* @brief Test 3: Ray-BVH intersection
*/
void test_ray_bvh_intersection() {
auto triangles = create_simple_scene();
BVH bvh;
bvh.build(triangles);
// Ray hitting the ground plane
Ray ray1(Vec3(0, 5, 0), Vec3(0, -1, 0));
HitRecord hit1;
bool test1 = bvh.intersect(ray1, hit1);
// Ray missing everything
Ray ray2(Vec3(100, 5, 100), Vec3(0, -1, 0));
HitRecord hit2;
bool test2 = !bvh.intersect(ray2, hit2);
report_test("Ray-BVH intersection (hit)", test1);
report_test("Ray-BVH intersection (miss)", test2);
}
/**
* @brief Test 4: BVH occlusion test
*/
void test_bvh_occlusion() {
auto triangles = create_simple_scene();
BVH bvh;
bvh.build(triangles);
// Ray with occlusion
Ray ray1(Vec3(0, 5, 0), Vec3(0, -1, 0));
bool test1 = bvh.intersect_any(ray1, 10.0f);
// Ray without occlusion
Ray ray2(Vec3(100, 5, 100), Vec3(0, -1, 0));
bool test2 = !bvh.intersect_any(ray2, 10.0f);
report_test("BVH occlusion test (occluded)", test1);
report_test("BVH occlusion test (not occluded)", test2);
}
/**
* @brief Test 5: BVH performance with complex scene
*/
void test_bvh_performance() {
const int num_triangles = 10000;
auto triangles = create_complex_scene(num_triangles);
ARE_LOG_INFO("Building BVH for " + std::to_string(num_triangles) + " triangles...");
BVH bvh;
BVHBuildConfig config;
config.split_method_ = BVHSplitMethod::ARE_BVH_SPLIT_SAH;
auto start_build = std::chrono::high_resolution_clock::now();
bool success = bvh.build(triangles, config);
auto end_build = std::chrono::high_resolution_clock::now();
double build_time = std::chrono::duration<double, std::milli>(end_build - start_build).count();
ARE_LOG_INFO("BVH build time: " + std::to_string(build_time) + " ms");
// Test ray tracing performance
const int num_rays = 10000;
std::mt19937 rng(42);
std::uniform_real_distribution<float> dist(-10.0f, 10.0f);
int hit_count = 0;
auto start_trace = std::chrono::high_resolution_clock::now();
for (int i = 0; i < num_rays; ++i) {
Vec3 origin(dist(rng), dist(rng), dist(rng));
Vec3 direction = glm::normalize(Vec3(dist(rng), dist(rng), dist(rng)));
Ray ray(origin, direction);
HitRecord hit;
if (bvh.intersect(ray, hit)) {
hit_count++;
}
}
auto end_trace = std::chrono::high_resolution_clock::now();
double trace_time = std::chrono::duration<double, std::milli>(end_trace - start_trace).count();
ARE_LOG_INFO("Ray tracing time: " + std::to_string(trace_time) + " ms for " + std::to_string(num_rays) + " rays");
ARE_LOG_INFO("Hit rate: " + std::to_string(hit_count) + "/" + std::to_string(num_rays) + " (" + std::to_string(100.0 * hit_count / num_rays) + "%)");
ARE_LOG_INFO("Average time per ray: " + std::to_string(trace_time / num_rays) + " ms");
report_test("BVH performance test", success && build_time < 5000.0); // Should build in < 5 seconds
}
/**
* @brief Test 6: BVH memory usage
*/
void test_bvh_memory() {
auto triangles = create_complex_scene(1000);
BVH bvh;
bvh.build(triangles);
size_t memory = bvh.get_memory_usage();
ARE_LOG_INFO("BVH memory usage: " + std::to_string(memory / 1024) + " KB");
report_test("BVH memory usage", memory > 0);
}
/**
* @brief Test 7: BVH clear and rebuild
*/
void test_bvh_clear_rebuild() {
auto triangles = create_simple_scene();
BVH bvh;
bvh.build(triangles);
bool test1 = bvh.is_built();
bvh.clear();
bool test2 = !bvh.is_built();
bvh.build(triangles);
bool test3 = bvh.is_built();
report_test("BVH clear and rebuild (initial build)", test1);
report_test("BVH clear and rebuild (after clear)", test2);
report_test("BVH clear and rebuild (rebuild)", test3);
}
/**
* @brief Test 8: BVH with empty scene
*/
void test_bvh_empty_scene() {
std::vector<Triangle> empty_triangles;
BVH bvh;
bool success = bvh.build(empty_triangles);
report_test("BVH with empty scene", !success);
}
/**
* @brief Test 9: BVH node structure
*/
void test_bvh_node_structure() {
auto triangles = create_simple_scene();
BVH bvh;
bvh.build(triangles);
const auto &nodes = bvh.get_nodes();
bool test1 = !nodes.empty();
// Check root node
bool test2 = nodes[0].bounds_.is_valid();
// Count leaf and internal nodes
int leaf_count = 0;
int internal_count = 0;
for (const auto &node : nodes) {
if (node.is_leaf()) {
leaf_count++;
} else {
internal_count++;
}
}
bool test3 = leaf_count > 0;
bool test4 = internal_count >= 0;
ARE_LOG_INFO("BVH structure: " + std::to_string(nodes.size()) + " nodes (" + std::to_string(leaf_count) + " leaves, " + std::to_string(internal_count) + " internal)");
report_test("BVH node structure (has nodes)", test1);
report_test("BVH node structure (valid root)", test2);
report_test("BVH node structure (has leaves)", test3);
report_test("BVH node structure (node counts)", test4);
}
/**
* @brief Test 10: BVH traversal correctness
*/
void test_bvh_traversal_correctness() {
// Create a simple scene with known geometry
std::vector<Triangle> triangles;
// Single triangle at origin
Vertex v0(Vec3(-1, 0, -1), Vec3(0, 1, 0));
Vertex v1(Vec3(1, 0, -1), Vec3(0, 1, 0));
Vertex v2(Vec3(0, 0, 1), Vec3(0, 1, 0));
triangles.emplace_back(v0, v1, v2);
BVH bvh;
bvh.build(triangles);
// Ray hitting the triangle from above
Ray ray(Vec3(0, 5, 0), Vec3(0, -1, 0));
HitRecord hit;
bool intersected = bvh.intersect(ray, hit);
bool test1 = intersected;
bool test2 = hit.t_ > 0.0f && hit.t_ < 10.0f;
bool test3 = glm::length(hit.normal_ - Vec3(0, 1, 0)) < 0.01f;
report_test("BVH traversal correctness (intersection)", test1);
report_test("BVH traversal correctness (t value)", test2);
report_test("BVH traversal correctness (normal)", test3);
}
int main() {
// Initialize logger and profiler
Logger::init(LogLevel::ARE_LOG_INFO);
Profiler::init();
ARE_LOG_INFO("========================================");
ARE_LOG_INFO("Phase 4 Verification Program");
ARE_LOG_INFO("BVH Construction and Traversal Test");
ARE_LOG_INFO("========================================");
// Run all tests
test_bvh_construction();
test_bvh_construction_sah();
test_ray_bvh_intersection();
test_bvh_occlusion();
test_bvh_performance();
test_bvh_memory();
test_bvh_clear_rebuild();
test_bvh_empty_scene();
test_bvh_node_structure();
test_bvh_traversal_correctness();
// Print summary
ARE_LOG_INFO("========================================");
ARE_LOG_INFO("Test Summary");
ARE_LOG_INFO("========================================");
int passed = 0;
int failed = 0;
for (const auto &result : test_results) {
if (result.passed) {
++passed;
} else {
++failed;
}
}
ARE_LOG_INFO("Total tests: " + std::to_string(test_results.size()));
ARE_LOG_INFO("Passed: " + std::to_string(passed));
ARE_LOG_INFO("Failed: " + std::to_string(failed));
if (failed == 0) {
ARE_LOG_INFO("========================================");
ARE_LOG_INFO("✓ All Phase 4 tests passed!");
ARE_LOG_INFO("========================================");
} else {
ARE_LOG_ERROR("========================================");
ARE_LOG_ERROR("✗ Some tests failed. Please review.");
ARE_LOG_ERROR("========================================");
}
// Print profiling results
Profiler::print_results();
Profiler::shutdown();
Logger::shutdown();
return failed == 0 ? 0 : 1;
}

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add_are_example(phase5_test
main.cpp
)
set_target_properties(phase5_test PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin
)

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@ -1,282 +0,0 @@
/**
* @file main.cpp
* @brief Phase 5 test: Hybrid GBuffer-driven CPU raytracing with primitive-id
*/
#include <are/core/logger.h>
#include <are/core/profiler.h>
#include <are/platform/window.h>
#include <are/platform/gl_context.h>
#include <are/rasterizer/rasterizer.h>
#include <are/rasterizer/gbuffer.h>
#include <are/rasterizer/shader_program.h>
#include <are/renderer/geometry_cache.h>
#include <are/scene/scene_manager.h>
#include <are/scene/camera.h>
#include <are/scene/mesh.h>
#include <are/scene/material.h>
#include <are/scene/directional_light.h>
#include <are/scene/point_light.h>
#include <are/raytracer/cpu_raytracer.h>
#include "../lib/glad/glad/glad.h"
#include <vector>
#include <string>
#include <memory>
#include <stdexcept>
using namespace are;
namespace {
uint32_t create_fullscreen_quad_vao() {
float vertices[] = {
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f
};
uint32_t indices[] = { 0, 1, 2, 2, 3, 0 };
uint32_t vao = 0, vbo = 0, ebo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
glBindVertexArray(0);
return vao;
}
uint32_t create_output_texture_rgba16f(int width, int height) {
uint32_t tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
return tex;
}
} // namespace
int main() {
try {
Logger::init(LogLevel::ARE_LOG_INFO);
Profiler::init();
WindowConfig wc;
wc.width = 960;
wc.height = 540;
wc.title = "ARE Phase5 - Hybrid + PrimitiveID";
wc.vsync = true;
Window window(wc);
if (!GLContext::initialize()) {
ARE_LOG_CRITICAL("GLContext initialize failed");
return -1;
}
int fb_w = 0, fb_h = 0;
for (int i = 0; i < 240; ++i) {
window.poll_events();
window.get_framebuffer_size(fb_w, fb_h);
if (fb_w > 0 && fb_h > 0) break;
window.swap_buffers();
}
if (fb_w <= 0 || fb_h <= 0) {
ARE_LOG_CRITICAL("Invalid framebuffer size");
return -1;
}
Rasterizer rasterizer(fb_w, fb_h);
rasterizer.initialize_shaders("shaders/");
uint32_t output_tex = create_output_texture_rgba16f(fb_w, fb_h);
uint32_t quad_vao = create_fullscreen_quad_vao();
// Display shader (simple)
const char* vs = R"(
#version 430 core
layout(location = 0) in vec2 a_pos;
layout(location = 1) in vec2 a_uv;
out vec2 v_uv;
void main(){ v_uv=a_uv; gl_Position=vec4(a_pos,0,1); }
)";
const char* fs = R"(
#version 430 core
in vec2 v_uv;
out vec4 frag_color;
uniform sampler2D u_tex;
void main(){ frag_color = texture(u_tex, v_uv); }
)";
ShaderProgram display;
if (!display.compile_shader(ShaderType::ARE_SHADER_VERTEX, vs) ||
!display.compile_shader(ShaderType::ARE_SHADER_FRAGMENT, fs) ||
!display.link()) {
ARE_LOG_CRITICAL("Display shader compile failed");
return -1;
}
// Scene setup
SceneManager scene;
Material mat;
mat.set_albedo(Vec3(0.8f, 0.2f, 0.2f));
mat.set_roughness(0.6f);
MaterialHandle mat_h = scene.add_material(mat);
std::vector<Vertex> ground_v = {
Vertex(Vec3(-4, 0, -4), Vec3(0, 1, 0), Vec2(0, 0)),
Vertex(Vec3( 4, 0, -4), Vec3(0, 1, 0), Vec2(1, 0)),
Vertex(Vec3( 4, 0, 4), Vec3(0, 1, 0), Vec2(1, 1)),
Vertex(Vec3(-4, 0, 4), Vec3(0, 1, 0), Vec2(0, 1)),
};
std::vector<uint32_t> ground_i = { 0, 1, 2, 2, 3, 0 };
Mesh ground(ground_v, ground_i, mat_h);
ground.compute_tangents();
std::vector<Vertex> tri_v = {
Vertex(Vec3(-0.8f, 0.2f, 0.0f), Vec3(0, 1, 0), Vec2(0, 0)),
Vertex(Vec3( 0.8f, 0.2f, 0.0f), Vec3(0, 1, 0), Vec2(1, 0)),
Vertex(Vec3( 0.0f, 1.2f, 0.3f), Vec3(0, 1, 0), Vec2(0.5f, 1)),
};
std::vector<uint32_t> tri_i = { 0, 1, 2 };
Mesh tri_mesh(tri_v, tri_i, mat_h);
tri_mesh.compute_tangents();
// Upload meshes BEFORE adding (SceneManager stores copy)
rasterizer.upload_mesh(ground);
scene.add_mesh(ground);
rasterizer.upload_mesh(tri_mesh);
scene.add_mesh(tri_mesh);
auto sun = std::make_shared<DirectionalLight>(Vec3(-1, -1, -0.5f), Vec3(1.0f), 2.0f);
sun->set_cast_shadows(true);
scene.add_light(sun);
auto point = std::make_shared<PointLight>(Vec3(0, 2.5f, 1.5f), Vec3(1.0f, 0.95f, 0.8f), 10.0f, 10.0f);
point->set_cast_shadows(true);
scene.add_light(point);
Camera camera(Vec3(0.0f, 1.8f, 4.5f), Vec3(0.0f, 0.6f, 0.0f));
camera.set_perspective(45.0f, static_cast<Real>(fb_w) / static_cast<Real>(fb_h), 0.1f, 200.0f);
// Geometry cache: single source of truth
GeometryCache geom;
if (!geom.build_from_scene(scene)) {
ARE_LOG_CRITICAL("GeometryCache build failed");
return -1;
}
// Provide triangle base offsets to rasterizer for primitive id output
rasterizer.set_triangle_base_provider([&](size_t mesh_index) {
return geom.get_mesh_triangle_base(mesh_index);
});
// CPU ray tracer uses the same BVH (same triangle layout)
RayTracingConfig rtc;
rtc.backend = RayTracingBackend::ARE_RT_BACKEND_CPU;
rtc.spp = 1;
rtc.max_depth = 3;
rtc.enable_gi = false;
rtc.enable_ao = false;
rtc.ao_samples = 4;
rtc.ao_radius = 1.0f;
CPURayTracer tracer(rtc);
tracer.update_bvh(geom.get_bvh());
bool request_render = true;
while (!window.should_close()) {
window.poll_events();
if (window.is_key_pressed(256)) {
window.set_should_close(true);
}
int new_fb_w = 0, new_fb_h = 0;
window.get_framebuffer_size(new_fb_w, new_fb_h);
if (new_fb_w <= 0 || new_fb_h <= 0) {
window.swap_buffers();
continue;
}
if (new_fb_w != fb_w || new_fb_h != fb_h) {
fb_w = new_fb_w;
fb_h = new_fb_h;
rasterizer.resize(fb_w, fb_h);
glDeleteTextures(1, &output_tex);
output_tex = create_output_texture_rgba16f(fb_w, fb_h);
camera.set_aspect_ratio(static_cast<Real>(fb_w) / static_cast<Real>(fb_h));
request_render = true;
}
if (request_render) {
rasterizer.render_gbuffer(scene, camera);
tracer.render(scene, camera, &rasterizer.get_gbuffer(), output_tex);
request_render = false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, fb_w, fb_h);
glDisable(GL_DEPTH_TEST);
display.use();
display.set_uniform("u_tex", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, output_tex);
glBindVertexArray(quad_vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
window.swap_buffers();
}
glDeleteTextures(1, &output_tex);
glDeleteVertexArrays(1, &quad_vao);
Profiler::shutdown();
Logger::shutdown();
return 0;
} catch (const std::exception& e) {
Logger::init(LogLevel::ARE_LOG_INFO);
ARE_LOG_CRITICAL(std::string("Unhandled exception: ") + e.what());
Logger::shutdown();
return -1;
}
}

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# examples/04_performance_test/CMakeLists.txt
add_are_example(performance_test main.cpp)

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# examples/CMakeLists.txt
# Helper function to create example targets
function(add_are_example EXAMPLE_NAME)
add_executable(${EXAMPLE_NAME} ${ARGN})
target_link_libraries(${EXAMPLE_NAME} PRIVATE are)
set_target_properties(${EXAMPLE_NAME} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin/examples
)
endfunction()
# Add subdirectories for each example
add_subdirectory(01_hello_triangle)
add_subdirectory(02_cornell_box)
add_subdirectory(03_material_showcase)
add_subdirectory(04_performance_test)

1933
files.md

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/**
* @file bvh.h
* @brief BVH interface and traversal
*/
#ifndef ARE_INCLUDE_ACCELERATION_BVH_H
#define ARE_INCLUDE_ACCELERATION_BVH_H
#include <are/acceleration/bvh_builder.h>
#include <are/acceleration/bvh_node.h>
#include <are/core/types.h>
#include <are/geometry/triangle.h>
#include <are/raytracer/hit_record.h>
#include <are/raytracer/ray.h>
#include <vector>
namespace are {
/**
* @class BVH
* @brief Bounding Volume Hierarchy for ray tracing acceleration
*/
class BVH {
public:
/**
* @brief Constructor
*/
BVH();
/**
* @brief Destructor
*/
~BVH();
/**
* @brief Build BVH from triangle list
* @param triangles Triangle list
* @param config Build configuration
* @return true if build succeeded
*/
bool build(const std::vector<Triangle> &triangles,
const BVHBuildConfig &config = BVHBuildConfig());
/**
* @brief Traverse BVH and find closest intersection
* @param ray Ray to trace
* @param hit Output hit record
* @return true if intersection found
*/
bool intersect(const Ray &ray, HitRecord &hit) const;
/**
* @brief Fast occlusion test (any hit)
* @param ray Ray to trace
* @param t_max Maximum t value
* @return true if any intersection found
*/
bool intersect_any(const Ray &ray, Real t_max) const;
/**
* @brief Fast occlusion test (any hit), with ignored triangle id
* @param ray Ray to trace
* @param t_max Maximum t value
* @param ignore_triangle_index Triangle index to ignore (e.g. self primitive id)
* @return true if any intersection found (excluding ignored triangle)
*/
bool intersect_any(const Ray &ray, Real t_max, uint32_t ignore_triangle_index) const;
/**
* @brief Check if BVH is built
* @return true if built
*/
bool is_built() const {
return !nodes_.empty();
}
/**
* @brief Get BVH nodes (for GPU upload)
* @return Node array
*/
const std::vector<BVHNode> &get_nodes() const {
return nodes_;
}
/**
* @brief Get primitive indices
* @return Index array
*/
const std::vector<uint32_t> &get_primitive_indices() const {
return primitive_indices_;
}
/**
* @brief Get triangles
* @return Triangle array
*/
const std::vector<Triangle> &get_triangles() const {
return triangles_;
}
/**
* @brief Get memory usage in bytes
* @return Memory usage
*/
size_t get_memory_usage() const;
/**
* @brief Clear BVH data
*/
void clear();
private:
// Recursive traversal (kept for reference)
bool intersect_recursive(uint32_t node_index, const Ray &ray, HitRecord &hit) const;
bool intersect_any_recursive(uint32_t node_index, const Ray &ray, Real t_max) const;
// Optimized iterative traversal
bool intersect_iterative(const Ray &ray, HitRecord &hit) const;
bool intersect_any_iterative(const Ray &ray, Real t_max) const;
// Fast intersection helpers
inline bool intersect_aabb_fast(const AABB &bounds, const Ray &ray,
const Vec3 &inv_dir, Real t_max,
Real &t_min_out, Real &t_max_out) const;
inline bool intersect_triangle_fast(const Triangle &triangle, const Ray &ray,
Real t_max, HitRecord &hit) const;
std::vector<BVHNode> nodes_; ///< BVH nodes
std::vector<uint32_t> primitive_indices_; ///< Primitive index array
std::vector<Triangle> triangles_; ///< Triangle data
uint32_t root_index_; ///< Root node index
};
} // namespace are
#endif // ARE_INCLUDE_ACCELERATION_BVH_H

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/**
* @file bvh_builder.h
* @brief BVH construction algorithms
*/
#ifndef ARE_INCLUDE_ACCELERATION_BVH_BUILDER_H
#define ARE_INCLUDE_ACCELERATION_BVH_BUILDER_H
#include <are/core/types.h>
#include <are/acceleration/bvh_node.h>
#include <are/geometry/triangle.h>
#include <vector>
namespace are {
/**
* @enum BVHSplitMethod
* @brief BVH splitting strategies
*/
enum class BVHSplitMethod {
ARE_BVH_SPLIT_MIDDLE, ///< Split at midpoint
ARE_BVH_SPLIT_SAH ///< Surface Area Heuristic
};
/**
* @struct BVHBuildConfig
* @brief Configuration for BVH construction
*/
struct BVHBuildConfig {
BVHSplitMethod split_method_ = BVHSplitMethod::ARE_BVH_SPLIT_SAH;
int max_leaf_size_ = 4; ///< Maximum triangles per leaf
int max_depth_ = 64; ///< Maximum tree depth
bool use_multithreading_ = true; ///< Use parallel construction
};
/**
* @class BVHBuilder
* @brief Constructs BVH from triangle list
*/
class BVHBuilder {
public:
/**
* @brief Constructor
* @param config Build configuration
*/
explicit BVHBuilder(const BVHBuildConfig& config = BVHBuildConfig());
/**
* @brief Build BVH from triangles
* @param triangles Triangle list
* @param nodes Output node list
* @param primitive_indices Output primitive index list
* @return Root node index
*/
uint32_t build(const std::vector<Triangle>& triangles,
std::vector<BVHNode>& nodes,
std::vector<uint32_t>& primitive_indices);
/**
* @brief Get build statistics
* @param node_count Output node count
* @param leaf_count Output leaf count
* @param max_depth Output maximum depth reached
*/
void get_stats(size_t& node_count, size_t& leaf_count, int& max_depth) const;
private:
struct BuildEntry {
uint32_t parent_;
uint32_t start_;
uint32_t end_;
int depth_;
};
uint32_t build_recursive(const std::vector<Triangle>& triangles,
std::vector<BVHNode>& nodes,
std::vector<uint32_t>& primitive_indices,
uint32_t start, uint32_t end, int depth);
int find_best_split_axis(const std::vector<Triangle>& triangles,
const std::vector<uint32_t>& indices,
uint32_t start, uint32_t end);
Real compute_sah_cost(const AABB& bounds, uint32_t count);
BVHBuildConfig config_;
size_t node_count_;
size_t leaf_count_;
int max_depth_reached_;
};
} // namespace are
#endif // ARE_INCLUDE_ACCELERATION_BVH_BUILDER_H

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/**
* @file bvh_node.h
* @brief BVH node structure
*/
#ifndef ARE_INCLUDE_ACCELERATION_BVH_NODE_H
#define ARE_INCLUDE_ACCELERATION_BVH_NODE_H
#include <are/core/types.h>
#include <are/geometry/aabb.h>
namespace are {
/**
* @struct BVHNode
* @brief Node in Bounding Volume Hierarchy
*
* Uses a compact representation for efficient GPU transfer.
*/
struct BVHNode {
AABB bounds_; ///< Node bounding box
union {
uint32_t left_child_; ///< Left child index (internal node)
uint32_t first_primitive_; ///< First primitive index (leaf node)
};
union {
uint32_t right_child_; ///< Right child index (internal node)
uint32_t primitive_count_; ///< Number of primitives (leaf node)
};
/**
* @brief Check if node is a leaf
* @return true if leaf node
*/
bool is_leaf() const {
return primitive_count_ > 0;
}
/**
* @brief Get node surface area (for SAH)
* @return Surface area
*/
Real surface_area() const {
return bounds_.surface_area();
}
};
} // namespace are
#endif // ARE_INCLUDE_ACCELERATION_BVH_NODE_H

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/**
* @file are.h
* @brief Aurora Rendering Engine - Main header file
*
* This header includes all public interfaces of the Aurora Rendering Engine.
* Users only need to include this single header to access all functionality.
*
* @author Ternary_Operator
* @version 1.0
*/
#ifndef ARE_INCLUDE_ARE_H
#define ARE_INCLUDE_ARE_H
// Core modules
#include <are/core/config.h>
#include <are/core/logger.h>
#include <are/core/types.h>
#include <are/core/profiler.h>
// Platform modules
#include <are/platform/window.h>
#include <are/platform/gl_context.h>
// Geometry modules
#include <are/geometry/vertex.h>
#include <are/geometry/triangle.h>
#include <are/geometry/aabb.h>
#include <are/geometry/transform.h>
// Scene modules
#include <are/scene/camera.h>
#include <are/scene/mesh.h>
#include <are/scene/material.h>
#include <are/scene/light.h>
#include <are/scene/directional_light.h>
#include <are/scene/point_light.h>
#include <are/scene/spot_light.h>
#include <are/scene/scene_manager.h>
// Acceleration modules
#include <are/acceleration/bvh.h>
// Renderer modules
#include <are/renderer/renderer.h>
#include <are/renderer/render_stats.h>
// Utility modules
#include <are/utils/image_io.h>
#include <are/utils/math_utils.h>
/**
* @namespace are
* @brief Main namespace for Aurora Rendering Engine
*/
namespace are {
/**
* @brief Get the version string of the engine
* @return Version string in format "major.minor.patch"
*/
const char* get_version();
/**
* @brief Initialize the Aurora Rendering Engine
* @return true if initialization succeeded, false otherwise
*/
bool initialize();
/**
* @brief Shutdown the Aurora Rendering Engine
*/
void shutdown();
} // namespace are
#endif // ARE_INCLUDE_ARE_H

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/**
* @file config.h
* @brief Configuration system for the rendering engine
*/
#ifndef ARE_INCLUDE_CORE_CONFIG_H
#define ARE_INCLUDE_CORE_CONFIG_H
#include <are/core/types.h>
#include <string>
namespace are {
/**
* @struct WindowConfig
* @brief Configuration for window creation
*/
struct WindowConfig {
int width = 1280; ///< Window width in pixels
int height = 720; ///< Window height in pixels
std::string title = "Aurora Rendering Engine"; ///< Window title
bool resizable = true; ///< Whether window is resizable
bool vsync = true; ///< Enable vertical synchronization
int samples = 1; ///< MSAA samples (1 = disabled)
};
/**
* @struct RayTracingConfig
* @brief Configuration for ray tracing
*/
struct RayTracingConfig {
RayTracingBackend backend = RayTracingBackend::ARE_RT_BACKEND_COMPUTE_SHADER;
int spp = 64; ///< Samples per pixel
int max_depth = 8; ///< Maximum ray bounce depth
bool enable_gi = true; ///< Enable global illumination
bool enable_ao = true; ///< Enable ambient occlusion
bool enable_soft_shadows = false; ///< Enable soft shadows
int ao_samples = 16; ///< AO sample count
Real ao_radius = 1.0f; ///< AO sampling radius
};
/**
* @struct RenderConfig
* @brief General rendering configuration
*/
struct RenderConfig {
ToneMappingOperator tonemap_op = ToneMappingOperator::ARE_TONEMAP_ACES;
Real exposure = 1.0f; ///< Exposure value for tone mapping
bool use_hdr = true; ///< Use HDR rendering pipeline
GBufferVisualizationMode gbuffer_vis_mode = GBufferVisualizationMode::ARE_GBUFFER_VIS_NONE;
};
/**
* @struct PerformanceConfig
* @brief Performance-related configuration
*/
struct PerformanceConfig {
int num_threads = 0; ///< Number of threads (0 = auto-detect)
bool enable_bvh_multithreading = true; ///< Use multithreading for BVH construction
bool enable_profiling = false; ///< Enable performance profiling
};
/**
* @struct PathConfig
* @brief File path configuration
*/
struct PathConfig {
std::string shader_dir = "shaders/"; ///< Directory containing shader files
std::string texture_dir = "textures/"; ///< Default texture directory
std::string output_dir = "output/"; ///< Default output directory
};
/**
* @class AreConfig
* @brief Main configuration class for Aurora Rendering Engine
*/
class AreConfig {
public:
WindowConfig window; ///< Window configuration
RayTracingConfig ray_tracing; ///< Ray tracing configuration
RenderConfig render; ///< Rendering configuration
PerformanceConfig performance; ///< Performance configuration
PathConfig paths; ///< Path configuration
/**
* @brief Constructor with default values
*/
AreConfig() = default;
/**
* @brief Validate configuration values
* @return true if configuration is valid, false otherwise
*/
bool validate() const;
/**
* @brief Print configuration to console
*/
void print() const;
};
} // namespace are
#endif // ARE_INCLUDE_CORE_CONFIG_H

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/**
* @file logger.h
* @brief Logging system for the rendering engine
*/
#ifndef ARE_INCLUDE_CORE_LOGGER_H
#define ARE_INCLUDE_CORE_LOGGER_H
#include <string>
#include <memory>
namespace are {
/**
* @enum LogLevel
* @brief Logging severity levels
*/
enum class LogLevel {
ARE_LOG_TRACE,
ARE_LOG_DEBUG,
ARE_LOG_INFO,
ARE_LOG_WARN,
ARE_LOG_ERROR,
ARE_LOG_CRITICAL
};
/**
* @class Logger
* @brief Thread-safe logging system
*
* This class provides a simple interface for logging messages with different
* severity levels. It wraps spdlog for actual logging functionality.
*/
class Logger {
public:
/**
* @brief Initialize the logging system
* @param min_level Minimum log level to display
*/
static void init(LogLevel min_level = LogLevel::ARE_LOG_INFO);
/**
* @brief Shutdown the logging system
*/
static void shutdown();
/**
* @brief Log a message with file/function/line information
* @param level Log severity level
* @param file Source file name
* @param func Function name
* @param line Line number
* @param message Log message
*/
static void log(LogLevel level, const char* file, const char* func,
int line, const std::string& message);
/**
* @brief Set minimum log level
* @param level Minimum log level to display
*/
static void set_level(LogLevel level);
private:
static std::shared_ptr<void> logger_impl_; ///< Internal logger implementation
static bool initialized_; ///< Initialization flag
};
} // namespace are
// Logging macros
#define ARE_LOG_TRACE(msg) are::Logger::log(are::LogLevel::ARE_LOG_TRACE, __FILE__, __func__, __LINE__, msg)
#define ARE_LOG_DEBUG(msg) are::Logger::log(are::LogLevel::ARE_LOG_DEBUG, __FILE__, __func__, __LINE__, msg)
#define ARE_LOG_INFO(msg) are::Logger::log(are::LogLevel::ARE_LOG_INFO, __FILE__, __func__, __LINE__, msg)
#define ARE_LOG_WARN(msg) are::Logger::log(are::LogLevel::ARE_LOG_WARN, __FILE__, __func__, __LINE__, msg)
#define ARE_LOG_ERROR(msg) are::Logger::log(are::LogLevel::ARE_LOG_ERROR, __FILE__, __func__, __LINE__, msg)
#define ARE_LOG_CRITICAL(msg) are::Logger::log(are::LogLevel::ARE_LOG_CRITICAL, __FILE__, __func__, __LINE__, msg)
#endif // ARE_INCLUDE_CORE_LOGGER_H

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/**
* @file profiler.h
* @brief Performance profiling utilities
*/
#ifndef ARE_INCLUDE_CORE_PROFILER_H
#define ARE_INCLUDE_CORE_PROFILER_H
#include <are/core/types.h>
#include <string>
#include <chrono>
#include <unordered_map>
namespace are {
/**
* @struct ProfileResult
* @brief Result of a profiling measurement
*/
struct ProfileResult {
std::string name_; ///< Profile section name
double duration_ms_; ///< Duration in milliseconds
uint64_t call_count_; ///< Number of times called
double avg_duration_ms_; ///< Average duration per call
};
/**
* @class Profiler
* @brief Simple performance profiler
*
* This class provides basic timing functionality for performance analysis.
* It is only active when ARE_ENABLE_PROFILING is defined.
*/
class Profiler {
public:
/**
* @brief Initialize the profiler
*/
static void init();
/**
* @brief Shutdown the profiler and print results
*/
static void shutdown();
/**
* @brief Begin a profiling section
* @param name Section name
*/
static void begin(const std::string& name);
/**
* @brief End a profiling section
* @param name Section name
*/
static void end(const std::string& name);
/**
* @brief Get profiling results
* @return Map of section names to profile results
*/
static const std::unordered_map<std::string, ProfileResult>& get_results();
/**
* @brief Reset all profiling data
*/
static void reset();
/**
* @brief Print profiling results to console
*/
static void print_results();
private:
struct SectionData {
std::chrono::high_resolution_clock::time_point start_time_;
double total_duration_ms_ = 0.0;
uint64_t call_count_ = 0;
};
static std::unordered_map<std::string, SectionData> sections_;
static std::unordered_map<std::string, ProfileResult> results_;
static bool enabled_;
};
/**
* @class ScopedProfiler
* @brief RAII-style profiler for automatic timing
*/
class ScopedProfiler {
public:
/**
* @brief Constructor - begins profiling
* @param name Section name
*/
explicit ScopedProfiler(const std::string& name);
/**
* @brief Destructor - ends profiling
*/
~ScopedProfiler();
private:
std::string name_;
};
} // namespace are
// Profiling macros
#ifdef ARE_ENABLE_PROFILING
#define ARE_PROFILE_BEGIN(name) are::Profiler::begin(name)
#define ARE_PROFILE_END(name) are::Profiler::end(name)
#define ARE_PROFILE_SCOPE(name) are::ScopedProfiler are_profiler_##__LINE__(name)
#define ARE_PROFILE_FUNCTION() ARE_PROFILE_SCOPE(__func__)
#else
#define ARE_PROFILE_BEGIN(name) ((void)0)
#define ARE_PROFILE_END(name) ((void)0)
#define ARE_PROFILE_SCOPE(name) ((void)0)
#define ARE_PROFILE_FUNCTION() ((void)0)
#endif
#endif // ARE_INCLUDE_CORE_PROFILER_H

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/**
* @file types.h
* @brief Basic type definitions and constants
*/
#ifndef ARE_INCLUDE_CORE_TYPES_H
#define ARE_INCLUDE_CORE_TYPES_H
#include <cstdint>
#include <glm/glm.hpp>
namespace are {
// Floating point precision
using Real = float;
// Common vector types
using Vec2 = glm::vec2;
using Vec3 = glm::vec3;
using Vec4 = glm::vec4;
using Vec2i = glm::ivec2;
using Vec3i = glm::ivec3;
using Vec4i = glm::ivec4;
// Matrix types
using Mat3 = glm::mat3;
using Mat4 = glm::mat4;
// Color type (RGBA)
using Color = Vec4;
// Handle types for resource management
using MeshHandle = uint32_t;
using MaterialHandle = uint32_t;
using LightHandle = uint32_t;
using TextureHandle = uint32_t;
// Invalid handle constant
constexpr uint32_t are_invalid_handle = 0xFFFFFFFF;
// Mathematical constants
constexpr Real are_pi = 3.14159265358979323846f;
constexpr Real are_two_pi = 6.28318530717958647692f;
constexpr Real are_inv_pi = 0.31830988618379067154f;
constexpr Real are_inv_two_pi = 0.15915494309189533577f;
constexpr Real are_epsilon = 1e-6f;
// Ray tracing backend types
enum class RayTracingBackend {
ARE_RT_BACKEND_CPU,
ARE_RT_BACKEND_COMPUTE_SHADER
};
// Tone mapping operators
enum class ToneMappingOperator {
ARE_TONEMAP_NONE,
ARE_TONEMAP_REINHARD,
ARE_TONEMAP_ACES
};
// G-Buffer visualization modes
enum class GBufferVisualizationMode {
ARE_GBUFFER_VIS_NONE,
ARE_GBUFFER_VIS_POSITION,
ARE_GBUFFER_VIS_NORMAL,
ARE_GBUFFER_VIS_ALBEDO,
ARE_GBUFFER_VIS_METALLIC,
ARE_GBUFFER_VIS_ROUGHNESS,
ARE_GBUFFER_VIS_DEPTH
};
} // namespace are
#endif // ARE_INCLUDE_CORE_TYPES_H

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/**
* @file aabb.h
* @brief Axis-Aligned Bounding Box implementation
*/
#ifndef ARE_INCLUDE_GEOMETRY_AABB_H
#define ARE_INCLUDE_GEOMETRY_AABB_H
#include <are/core/types.h>
namespace are {
// Forward declaration
struct Ray;
/**
* @class AABB
* @brief Axis-Aligned Bounding Box for spatial queries
*
* Used for BVH construction and ray intersection acceleration.
*/
class AABB {
public:
Vec3 min_; ///< Minimum corner
Vec3 max_; ///< Maximum corner
/**
* @brief Default constructor - creates invalid AABB
*/
AABB();
/**
* @brief Construct AABB from min and max corners
* @param min Minimum corner
* @param max Maximum corner
*/
AABB(const Vec3& min, const Vec3& max);
/**
* @brief Construct AABB containing a single point
* @param point Point to contain
*/
explicit AABB(const Vec3& point);
/**
* @brief Check if AABB is valid (min <= max)
* @return true if valid
*/
bool is_valid() const;
/**
* @brief Get center of AABB
* @return Center point
*/
Vec3 center() const;
/**
* @brief Get size (extent) of AABB
* @return Size vector
*/
Vec3 size() const;
/**
* @brief Get surface area of AABB
* @return Surface area
*/
Real surface_area() const;
/**
* @brief Get volume of AABB
* @return Volume
*/
Real volume() const;
/**
* @brief Get longest axis index (0=x, 1=y, 2=z)
* @return Axis index
*/
int longest_axis() const;
/**
* @brief Expand AABB to include a point
* @param point Point to include
*/
void expand(const Vec3& point);
/**
* @brief Expand AABB to include another AABB
* @param other AABB to include
*/
void expand(const AABB& other);
/**
* @brief Check if AABB contains a point
* @param point Point to check
* @return true if point is inside AABB
*/
bool contains(const Vec3& point) const;
/**
* @brief Check if AABB intersects another AABB
* @param other AABB to check
* @return true if AABBs intersect
*/
bool intersects(const AABB& other) const;
/**
* @brief Ray-AABB intersection test
* @param ray Ray to test
* @param t_min Minimum t value (output)
* @param t_max Maximum t value (output)
* @return true if ray intersects AABB
*/
bool intersect_ray(const Ray& ray, Real& t_min, Real& t_max) const;
/**
* @brief Merge two AABBs
* @param a First AABB
* @param b Second AABB
* @return Merged AABB containing both
*/
static AABB merge(const AABB& a, const AABB& b);
/**
* @brief Create invalid AABB (for initialization)
* @return Invalid AABB
*/
static AABB invalid();
};
} // namespace are
#endif // ARE_INCLUDE_GEOMETRY_AABB_H

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/**
* @file transform.h
* @brief Transformation matrix utilities
*/
#ifndef ARE_INCLUDE_GEOMETRY_TRANSFORM_H
#define ARE_INCLUDE_GEOMETRY_TRANSFORM_H
#include <are/core/types.h>
namespace are {
/**
* @class Transform
* @brief 3D transformation (position, rotation, scale)
*
* Provides convenient interface for building transformation matrices.
*/
class Transform {
public:
/**
* @brief Default constructor (identity transform)
*/
Transform();
/**
* @brief Construct from position, rotation, and scale
* @param position Translation
* @param rotation Rotation (Euler angles in radians)
* @param scale Scale factors
*/
Transform(const Vec3& position, const Vec3& rotation, const Vec3& scale);
// Setters
void set_position(const Vec3& position);
void set_rotation(const Vec3& rotation);
void set_scale(const Vec3& scale);
void set_scale(Real uniform_scale);
// Getters
const Vec3& get_position() const { return position_; }
const Vec3& get_rotation() const { return rotation_; }
const Vec3& get_scale() const { return scale_; }
// Matrix operations
Mat4 get_matrix() const;
Mat4 get_inverse_matrix() const;
Mat3 get_normal_matrix() const;
/**
* @brief Transform a point
* @param point Point to transform
* @return Transformed point
*/
Vec3 transform_point(const Vec3& point) const;
/**
* @brief Transform a direction (ignores translation)
* @param direction Direction to transform
* @return Transformed direction
*/
Vec3 transform_direction(const Vec3& direction) const;
/**
* @brief Transform a normal (uses inverse transpose)
* @param normal Normal to transform
* @return Transformed normal
*/
Vec3 transform_normal(const Vec3& normal) const;
/**
* @brief Combine two transforms
* @param other Other transform
* @return Combined transform
*/
Transform operator*(const Transform& other) const;
/**
* @brief Create identity transform
* @return Identity transform
*/
static Transform identity();
/**
* @brief Create translation transform
* @param translation Translation vector
* @return Translation transform
*/
static Transform translate(const Vec3& translation);
/**
* @brief Create rotation transform
* @param rotation Rotation (Euler angles in radians)
* @return Rotation transform
*/
static Transform rotate(const Vec3& rotation);
/**
* @brief Create scale transform
* @param scale Scale factors
* @return Scale transform
*/
static Transform scale(const Vec3& scale);
private:
void mark_dirty();
void update_matrix() const;
Vec3 position_; ///< Translation
Vec3 rotation_; ///< Rotation (Euler angles)
Vec3 scale_; ///< Scale factors
mutable Mat4 matrix_; ///< Cached transformation matrix
mutable Mat4 inverse_matrix_; ///< Cached inverse matrix
mutable bool dirty_; ///< Matrix needs update
};
} // namespace are
#endif // ARE_INCLUDE_GEOMETRY_TRANSFORM_H

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/**
* @file triangle.h
* @brief Triangle primitive definition
*/
#ifndef ARE_INCLUDE_GEOMETRY_TRIANGLE_H
#define ARE_INCLUDE_GEOMETRY_TRIANGLE_H
#include <are/core/types.h>
#include <are/geometry/vertex.h>
#include <are/geometry/aabb.h>
namespace are {
// Forward declaration
struct Ray;
struct HitRecord;
/**
* @struct Triangle
* @brief Triangle primitive for ray tracing
*
* Stores three vertices and provides intersection testing.
*/
struct Triangle {
Vertex v0_; ///< First vertex
Vertex v1_; ///< Second vertex
Vertex v2_; ///< Third vertex
MaterialHandle material_; ///< Material handle
/**
* @brief Default constructor
*/
Triangle();
/**
* @brief Construct triangle from three vertices
* @param v0 First vertex
* @param v1 Second vertex
* @param v2 Third vertex
* @param material Material handle
*/
Triangle(const Vertex& v0, const Vertex& v1, const Vertex& v2,
MaterialHandle material = are_invalid_handle);
/**
* @brief Get triangle centroid
* @return Centroid position
*/
Vec3 centroid() const;
/**
* @brief Get triangle normal (geometric normal)
* @return Normal vector (normalized)
*/
Vec3 normal() const;
/**
* @brief Get triangle area
* @return Area
*/
Real area() const;
/**
* @brief Compute axis-aligned bounding box
* @return AABB containing the triangle
*/
AABB compute_aabb() const;
/**
* @brief Ray-triangle intersection test (Möller-Trumbore algorithm)
* @param ray Ray to test
* @param hit Output hit record
* @return true if intersection occurred
*/
bool intersect(const Ray& ray, HitRecord& hit) const;
/**
* @brief Fast ray-triangle intersection test (no hit record)
* @param ray Ray to test
* @param t_max Maximum t value
* @return true if intersection occurred
*/
bool intersect_fast(const Ray& ray, Real t_max) const;
};
} // namespace are
#endif // ARE_INCLUDE_GEOMETRY_TRIANGLE_H

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/**
* @file vertex.h
* @brief Vertex data structure definition
*/
#ifndef ARE_INCLUDE_GEOMETRY_VERTEX_H
#define ARE_INCLUDE_GEOMETRY_VERTEX_H
#include <are/core/types.h>
namespace are {
/**
* @struct Vertex
* @brief Standard vertex structure for mesh data
*
* Contains position, normal, texture coordinates, and tangent information
* for PBR rendering pipeline.
*/
struct Vertex {
Vec3 position_;///< Vertex position in object space
Vec3 normal_; ///< Vertex normal (normalized)
Vec2 texcoord_; ///< Texture coordinates (UV)
Vec3 tangent_; ///< Tangent vector for normal mapping
Vertex() = default;
/**
* @brief Construct vertex with position only
* @param pos Position
*/
explicit Vertex(const Vec3& pos);
/**
* @brief Construct vertex with position and normal
* @param pos Position
* @param norm Normal
*/
Vertex(const Vec3& pos, const Vec3& norm);
/**
* @brief Construct vertex with position, normal, and texcoord
* @param pos Position
* @param norm Normal
* @param uv Texture coordinates
*/
Vertex(const Vec3& pos, const Vec3& norm, const Vec2& uv);
/**
* @brief Construct vertex with all attributes
* @param pos Position
* @param norm Normal
* @param uv Texture coordinates
* @param tan Tangent
*/
Vertex(const Vec3& pos, const Vec3& norm, const Vec2& uv, const Vec3& tan);
/**
* @brief Interpolate between two vertices
* @param a First vertex
* @param b Second vertex
* @param t Interpolation factor [0, 1]
* @return Interpolated vertex
*/
static Vertex lerp(const Vertex& a, const Vertex& b, Real t);
};
/**
* @brief Get vertex attribute stride for OpenGL
* @return Size of Vertex structure in bytes
*/
constexpr size_t get_vertex_stride() {
return sizeof(Vertex);
}
/**
* @brief Get offset of position attribute
* @return Offset in bytes
*/
constexpr size_t get_position_offset() {
return offsetof(Vertex, position_);
}
/**
* @brief Get offset of normal attribute
* @return Offset in bytes
*/
constexpr size_t get_normal_offset() {
return offsetof(Vertex, normal_);
}
/**
* @brief Get offset of texcoord attribute
* @return Offset in bytes
*/
constexpr size_t get_texcoord_offset() {
return offsetof(Vertex, texcoord_);
}
/**
* @brief Get offset of tangent attribute
* @return Offset in bytes
*/
constexpr size_t get_tangent_offset() {
return offsetof(Vertex, tangent_);
}
} // namespace are
#endif // ARE_INCLUDE_GEOMETRY_VERTEX_H

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/**
* @file gl_context.h
* @brief OpenGL context management
*/
#ifndef ARE_INCLUDE_PLATFORM_GL_CONTEXT_H
#define ARE_INCLUDE_PLATFORM_GL_CONTEXT_H
#include <are/core/types.h>
#include <string>
namespace are {
/**
* @class GLContext
* @brief OpenGL context initialization and management
*
* Handles GLAD initialization and provides OpenGL utility functions.
*/
class GLContext {
public:
/**
* @brief Initialize OpenGL context (load function pointers)
* @return true if initialization succeeded
*/
static bool initialize();
/**
* @brief Check if context is initialized
* @return true if initialized
*/
static bool is_initialized();
/**
* @brief Get OpenGL version string
* @return Version string
*/
static std::string get_version();
/**
* @brief Get OpenGL renderer string
* @return Renderer string
*/
static std::string get_renderer();
/**
* @brief Get OpenGL vendor string
* @return Vendor string
*/
static std::string get_vendor();
/**
* @brief Check if OpenGL extension is supported
* @param extension Extension name
* @return true if supported
*/
static bool is_extension_supported(const std::string& extension);
/**
* @brief Print OpenGL information to console
*/
static void print_info();
/**
* @brief Check for OpenGL errors
* @param file Source file
* @param line Line number
* @return true if error occurred
*/
static bool check_error(const char* file, int line);
/**
* @brief Clear all OpenGL errors
*/
static void clear_errors();
private:
static bool initialized_; ///< Initialization flag
};
} // namespace are
// OpenGL error checking macro
#ifdef ARE_ENABLE_DEBUG_VIS
#define ARE_GL_CHECK() are::GLContext::check_error(__FILE__, __LINE__)
#else
#define ARE_GL_CHECK() ((void)0)
#endif
#endif // ARE_INCLUDE_PLATFORM_GL_CONTEXT_H

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/**
* @file window.h
* @brief Window management using GLFW
*/
#ifndef ARE_INCLUDE_PLATFORM_WINDOW_H
#define ARE_INCLUDE_PLATFORM_WINDOW_H
#include <are/core/config.h>
#include <are/core/types.h>
#include <string>
// Forward declare GLFW types to avoid including GLFW in header
struct GLFWwindow;
namespace are {
/**
* @class Window
* @brief GLFW window wrapper
*
* Manages window creation, input handling, and OpenGL context.
*/
class Window {
public:
/**
* @brief Constructor
* @param config Window configuration
*/
explicit Window(const WindowConfig& config);
/**
* @brief Destructor
*/
~Window();
// Window control
bool should_close() const;
void set_should_close(bool should_close);
void swap_buffers();
void poll_events();
// Window properties
int get_width() const;
int get_height() const;
Real get_aspect_ratio() const;
const std::string& get_title() const;
void set_title(const std::string& title);
void set_size(int width, int height);
// Framebuffer size (may differ from window size on high-DPI displays)
void get_framebuffer_size(int& width, int& height) const;
// VSync control
void set_vsync(bool enabled);
bool get_vsync() const;
// Input queries (basic support)
bool is_key_pressed(int key) const;
bool is_mouse_button_pressed(int button) const;
void get_cursor_pos(double& x, double& y) const;
// Internal
GLFWwindow* get_native_window() const { return window_; }
private:
void initialize_glfw();
void create_window();
void setup_callbacks();
static void framebuffer_size_callback(GLFWwindow* window, int width, int height);
static void error_callback(int error, const char* description);
GLFWwindow* window_; ///< GLFW window handle
WindowConfig config_; ///< Window configuration
bool vsync_enabled_; ///< VSync state
static int instance_count_; ///< Number of Window instances
};
} // namespace are
#endif // ARE_INCLUDE_PLATFORM_WINDOW_H

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/**
* @file gbuffer.h
* @brief G-Buffer management for deferred rendering
*/
#ifndef ARE_INCLUDE_RASTERIZER_GBUFFER_H
#define ARE_INCLUDE_RASTERIZER_GBUFFER_H
#include <are/core/types.h>
#include <cstdint>
namespace are {
/**
* @class GBuffer
* @brief G-Buffer for deferred rendering
*
* Attachment layout:
* 0: position (RGB16F)
* 1: normal (RGB16F)
* 2: albedo+metallic (RGBA8)
* 3: roughness+ao (RG8)
* 4: primitive id (R32UI)
* Depth: depth texture (DEPTH_COMPONENT24)
*/
class GBuffer {
public:
/**
* @brief Constructor
* @param width Buffer width
* @param height Buffer height
*/
GBuffer(int width, int height);
/**
* @brief Destructor
*/
~GBuffer();
/**
* @brief Resize G-Buffer
* @param width New width
* @param height New height
*/
void resize(int width, int height);
/**
* @brief Bind G-Buffer for rendering
*/
void bind();
/**
* @brief Unbind G-Buffer
*/
void unbind();
/**
* @brief Clear all buffers
*/
void clear();
/**
* @brief Bind texture for reading
* @param index Texture index
* @param texture_unit Texture unit to bind to
*/
void bind_texture(int index, int texture_unit);
// Texture getters
uint32_t get_position_texture() const { return position_texture_; }
uint32_t get_normal_texture() const { return normal_texture_; }
uint32_t get_albedo_texture() const { return albedo_texture_; }
uint32_t get_material_texture() const { return material_texture_; }
uint32_t get_depth_texture() const { return depth_texture_; }
uint32_t get_primitive_id_texture() const { return primitive_id_texture_; }
// Dimensions
int get_width() const { return width_; }
int get_height() const { return height_; }
/**
* @brief Read pixel data from G-Buffer
*
* Index mapping:
* - 0: position (RGB16F) -> GL_RGB/GL_FLOAT
* - 1: normal (RGB16F) -> GL_RGB/GL_FLOAT
* - 2: albedo_metallic (RGBA8) -> GL_RGBA/GL_UNSIGNED_BYTE
* - 3: material (RG8) -> GL_RG/GL_UNSIGNED_BYTE
* - 4: depth (DEPTH_COMPONENT24) -> GL_DEPTH_COMPONENT/GL_FLOAT
* - 5: primitive id (R32UI) -> GL_RED_INTEGER/GL_UNSIGNED_INT
*
* @param index Buffer index
* @param data Output data pointer
*/
void read_pixels(int index, void* data);
private:
void create_textures();
void delete_textures();
void create_framebuffer();
uint32_t fbo_; ///< Framebuffer object
uint32_t rbo_depth_; ///< Legacy depth renderbuffer (unused)
uint32_t position_texture_;
uint32_t normal_texture_;
uint32_t albedo_texture_;
uint32_t material_texture_;
uint32_t depth_texture_;
uint32_t primitive_id_texture_;
int width_;
int height_;
};
} // namespace are
#endif // ARE_INCLUDE_RASTERIZER_GBUFFER_H

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/**
* @file rasterizer.h
* @brief Rasterization pipeline for G-Buffer generation
*/
#ifndef ARE_INCLUDE_RASTERIZER_RASTERIZER_H
#define ARE_INCLUDE_RASTERIZER_RASTERIZER_H
#include <are/core/types.h>
#include <memory>
#include <functional>
#include <string>
namespace are {
class GBuffer;
class ShaderProgram;
class SceneManager;
class Camera;
class Mesh;
/**
* @struct RasterizerState
* @brief Rasterizer fixed-function state (configurable)
*/
struct RasterizerState {
bool enable_depth_test = true;
bool enable_cull_face = false;
uint32_t cull_face_mode = 0x0405; // GL_BACK
uint32_t front_face = 0x0901; // GL_CCW
};
class Rasterizer {
public:
Rasterizer(int width, int height);
~Rasterizer();
void resize(int width, int height);
void render_gbuffer(const SceneManager& scene, const Camera& camera);
GBuffer& get_gbuffer();
const GBuffer& get_gbuffer() const;
void upload_mesh(Mesh& mesh);
void delete_mesh(Mesh& mesh);
void initialize_shaders(const std::string& shader_dir);
void set_triangle_base_provider(std::function<uint32_t(size_t)> provider);
/**
* @brief Set rasterizer fixed-function state
* @param state State
*/
void set_state(const RasterizerState& state);
private:
void setup_mesh_buffers(Mesh& mesh);
std::unique_ptr<GBuffer> gbuffer_;
std::unique_ptr<ShaderProgram> gbuffer_shader_;
std::function<uint32_t(size_t)> triangle_base_provider_;
RasterizerState state_;
int width_;
int height_;
};
} // namespace are
#endif // ARE_INCLUDE_RASTERIZER_RASTERIZER_H

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/**
* @file shader_program.h
* @brief OpenGL shader program wrapper
*/
#ifndef ARE_INCLUDE_RASTERIZER_SHADER_PROGRAM_H
#define ARE_INCLUDE_RASTERIZER_SHADER_PROGRAM_H
#include <are/core/types.h>
#include <string>
#include <unordered_map>
namespace are {
enum class ShaderType {
ARE_SHADER_VERTEX,
ARE_SHADER_FRAGMENT,
ARE_SHADER_COMPUTE
};
class ShaderProgram {
public:
ShaderProgram();
~ShaderProgram();
bool load_shader(ShaderType type, const std::string& filepath);
bool compile_shader(ShaderType type, const std::string& source);
bool link();
void use() const;
bool is_valid() const { return program_ != 0 && linked_; }
uint32_t get_program() const { return program_; }
void set_uniform(const std::string& name, int value);
void set_uniform(const std::string& name, uint32_t value); ///< NEW
void set_uniform(const std::string& name, float value);
void set_uniform(const std::string& name, const Vec2& value);
void set_uniform(const std::string& name, const Vec3& value);
void set_uniform(const std::string& name, const Vec4& value);
void set_uniform(const std::string& name, const Mat3& value);
void set_uniform(const std::string& name, const Mat4& value);
int get_uniform_location(const std::string& name);
private:
bool check_compile_errors(uint32_t shader, ShaderType type);
bool check_link_errors();
uint32_t program_;
uint32_t vertex_shader_;
uint32_t fragment_shader_;
uint32_t compute_shader_;
bool linked_;
std::unordered_map<std::string, int> uniform_cache_;
};
} // namespace are
#endif // ARE_INCLUDE_RASTERIZER_SHADER_PROGRAM_H

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/**
* @file compute_raytracer.h
* @brief GPU compute shader ray tracing implementation
*/
#ifndef ARE_INCLUDE_RAYTRACER_COMPUTE_RAYTRACER_H
#define ARE_INCLUDE_RAYTRACER_COMPUTE_RAYTRACER_H
#include <are/raytracer/raytracer.h>
#include <are/rasterizer/shader_program.h>
#include <memory>
namespace are {
/**
* @class ComputeRayTracer
* @brief GPU-based ray tracing using compute shaders
*/
class ComputeRayTracer : public RayTracer {
public:
/**
* @brief Constructor
* @param config Ray tracing configuration
*/
explicit ComputeRayTracer(const RayTracingConfig& config);
/**
* @brief Destructor
*/
~ComputeRayTracer() override;
/**
* @brief Render scene using compute shader ray tracing
* @param scene Scene manager
* @param camera Camera
* @param gbuffer G-Buffer (optional)
* @param output Output texture ID
*/
void render(const SceneManager& scene,
const Camera& camera,
const GBuffer* gbuffer,
uint32_t output_texture) override;
/**
* @brief Update BVH
* @param bvh BVH reference
*/
void update_bvh(const BVH& bvh) override;
private:
void initialize_compute_shader(const std::string& shader_dir);
void upload_scene_data(const SceneManager& scene);
void upload_bvh_data(const BVH& bvh);
void upload_camera_data(const Camera& camera);
std::unique_ptr<ShaderProgram> compute_shader_; ///< Ray tracing compute shader
// GPU buffers (SSBOs)
uint32_t bvh_buffer_; ///< BVH nodes buffer
uint32_t triangle_buffer_; ///< Triangle data buffer
uint32_t material_buffer_; ///< Material data buffer
uint32_t light_buffer_; ///< Light data buffer
bool buffers_initialized_; ///< Buffer initialization flag
};
} // namespace are
#endif // ARE_INCLUDE_RAYTRACER_COMPUTE_RAYTRACER_H

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/**
* @file cpu_raytracer.h
* @brief CPU-based ray tracing implementation
*/
#ifndef ARE_INCLUDE_RAYTRACER_CPU_RAYTRACER_H
#define ARE_INCLUDE_RAYTRACER_CPU_RAYTRACER_H
#include <are/raytracer/raytracer.h>
#include <are/raytracer/ray.h>
#include <are/raytracer/hit_record.h>
#include <vector>
namespace are {
/**
* @class CPURayTracer
* @brief CPU-based ray tracing implementation
*
* Uses multithreading for parallel ray tracing on CPU.
*/
class CPURayTracer : public RayTracer {
public:
/**
* @brief Constructor
* @param config Ray tracing configuration
*/
explicit CPURayTracer(const RayTracingConfig& config);
/**
* @brief Destructor
*/
~CPURayTracer() override;
/**
* @brief Render scene using CPU ray tracing
* @param scene Scene manager
* @param camera Camera
* @param gbuffer G-Buffer (optional)
* @param output Output texture ID
*/
void render(const SceneManager& scene,
const Camera& camera,
const GBuffer* gbuffer,
uint32_t output_texture) override;
/**
* @brief Update BVH
* @param bvh BVH reference
*/
void update_bvh(const BVH& bvh) override;
private:
/**
* @brief Trace a single ray
* @param ray Ray to trace
* @param depth Current recursion depth
* @return Ray color
*/
Vec3 trace_ray(const Ray& ray, int depth);
/**
* @brief Shade hit point
* @param hit Hit record
* @param ray Incident ray
* @param depth Current recursion depth
* @return Shaded color
*/
Vec3 shade(const HitRecord& hit, const Ray& ray, int depth);
/**
* @brief Compute direct lighting
* @param hit Hit record
* @return Direct lighting contribution
*/
Vec3 compute_direct_lighting(const HitRecord& hit);
/**
* @brief Compute ambient occlusion
* @param hit Hit record
* @return AO factor [0, 1]
*/
Real compute_ambient_occlusion(const HitRecord& hit);
/**
* @brief Check shadow ray
* @param origin Shadow ray origin
* @param direction Shadow ray direction
* @param max_distance Maximum distance
* @return true if in shadow
*/
bool is_in_shadow(const Vec3& origin, const Vec3& direction, Real max_distance, uint32_t ignore_triangle);
const BVH* bvh_; ///< BVH reference
const SceneManager* scene_; ///< Scene reference
std::vector<Vec3> framebuffer_; ///< CPU framebuffer (HDR)
int width_; ///< Framebuffer width
int height_; ///< Framebuffer height
};
} // namespace are
#endif // ARE_INCLUDE_RAYTRACER_CPU_RAYTRACER_H

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/**
* @file hit_record.h
* @brief Ray-surface intersection record
*/
#ifndef ARE_INCLUDE_RAYTRACER_HIT_RECORD_H
#define ARE_INCLUDE_RAYTRACER_HIT_RECORD_H
#include <are/core/types.h>
namespace are {
/**
* @struct HitRecord
* @brief Information about ray-surface intersection
*/
struct HitRecord {
Vec3 position_; ///< Hit position in world space
Vec3 normal_; ///< Surface normal at hit point
Vec2 texcoord_; ///< Texture coordinates at hit point
Vec3 tangent_; ///< Tangent vector at hit point
Real t_; ///< Ray parameter at hit point
MaterialHandle material_; ///< Material at hit point
uint32_t triangle_index_; ///< Triangle index that was hit
bool front_face_; ///< Whether ray hit front face
/**
* @brief Default constructor
*/
HitRecord();
/**
* @brief Set face normal based on ray direction
* @param ray_direction Ray direction
* @param outward_normal Outward-facing normal
*/
void set_face_normal(const Vec3& ray_direction, const Vec3& outward_normal);
/**
* @brief Check if hit record is valid
* @return true if hit occurred
*/
bool is_valid() const;
};
} // namespace are
#endif // ARE_INCLUDE_RAYTRACER_HIT_RECORD_H

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/**
* @file ray.h
* @brief Ray structure for ray tracing
*/
#ifndef ARE_INCLUDE_RAYTRACER_RAY_H
#define ARE_INCLUDE_RAYTRACER_RAY_H
#include <are/core/types.h>
namespace are {
/**
* @struct Ray
* @brief Ray representation for ray tracing
*/
struct Ray {
Vec3 origin_; ///< Ray origin
Vec3 direction_; ///< Ray direction (normalized)
Real t_min_; ///< Minimum t value
Real t_max_; ///< Maximum t value
/**
* @brief Default constructor
*/
Ray();
/**
* @brief Construct ray with origin and direction
* @param origin Ray origin
* @param direction Ray direction (will be normalized)
* @param t_min Minimum t value
* @param t_max Maximum t value
*/
Ray(const Vec3& origin, const Vec3& direction,
Real t_min = are_epsilon, Real t_max = 1e30f);
/**
* @brief Evaluate ray at parameter t
* @param t Parameter value
* @return Point on ray
*/
Vec3 at(Real t) const;
/**
* @brief Check if t is within valid range
* @param t Parameter value
* @return true if t is valid
*/
bool is_valid_t(Real t) const;
};
} // namespace are
#endif // ARE_INCLUDE_RAYTRACER_RAY_H

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/**
* @file raytracer.h
* @brief Ray tracing interface
*/
#ifndef ARE_INCLUDE_RAYTRACER_RAYTRACER_H
#define ARE_INCLUDE_RAYTRACER_RAYTRACER_H
#include <are/core/types.h>
#include <are/core/config.h>
namespace are {
// Forward declarations
class SceneManager;
class Camera;
class GBuffer;
class BVH;
/**
* @class RayTracer
* @brief Abstract ray tracing interface
*
* Base class for CPU and GPU ray tracing implementations.
*/
class RayTracer {
public:
/**
* @brief Constructor
* @param config Ray tracing configuration
*/
explicit RayTracer(const RayTracingConfig& config);
/**
* @brief Virtual destructor
*/
virtual ~RayTracer() = default;
/**
* @brief Render scene using ray tracing
* @param scene Scene manager
* @param camera Camera
* @param gbuffer G-Buffer (optional, for hybrid rendering)
* @param output Output texture ID
*/
virtual void render(const SceneManager& scene,
const Camera& camera,
const GBuffer* gbuffer,
uint32_t output_texture) = 0;
/**
* @brief Update BVH
* @param bvh BVH reference
*/
virtual void update_bvh(const BVH& bvh) = 0;
/**
* @brief Set configuration
* @param config New configuration
*/
virtual void set_config(const RayTracingConfig& config);
/**
* @brief Get configuration
* @return Current configuration
*/
const RayTracingConfig& get_config() const { return config_; }
protected:
RayTracingConfig config_; ///< Ray tracing configuration
};
} // namespace are
#endif // ARE_INCLUDE_RAYTRACER_RAYTRACER_H

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/**
* @file geometry_cache.h
* @brief Frame-level geometry cache for consistent BVH and GBuffer primitive ids
*/
#ifndef ARE_INCLUDE_RENDERER_GEOMETRY_CACHE_H
#define ARE_INCLUDE_RENDERER_GEOMETRY_CACHE_H
#include <are/core/types.h>
#include <are/geometry/triangle.h>
#include <are/acceleration/bvh.h>
#include <are/scene/scene_manager.h>
#include <vector>
namespace are {
/**
* @class GeometryCache
* @brief Builds a global triangle list and BVH from a SceneManager snapshot.
*
* Provides a single source of truth for:
* - Global triangle array layout (used by BVH and RayTracer)
* - Mesh -> triangle base mapping (used by Rasterizer for primitive id output)
*/
class GeometryCache {
public:
/**
* @brief Build cache from scene
* @param scene Scene manager
* @param bvh_config BVH build config
* @return true if succeeded
*/
bool build_from_scene(const SceneManager& scene,
const BVHBuildConfig& bvh_config = BVHBuildConfig());
/**
* @brief Get BVH reference
* @return BVH
*/
const BVH& get_bvh() const { return bvh_; }
/**
* @brief Get global triangles
* @return Triangle array
*/
const std::vector<Triangle>& get_triangles() const { return triangles_; }
/**
* @brief Get triangle base for mesh by index into scene.get_all_meshes()
* @param mesh_index Mesh index in scene.get_all_meshes()
* @return Base triangle id
*/
uint32_t get_mesh_triangle_base(size_t mesh_index) const;
private:
std::vector<Triangle> triangles_;
std::vector<uint32_t> mesh_triangle_base_;
BVH bvh_;
};
} // namespace are
#endif // ARE_INCLUDE_RENDERER_GEOMETRY_CACHE_H

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/**
* @file render_context.h
* @brief Rendering context and state management
*/
#ifndef ARE_INCLUDE_RENDERER_RENDER_CONTEXT_H
#define ARE_INCLUDE_RENDERER_RENDER_CONTEXT_H
#include <are/core/types.h>
#include <are/core/config.h>
namespace are {
/**
* @struct RenderContext
* @brief Rendering context information
*
* Contains current rendering state and frame information.
*/
struct RenderContext {
int frame_number_; ///< Current frame number
double time_; ///< Total elapsed time in seconds
double delta_time_; ///< Time since last frame
int viewport_width_; ///< Viewport width
int viewport_height_; ///< Viewport height
RayTracingBackend current_backend_; ///< Current ray tracing backend
bool scene_dirty_; ///< Scene needs BVH rebuild
bool camera_moved_; ///< Camera moved this frame
/**
* @brief Constructor
*/
RenderContext();
/**
* @brief Reset context
*/
void reset();
/**
* @brief Update frame timing
* @param current_time Current time in seconds
*/
void update_timing(double current_time);
};
} // namespace are
#endif // ARE_INCLUDE_RENDERER_RENDER_CONTEXT_H

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/**
* @file render_stats.h
* @brief Rendering statistics tracking
*/
#ifndef ARE_INCLUDE_RENDERER_RENDER_STATS_H
#define ARE_INCLUDE_RENDERER_RENDER_STATS_H
#include <are/core/types.h>
#include <cstdint>
namespace are {
/**
* @struct RenderStats
* @brief Statistics for rendering performance analysis
*/
struct RenderStats {
// Frame timing
double frame_time_ms_; ///< Total frame time in milliseconds
double rasterization_time_ms_; ///< Rasterization time
double ray_tracing_time_ms_; ///< Ray tracing time
double bvh_build_time_ms_; ///< BVH construction time
double present_time_ms_; ///< Present/swap time
// Scene statistics
uint32_t mesh_count_; ///< Number of meshes
uint32_t triangle_count_; ///< Total triangle count
uint32_t light_count_; ///< Number of lights
uint32_t material_count_; ///< Number of materials
// Ray tracing statistics
uint64_t primary_rays_; ///< Number of primary rays
uint64_t secondary_rays_; ///< Number of secondary rays
uint64_t shadow_rays_; ///< Number of shadow rays
uint64_t bvh_traversals_; ///< BVH traversal count
uint64_t triangle_tests_; ///< Triangle intersection tests
// Memory statistics
size_t vertex_memory_bytes_; ///< Vertex buffer memory
size_t index_memory_bytes_; ///< Index buffer memory
size_t texture_memory_bytes_; ///< Texture memory
size_t bvh_memory_bytes_; ///< BVH memory
// FPS
double fps_; ///< Frames per second
/**
* @brief Reset all statistics to zero
*/
void reset();
/**
* @brief Print statistics to console
*/
void print() const;
/**
* @brief Update FPS based on frame time
*/
void update_fps();
};
} // namespace are
#endif // ARE_INCLUDE_RENDERER_RENDER_STATS_H

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/**
* @file renderer.h
* @brief Main renderer interface
*/
#ifndef ARE_INCLUDE_RENDERER_RENDERER_H
#define ARE_INCLUDE_RENDERER_RENDERER_H
#include <are/core/config.h>
#include <are/core/types.h>
#include <are/scene/camera.h>
#include <are/scene/mesh.h>
#include <are/scene/material.h>
#include <are/scene/light.h>
#include <are/renderer/render_stats.h>
#include <memory>
#include <vector>
namespace are {
// Forward declarations
class Window;
class SceneManager;
class Rasterizer;
class RayTracer;
class TextureManager;
/**
* @class Renderer
* @brief Main rendering interface for Aurora Rendering Engine
*
* This class provides the primary API for rendering scenes using
* hybrid rasterization and ray tracing techniques.
*/
class Renderer {
public:
/**
* @brief Constructor
* @param config Rendering configuration
*/
explicit Renderer(const AreConfig& config);
/**
* @brief Destructor
*/
~Renderer();
// Configuration
void set_config(const AreConfig& config);
const AreConfig& get_config() const;
// Camera management
void set_camera(const Camera& camera);
Camera& get_camera();
const Camera& get_camera() const;
// Scene management
MeshHandle add_mesh(const Mesh& mesh);
MaterialHandle add_material(const Material& material);
LightHandle add_light(const std::shared_ptr<Light>& light);
void remove_mesh(MeshHandle handle);
void remove_material(MaterialHandle handle);
void remove_light(LightHandle handle);
void update_mesh(MeshHandle handle, const Mesh& mesh);
void update_material(MaterialHandle handle, const Material& material);
void clear_scene();
// Ray tracing backend control
void set_ray_tracing_backend(RayTracingBackend backend);
RayTracingBackend get_ray_tracing_backend() const;
// Rendering
void begin_frame();
void render();
void end_frame();
void present();
// Frame capture
void capture_frame_ldr(uint8_t** pixels, int* width, int* height);
void capture_frame_hdr(float** pixels, int* width, int* height);
void save_frame(const std::string& filename, const uint8_t* pixels,
int width, int height);
// Window control
bool should_close() const;
void set_should_close(bool should_close);
// Statistics
const RenderStats& get_stats() const;
void reset_stats();
// Debug visualization
void set_gbuffer_visualization_mode(GBufferVisualizationMode mode);
GBufferVisualizationMode get_gbuffer_visualization_mode() const;
private:
void initialize_subsystems();
void shutdown_subsystems();
void rebuild_bvh_if_needed();
void check_scene_dirty();
AreConfig config_; ///< Current configuration
std::unique_ptr<Window> window_; ///< Window management
std::unique_ptr<SceneManager> scene_manager_; ///< Scene data management
std::unique_ptr<Rasterizer> rasterizer_; ///< Rasterization pipeline
std::unique_ptr<RayTracer> raytracer_; ///< Ray tracing pipeline
std::unique_ptr<TextureManager> texture_manager_; ///< Texture management
Camera camera_; ///< Active camera
RenderStats stats_; ///< Rendering statistics
bool scene_dirty_; ///< Scene needs BVH rebuild
bool initialized_; ///< Initialization flag
};
} // namespace are
#endif // ARE_INCLUDE_RENDERER_RENDERER_H

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/**
* @file camera.h
* @brief Camera class for view and projection management
*/
#ifndef ARE_INCLUDE_SCENE_CAMERA_H
#define ARE_INCLUDE_SCENE_CAMERA_H
#include <are/core/types.h>
namespace are {
/**
* @class Camera
* @brief Perspective camera for rendering
*
* Manages view and projection matrices, and provides ray generation
* for ray tracing.
*/
class Camera {
public:
/**
* @brief Default constructor
*/
Camera();
/**
* @brief Construct camera with position and target
* @param position Camera position
* @param target Look-at target
* @param up Up vector
*/
Camera(const Vec3& position, const Vec3& target, const Vec3& up = Vec3(0, 1, 0));
// Position and orientation setters
void set_position(const Vec3& position);
void set_target(const Vec3& target);
void set_up(const Vec3& up);
void look_at(const Vec3& position, const Vec3& target, const Vec3& up = Vec3(0, 1, 0));
// Projection setters
void set_fov(Real fov_degrees);
void set_aspect_ratio(Real aspect);
void set_near_plane(Real near);
void set_far_plane(Real far);
void set_perspective(Real fov_degrees, Real aspect, Real near, Real far);
// Getters
const Vec3& get_position() const { return position_; }
const Vec3& get_target() const { return target_; }
const Vec3& get_up() const { return up_; }
Real get_fov() const { return fov_; }
Real get_aspect_ratio() const { return aspect_ratio_; }
Real get_near_plane() const { return near_plane_; }
Real get_far_plane() const { return far_plane_; }
// Direction vectors
Vec3 get_forward() const;
Vec3 get_right() const;
// Matrix getters
const Mat4& get_view_matrix() const;
const Mat4& get_projection_matrix() const;
Mat4 get_view_projection_matrix() const;
/**
* @brief Generate ray for given pixel coordinates
* @param u Normalized x coordinate [0, 1]
* @param v Normalized y coordinate [0, 1]
* @param origin Output ray origin
* @param direction Output ray direction (normalized)
*/
void generate_ray(Real u, Real v, Vec3& origin, Vec3& direction) const;
/**
* @brief Check if camera parameters have changed
* @return true if matrices need recalculation
*/
bool is_dirty() const { return dirty_; }
/**
* @brief Mark camera as clean after matrix update
*/
void clear_dirty() { dirty_ = false; }
private:
void update_view_matrix() const;
void update_projection_matrix() const;
Vec3 position_; ///< Camera position
Vec3 target_; ///< Look-at target
Vec3 up_; ///< Up vector
Real fov_; ///< Field of view in degrees
Real aspect_ratio_; ///< Aspect ratio (width/height)
Real near_plane_; ///< Near clipping plane
Real far_plane_; ///< Far clipping plane
mutable Mat4 view_matrix_; ///< Cached view matrix
mutable Mat4 projection_matrix_; ///< Cached projection matrix
mutable bool view_dirty_; ///< View matrix needs update
mutable bool projection_dirty_; ///< Projection matrix needs update
bool dirty_; ///< Any parameter changed
};
} // namespace are
#endif // ARE_INCLUDE_SCENE_CAMERA_H

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/**
* @file directional_light.h
* @brief Directional light implementation
*/
#ifndef ARE_INCLUDE_SCENE_DIRECTIONAL_LIGHT_H
#define ARE_INCLUDE_SCENE_DIRECTIONAL_LIGHT_H
#include <are/scene/light.h>
namespace are {
/**
* @class DirectionalLight
* @brief Directional light source (sun-like)
*
* Represents an infinitely distant light source with parallel rays.
*/
class DirectionalLight : public Light {
public:
/**
* @brief Default constructor
*/
DirectionalLight();
/**
* @brief Construct with direction and color
* @param direction Light direction (will be normalized)
* @param color Light color
* @param intensity Light intensity
*/
DirectionalLight(const Vec3& direction, const Vec3& color = Vec3(1.0f),
Real intensity = 1.0f);
// Direction
void set_direction(const Vec3& direction);
const Vec3& get_direction() const { return direction_; }
// Light interface
LightData pack() const override;
bool affects_point(const Vec3& point) const override;
private:
Vec3 direction_; ///< Light direction (normalized)
};
} // namespace are
#endif // ARE_INCLUDE_SCENE_DIRECTIONAL_LIGHT_H

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/**
* @file light.h
* @brief Base light class and common light utilities
*/
#ifndef ARE_INCLUDE_SCENE_LIGHT_H
#define ARE_INCLUDE_SCENE_LIGHT_H
#include <are/core/types.h>
namespace are {
/**
* @enum LightType
* @brief Types of light sources
*/
enum class LightType {
ARE_LIGHT_DIRECTIONAL,
ARE_LIGHT_POINT,
ARE_LIGHT_SPOT
};
/**
* @struct LightData
* @brief Packed light data for GPU transfer
*
* This structure is designed to be efficiently transferred to GPU
* via SSBO or UBO.
*/
struct LightData {
Vec4 position_type_; ///< xyz: position, w: light type
Vec4 direction_range_; ///< xyz: direction, w: range
Vec4 color_intensity_; ///< xyz: color, w: intensity
Vec4 params_; ///< Light-specific parameters
};
/**
* @class Light
* @brief Base class for all light types
*/
class Light {
public:
/**
* @brief Constructor
* @param type Light type
*/
explicit Light(LightType type);
virtual ~Light() = default;
// Common properties
void set_color(const Vec3& color);
void set_intensity(Real intensity);
void set_cast_shadows(bool cast);
const Vec3& get_color() const { return color_; }
Real get_intensity() const { return intensity_; }
bool get_cast_shadows() const { return cast_shadows_; }
LightType get_type() const { return type_; }
/**
* @brief Pack light data for GPU transfer
* @return Packed light data
*/
virtual LightData pack() const = 0;
/**
* @brief Check if light affects a point
* @param point World position
* @return true if light can affect the point
*/
virtual bool affects_point(const Vec3& point) const = 0;
protected:
LightType type_; ///< Light type
Vec3 color_; ///< Light color (RGB)
Real intensity_; ///< Light intensity
bool cast_shadows_; ///< Whether light casts shadows
};
} // namespace are
#endif // ARE_INCLUDE_SCENE_LIGHT_H

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/**
* @file material.h
* @brief PBR material definition
*/
#ifndef ARE_INCLUDE_SCENE_MATERIAL_H
#define ARE_INCLUDE_SCENE_MATERIAL_H
#include <are/core/types.h>
#include <string>
namespace are {
/**
* @class Material
* @brief Physically-based rendering material
*
* Supports standard PBR workflow with metallic-roughness model.
*/
class Material {
public:
/**
* @brief Default constructor - creates default white material
*/
Material();
// Albedo (base color)
void set_albedo(const Vec3& albedo);
void set_albedo_map(const std::string& path);
const Vec3& get_albedo() const { return albedo_; }
const std::string& get_albedo_map() const { return albedo_map_; }
bool has_albedo_map() const { return !albedo_map_.empty(); }
// Metallic
void set_metallic(Real metallic);
void set_metallic_map(const std::string& path);
Real get_metallic() const { return metallic_; }
const std::string& get_metallic_map() const { return metallic_map_; }
bool has_metallic_map() const { return !metallic_map_.empty(); }
// Roughness
void set_roughness(Real roughness);
void set_roughness_map(const std::string& path);
Real get_roughness() const { return roughness_; }
const std::string& get_roughness_map() const { return roughness_map_; }
bool has_roughness_map() const { return !roughness_map_.empty(); }
// Normal map
void set_normal_map(const std::string& path);
const std::string& get_normal_map() const { return normal_map_; }
bool has_normal_map() const { return !normal_map_.empty(); }
// Ambient occlusion
void set_ao_map(const std::string& path);
const std::string& get_ao_map() const { return ao_map_; }
bool has_ao_map() const { return !ao_map_.empty(); }
// Emissive
void set_emissive(const Vec3& emissive);
void set_emissive_map(const std::string& path);
const Vec3& get_emissive() const { return emissive_; }
const std::string& get_emissive_map() const { return emissive_map_; }
bool has_emissive_map() const { return !emissive_map_.empty(); }
bool is_emissive() const;
// Texture handles (set by TextureManager)
void set_albedo_texture_handle(TextureHandle handle) { albedo_tex_handle_ = handle; }
void set_metallic_texture_handle(TextureHandle handle) { metallic_tex_handle_ = handle; }
void set_roughness_texture_handle(TextureHandle handle) { roughness_tex_handle_ = handle; }
void set_normal_texture_handle(TextureHandle handle) { normal_tex_handle_ = handle; }
void set_ao_texture_handle(TextureHandle handle) { ao_tex_handle_ = handle; }
void set_emissive_texture_handle(TextureHandle handle) { emissive_tex_handle_ = handle; }
TextureHandle get_albedo_texture_handle() const { return albedo_tex_handle_; }
TextureHandle get_metallic_texture_handle() const { return metallic_tex_handle_; }
TextureHandle get_roughness_texture_handle() const { return roughness_tex_handle_; }
TextureHandle get_normal_texture_handle() const { return normal_tex_handle_; }
TextureHandle get_ao_texture_handle() const { return ao_tex_handle_; }
TextureHandle get_emissive_texture_handle() const { return emissive_tex_handle_; }
private:
// Base values
Vec3 albedo_;///< Base color (RGB)
Real metallic_; ///< Metallic factor [0, 1]
Real roughness_; ///< Roughness factor [0, 1]
Vec3 emissive_; ///< Emissive color (RGB)
// Texture paths
std::string albedo_map_;
std::string metallic_map_;
std::string roughness_map_;
std::string normal_map_;
std::string ao_map_;
std::string emissive_map_;
// Texture handles (GPU resources)
TextureHandle albedo_tex_handle_;
TextureHandle metallic_tex_handle_;
TextureHandle roughness_tex_handle_;
TextureHandle normal_tex_handle_;
TextureHandle ao_tex_handle_;
TextureHandle emissive_tex_handle_;
};
} // namespace are
#endif // ARE_INCLUDE_SCENE_MATERIAL_H

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/**
* @file mesh.h
* @brief Mesh class for geometry storage
*/
#ifndef ARE_INCLUDE_SCENE_MESH_H
#define ARE_INCLUDE_SCENE_MESH_H
#include <are/core/types.h>
#include <are/geometry/vertex.h>
#include <are/geometry/aabb.h>
#include <vector>
namespace are {
/**
* @class Mesh
* @brief Triangle mesh container
*
* Stores vertex and index data for a triangle mesh.
* Supports automatic AABB computation.
*/
class Mesh {
public:
/**
* @brief Default constructor - creates empty mesh
*/
Mesh();
/**
* @brief Construct mesh from vertex and index data
* @param vertices Vertex array
* @param indices Index array (triangles)
* @param material_id Material handle
*/
Mesh(const std::vector<Vertex>& vertices,
const std::vector<uint32_t>& indices,
MaterialHandle material_id = are_invalid_handle);
/**
* @brief Construct mesh from raw arrays
* @param vertices Vertex array pointer
* @param vertex_count Number of vertices
* @param indices Index array pointer
* @param index_count Number of indices
* @param material_id Material handle
*/
Mesh(const Vertex* vertices, size_t vertex_count,
const uint32_t* indices, size_t index_count,
MaterialHandle material_id = are_invalid_handle);
// Data setters
void set_vertices(const std::vector<Vertex>& vertices);
void set_indices(const std::vector<uint32_t>& indices);
void set_material(MaterialHandle material_id);
// Data getters
const std::vector<Vertex>& get_vertices() const { return vertices_; }
const std::vector<uint32_t>& get_indices() const { return indices_; }
MaterialHandle get_material() const { return material_id_; }
// Geometry queries
size_t get_vertex_count() const { return vertices_.size(); }
size_t get_index_count() const { return indices_.size(); }
size_t get_triangle_count() const { return indices_.size() / 3; }
bool is_empty() const { return vertices_.empty() || indices_.empty(); }
// AABB
const AABB& get_aabb() const { return aabb_; }
void compute_aabb();
/**
* @brief Compute tangent vectors for normal mapping
*/
void compute_tangents();/**
* @brief Get triangle vertices by index
* @param triangle_index Triangle index
* @param v0 Output first vertex
* @param v1 Output second vertex
* @param v2 Output third vertex
* @return true if triangle exists
*/
bool get_triangle(size_t triangle_index, Vertex& v0, Vertex& v1, Vertex& v2) const;
// GPU resource handles (set by Renderer)
void set_vao(uint32_t vao) { vao_ = vao; }
void set_vbo(uint32_t vbo) { vbo_ = vbo; }
void set_ebo(uint32_t ebo) { ebo_ = ebo; }
uint32_t get_vao() const { return vao_; }
uint32_t get_vbo() const { return vbo_; }
uint32_t get_ebo() const { return ebo_; }
bool has_gpu_resources() const { return vao_ != 0; }
private:
std::vector<Vertex> vertices_; ///< Vertex data
std::vector<uint32_t> indices_; ///< Index data (triangles)
MaterialHandle material_id_; ///< Associated material
AABB aabb_; ///< Bounding box
// GPU resources
uint32_t vao_; ///< Vertex Array Object
uint32_t vbo_; ///< Vertex Buffer Object
uint32_t ebo_; ///< Element Buffer Object
};
} // namespace are
#endif // ARE_INCLUDE_SCENE_MESH_H

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/**
* @file point_light.h
* @brief Point light implementation
*/
#ifndef ARE_INCLUDE_SCENE_POINT_LIGHT_H
#define ARE_INCLUDE_SCENE_POINT_LIGHT_H
#include <are/scene/light.h>
namespace are {
/**
* @class PointLight
* @brief Point light source
*
* Emits light equally in all directions from a single point.
*/
class PointLight : public Light {
public:
/**
* @brief Default constructor
*/
PointLight();
/**
* @brief Construct with position and color
* @param position Light position
* @param color Light color
* @param intensity Light intensity
* @param range Light range (attenuation distance)
*/
PointLight(const Vec3& position, const Vec3& color = Vec3(1.0f),
Real intensity = 1.0f, Real range = 10.0f);
// Position
void set_position(const Vec3& position);
const Vec3& get_position() const { return position_; }
// Range (attenuation)
void set_range(Real range);
Real get_range() const { return range_; }
// Attenuation parameters
void set_attenuation(Real constant, Real linear, Real quadratic);
Real get_constant_attenuation() const { return attenuation_constant_; }
Real get_linear_attenuation() const { return attenuation_linear_; }
Real get_quadratic_attenuation() const { return attenuation_quadratic_; }
/**
* @brief Calculate attenuation at given distance
* @param distance Distance from light
* @return Attenuation factor [0, 1]
*/
Real calculate_attenuation(Real distance) const;
// Light interface
LightData pack() const override;
bool affects_point(const Vec3& point) const override;
private:
Vec3 position_; ///< Light position
Real range_; ///< Light range
Real attenuation_constant_; ///< Constant attenuation factor
Real attenuation_linear_; ///< Linear attenuation factor
Real attenuation_quadratic_; ///< Quadratic attenuation factor
};
} // namespace are
#endif // ARE_INCLUDE_SCENE_POINT_LIGHT_H

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/**
* @file scene_manager.h
* @brief Scene data management
*/
#ifndef ARE_INCLUDE_SCENE_SCENE_MANAGER_H
#define ARE_INCLUDE_SCENE_SCENE_MANAGER_H
#include <are/core/types.h>
#include <are/scene/mesh.h>
#include <are/scene/material.h>
#include <are/scene/light.h>
#include <vector>
#include <memory>
#include <unordered_map>
namespace are {
/**
* @class SceneManager
* @brief Manages all scene objects (meshes, materials, lights)
*
* Provides handle-based access to scene resources and tracks
* scene modifications for BVH rebuilding.
*/
class SceneManager {
public:
/**
* @brief Constructor
*/
SceneManager();
/**
* @brief Destructor
*/
~SceneManager();
// Mesh management
MeshHandle add_mesh(const Mesh& mesh);
void remove_mesh(MeshHandle handle);
void update_mesh(MeshHandle handle, const Mesh& mesh);
Mesh* get_mesh(MeshHandle handle);
const Mesh* get_mesh(MeshHandle handle) const;
const std::vector<Mesh>& get_all_meshes() const { return meshes_; }
// Material management
MaterialHandle add_material(const Material& material);
void remove_material(MaterialHandle handle);
void update_material(MaterialHandle handle, const Material& material);
Material* get_material(MaterialHandle handle);
const Material* get_material(MaterialHandle handle) const;
const std::vector<Material>& get_all_materials() const { return materials_; }
// Light management
LightHandle add_light(const std::shared_ptr<Light>& light);
void remove_light(LightHandle handle);
std::shared_ptr<Light> get_light(LightHandle handle);
const std::vector<std::shared_ptr<Light>>& get_all_lights() const { return lights_; }
// Scene queries
size_t get_mesh_count() const { return meshes_.size(); }
size_t get_material_count() const { return materials_.size(); }
size_t get_light_count() const { return lights_.size(); }
size_t get_total_triangle_count() const;
// Scene state
bool is_dirty() const { return dirty_; }
void mark_dirty() { dirty_ = true; }
void clear_dirty() { dirty_ = false; }
/**
* @brief Clear all scene data
*/
void clear();
/**
* @brief Validate all handles and remove invalid entries
*/
void compact();
private:
std::vector<Mesh> meshes_; ///< Mesh storage
std::vector<Material> materials_; ///< Material storage
std::vector<std::shared_ptr<Light>> lights_; ///< Light storage
std::unordered_map<MeshHandle, size_t> mesh_handle_map_;
std::unordered_map<MaterialHandle, size_t> material_handle_map_;
std::unordered_map<LightHandle, size_t> light_handle_map_;
MeshHandle next_mesh_handle_;
MaterialHandle next_material_handle_;
LightHandle next_light_handle_;
bool dirty_; ///< Scene modified flag
};
} // namespace are
#endif // ARE_INCLUDE_SCENE_SCENE_MANAGER_H

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/**
* @file spot_light.h
* @brief Spot light implementation
*/
#ifndef ARE_INCLUDE_SCENE_SPOT_LIGHT_H
#define ARE_INCLUDE_SCENE_SPOT_LIGHT_H
#include <are/scene/light.h>
namespace are {
/**
* @class SpotLight
* @brief Spot light source
*
* Emits light in a cone from a single point.
*/
class SpotLight : public Light {
public:
/**
* @brief Default constructor
*/
SpotLight();
/**
* @brief Construct with position, direction, and angles
* @param position Light position
* @param direction Light direction
* @param inner_angle Inner cone angle in degrees
* @param outer_angle Outer cone angle in degrees
* @param color Light color
* @param intensity Light intensity
*/
SpotLight(const Vec3& position, const Vec3& direction,Real inner_angle, Real outer_angle,
const Vec3& color = Vec3(1.0f), Real intensity = 1.0f);
// Position and direction
void set_position(const Vec3& position);
void set_direction(const Vec3& direction);
const Vec3& get_position() const { return position_; }
const Vec3& get_direction() const { return direction_; }
// Cone angles (in degrees)
void set_inner_angle(Real angle);
void set_outer_angle(Real angle);
Real get_inner_angle() const { return inner_angle_; }
Real get_outer_angle() const { return outer_angle_; }
// Range
void set_range(Real range);
Real get_range() const { return range_; }
/**
* @brief Calculate spotlight intensity at given direction
* @param to_point Direction from light to point (normalized)
* @return Spotlight factor [0, 1]
*/
Real calculate_spot_factor(const Vec3& to_point) const;
// Light interface
LightData pack() const override;
bool affects_point(const Vec3& point) const override;
private:
Vec3 position_; ///< Light position
Vec3 direction_; ///< Light direction (normalized)
Real inner_angle_; ///< Inner cone angle (degrees)
Real outer_angle_; ///< Outer cone angle (degrees)
Real range_; ///< Light range
Real cos_inner_; ///< Cosine of inner angle (cache
Real cos_outer_; ///< Cosine of outer angle (cached)
};
} // namespace are
#endif // ARE_INCLUDE_SCENE_SPOT_LIGHT_H

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/**
* @file sampler.h
* @brief Texture sampling utilities
*/
#ifndef ARE_INCLUDE_TEXTURE_SAMPLER_H
#define ARE_INCLUDE_TEXTURE_SAMPLER_H
#include <are/core/types.h>
#include <are/texture/texture.h>
namespace are {
/**
* @class Sampler
* @brief Texture sampling utilities for CPU ray tracing
*
* Provides bilinear filtering and wrapping modes for CPU-side texture access.
*/
class Sampler {
public:
/**
* @brief Sample texture at UV coordinates
* @param texture Texture to sample
* @param uv UV coordinates
* @return Sampled color (RGBA)
*/
static Vec4 sample(const Texture& texture, const Vec2& uv);
/**
* @brief Sample texture with bilinear filtering
* @param texture Texture to sample
* @param uv UV coordinates
* @return Sampled color (RGBA)
*/
static Vec4 sample_bilinear(const Texture& texture, const Vec2& uv);
/**
* @brief Sample texture at nearest pixel
* @param texture Texture to sample
* @param uv UV coordinates
* @return Sampled color (RGBA)
*/
static Vec4 sample_nearest(const Texture& texture, const Vec2& uv);
private:
static Vec2 apply_wrap(const Vec2& uv, TextureWrap wrap);
};
} // namespace are
#endif // ARE_INCLUDE_TEXTURE_SAMPLER_H

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/**
* @file texture.h
* @brief Texture resource management
*/
#ifndef ARE_INCLUDE_TEXTURE_TEXTURE_H
#define ARE_INCLUDE_TEXTURE_TEXTURE_H
#include <are/core/types.h>
#include <string>
namespace are {
/**
* @enum TextureFormat
* @brief Texture internal formats
*/
enum class TextureFormat {
ARE_TEXTURE_R8,
ARE_TEXTURE_RG8,
ARE_TEXTURE_RGB8,
ARE_TEXTURE_RGBA8,
ARE_TEXTURE_R16F,
ARE_TEXTURE_RG16F,
ARE_TEXTURE_RGB16F,
ARE_TEXTURE_RGBA16F,
ARE_TEXTURE_R32F,
ARE_TEXTURE_RG32F,
ARE_TEXTURE_RGB32F,
ARE_TEXTURE_RGBA32F
};
/**
* @enum TextureFilter
* @brief Texture filtering modes
*/
enum class TextureFilter {
ARE_TEXTURE_FILTER_NEAREST,
ARE_TEXTURE_FILTER_LINEAR,
ARE_TEXTURE_FILTER_NEAREST_MIPMAP_NEAREST,
ARE_TEXTURE_FILTER_LINEAR_MIPMAP_NEAREST,
ARE_TEXTURE_FILTER_NEAREST_MIPMAP_LINEAR,
ARE_TEXTURE_FILTER_LINEAR_MIPMAP_LINEAR
};
/**
* @enum TextureWrap
* @brief Texture wrapping modes
*/
enum class TextureWrap {
ARE_TEXTURE_WRAP_REPEAT,
ARE_TEXTURE_WRAP_CLAMP_TO_EDGE,
ARE_TEXTURE_WRAP_CLAMP_TO_BORDER,
ARE_TEXTURE_WRAP_MIRRORED_REPEAT
};
/**
* @class Texture
* @brief OpenGL texture wrapper
*/
class Texture {
public:
/**
* @brief Constructor
*/
Texture();
/**
* @brief Destructor
*/
~Texture();
/**
* @brief Load texture from file
* @param filepath Image file path
* @param format Desired texture format
* @param generate_mipmaps Generate mipmaps
* @return true if load succeeded
*/
bool load_from_file(const std::string& filepath,
TextureFormat format = TextureFormat::ARE_TEXTURE_RGBA8,
bool generate_mipmaps = true);
/**
* @brief Create texture from raw data
* @param width Texture width
* @param height Texture height
* @param format Texture format
* @param data Pixel data
* @param generate_mipmaps Generate mipmaps
* @return true if creation succeeded
*/
bool create_from_data(int width, int height,
TextureFormat format,
const void* data,
bool generate_mipmaps = true);
/**
* @brief Bind texture to texture unit
* @param unit Texture unit (0-31)
*/
void bind(int unit = 0) const;
/**
* @brief Unbind texture
*/
void unbind() const;
/**
* @brief Set texture filtering
* @param min_filter Minification filter
* @param mag_filter Magnification filter
*/
void set_filter(TextureFilter min_filter, TextureFilter mag_filter);
/**
* @brief Set texture wrapping
* @param wrap_s S-axis wrapping
* @param wrap_t T-axis wrapping
*/
void set_wrap(TextureWrap wrap_s, TextureWrap wrap_t);
/**
* @brief Generate mipmaps
*/
void generate_mipmaps();
// Getters
uint32_t get_id() const { return texture_id_; }
int get_width() const { return width_; }
int get_height() const { return height_; }
TextureFormat get_format() const { return format_; }
bool is_valid() const { return texture_id_ != 0; }
/**
* @brief Delete texture
*/
void destroy();
private:
uint32_t texture_id_; ///< OpenGL texture ID
int width_; ///< Texture width
int height_; ///< Texture height
TextureFormat format_; ///< Texture format
};
} // namespace are
#endif // ARE_INCLUDE_TEXTURE_TEXTURE_H

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/**
* @file texture_manager.h
* @brief Texture resource management and caching
*/
#ifndef ARE_INCLUDE_TEXTURE_TEXTURE_MANAGER_H
#define ARE_INCLUDE_TEXTURE_TEXTURE_MANAGER_H
#include <are/core/types.h>
#include <are/texture/texture.h>
#include <string>
#include <unordered_map>
#include <memory>
namespace are {
/**
* @class TextureManager
* @brief Manages texture loading and caching
*
* Automatically handles texture deduplication and lifetime management.
*/
class TextureManager {
public:
/**
* @brief Constructor
*/
TextureManager();
/**
* @brief Destructor
*/
~TextureManager();
/**
* @brief Load texture from file (with caching)
* @param filepath Texture file path
* @param format Desired texture format
* @param generate_mipmaps Generate mipmaps
* @return Texture handle (are_invalid_handle if failed)
*/
TextureHandle load_texture(const std::string& filepath,
TextureFormat format = TextureFormat::ARE_TEXTURE_RGBA8,
bool generate_mipmaps = true);
/**
* @brief Create texture from raw data
* @param name Texture name (for caching)
* @param width Texture width
* @param height Texture height
* @param format Texture format
* @param data Pixel data
* @param generate_mipmaps Generate mipmaps
* @return Texture handle
*/
TextureHandle create_texture(const std::string& name,
int width, int height,
TextureFormat format,
const void* data,
bool generate_mipmaps = true);
/**
* @brief Get texture by handle
* @param handle Texture handle
* @return Texture pointer (nullptr if not found)
*/
Texture* get_texture(TextureHandle handle);
const Texture* get_texture(TextureHandle handle) const;
/**
* @brief Unload texture
* @param handle Texture handle
*/
void unload_texture(TextureHandle handle);
/**
* @brief Clear all textures
*/
void clear();
/**
* @brief Get total texture memory usage
* @return Memory usage in bytes
*/
size_t get_memory_usage() const;
/**
* @brief Get number of loaded textures
* @return Texture count
*/
size_t get_texture_count() const { return textures_.size(); }
private:
std::unordered_map<std::string, TextureHandle> path_to_handle_;
std::unordered_map<TextureHandle, std::unique_ptr<Texture>> textures_;
TextureHandle next_handle_;
};
} // namespace are
#endif // ARE_INCLUDE_TEXTURE_TEXTURE_MANAGER_H

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/**
* @file file_utils.h
* @brief File system utilities
*/
#ifndef ARE_INCLUDE_UTILS_FILE_UTILS_H
#define ARE_INCLUDE_UTILS_FILE_UTILS_H
#include <string>
#include <vector>
#include <cstdint>
namespace are {
/**
* @brief Read entire file into string
* @param filepath File path
* @return File contents (empty if failed)
*/
std::string read_file_to_string(const std::string& filepath);
/**
* @brief Read entire file into byte array
* @param filepath File path
* @return File contents (empty if failed)
*/
std::vector<uint8_t> read_file_to_bytes(const std::string& filepath);
/**
* @brief Write string to file
* @param filepath File path
* @param content Content to write
* @return true if write succeeded
*/
bool write_string_to_file(const std::string& filepath, const std::string& content);
/**
* @brief Write bytes to file
* @param filepath File path
* @param data Data pointer
* @param size Data size in bytes
* @return true if write succeeded
*/
bool write_bytes_to_file(const std::string& filepath, const void* data, size_t size);
/**
* @brief Check if file exists
* @param filepath File path
* @return true if file exists
*/
bool file_exists(const std::string& filepath);
/**
* @brief Check if path is directory
* @param path Directory path
* @return true if directory exists
*/
bool is_directory(const std::string& path);
/**
* @brief Create directory (including parent directories)
* @param path Directory path
* @return true if creation succeeded
*/
bool create_directory(const std::string& path);
/**
* @brief Get file extension
* @param filepath File path
* @return Extension (lowercase, without dot)
*/
std::string get_file_extension(const std::string& filepath);
/**
* @brief Get filename from path
* @param filepath File path
* @return Filename (without directory)
*/
std::string get_filename(const std::string& filepath);
/**
* @brief Get directory from path
* @param filepath File path
* @return Directory path
*/
std::string get_directory(const std::string& filepath);
/**
* @brief Join path components
* @param parts Path components
* @return Joined path
*/
std::string join_path(const std::vector<std::string>& parts);
/**
* @brief Normalize path (resolve .. and .)
* @param path Path to normalize
* @return Normalized path
*/
std::string normalize_path(const std::string& path);
} // namespace are
#endif // ARE_INCLUDE_UTILS_FILE_UTILS_H

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/**
* @file image_io.h
* @brief Image loading and saving utilities
*/
#ifndef ARE_INCLUDE_UTILS_IMAGE_IO_H
#define ARE_INCLUDE_UTILS_IMAGE_IO_H
#include <are/core/types.h>
#include <string>
#include <vector>
namespace are {
/**
* @enum ImageFormat
* @brief Supported image formats
*/
enum class ImageFormat {
ARE_IMAGE_FORMAT_PPM,
ARE_IMAGE_FORMAT_BMP,
ARE_IMAGE_FORMAT_PNG,
ARE_IMAGE_FORMAT_JPG
};
/**
* @struct ImageData
* @brief Container for image data
*/
struct ImageData {
int width_; ///< Image width
int height_; ///< Image height
int channels_; ///< Number of channels (3=RGB, 4=RGBA)
std::vector<uint8_t> data_; ///< Pixel data (row-major)
/**
* @brief Check if image data is valid
* @return true if valid
*/
bool is_valid() const;
/**
* @brief Get pixel at (x, y)
* @param x X coordinate
* @param y Y coordinate
* @return Pointer to pixel data (RGB or RGBA)
*/
const uint8_t* get_pixel(int x, int y) const;
/**
* @brief Set pixel at (x, y)
* @param x X coordinate
* @param y Y coordinate
* @param r Red channel
* @param g Green channel
* @param b Blue channel
* @param a Alpha channel (optional)
*/
void set_pixel(int x, int y, uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255);
};
/**
* @brief Load image from file
* @param filename Image file path
* @param flip_vertically Whether to flip image vertically
* @return Image data (empty if failed)
*/
ImageData load_image(const std::string& filename, bool flip_vertically = false);
/**
* @brief Save image to file
* @param filename Output file path
* @param data Image data
* @param format Output format (auto-detected from extension if not specified)
* @return true if save succeeded
*/
bool save_image(const std::string& filename, const ImageData& data,
ImageFormat format = ImageFormat::ARE_IMAGE_FORMAT_PNG);
/**
* @brief Save raw pixel data to file
* @param filename Output file path
* @param pixels Pixel data pointer
* @param width Image width
* @param height Image height
* @param channels Number of channels
* @param format Output format
* @return true if save succeeded
*/
bool save_image(const std::string& filename, const uint8_t* pixels,
int width, int height, int channels,
ImageFormat format = ImageFormat::ARE_IMAGE_FORMAT_PNG);
/**
* @brief Detect image format from file extension
* @param filename File path
* @return Detected format
*/
ImageFormat detect_format(const std::string& filename);
} // namespace are
#endif // ARE_INCLUDE_UTILS_IMAGE_IO_H

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/**
* @file math_utils.h
* @brief Mathematical utility functions
*/
#ifndef ARE_INCLUDE_UTILS_MATH_UTILS_H
#define ARE_INCLUDE_UTILS_MATH_UTILS_H
#include <are/core/types.h>
#include <algorithm>
namespace are {
/**
* @brief Clamp value to range [min, max]
* @param value Value to clamp
* @param min Minimum value
* @param max Maximum value
* @return Clamped value
*/
template<typename T>
inline T clamp(T value, T min, T max) {
return std::max(min, std::min(value, max));
}
/**
* @brief Linear interpolation
* @param a Start value
* @param b End value
* @param t Interpolation factor [0, 1]
* @return Interpolated value
*/
template<typename T>
inline T lerp(T a, T b, Real t) {
return a + (b - a) * t;
}
/**
* @brief Convert degrees to radians
* @param degrees Angle in degrees
* @return Angle in radians
*/
inline Real degrees_to_radians(Real degrees) {
return degrees * are_pi / 180.0f;
}
/**
* @brief Convert radians to degrees
* @param radians Angle in radians
* @return Angle in degrees
*/
inline Real radians_to_degrees(Real radians) {
return radians * 180.0f / are_pi;
}
/**
* @brief Check if two floating point values are approximately equal
* @param a First value
* @param b Second value
* @param epsilon Tolerance
* @return true if approximately equal
*/
inline bool approx_equal(Real a, Real b, Real epsilon = are_epsilon) {
return std::abs(a - b) < epsilon;
}
/**
* @brief Compute barycentric coordinates
* @param p Point
* @param a Triangle vertex A
* @param b Triangle vertex B
* @param c Triangle vertex C
* @param u Output barycentric coordinate u
* @param v Output barycentric coordinate v
* @param w Output barycentric coordinate w
*/
void compute_barycentric(const Vec3& p, const Vec3& a, const Vec3& b, const Vec3& c,
Real& u, Real& v, Real& w);
/**
* @brief Reflect vector around normal
* @param incident Incident vector
* @param normal Surface normal (normalized)
* @return Reflected vector
*/
Vec3 reflect(const Vec3& incident, const Vec3& normal);
/**
* @brief Refract vector through surface
* @param incident Incident vector (normalized)
* @param normal Surface normal (normalized)
* @param eta Ratio of refractive indices
* @param refracted Output refracted vector
* @return true if refraction occurred (false for total internal reflection)
*/
bool refract(const Vec3& incident, const Vec3& normal, Real eta, Vec3& refracted);
/**
* @brief Compute Fresnel reflectance (Schlick approximation)
* @param cos_theta Cosine of angle between view and normal
* @param f0 Reflectance at normal incidence
* @return Fresnel reflectance
*/
Real fresnel_schlick(Real cos_theta, Real f0);
/**
* @brief Create orthonormal basis from normal
* @param normal Normal vector (normalized)
* @param tangent Output tangent vector
* @param bitangent Output bitangent vector
*/
void create_orthonormal_basis(const Vec3& normal, Vec3& tangent, Vec3& bitangent);
/**
* @brief Transform direction from tangent space to world space
* @param tangent_dir Direction in tangent space
* @param normal Surface normal
* @param tangent Surface tangent
* @param bitangent Surface bitangent
* @return Direction in world space
*/
Vec3 tangent_to_world(const Vec3& tangent_dir, const Vec3& normal,
const Vec3& tangent, const Vec3& bitangent);
} // namespace are
#endif // ARE_INCLUDE_UTILS_MATH_UTILS_H

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/**
* @file random.h
* @brief Random number generation utilities
*/
#ifndef ARE_INCLUDE_UTILS_RANDOM_H
#define ARE_INCLUDE_UTILS_RANDOM_H
#include <are/core/types.h>
#include <random>
namespace are {
/**
* @class RandomGenerator
* @brief Thread-safe random number generator
*
* Uses PCG (Permuted Congruential Generator) for high-quality random numbers.
*/
class RandomGenerator {
public:
/**
* @brief Constructor with optional seed
* @param seed Random seed (0 = use random device)
*/
explicit RandomGenerator(uint64_t seed = 0);
/**
* @brief Generate random float in [0, 1)
* @return Random float
*/
Real random_float();
/**
* @brief Generate random float in [min, max)
* @param min Minimum value
* @param max Maximum value
* @return Random float
*/
Real random_float(Real min, Real max);
/**
* @brief Generate random integer in [min, max]
* @param min Minimum value
* @param max Maximum value
* @return Random integer
*/
int random_int(int min, int max);
/**
* @brief Generate random point in unit disk
* @return Random point (z = 0)
*/
Vec3 random_in_unit_disk();
/**
* @brief Generate random point in unit sphere
* @return Random point
*/
Vec3 random_in_unit_sphere();
/**
* @brief Generate random unit vector
* @return Random unit vector
*/
Vec3 random_unit_vector();
/**
* @brief Generate random vector in hemisphere
* @param normal Hemisphere normal
* @return Random vector in hemisphere
*/
Vec3 random_in_hemisphere(const Vec3 &normal);
/**
* @brief Generate random cosine-weighted direction
* @param normal Surface normal
* @return Random direction (cosine-weighted)
*/
Vec3 random_cosine_direction(const Vec3 &normal);
/**
* @brief Set seed for reproducible results
* @param seed Random seed
*/
void set_seed(uint64_t seed);
private:
std::mt19937_64 rng_; ///< Random number generator
std::uniform_real_distribution<Real> dist_; ///< Uniform distribution [0, 1)
};
/**
* @brief Get thread-local random generator
* @return Reference to thread-local generator
*/
RandomGenerator &get_thread_random();
/**
* @brief Generate random float in [0, 1) using thread-local generator
* @return Random float
*/
inline Real random_float() {
return get_thread_random().random_float();
}
/**
* @brief Generate random float in [min, max) using thread-local generator
* @param min Minimum value
* @param max Maximum value
* @return Random float
*/
inline Real random_float(Real min, Real max) {
return get_thread_random().random_float(min, max);
}
} // namespace are
#endif // ARE_INCLUDE_UTILS_RANDOM_H

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我正在开发 Aurora Rendering Engine (ARE),一个 C++17 跨平台混合渲染引擎。
**核心特性**
- 混合渲染光栅化G-Buffer+ 光线追踪GI/AO/软阴影)
- 双后端CPU 和 Compute Shader 光线追踪,可运行时切换
- BVH 加速结构
- PBR 材质系统
- 工业级可扩展性
**技术栈**
- C++17, OpenGL 4.3+, GLFW, GLAD, GLM, spdlog, stb_image
- 平台Windows + Linux
- 构建CMake 3.15+
**编码规范NanoEra**
- 命名:函数/变量 `snake_case`,类 `PascalCase`,类成员后缀 `_`(但用户直接使用的结构体成员不加下划线)
- 全局宏前缀 `are_`,头文件保护 `ARE_INCLUDE_[路径]_H`
- 注释:全英文,重要接口用 Doxygen
- 禁用虚函数(性能优先,但不影响性能时可用)
**重要设计决策**
1. 配置系统:纯代码配置,不支持文件加载
2. 错误处理:简化设计,直接输出,无堆栈累积
3. Shader 管理:外部文件,用户在 config 中指定路径
4. 场景数据:渲染器拷贝数据(用户友好)
5. BVH 构建:延迟构建(在 begin_frame 时检测并构建)
6. 材质系统Mesh 持有 Material ID支持复用
**文件目录树**
```
aurora-rendering-engine/
├── include/ # 头文件目录
│ ├── are/ # 主命名空间目录
│ │ ├── are.h # 总头文件(包含所有公共接口)
│ │ ├── core/ # 核心模块
│ │ │ ├── config.h # 配置系统
│ │ │ ├── logger.h # 日志系统
│ │ │ ├── types.h # 基础类型定义
│ │ │ └── profiler.h # 性能分析器
│ │ ├── renderer/ # 渲染器模块
│ │ │ ├── renderer.h # 主渲染器接口
│ │ │ ├── render_context.h # 渲染上下文
│ │ │ └── render_stats.h # 渲染统计信息
│ │ ├── scene/ # 场景管理模块
│ │ │ ├── camera.h # 相机
│ │ │ ├── mesh.h # 网格
│ │ │ ├── material.h # 材质
│ │ │ ├── light.h # 光源(基类)
│ │ │ ├── directional_light.h # 平行光
│ │ │ ├── point_light.h # 点光源
│ │ │ ├── spot_light.h # 聚光灯
│ │ │ └── scene_manager.h # 场景管理器
│ │ ├── geometry/ # 几何处理模块
│ │ │ ├── vertex.h # 顶点结构
│ │ │ ├── triangle.h # 三角形
│ │ │ ├── aabb.h # 轴对齐包围盒
│ │ │ └── transform.h # 变换矩阵
│ │ ├── acceleration/ # 加速结构模块
│ │ │ ├── bvh.h # BVH 接口
│ │ │ ├── bvh_node.h # BVH 节点
│ │ │ └── bvh_builder.h # BVH 构建器
│ │ ├── rasterizer/ # 光栅化模块
│ │ │ ├── rasterizer.h # 光栅化器接口
│ │ │ ├── gbuffer.h # G-Buffer 管理
│ │ │ └── shader_program.h # Shader 程序封装
│ │ ├── raytracer/ # 光线追踪模块
│ │ │ ├── raytracer.h # 光线追踪器接口
│ │ │ ├── ray.h # 光线结构
│ │ │ ├── hit_record.h # 碰撞记录
│ │ │ ├── cpu_raytracer.h # CPU 光线追踪实现
│ │ │ └── compute_raytracer.h # Compute Shader 实现
│ │ ├── texture/ # 纹理模块
│ │ │ ├── texture.h # 纹理接口
│ │ │ ├── texture_manager.h # 纹理管理器
│ │ │ └── sampler.h # 采样器
│ │ ├── utils/ # 工具模块
│ │ │ ├── image_io.h # 图像读写
│ │ │ ├── random.h # 随机数生成
│ │ │ ├── math_utils.h # 数学工具函数
│ │ │ └── file_utils.h # 文件工具函数
│ │ └── platform/ # 平台相关模块
│ │ ├── window.h # 窗口管理
│ │ └── gl_context.h # OpenGL 上下文
│ └── extended_folders.list # 模块分类文件夹列表
├── src/ # 源代码目录
│ ├── core/
│ │ ├── config.cpp
│ │ ├── logger.cpp
│ │ └── profiler.cpp
│ ├── renderer/
│ │ ├── renderer.cpp
│ │ ├── render_context.cpp
│ │ └── render_stats.cpp
│ ├── scene/
│ │ ├── camera.cpp
│ │ ├── mesh.cpp
│ │ ├── material.cpp
│ │ ├── light.cpp
│ │ ├── directional_light.cpp
│ │ ├── point_light.cpp
│ │ ├── spot_light.cpp
│ │ └── scene_manager.cpp
│ ├── geometry/
│ │ ├── vertex.cpp
│ │ ├── triangle.cpp
│ │ ├── aabb.cpp
│ │ └── transform.cpp
│ ├── acceleration/
│ │ ├── bvh.cpp
│ │ ├── bvh_node.cpp
│ │ └── bvh_builder.cpp
│ ├── rasterizer/
│ │ ├── rasterizer.cpp
│ │ ├── gbuffer.cpp
│ │ └── shader_program.cpp
│ ├── raytracer/
│ │ ├── raytracer.cpp
│ │ ├── ray.cpp
│ │ ├── hit_record.cpp
│ │ ├── cpu_raytracer.cpp
│ │ └── compute_raytracer.cpp
│ ├── texture/
│ │ ├── texture.cpp
│ │ ├── texture_manager.cpp
│ │ └── sampler.cpp
│ ├── utils/
│ │ ├── image_io.cpp
│ │ ├── random.cpp
│ │ ├── math_utils.cpp
│ │ └── file_utils.cpp
│ └── platform/
│ ├── window.cpp
│ └── gl_context.cpp
├── shaders/ # Shader 文件目录
│ ├── gbuffer/
│ │ ├── gbuffer.vert # G-Buffer 顶点着色器
│ │ └── gbuffer.frag # G-Buffer 片段着色器
│ ├── raytracing/
│ │ └── raytracing.comp # 光线追踪计算着色器
│ ├── post_process/
│ │ ├── tonemap.vert # Tone Mapping 顶点着色器
│ │ ├── tonemap.frag # Tone Mapping 片段着色器
│ │ └── fullscreen_quad.vert # 全屏四边形顶点着色器
│ └── debug/
│ ├── visualize_gbuffer.frag # G-Buffer 可视化
│ └── visualize_bvh.frag # BVH 可视化
├── lib/ # 第三方库目录(用户自行安装)
│ ├── glfw/ # GLFW用户提供
│ ├── glad/ # GLAD用户提供
│ ├── glm/ # GLM用户提供
│ ├── spdlog/ # spdlog用户提供
│ └── stb/ # stb 库(项目包含)
│ ├── stb_image.h
│ └── stb_image_write.h
├── examples/ # 示例程序目录
│ ├── 01_hello_triangle/
│ │ ├── main.cpp # 基础三角形示例
│ │ └── CMakeLists.txt
│ ├── 02_cornell_box/
│ │ ├── main.cpp # Cornell Box 示例
│ │ └── CMakeLists.txt
│ ├── 03_material_showcase/
│ │ ├── main.cpp # 材质展示示例
│ │ └── CMakeLists.txt
│ └── 04_performance_test/
│ ├── main.cpp # 性能测试示例
│ └── CMakeLists.txt
├── experiments/ # 实验和测试记录目录
│ └── .gitkeep
├── docs/ # 文档目录
│ ├── API.md # API 文档
│ ├── ARCHITECTURE.md # 架构设计文档
│ ├── BUILD.md # 构建指南
│ └── CODING_STYLE.md # 编码规范
├── scripts/ # 脚本目录
│ ├── export_modules_requirements.sh # 导出模块依赖
│ ├── check_code.sh # 代码规范检查
│ └── setup_dependencies.sh # 依赖配置脚本(您后续编写)
├── res/ # 资源文件目录
│ └── icon.png # 项目图标
├── CMakeLists.txt # 主 CMake 配置文件
├── .gitignore # Git 忽略文件
├── .gitmodules # Git 子模块配置(如果使用)
├── LICENSE # 许可证
└── README.md # 项目说明
```
如下是模块间依赖关系示意图:
```
┌─────────────────────────────────────────────────────────────┐
│ Renderer │
│ (主渲染器接口) │
└────────────┬────────────────────────────────┬───────────────┘
│ │
▼ ▼
┌────────────────┐ ┌─────────────────┐
│ Rasterizer │ │ RayTracer │
│ (光栅化器) │ │ (光线追踪器) │
└────────┬───────┘ └────────┬────────┘
│ │
▼ ▼
┌────────────────┐ ┌─────────────────┐
│ GBuffer │ │ CPU/Compute │
│ (G-Buffer) │ │ (双实现) │
└────────────────┘ └────────┬────────┘
┌─────────────────┐
│ BVH │
│ (加速结构) │
└────────┬────────┘
┌───────────────────────────────┴───────────────┐
│ │
▼ ▼
┌────────────────┐ ┌─────────────────┐
│ SceneManager │ │ Geometry │
│ (场景管理) │ │ (几何数据) │
└────────┬───────┘ └─────────────────┘
├─────► Camera (相机)
├─────► Mesh (网格)
├─────► Material (材质)
└─────► Light (光源)
├─────► DirectionalLight
├─────► PointLight
└─────► SpotLight
┌─────────────────────────────────────────────────────────────┐
│ 支撑模块 (底层) │
├─────────────────────────────────────────────────────────────┤
│ Core: Config, Logger, Profiler, Types │
│ Texture: TextureManager, Sampler │
│ Utils: ImageIO, Random, MathUtils, FileUtils │
│ Platform: Window, GLContext │
└─────────────────────────────────────────────────────────────┘
```
关于项目实现架构,我有以下步骤:
### Phase 1: 基础设施搭建Week 1-2
**目标**:建立项目骨架,确保编译通过
#### Step 1.1: 核心模块
```
优先级: ★★★★★
文件:
- include/are/core/types.h # 基础类型定义
- include/are/core/config.h # 配置系统
- include/are/core/logger.h # 日志系统
- src/core/config.cpp
- src/core/logger.cpp
依赖: spdlog
验证: 能够创建 Config 对象并输出日志
```
#### Step 1.2: 平台层
```
优先级: ★★★★★
文件:
- include/are/platform/window.h # 窗口管理
- include/are/platform/gl_context.h # OpenGL 上下文
- src/platform/window.cpp
- src/platform/gl_context.cpp
依赖: GLFW, GLAD
验证: 能够创建窗口并初始化 OpenGL 上下文
```
#### Step 1.3: 工具模块
```
优先级: ★★★★☆
文件:
- include/are/utils/math_utils.h # 数学工具
- include/are/utils/file_utils.h # 文件工具
- include/are/utils/random.h # 随机数生成
- src/utils/*.cpp
依赖: GLM
验证: 基础工具函数可用
```
---
### Phase 2: 几何与场景系统Week 2-3
**目标**:能够构建和管理场景数据
#### Step 2.1: 几何数据结构
```
优先级: ★★★★★
文件:
- include/are/geometry/vertex.h # 顶点结构
- include/are/geometry/triangle.h # 三角形
- include/are/geometry/aabb.h # 包围盒
- include/are/geometry/transform.h # 变换
- src/geometry/*.cpp
依赖: GLM
验证: 能够创建和操作几何数据
```
#### Step 2.2: 场景对象
```
优先级: ★★★★★
文件:
- include/are/scene/camera.h # 相机
- include/are/scene/mesh.h # 网格
- include/are/scene/material.h # 材质
- include/are/scene/light.h # 光源基类
- include/are/scene/directional_light.h
- include/are/scene/point_light.h
- include/are/scene/spot_light.h
- src/scene/*.cpp
依赖: geometry
验证: 能够创建场景对象
```
#### Step 2.3: 场景管理器
```
优先级: ★★★★☆
文件:
- include/are/scene/scene_manager.h
- src/scene/scene_manager.cpp
依赖: scene/*
验证: 能够添加/删除/查询场景对象
```
---
### Phase 3: 光栅化管线Week 3-4
**目标**:实现 G-Buffer 生成
#### Step 3.1: Shader 管理
```
优先级: ★★★★★
文件:
- include/are/rasterizer/shader_program.h
- src/rasterizer/shader_program.cpp
- shaders/gbuffer/gbuffer.vert
- shaders/gbuffer/gbuffer.frag
依赖: platform/gl_context
验证: 能够加载和编译 Shader
```
#### Step 3.2: G-Buffer
```
优先级: ★★★★★
文件:
- include/are/rasterizer/gbuffer.h
- src/rasterizer/gbuffer.cpp
依赖: shader_program
验证: 能够创建 G-Buffer 纹理
```
#### Step 3.3: 光栅化器
```
优先级: ★★★★★
文件:
- include/are/rasterizer/rasterizer.h
- src/rasterizer/rasterizer.cpp
依赖: gbuffer, scene_manager
验证: 能够渲染场景到 G-Buffer
```
---
### Phase 4: 加速结构Week 4-5
**目标**:实现 BVH 构建
#### Step 4.1: BVH 节点
```
优先级: ★★★★★
文件:
- include/are/acceleration/bvh_node.h
- src/acceleration/bvh_node.cpp
依赖: geometry/aabb
验证: 能够创建 BVH 节点
```
#### Step 4.2: BVH 构建器
```
优先级: ★★★★★
文件:
- include/are/acceleration/bvh_builder.h
- src/acceleration/bvh_builder.cpp
依赖: bvh_node, scene/mesh
验证: 能够从三角形列表构建 BVH使用 SAH 或中点分割)
```
#### Step 4.3: BVH 接口
```
优先级: ★★★★☆
文件:
- include/are/acceleration/bvh.h
- src/acceleration/bvh.cpp
依赖: bvh_builder
验证: 提供统一的 BVH 查询接口
```
---
### Phase 5: CPU 光线追踪Week 5-6
**目标**:实现基础的 CPU 光线追踪
#### Step 5.1: 光线与碰撞
```
优先级: ★★★★★
文件:
- include/are/raytracer/ray.h
- include/are/raytracer/hit_record.h
- src/raytracer/ray.cpp
- src/raytracer/hit_record.cpp
依赖: geometry
验证: 能够进行光线-三角形相交测试
```
#### Step 5.2: CPU 光线追踪器
```
优先级: ★★★★★
文件:
- include/are/raytracer/cpu_raytracer.h
- src/raytracer/cpu_raytracer.cpp
依赖: ray, hit_record, bvh, scene_manager
验证: 能够追踪光线并计算基础着色(漫反射)
```
#### Step 5.3: 多线程优化
```
优先级: ★★★★☆
修改: src/raytracer/cpu_raytracer.cpp
依赖: OpenMP 或 std::thread
验证: 多线程加速光线追踪
```
---
### Phase 6: Compute Shader 光线追踪Week 6-7
**目标**:实现 GPU 光线追踪
#### Step 6.1: Compute Shader 编写
```
优先级: ★★★★★
文件:
- shaders/raytracing/raytracing.comp
依赖: OpenGL 4.3+
验证: Shader 能够编译通过
```
#### Step 6.2: GPU 数据传输
```
优先级: ★★★★★
文件:
- include/are/raytracer/compute_raytracer.h
- src/raytracer/compute_raytracer.cpp
依赖: rasterizer/shader_program, bvh
验证: 能够将 BVH 和场景数据上传到 GPUSSBO
```
#### Step 6.3: GPU 光线追踪实现
```
优先级: ★★★★★
修改: shaders/raytracing/raytracing.comp
src/raytracer/compute_raytracer.cpp
验证: GPU 光线追踪能够产生正确结果
```
---
### Phase 7: 主渲染器集成Week 7-8
**目标**:整合所有模块
#### Step 7.1: 渲染上下文
```
优先级: ★★★★★
文件:
- include/are/renderer/render_context.h
- include/are/renderer/render_stats.h
- src/renderer/render_context.cpp
- src/renderer/render_stats.cpp
依赖: 所有模块
验证: 能够管理渲染状态
```
#### Step 7.2: 主渲染器
```
优先级: ★★★★★
文件:
- include/are/renderer/renderer.h
- src/renderer/renderer.cpp
依赖: rasterizer, raytracer, scene_manager
验证: 能够完成完整的混合渲染流程
```
#### Step 7.3: 后处理Tone Mapping
```
优先级: ★★★★☆
文件:
- shaders/post_process/tonemap.vert
- shaders/post_process/tonemap.frag
修改: src/renderer/renderer.cpp
验证: HDR 到 LDR 的转换
```
---
### Phase 8: 纹理系统Week 8-9
**目标**:支持纹理贴图
#### Step 8.1: 图像 I/O
```
优先级: ★★★★☆
文件:
- include/are/utils/image_io.h
- src/utils/image_io.cpp
依赖: stb_image, stb_image_write
验证: 能够加载和保存图像
```
#### Step 8.2: 纹理管理
```
优先级: ★★★★☆
文件:
- include/are/texture/texture.h
- include/are/texture/texture_manager.h
- include/are/texture/sampler.h
- src/texture/*.cpp
依赖: image_io
验证: 能够加载纹理并在材质中使用
```
#### Step 8.3: 集成到渲染管线
```
优先级: ★★★★☆
修改: src/rasterizer/rasterizer.cpp
src/raytracer/cpu_raytracer.cpp
shaders/raytracing/raytracing.comp
验证: 纹理能够正确显示
```
---
### Phase 9: 高级光线追踪特性Week 9-11
**目标**:实现高质量渲染特性
#### Step 9.1: 环境光遮蔽AO
```
优先级: ★★★★☆
修改: src/raytracer/cpu_raytracer.cpp
shaders/raytracing/raytracing.comp
验证: AO 效果正确
```
#### Step 9.2: 软阴影
```
优先级: ★★★☆☆
修改: 光线追踪器实现
验证: 软阴影效果
```
#### Step 9.3: 镜面反射
```
优先级: ★★★☆☆
修改: 光线追踪器实现
验证: 镜面反射效果
```
#### Step 9.4: 折射/透明
```
优先级: ★★☆☆☆
修改: 光线追踪器实现
验证: 透明材质效果
```
---
### Phase 10: 调试与性能分析Week 11-12
**目标**:提供调试工具和性能优化
#### Step 10.1: 性能分析器
```
优先级: ★★★★☆
文件:
- include/are/core/profiler.h
- src/core/profiler.cpp
依赖: logger
验证: 能够测量各阶段耗时
```
#### Step 10.2: 调试可视化
```
优先级: ★★★☆☆
文件:
- shaders/debug/visualize_gbuffer.frag
- shaders/debug/visualize_bvh.frag
修改: src/renderer/renderer.cpp
验证: 能够可视化 G-Buffer 各通道和 BVH 包围盒
```
#### Step 10.3: 帧捕获功能
```
优先级: ★★★★☆
修改: src/renderer/renderer.cpp
src/utils/image_io.cpp
验证: 能够保存渲染结果到文件
```
---
### Phase 11: 示例程序Week 12-13
**目标**:提供完整的使用示例
#### Step 11.1: Hello Triangle
```
优先级: ★★★★★
文件:
- examples/01_hello_triangle/main.cpp
- examples/01_hello_triangle/CMakeLists.txt
验证: 最简单的三角形渲染
```
#### Step 11.2: Cornell Box
```
优先级: ★★★★☆
文件:
- examples/02_cornell_box/main.cpp
- examples/02_cornell_box/CMakeLists.txt
验证: 经典的 Cornell Box 场景,展示全局光照
```
#### Step 11.3: Material Showcase
```
优先级: ★★★☆☆
文件:
- examples/03_material_showcase/main.cpp
- examples/03_material_showcase/CMakeLists.txt
验证: 展示不同材质参数的效果
```
#### Step 11.4: Performance Test
```
优先级: ★★★☆☆
文件:
- examples/04_performance_test/main.cpp
- examples/04_performance_test/CMakeLists.txt
验证: CPU vs GPU 性能对比
```
---
接下来是开发策略说明
### 开发原则
1. **自底向上构建**
- 先实现底层模块core, utils, platform
- 再实现数据层geometry, scene
- 最后实现算法层和接口层
2. **增量验证**
- 每个 Phase 完成后都有明确的验证目标
- 通过简单的测试程序验证功能正确性
- 避免大量代码堆积后才发现问题
3. **并行开发可能性**
- Phase 3光栅化和 Phase 4BVH可以并行开发
- Phase 5CPU 光追)和 Phase 6GPU 光追)可以并行开发
- 但建议先完成 CPU 版本,再实现 GPU 版本(便于调试)
4. **性能优先**
- 初期实现注重正确性
- 后期通过 Profiler 识别瓶颈
- 针对性优化热点代码
### 关键里程碑
**Milestone 1Week 4**:能够渲染静态场景到 G-Buffer
```cpp
// 验证代码
are::Renderer renderer(config);
renderer.add_mesh(triangle_mesh);
renderer.begin_frame();
renderer.render_gbuffer(); // 只渲染 G-Buffer
renderer.end_frame();
renderer.save_frame("gbuffer.png");
```
**Milestone 2Week 6**CPU 光线追踪能够产生正确结果
```cpp
// 验证代码
config.ray_tracing.backend = are::ARE_RT_BACKEND_CPU;
config.ray_tracing.spp = 16;
renderer.render(); // 完整的混合渲染
renderer.save_frame("cpu_result.png");
```
**Milestone 3Week 8**GPU 光线追踪能够产生正确结果
```cpp
// 验证代码
config.ray_tracing.backend = are::ARE_RT_BACKEND_COMPUTE_SHADER;
renderer.render();
renderer.save_frame("gpu_result.png");
// 对比 CPU 和 GPU 结果,误差应在可接受范围内
```
**Milestone 4Week 10**:支持纹理和多种光源
```cpp
// 验证代码
material.set_albedo_map("brick.png");
renderer.add_light(directional_light);
renderer.add_light(point_light);
renderer.render();
```
**Milestone 5Week 14**:项目完成,所有示例可运行
### 风险控制
**潜在风险**
1. **BVH 构建性能**:如果场景复杂,构建时间可能过长
- 缓解:使用多线程构建,考虑增量更新
2. **GPU 内存限制**:大场景可能超出 GPU 内存
- 缓解:实现场景分块,按需加载
3. **Compute Shader 调试困难**GPU 代码难以调试
- 缓解:先在 CPU 上验证算法正确性,再移植到 GPU
4. **跨平台兼容性**Windows 和 Linux 的差异
- 缓解:使用 CMake 和标准库,避免平台特定代码
接下来是一些小总结
### 项目规模估算
- **总文件数**:约 80-100 个文件(头文件 + 源文件 + Shader
- **代码量**:约 15,000-20,000 行(不含注释和空行)
- **开发周期**14 周(约 3.5 个月)
- **核心模块**10 个core, platform, utils, geometry, scene, acceleration, rasterizer, raytracer, texture, renderer
### 技术栈
- **语言**C++17
- **图形 API**OpenGL 4.3+
- **依赖库**GLFW, GLAD, GLM, spdlog, stb
- **构建系统**CMake 3.15+
- **并行**OpenMP / std::thread
### 设计亮点
1. **模块化设计**:清晰的层次结构,低耦合高内聚
2. **双后端支持**CPU 和 GPU 光线追踪可运行时切换
3. **工业级可扩展性**:预留接口,便于后期添加新特性
4. **性能优先**BVH 加速、多线程、GPU 计算
5. **易于调试**:完善的日志系统、性能分析、可视化工具
---
此外,还有一些额外要求:
### ⚠️ 关键修改记录
1. **config.h 成员变量已去除下划线**
- 原因:用户直接使用的结构体成员不加下划线
- 影响:所有访问 config 的代码都使用无下划线版本
- 示例:`config.window.width` 而不是 `config.window.width_`
### 📌 API 一致性检查清单
在实现时应该:
- [ ] 检查头文件中声明的所有函数是否都实现
- [ ] 不创造头文件中未声明的公共函数
- [ ] 成员变量命名符合规范(类成员变量后缀 `_`用户结构体即public成员变量不加
- [ ] 所有公共 API 都有 Doxygen 注释
- [ ] 错误处理使用 `ARE_LOG_ERROR`
- [ ] 性能关键函数使用 `ARE_PROFILE_FUNCTION()`
### 🎯 Phase 2 成功标准
- [ ] 所有源文件编译通过0 错误 0 警告)
- [ ] 验证程序能够创建场景对象
- [ ] 相机能够生成光线
- [ ] 网格能够计算 AABB
- [ ] 光源能够打包数据
- [ ] 场景管理器能够管理对象
对于目前的进度我们已经实现到了Phase 4正在实现Phase 5请你帮我们进行Phase 5以及后续代码的实现。
但是因为我还没有给你我们已有的代码因此你需要哪些头文件的代码请在下一轮向我询问然后我们会开始Phase 5的开发。

605
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@ -1,605 +0,0 @@
### 文件include/are/platform/window.h
```cpp
/**
* @file window.h
* @brief Window management using GLFW
*/
#ifndef ARE_INCLUDE_PLATFORM_WINDOW_H
#define ARE_INCLUDE_PLATFORM_WINDOW_H
#include <are/core/config.h>
#include <are/core/types.h>
#include <string>
// Forward declare GLFW types to avoid including GLFW in header
struct GLFWwindow;
namespace are {
/**
* @class Window
* @brief GLFW window wrapper
*
* Manages window creation, input handling, and OpenGL context.
*/
class Window {
public:
/**
* @brief Constructor
* @param config Window configuration
*/
explicit Window(const WindowConfig& config);
/**
* @brief Destructor
*/
~Window();
// Window control
bool should_close() const;
void set_should_close(bool should_close);
void swap_buffers();
void poll_events();
// Window properties
int get_width() const;
int get_height() const;
Real get_aspect_ratio() const;
const std::string& get_title() const;
void set_title(const std::string& title);
void set_size(int width, int height);
// Framebuffer size (may differ from window size on high-DPI displays)
void get_framebuffer_size(int& width, int& height) const;
// VSync control
void set_vsync(bool enabled);
bool get_vsync() const;
// Input queries (basic support)
bool is_key_pressed(int key) const;
bool is_mouse_button_pressed(int button) const;
void get_cursor_pos(double& x, double& y) const;
// Internal
GLFWwindow* get_native_window() const { return window_; }
private:
void initialize_glfw();
void create_window();
void setup_callbacks();
static void framebuffer_size_callback(GLFWwindow* window, int width, int height);
static void error_callback(int error, const char* description);
GLFWwindow* window_; ///< GLFW window handle
WindowConfig config_; ///< Window configuration
bool vsync_enabled_; ///< VSync state
static int instance_count_; ///< Number of Window instances
};
} // namespace are
#endif // ARE_INCLUDE_PLATFORM_WINDOW_H
```
### 文件include/are/platform/gl_context.h
```cpp
/**
* @file gl_context.h
* @brief OpenGL context management
*/
#ifndef ARE_INCLUDE_PLATFORM_GL_CONTEXT_H
#define ARE_INCLUDE_PLATFORM_GL_CONTEXT_H
#include <are/core/types.h>
#include <string>
namespace are {
/**
* @class GLContext
* @brief OpenGL context initialization and management
*
* Handles GLAD initialization and provides OpenGL utility functions.
*/
class GLContext {
public:
/**
* @brief Initialize OpenGL context (load function pointers)
* @return true if initialization succeeded
*/
static bool initialize();
/**
* @brief Check if context is initialized
* @return true if initialized
*/
static bool is_initialized();
/**
* @brief Get OpenGL version string
* @return Version string
*/
static std::string get_version();
/**
* @brief Get OpenGL renderer string
* @return Renderer string
*/
static std::string get_renderer();
/**
* @brief Get OpenGL vendor string
* @return Vendor string
*/
static std::string get_vendor();
/**
* @brief Check if OpenGL extension is supported
* @param extension Extension name
* @return true if supported
*/
static bool is_extension_supported(const std::string& extension);
/**
* @brief Print OpenGL information to console
*/
static void print_info();
/**
* @brief Check for OpenGL errors
* @param file Source file
* @param line Line number
* @return true if error occurred
*/
static bool check_error(const char* file, int line);
/**
* @brief Clear all OpenGL errors
*/
static void clear_errors();
private:
static bool initialized_; ///< Initialization flag
};
} // namespace are
// OpenGL error checking macro
#ifdef ARE_ENABLE_DEBUG_VIS
#define ARE_GL_CHECK() are::GLContext::check_error(__FILE__, __LINE__)
#else
#define ARE_GL_CHECK() ((void)0)
#endif
#endif // ARE_INCLUDE_PLATFORM_GL_CONTEXT_H
```
### 文件include/are/utils/file_utils.h
```cpp
/**
* @file file_utils.h
* @brief File system utilities
*/
#ifndef ARE_INCLUDE_UTILS_FILE_UTILS_H
#define ARE_INCLUDE_UTILS_FILE_UTILS_H
#include <string>
#include <vector>
#include <cstdint>
namespace are {
/**
* @brief Read entire file into string
* @param filepath File path
* @return File contents (empty if failed)
*/
std::string read_file_to_string(const std::string& filepath);
/**
* @brief Read entire file into byte array
* @param filepath File path
* @return File contents (empty if failed)
*/
std::vector<uint8_t> read_file_to_bytes(const std::string& filepath);
/**
* @brief Write string to file
* @param filepath File path
* @param content Content to write
* @return true if write succeeded
*/
bool write_string_to_file(const std::string& filepath, const std::string& content);
/**
* @brief Write bytes to file
* @param filepath File path
* @param data Data pointer
* @param size Data size in bytes
* @return true if write succeeded
*/
bool write_bytes_to_file(const std::string& filepath, const void* data, size_t size);
/**
* @brief Check if file exists
* @param filepath File path
* @return true if file exists
*/
bool file_exists(const std::string& filepath);
/**
* @brief Check if path is directory
* @param path Directory path
* @return true if directory exists
*/
bool is_directory(const std::string& path);
/**
* @brief Create directory (including parent directories)
* @param path Directory path
* @return true if creation succeeded
*/
bool create_directory(const std::string& path);
/**
* @brief Get file extension
* @param filepath File path
* @return Extension (lowercase, without dot)
*/
std::string get_file_extension(const std::string& filepath);
/**
* @brief Get filename from path
* @param filepath File path
* @return Filename (without directory)
*/
std::string get_filename(const std::string& filepath);
/**
* @brief Get directory from path
* @param filepath File path
* @return Directory path
*/
std::string get_directory(const std::string& filepath);
/**
* @brief Join path components
* @param parts Path components
* @return Joined path
*/
std::string join_path(const std::vector<std::string>& parts);
/**
* @brief Normalize path (resolve .. and .)
* @param path Path to normalize
* @return Normalized path
*/
std::string normalize_path(const std::string& path);
} // namespace are
#endif // ARE_INCLUDE_UTILS_FILE_UTILS_H
```
这是你所要求的三个头文件如果还需要更多头文件的代码请随时向我提出。同时平台层着三个函数的代码我也已经实现你只需要专心考虑渲染管线即可。此外渲染管线的头文件我也实现了你只需要负责实现渲染管线的shader以及代码实现即可。
### 文件include/are/rasterizer/shader_program.h
```cpp
/**
* @file shader_program.h
* @brief OpenGL shader program wrapper
*/
#ifndef ARE_INCLUDE_RASTERIZER_SHADER_PROGRAM_H
#define ARE_INCLUDE_RASTERIZER_SHADER_PROGRAM_H
#include <are/core/types.h>
#include <string>
#include <unordered_map>
namespace are {
/**
* @enum ShaderType
* @brief Shader stage types
*/
enum class ShaderType {
ARE_SHADER_VERTEX,
ARE_SHADER_FRAGMENT,
ARE_SHADER_COMPUTE
};
/**
* @class ShaderProgram
* @brief OpenGL shader program management
*/
class ShaderProgram {
public:
/**
* @brief Constructor
*/
ShaderProgram();
/**
* @brief Destructor
*/
~ShaderProgram();
/**
* @brief Load and compile shader from file
* @param type Shader type
* @param filepath Shader file path
* @return true if compilation succeeded
*/
bool load_shader(ShaderType type, const std::string& filepath);
/**
* @brief Compile shader from source string
* @param type Shader type
* @param source Shader source code
* @return true if compilation succeeded
*/
bool compile_shader(ShaderType type, const std::string& source);
/**
* @brief Link shader program
* @return true if linking succeeded
*/
bool link();
/**
* @brief Use this shader program
*/
void use() const;
/**
* @brief Check if program is valid
* @return true if valid
*/
bool is_valid() const { return program_ != 0 && linked_; }
/**
* @brief Get OpenGL program ID
* @return Program ID
*/
uint32_t get_program() const { return program_; }
// Uniform setters
void set_uniform(const std::string& name, int value);
void set_uniform(const std::string& name, float value);
void set_uniform(const std::string& name, const Vec2& value);
void set_uniform(const std::string& name, const Vec3& value);
void set_uniform(const std::string& name, const Vec4& value);
void set_uniform(const std::string& name, const Mat3& value);
void set_uniform(const std::string& name, const Mat4& value);
/**
* @brief Get uniform location (cached)
* @param name Uniform name
* @return Uniform location (-1 if not found)
*/
int get_uniform_location(const std::string& name);
private:
bool check_compile_errors(uint32_t shader, ShaderType type);
bool check_link_errors();
uint32_t program_; ///< OpenGL program ID
uint32_t vertex_shader_; ///< Vertex shader ID
uint32_t fragment_shader_; ///< Fragment shader ID
uint32_t compute_shader_; ///< Compute shader ID
bool linked_; ///< Link status
std::unordered_map<std::string, int> uniform_cache_; ///< Uniform location cache
};
} // namespace are
#endif // ARE_INCLUDE_RASTERIZER_SHADER_PROGRAM_H
```
### 文件include/are/rasterizer/gbuffer.h
```cpp
/**
* @file gbuffer.h
* @brief G-Buffer management for deferred rendering
*/
#ifndef ARE_INCLUDE_RASTERIZER_GBUFFER_H
#define ARE_INCLUDE_RASTERIZER_GBUFFER_H
#include <are/core/types.h>
#include <cstdint>
namespace are {
/**
* @class GBuffer
* @brief G-Buffer for deferred rendering
*
* Contains multiple render targets for position, normal, albedo, etc.
*/
class GBuffer {
public:
/**
* @brief Constructor
* @param width Buffer width
* @param height Buffer height
*/
GBuffer(int width, int height);
/**
* @brief Destructor
*/
~GBuffer();
/**
* @brief Resize G-Buffer
* @param width New width
* @param height New height
*/
void resize(int width, int height);
/**
* @brief Bind G-Buffer for rendering
*/
void bind();
/**
* @brief Unbind G-Buffer
*/
void unbind();
/**
* @brief Clear all buffers
*/
void clear();
/**
* @brief Bind texture for reading
* @param index Texture index (0=position, 1=normal, 2=albedo, etc.)
* @param texture_unit Texture unit to bind to
*/
void bind_texture(int index, int texture_unit);
// Texture getters
uint32_t get_position_texture() const { return position_texture_; }
uint32_t get_normal_texture() const { return normal_texture_; }
uint32_t get_albedo_texture() const { return albedo_texture_; }
uint32_t get_material_texture() const { return material_texture_; }
uint32_t get_depth_texture() const { return depth_texture_; }
// Dimensions
int get_width() const { return width_; }
int get_height() const { return height_; }
/**
* @brief Read pixel data from G-Buffer
* @param index Buffer index
* @param data Output data pointer
*/
void read_pixels(int index, void* data);
private:
void create_textures();
void delete_textures();
void create_framebuffer();
uint32_t fbo_; ///< Framebuffer object
uint32_t rbo_depth_; ///< Depth renderbuffer
// G-Buffer textures
uint32_t position_texture_; ///< World position (RGB16F)
uint32_t normal_texture_; ///< World normal (RGB16F)
uint32_t albedo_texture_; ///< Albedo + Metallic (RGBA8)
uint32_t material_texture_; ///< Roughness + AO (RG8)
uint32_t depth_texture_; ///< Depth (R32F)
int width_; ///< Buffer width
int height_; ///< Buffer height
};
} // namespace are
#endif // ARE_INCLUDE_RASTERIZER_GBUFFER_H
```
### 文件include/are/rasterizer/rasterizer.h
```cpp
/**
* @file rasterizer.h
* @brief Rasterization pipeline for G-Buffer generation
*/
#ifndef ARE_INCLUDE_RASTERIZER_RASTERIZER_H
#define ARE_INCLUDE_RASTERIZER_RASTERIZER_H
#include <are/core/types.h>
#include <are/core/config.h>
#include <memory>
namespace are {
// Forward declarations
class GBuffer;
class ShaderProgram;
class SceneManager;
class Camera;
class Mesh;
/**
* @class Rasterizer
* @brief OpenGL rasterization pipeline
*
* Renders scene geometry to G-Buffer using traditional rasterization.
*/
class Rasterizer {
public:
/**
* @brief Constructor
* @param width Framebuffer width
* @param height Framebuffer height
*/
Rasterizer(int width, int height);
/**
* @brief Destructor
*/
~Rasterizer();
/**
* @brief Resize framebuffer
* @param width New width
* @param height New height
*/
void resize(int width, int height);
/**
* @brief Render scene to G-Buffer
* @param scene Scene manager
* @param camera Camera
*/
void render_gbuffer(const SceneManager& scene, const Camera& camera);
/**
* @brief Get G-Buffer
* @return G-Buffer reference
*/
GBuffer& get_gbuffer();
const GBuffer& get_gbuffer() const;
/**
* @brief Upload mesh data to GPU
* @param mesh Mesh to upload
*/
void upload_mesh(Mesh& mesh);
/**
* @brief Delete mesh GPU resources
* @param mesh Mesh to delete
*/
void delete_mesh(Mesh& mesh);
private:
void initialize_shaders(const std::string& shader_dir);
void setup_mesh_buffers(Mesh& mesh);
std::unique_ptr<GBuffer> gbuffer_; ///< G-Buffer
std::unique_ptr<ShaderProgram> gbuffer_shader_; ///< G-Buffer shader
int width_; ///< Framebuffer width
int height_; ///< Framebuffer height
};
} // namespace are
#endif // ARE_INCLUDE_RASTERIZER_RASTERIZER_H
```
如果没有还需要我给出的内容的话,你就可以开始实现了。

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很好让我们来实现Phase 4吧
如下是我已经实现的Phase 4头文件
### 文件include/are/acceleration/bvh_node.h
```cpp
/**
* @file bvh_node.h
* @brief BVH node structure
*/
#ifndef ARE_INCLUDE_ACCELERATION_BVH_NODE_H
#define ARE_INCLUDE_ACCELERATION_BVH_NODE_H
#include <are/core/types.h>
#include <are/geometry/aabb.h>
namespace are {
/**
* @struct BVHNode
* @brief Node in Bounding Volume Hierarchy
*
* Uses a compact representation for efficient GPU transfer.
*/
struct BVHNode {
AABB bounds_; ///< Node bounding box
union {
uint32_t left_child_; ///< Left child index (internal node)
uint32_t first_primitive_; ///< First primitive index (leaf node)
};
union {
uint32_t right_child_; ///< Right child index (internal node)
uint32_t primitive_count_; ///< Number of primitives (leaf node)
};
/**
* @brief Check if node is a leaf
* @return true if leaf node
*/
bool is_leaf() const {
return primitive_count_ > 0;
}
/**
* @brief Get node surface area (for SAH)
* @return Surface area
*/
Real surface_area() const {
return bounds_.surface_area();
}
};
} // namespace are
#endif // ARE_INCLUDE_ACCELERATION_BVH_NODE_H
```
### 文件include/are/acceleration/bvh_builder.h
```cpp
/**
* @file bvh_builder.h
* @brief BVH construction algorithms
*/
#ifndef ARE_INCLUDE_ACCELERATION_BVH_BUILDER_H
#define ARE_INCLUDE_ACCELERATION_BVH_BUILDER_H
#include <are/core/types.h>
#include <are/acceleration/bvh_node.h>
#include <are/geometry/triangle.h>
#include <vector>
namespace are {
/**
* @enum BVHSplitMethod
* @brief BVH splitting strategies
*/
enum class BVHSplitMethod {
ARE_BVH_SPLIT_MIDDLE, ///< Split at midpoint
ARE_BVH_SPLIT_SAH ///< Surface Area Heuristic
};
/**
* @struct BVHBuildConfig
* @brief Configuration for BVH construction
*/
struct BVHBuildConfig {
BVHSplitMethod split_method_ = BVHSplitMethod::ARE_BVH_SPLIT_SAH;
int max_leaf_size_ = 4; ///< Maximum triangles per leaf
int max_depth_ = 64; ///< Maximum tree depth
bool use_multithreading_ = true; ///< Use parallel construction
};
/**
* @class BVHBuilder
* @brief Constructs BVH from triangle list
*/
class BVHBuilder {
public:
/**
* @brief Constructor
* @param config Build configuration
*/
explicit BVHBuilder(const BVHBuildConfig& config = BVHBuildConfig());
/**
* @brief Build BVH from triangles
* @param triangles Triangle list
* @param nodes Output node list
* @param primitive_indices Output primitive index list
* @return Root node index
*/
uint32_t build(const std::vector<Triangle>& triangles,
std::vector<BVHNode>& nodes,
std::vector<uint32_t>& primitive_indices);
/**
* @brief Get build statistics
* @param node_count Output node count
* @param leaf_count Output leaf count
* @param max_depth Output maximum depth reached
*/
void get_stats(size_t& node_count, size_t& leaf_count, int& max_depth) const;
private:
struct BuildEntry {
uint32_t parent_;
uint32_t start_;
uint32_t end_;
int depth_;
};
uint32_t build_recursive(const std::vector<Triangle>& triangles,
std::vector<BVHNode>& nodes,
std::vector<uint32_t>& primitive_indices,
uint32_t start, uint32_t end, int depth);
int find_best_split_axis(const std::vector<Triangle>& triangles,
const std::vector<uint32_t>& indices,
uint32_t start, uint32_t end);
Real compute_sah_cost(const AABB& bounds, uint32_t count);
BVHBuildConfig config_;
size_t node_count_;
size_t leaf_count_;
int max_depth_reached_;
};
} // namespace are
#endif // ARE_INCLUDE_ACCELERATION_BVH_BUILDER_H
```
### 文件include/are/acceleration/bvh.h
```cpp
/**
* @file bvh.h
* @brief BVH interface and traversal
*/
#ifndef ARE_INCLUDE_ACCELERATION_BVH_H
#define ARE_INCLUDE_ACCELERATION_BVH_H
#include <are/core/types.h>
#include <are/acceleration/bvh_node.h>
#include <are/acceleration/bvh_builder.h>
#include <are/geometry/triangle.h>
#include <are/raytracer/ray.h>
#include <are/raytracer/hit_record.h>
#include <vector>
namespace are {
/**
* @class BVH
* @brief Bounding Volume Hierarchy for ray tracing acceleration
*/
class BVH {
public:
/**
* @brief Constructor
*/
BVH();
/**
* @brief Destructor
*/
~BVH();
/**
* @brief Build BVH from triangle list
* @param triangles Triangle list
* @param config Build configuration
* @return true if build succeeded
*/
bool build(const std::vector<Triangle>& triangles,
const BVHBuildConfig& config = BVHBuildConfig());
/**
* @brief Traverse BVH and find closest intersection
* @param ray Ray to trace
* @param hit Output hit record
* @return true if intersection found
*/
bool intersect(const Ray& ray, HitRecord& hit) const;
/**
* @brief Fast occlusion test (any hit)
* @param ray Ray to trace
* @param t_max Maximum t value
* @return true if any intersection found
*/
bool intersect_any(const Ray& ray, Real t_max) const;
/**
* @brief Check if BVH is built
* @return true if built
*/
bool is_built() const { return !nodes_.empty(); }
/**
* @brief Get BVH nodes (for GPU upload)
* @return Node array
*/
const std::vector<BVHNode>& get_nodes() const { return nodes_; }
/**
* @brief Get primitive indices
* @return Index array
*/
const std::vector<uint32_t>& get_primitive_indices() const {
return primitive_indices_;
}
/**
* @brief Get triangles
* @return Triangle array
*/
const std::vector<Triangle>& get_triangles() const { return triangles_; }
/**
* @brief Get memory usage in bytes
* @return Memory usage
*/
size_t get_memory_usage() const;
/**
* @brief Clear BVH data
*/
void clear();
private:
bool intersect_recursive(uint32_t node_index, const Ray& ray, HitRecord& hit) const;
bool intersect_any_recursive(uint32_t node_index, const Ray& ray, Real t_max) const;
std::vector<BVHNode> nodes_; ///< BVH nodes
std::vector<uint32_t> primitive_indices_; ///< Primitive index array
std::vector<Triangle> triangles_; ///< Triangle data
uint32_t root_index_; ///< Root node index
};
} // namespace are
#endif // ARE_INCLUDE_ACCELERATION_BVH_H
```
如果有依赖或者需要给你的头文件或实现文件我还没有给你,欢迎提出!

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很好现在让我们开始Phase 5的实现吧如下是Phase 5我已经写好的头文件与依赖文件ray.h/cpp&hit_record.h/cpp在前面的代码中你已经实现了现在只需要再检查一遍之前的实现是否正确即可
### 文件include/are/raytracer/cpu_raytracer.h
```cpp
/**
* @file cpu_raytracer.h
* @brief CPU-based ray tracing implementation
*/
#ifndef ARE_INCLUDE_RAYTRACER_CPU_RAYTRACER_H
#define ARE_INCLUDE_RAYTRACER_CPU_RAYTRACER_H
#include <are/raytracer/raytracer.h>
#include <are/raytracer/ray.h>
#include <are/raytracer/hit_record.h>
#include <vector>
namespace are {
/**
* @class CPURayTracer
* @brief CPU-based ray tracing implementation
*
* Uses multithreading for parallel ray tracing on CPU.
*/
class CPURayTracer : public RayTracer {
public:
/**
* @brief Constructor
* @param config Ray tracing configuration
*/
explicit CPURayTracer(const RayTracingConfig& config);
/**
* @brief Destructor
*/
~CPURayTracer() override;
/**
* @brief Render scene using CPU ray tracing
* @param scene Scene manager
* @param camera Camera
* @param gbuffer G-Buffer (optional)
* @param output Output texture ID
*/
void render(const SceneManager& scene,
const Camera& camera,
const GBuffer* gbuffer,
uint32_t output_texture) override;
/**
* @brief Update BVH
* @param bvh BVH reference
*/
void update_bvh(const BVH& bvh) override;
private:
/**
* @brief Trace a single ray
* @param ray Ray to trace
* @param depth Current recursion depth
* @return Ray color
*/
Vec3 trace_ray(const Ray& ray, int depth);
/**
* @brief Shade hit point
* @param hit Hit record
* @param ray Incident ray
* @param depth Current recursion depth
* @return Shaded color
*/
Vec3 shade(const HitRecord& hit, const Ray& ray, int depth);
/**
* @brief Compute direct lighting
* @param hit Hit record
* @return Direct lighting contribution
*/
Vec3 compute_direct_lighting(const HitRecord& hit);
/**
* @brief Compute ambient occlusion
* @param hit Hit record
* @return AO factor [0, 1]
*/
Real compute_ambient_occlusion(const HitRecord& hit);
/**
* @brief Check shadow ray
* @param origin Shadow ray origin
* @param direction Shadow ray direction
* @param max_distance Maximum distance
* @return true if in shadow
*/
bool is_in_shadow(const Vec3& origin, const Vec3& direction, Real max_distance);
const BVH* bvh_; ///< BVH reference
const SceneManager* scene_; ///< Scene reference
std::vector<Vec3> framebuffer_; ///< CPU framebuffer (HDR)
int width_; ///< Framebuffer width
int height_; ///< Framebuffer height
};
} // namespace are
#endif // ARE_INCLUDE_RAYTRACER_CPU_RAYTRACER_H
```
### 文件include/are/raytracer/raytracer.h
```cpp
/**
* @file raytracer.h
* @brief Ray tracing interface
*/
#ifndef ARE_INCLUDE_RAYTRACER_RAYTRACER_H
#define ARE_INCLUDE_RAYTRACER_RAYTRACER_H
#include <are/core/types.h>
#include <are/core/config.h>
namespace are {
// Forward declarations
class SceneManager;
class Camera;
class GBuffer;
class BVH;
/**
* @class RayTracer
* @brief Abstract ray tracing interface
*
* Base class for CPU and GPU ray tracing implementations.
*/
class RayTracer {
public:
/**
* @brief Constructor
* @param config Ray tracing configuration
*/
explicit RayTracer(const RayTracingConfig& config);
/**
* @brief Virtual destructor
*/
virtual ~RayTracer() = default;
/**
* @brief Render scene using ray tracing
* @param scene Scene manager
* @param camera Camera
* @param gbuffer G-Buffer (optional, for hybrid rendering)
* @param output Output texture ID
*/
virtual void render(const SceneManager& scene,
const Camera& camera,
const GBuffer* gbuffer,
uint32_t output_texture) = 0;
/**
* @brief Update BVH
* @param bvh BVH reference
*/
virtual void update_bvh(const BVH& bvh) = 0;
/**
* @brief Set configuration
* @param config New configuration
*/
virtual void set_config(const RayTracingConfig& config);
/**
* @brief Get configuration
* @return Current configuration
*/
const RayTracingConfig& get_config() const { return config_; }
protected:
RayTracingConfig config_; ///< Ray tracing configuration
};
} // namespace are
#endif // ARE_INCLUDE_RAYTRACER_RAYTRACER_H
```
此外,你可能需要随机数模块。
### 文件include/utils/random.h
```cpp
/**
* @file random.h
* @brief Random number generation utilities
*/
#ifndef ARE_INCLUDE_UTILS_RANDOM_H
#define ARE_INCLUDE_UTILS_RANDOM_H
#include <are/core/types.h>
#include <random>
namespace are {
/**
* @class RandomGenerator
* @brief Thread-safe random number generator
*
* Uses PCG (Permuted Congruential Generator) for high-quality random numbers.
*/
class RandomGenerator {
public:
/**
* @brief Constructor with optional seed
* @param seed Random seed (0 = use random device)
*/
explicit RandomGenerator(uint64_t seed = 0);
/**
* @brief Generate random float in [0, 1)
* @return Random float
*/
Real random_float();
/**
* @brief Generate random float in [min, max)
* @param min Minimum value
* @param max Maximum value
* @return Random float
*/
Real random_float(Real min, Real max);
/**
* @brief Generate random integer in [min, max]
* @param min Minimum value
* @param max Maximum value
* @return Random integer
*/
int random_int(int min, int max);
/**
* @brief Generate random point in unit disk
* @return Random point (z = 0)
*/
Vec3 random_in_unit_disk();
/**
* @brief Generate random point in unit sphere
* @return Random point
*/
Vec3 random_in_unit_sphere();
/**
* @brief Generate random unit vector
* @return Random unit vector
*/
Vec3 random_unit_vector();
/**
* @brief Generate random vector in hemisphere
* @param normal Hemisphere normal
* @return Random vector in hemisphere
*/
Vec3 random_in_hemisphere(const Vec3 &normal);
/**
* @brief Generate random cosine-weighted direction
* @param normal Surface normal
* @return Random direction (cosine-weighted)
*/
Vec3 random_cosine_direction(const Vec3 &normal);
/**
* @brief Set seed for reproducible results
* @param seed Random seed
*/
void set_seed(uint64_t seed);
private:
std::mt19937_64 rng_; ///< Random number generator
std::uniform_real_distribution<Real> dist_; ///< Uniform distribution [0, 1)
};
/**
* @brief Get thread-local random generator
* @return Reference to thread-local generator
*/
RandomGenerator &get_thread_random();
/**
* @brief Generate random float in [0, 1) using thread-local generator
* @return Random float
*/
inline Real random_float() {
return get_thread_random().random_float();
}
/**
* @brief Generate random float in [min, max) using thread-local generator
* @param min Minimum value
* @param max Maximum value
* @return Random float
*/
inline Real random_float(Real min, Real max) {
return get_thread_random().random_float(min, max);
}
} // namespace are
#endif // ARE_INCLUDE_UTILS_RANDOM_H
```
同样地,如果有依赖或者需要给你的头文件/实现文件还没有给你,欢迎提出;如果已有的数学或者随机数模块需要补充,请分别给出函数声明与实现。

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@ -1,322 +0,0 @@
你对代码的观察非常敏锐!我对你的实现计划表示认同,下面是你要求到的和可能用到的头文件:
### 文件include/are/raytracer/ray.h
```cpp
/**
* @file ray.h
* @brief Ray structure for ray tracing
*/
#ifndef ARE_INCLUDE_RAYTRACER_RAY_H
#define ARE_INCLUDE_RAYTRACER_RAY_H
#include <are/core/types.h>
namespace are {
/**
* @struct Ray
* @brief Ray representation for ray tracing
*/
struct Ray {
Vec3 origin_; ///< Ray origin
Vec3 direction_; ///< Ray direction (normalized)
Real t_min_; ///< Minimum t value
Real t_max_; ///< Maximum t value
/**
* @brief Default constructor
*/
Ray();
/**
* @brief Construct ray with origin and direction
* @param origin Ray origin
* @param direction Ray direction (will be normalized)
* @param t_min Minimum t value
* @param t_max Maximum t value
*/
Ray(const Vec3& origin, const Vec3& direction,
Real t_min = are_epsilon, Real t_max = 1e30f);
/**
* @brief Evaluate ray at parameter t
* @param t Parameter value
* @return Point on ray
*/
Vec3 at(Real t) const;
/**
* @brief Check if t is within valid range
* @param t Parameter value
* @return true if t is valid
*/
bool is_valid_t(Real t) const;
};
} // namespace are
#endif // ARE_INCLUDE_RAYTRACER_RAY_H
```
### 文件include/are/raytracer/hit_record.h
```cpp
/**
* @file hit_record.h
* @brief Ray-surface intersection record
*/
#ifndef ARE_INCLUDE_RAYTRACER_HIT_RECORD_H
#define ARE_INCLUDE_RAYTRACER_HIT_RECORD_H
#include <are/core/types.h>
namespace are {
/**
* @struct HitRecord
* @brief Information about ray-surface intersection
*/
struct HitRecord {
Vec3 position_; ///< Hit position in world space
Vec3 normal_; ///< Surface normal at hit point
Vec2 texcoord_; ///< Texture coordinates at hit point
Vec3 tangent_; ///< Tangent vector at hit point
Real t_; ///< Ray parameter at hit point
MaterialHandle material_; ///< Material at hit point
uint32_t triangle_index_; ///< Triangle index that was hit
bool front_face_; ///< Whether ray hit front face
/**
* @brief Default constructor
*/
HitRecord();
/**
* @brief Set face normal based on ray direction
* @param ray_direction Ray direction
* @param outward_normal Outward-facing normal
*/
void set_face_normal(const Vec3& ray_direction, const Vec3& outward_normal);
/**
* @brief Check if hit record is valid
* @return true if hit occurred
*/
bool is_valid() const;
};
} // namespace are
#endif // ARE_INCLUDE_RAYTRACER_HIT_RECORD_H
```
### 文件include/are/scene/directional_light.h
```cpp
/**
* @file directional_light.h
* @brief Directional light implementation
*/
#ifndef ARE_INCLUDE_SCENE_DIRECTIONAL_LIGHT_H
#define ARE_INCLUDE_SCENE_DIRECTIONAL_LIGHT_H
#include <are/scene/light.h>
namespace are {
/**
* @class DirectionalLight
* @brief Directional light source (sun-like)
*
* Represents an infinitely distant light source with parallel rays.
*/
class DirectionalLight : public Light {
public:
/**
* @brief Default constructor
*/
DirectionalLight();
/**
* @brief Construct with direction and color
* @param direction Light direction (will be normalized)
* @param color Light color
* @param intensity Light intensity
*/
DirectionalLight(const Vec3& direction, const Vec3& color = Vec3(1.0f),
Real intensity = 1.0f);
// Direction
void set_direction(const Vec3& direction);
const Vec3& get_direction() const { return direction_; }
// Light interface
LightData pack() const override;
bool affects_point(const Vec3& point) const override;
private:
Vec3 direction_; ///< Light direction (normalized)
};
} // namespace are
#endif // ARE_INCLUDE_SCENE_DIRECTIONAL_LIGHT_H
```
### 文件include/are/scene/point_light.h
```cpp
/**
* @file point_light.h
* @brief Point light implementation
*/
#ifndef ARE_INCLUDE_SCENE_POINT_LIGHT_H
#define ARE_INCLUDE_SCENE_POINT_LIGHT_H
#include <are/scene/light.h>
namespace are {
/**
* @class PointLight
* @brief Point light source
*
* Emits light equally in all directions from a single point.
*/
class PointLight : public Light {
public:
/**
* @brief Default constructor
*/
PointLight();
/**
* @brief Construct with position and color
* @param position Light position
* @param color Light color
* @param intensity Light intensity
* @param range Light range (attenuation distance)
*/
PointLight(const Vec3& position, const Vec3& color = Vec3(1.0f),
Real intensity = 1.0f, Real range = 10.0f);
// Position
void set_position(const Vec3& position);
const Vec3& get_position() const { return position_; }
// Range (attenuation)
void set_range(Real range);
Real get_range() const { return range_; }
// Attenuation parameters
void set_attenuation(Real constant, Real linear, Real quadratic);
Real get_constant_attenuation() const { return attenuation_constant_; }
Real get_linear_attenuation() const { return attenuation_linear_; }
Real get_quadratic_attenuation() const { return attenuation_quadratic_; }
/**
* @brief Calculate attenuation at given distance
* @param distance Distance from light
* @return Attenuation factor [0, 1]
*/
Real calculate_attenuation(Real distance) const;
// Light interface
LightData pack() const override;
bool affects_point(const Vec3& point) const override;
private:
Vec3 position_; ///< Light position
Real range_; ///< Light range
Real attenuation_constant_; ///< Constant attenuation factor
Real attenuation_linear_; ///< Linear attenuation factor
Real attenuation_quadratic_; ///< Quadratic attenuation factor
};
} // namespace are
#endif // ARE_INCLUDE_SCENE_POINT_LIGHT_H
```
### 文件include/are/scene/spot_light.h
```cpp
/**
* @file spot_light.h
* @brief Spot light implementation
*/
#ifndef ARE_INCLUDE_SCENE_SPOT_LIGHT_H
#define ARE_INCLUDE_SCENE_SPOT_LIGHT_H
#include <are/scene/light.h>
namespace are {
/**
* @class SpotLight
* @brief Spot light source
*
* Emits light in a cone from a single point.
*/
class SpotLight : public Light {
public:
/**
* @brief Default constructor
*/
SpotLight();
/**
* @brief Construct with position, direction, and angles
* @param position Light position
* @param direction Light direction
* @param inner_angle Inner cone angle in degrees
* @param outer_angle Outer cone angle in degrees
* @param color Light color
* @param intensity Light intensity
*/
SpotLight(const Vec3& position, const Vec3& direction,Real inner_angle, Real outer_angle,
const Vec3& color = Vec3(1.0f), Real intensity = 1.0f);
// Position and direction
void set_position(const Vec3& position);
void set_direction(const Vec3& direction);
const Vec3& get_position() const { return position_; }
const Vec3& get_direction() const { return direction_; }
// Cone angles (in degrees)
void set_inner_angle(Real angle);
void set_outer_angle(Real angle);
Real get_inner_angle() const { return inner_angle_; }
Real get_outer_angle() const { return outer_angle_; }
// Range
void set_range(Real range);
Real get_range() const { return range_; }
/**
* @brief Calculate spotlight intensity at given direction
* @param to_point Direction from light to point (normalized)
* @return Spotlight factor [0, 1]
*/
Real calculate_spot_factor(const Vec3& to_point) const;
// Light interface
LightData pack() const override;
bool affects_point(const Vec3& point) const override;
private:
Vec3 position_; ///< Light position
Vec3 direction_; ///< Light direction (normalized)
Real inner_angle_; ///< Inner cone angle (degrees)
Real outer_angle_; ///< Outer cone angle (degrees)
Real range_; ///< Light range
Real cos_inner_; ///< Cosine of inner angle (cache
Real cos_outer_; ///< Cosine of outer angle (cached)
};
} // namespace are
#endif // ARE_INCLUDE_SCENE_SPOT_LIGHT_H
```
还有缺失的头文件需要补充吗如果没有的话我们就可以开始实现Phase 2了。

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@ -1,26 +0,0 @@
#version 430 core
in vec3 v_world_position;
in vec3 v_world_normal;
in vec2 v_texcoord;
flat in uint v_triangle_id_base;
uniform vec3 u_albedo;
uniform float u_metallic;
uniform float u_roughness;
layout(location = 0) out vec3 g_position;
layout(location = 1) out vec3 g_normal;
layout(location = 2) out vec4 g_albedo_metallic;
layout(location = 3) out vec2 g_roughness_ao;
layout(location = 4) out uint g_primitive_id;
void main() {
g_position = v_world_position;
g_normal = normalize(v_world_normal);
g_albedo_metallic = vec4(u_albedo, u_metallic);
g_roughness_ao = vec2(u_roughness, 1.0);
// Global primitive ID = mesh base + primitive id within draw call
g_primitive_id = v_triangle_id_base + uint(gl_PrimitiveID);
}

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@ -1,29 +0,0 @@
#version 430 core
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_normal;
layout(location = 2) in vec2 a_texcoord;
layout(location = 3) in vec3 a_tangent;
uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_projection;
uniform mat3 u_normal_matrix;
// NOTE: We store it as int uniform in C++ for simplicity; GLSL expects uint.
uniform uint u_triangle_id_base;
out vec3 v_world_position;
out vec3 v_world_normal;
out vec2 v_texcoord;
flat out uint v_triangle_id_base;
void main() {
vec4 world_pos = u_model * vec4(a_position, 1.0);
v_world_position = world_pos.xyz;
v_world_normal = normalize(u_normal_matrix * a_normal);
v_texcoord = a_texcoord;
v_triangle_id_base = u_triangle_id_base;
gl_Position = u_projection * u_view * world_pos;
}

View File

@ -1,512 +0,0 @@
/**
* @file bvh.cpp
* @brief Implementation of BVH class (optimized version)
*/
#include <stack>
#include <algorithm>
#include <are/acceleration/bvh.h>
#include <are/core/logger.h>
#include <are/core/profiler.h>
namespace are {
BVH::BVH()
: root_index_(0) {
}
BVH::~BVH() {
clear();
}
bool BVH::build(const std::vector<Triangle> &triangles, const BVHBuildConfig &config) {
ARE_PROFILE_FUNCTION();
if (triangles.empty()) {
ARE_LOG_WARN("BVH: Cannot build from empty triangle list");
return false;
}
// Clear existing data
clear();
// Copy triangles
triangles_ = triangles;
// Build BVH
BVHBuilder builder(config);
root_index_ = builder.build(triangles_, nodes_, primitive_indices_);
// Get statistics
size_t node_count, leaf_count;
int max_depth;
builder.get_stats(node_count, leaf_count, max_depth);
ARE_LOG_INFO("BVH: Built successfully");
ARE_LOG_INFO(" Triangles: " + std::to_string(triangles_.size()));
ARE_LOG_INFO(" Nodes: " + std::to_string(node_count));
ARE_LOG_INFO(" Leaves: " + std::to_string(leaf_count));
ARE_LOG_INFO(" Max depth: " + std::to_string(max_depth));
ARE_LOG_INFO(" Memory: " + std::to_string(get_memory_usage() / 1024) + " KB");
return true;
}
bool BVH::intersect(const Ray &ray, HitRecord &hit) const {
// Note: No profiling here - this is a hot path
if (!is_built()) {
return false;
}
// Use iterative traversal with stack for better performance
return intersect_iterative(ray, hit);
}
bool BVH::intersect_any(const Ray &ray, Real t_max) const {
// Note: No profiling here - this is a hot path
if (!is_built()) {
return false;
}
return intersect_any_iterative(ray, t_max);
}
bool BVH::intersect_any(const Ray& ray, Real t_max, uint32_t ignore_triangle_index) const {
ARE_PROFILE_FUNCTION();
if (!is_built()) {
return false;
}
// iterative traversal is safer than recursion for deep trees, but keep style consistent
std::stack<uint32_t> stack;
stack.push(root_index_);
while (!stack.empty()) {
uint32_t node_index = stack.top();
stack.pop();
const BVHNode& node = nodes_[node_index];
Real t0, t1;
if (!node.bounds_.intersect_ray(ray, t0, t1)) {
continue;
}
if (t0 > t_max) {
continue;
}
if (node.is_leaf()) {
for (uint32_t i = 0; i < node.primitive_count_; ++i) {
uint32_t prim_idx = primitive_indices_[node.first_primitive_ + i];
if (prim_idx == ignore_triangle_index) {
continue;
}
if (prim_idx >= triangles_.size()) {
continue;
}
if (triangles_[prim_idx].intersect_fast(ray, t_max)) {
return true;
}
}
} else {
stack.push(node.left_child_);
stack.push(node.right_child_);
}
}
return false;
}
size_t BVH::get_memory_usage() const {
size_t total = 0;
total += nodes_.size() * sizeof(BVHNode);
total += primitive_indices_.size() * sizeof(uint32_t);
total += triangles_.size() * sizeof(Triangle);
return total;
}
void BVH::clear() {
nodes_.clear();
primitive_indices_.clear();
triangles_.clear();
root_index_ = 0;
}
bool BVH::intersect_iterative(const Ray &ray, HitRecord &hit) const {
// Precompute inverse direction for faster AABB tests
Vec3 inv_dir(
1.0f / ray.direction_.x,
1.0f / ray.direction_.y,
1.0f / ray.direction_.z);
// Stack-based traversal (64 levels is enough for most scenes)
uint32_t stack[64];
int stack_ptr = 0;
stack[stack_ptr++] = root_index_;
bool hit_anything = false;
Real closest_t = ray.t_max_;
while (stack_ptr > 0) {
uint32_t node_index = stack[--stack_ptr];
if (node_index >= nodes_.size()) {
continue;
}
const BVHNode &node = nodes_[node_index];
// Fast AABB test with precomputed inverse direction
Real t_min, t_max;
if (!intersect_aabb_fast(node.bounds_, ray, inv_dir, closest_t, t_min, t_max)) {
continue;
}
if (node.is_leaf()) {
// Test all primitives in leaf
for (uint32_t i = 0; i < node.primitive_count_; ++i) {
uint32_t prim_idx = primitive_indices_[node.first_primitive_ + i];
if (prim_idx >= triangles_.size()) {
continue;
}
const Triangle &triangle = triangles_[prim_idx];
HitRecord temp_hit;
if (intersect_triangle_fast(triangle, ray, closest_t, temp_hit)) {
closest_t = temp_hit.t_;
hit = temp_hit;
hit.triangle_index_ = prim_idx;
hit_anything = true;
}
}
} else {
// Push children to stack (far child first, so near child is processed first)
if (node.left_child_ >= nodes_.size() || node.right_child_ >= nodes_.size()) {
continue;
}
const BVHNode &left = nodes_[node.left_child_];
const BVHNode &right = nodes_[node.right_child_];
Real t_left_min, t_left_max;
Real t_right_min, t_right_max;
bool hit_left = intersect_aabb_fast(left.bounds_, ray, inv_dir, closest_t,
t_left_min, t_left_max);
bool hit_right = intersect_aabb_fast(right.bounds_, ray, inv_dir, closest_t,
t_right_min, t_right_max);
if (hit_left && hit_right) {
// Push far child first (so near child is popped first)
if (t_left_min < t_right_min) {
if (stack_ptr < 64)
stack[stack_ptr++] = node.right_child_;
if (stack_ptr < 64)
stack[stack_ptr++] = node.left_child_;
} else {
if (stack_ptr < 64)
stack[stack_ptr++] = node.left_child_;
if (stack_ptr < 64)
stack[stack_ptr++] = node.right_child_;
}
} else if (hit_left) {
if (stack_ptr < 64)
stack[stack_ptr++] = node.left_child_;
} else if (hit_right) {
if (stack_ptr < 64)
stack[stack_ptr++] = node.right_child_;
}
}
}
return hit_anything;
}
bool BVH::intersect_any_iterative(const Ray &ray, Real t_max) const {
// Precompute inverse direction
Vec3 inv_dir(
1.0f / ray.direction_.x,
1.0f / ray.direction_.y,
1.0f / ray.direction_.z);
// Stack-based traversal
uint32_t stack[64];
int stack_ptr = 0;
stack[stack_ptr++] = root_index_;
while (stack_ptr > 0) {
uint32_t node_index = stack[--stack_ptr];
if (node_index >= nodes_.size()) {
continue;
}
const BVHNode &node = nodes_[node_index];
// Fast AABB test
Real t_min, t_max_box;
if (!intersect_aabb_fast(node.bounds_, ray, inv_dir, t_max, t_min, t_max_box)) {
continue;
}
if (node.is_leaf()) {
// Test all primitives in leaf
for (uint32_t i = 0; i < node.primitive_count_; ++i) {
uint32_t prim_idx = primitive_indices_[node.first_primitive_ + i];
if (prim_idx >= triangles_.size()) {
continue;
}
const Triangle &triangle = triangles_[prim_idx];
if (triangle.intersect_fast(ray, t_max)) {
return true; // Early exit on first hit
}
}
} else {
// Push both children
if (node.left_child_ < nodes_.size() && stack_ptr < 64) {
stack[stack_ptr++] = node.left_child_;
}
if (node.right_child_ < nodes_.size() && stack_ptr < 64) {
stack[stack_ptr++] = node.right_child_;
}
}
}
return false;
}
inline bool BVH::intersect_aabb_fast(const AABB &bounds, const Ray &ray,
const Vec3 &inv_dir, Real t_max,
Real &t_min_out, Real &t_max_out) const {
// Optimized slab method with precomputed inverse direction
Real t_min = ray.t_min_;
Real t_max_local = t_max;
// X axis
{
Real t0 = (bounds.min_.x - ray.origin_.x) * inv_dir.x;
Real t1 = (bounds.max_.x - ray.origin_.x) * inv_dir.x;
if (inv_dir.x < 0.0f) {
Real temp = t0;
t0 = t1;
t1 = temp;
}
t_min = std::max(t_min, t0);
t_max_local = std::min(t_max_local, t1);
if (t_max_local < t_min) {
return false;
}
}
// Y axis
{
Real t0 = (bounds.min_.y - ray.origin_.y) * inv_dir.y;
Real t1 = (bounds.max_.y - ray.origin_.y) * inv_dir.y;
if (inv_dir.y < 0.0f) {
Real temp = t0;
t0 = t1;
t1 = temp;
}
t_min = std::max(t_min, t0);
t_max_local = std::min(t_max_local, t1);
if (t_max_local < t_min) {
return false;
}
}
// Z axis
{
Real t0 = (bounds.min_.z - ray.origin_.z) * inv_dir.z;
Real t1 = (bounds.max_.z - ray.origin_.z) * inv_dir.z;
if (inv_dir.z < 0.0f) {
Real temp = t0;
t0 = t1;
t1 = temp;
}
t_min = std::max(t_min, t0);
t_max_local = std::min(t_max_local, t1);
if (t_max_local < t_min) {
return false;
}
}
t_min_out = t_min;
t_max_out = t_max_local;
return true;
}
inline bool BVH::intersect_triangle_fast(const Triangle &triangle, const Ray &ray,
Real t_max, HitRecord &hit) const {
// Möller-Trumbore algorithm (inlined for performance)
const Vec3 &v0 = triangle.v0_.position_;
const Vec3 &v1 = triangle.v1_.position_;
const Vec3 &v2 = triangle.v2_.position_;
const Vec3 edge1 = v1 - v0;
const Vec3 edge2 = v2 - v0;
const Vec3 h = glm::cross(ray.direction_, edge2);
const Real a = glm::dot(edge1, h);
// Check if ray is parallel to triangle
if (a > -are_epsilon && a < are_epsilon) {
return false;
}
const Real f = 1.0f / a;
const Vec3 s = ray.origin_ - v0;
const Real u = f * glm::dot(s, h);
if (u < 0.0f || u > 1.0f) {
return false;
}
const Vec3 q = glm::cross(s, edge1);
const Real v = f * glm::dot(ray.direction_, q);
if (v < 0.0f || u + v > 1.0f) {
return false;
}
const Real t = f * glm::dot(edge2, q);
if (t < ray.t_min_ || t >= t_max) {
return false;
}
// Fill hit record
const Real w = 1.0f - u - v;
hit.t_ = t;
hit.position_ = ray.origin_ + ray.direction_ * t;
hit.material_ = triangle.material_;
// Interpolate vertex attributes
hit.normal_ = glm::normalize(
w * triangle.v0_.normal_ + u * triangle.v1_.normal_ + v * triangle.v2_.normal_);
hit.texcoord_ = w * triangle.v0_.texcoord_ + u * triangle.v1_.texcoord_ + v * triangle.v2_.texcoord_;
hit.tangent_ = glm::normalize(
w * triangle.v0_.tangent_ + u * triangle.v1_.tangent_ + v * triangle.v2_.tangent_);
// Determine front face
hit.set_face_normal(ray.direction_, hit.normal_);
return true;
}
// Keep recursive versions for reference/debugging
bool BVH::intersect_recursive(uint32_t node_index, const Ray &ray, HitRecord &hit) const {
if (node_index >= nodes_.size()) {
return false;
}
const BVHNode &node = nodes_[node_index];
Real t_min, t_max;
if (!node.bounds_.intersect_ray(ray, t_min, t_max)) {
return false;
}
if (t_min > hit.t_) {
return false;
}
bool hit_anything = false;
if (node.is_leaf()) {
for (uint32_t i = 0; i < node.primitive_count_; ++i) {
uint32_t prim_idx = primitive_indices_[node.first_primitive_ + i];
if (prim_idx >= triangles_.size()) {
continue;
}
const Triangle &triangle = triangles_[prim_idx];
HitRecord temp_hit;
if (triangle.intersect(ray, temp_hit) && temp_hit.t_ < hit.t_) {
hit = temp_hit;
hit.triangle_index_ = prim_idx;
hit_anything = true;
}
}
} else {
Real t_left_min, t_left_max;
Real t_right_min, t_right_max;
bool hit_left = nodes_[node.left_child_].bounds_.intersect_ray(ray, t_left_min, t_left_max);
bool hit_right = nodes_[node.right_child_].bounds_.intersect_ray(ray, t_right_min, t_right_max);
// Traverse closer child first
if (hit_left && hit_right) {
if (t_left_min < t_right_min) {
hit_anything |= intersect_recursive(node.left_child_, ray, hit);
hit_anything |= intersect_recursive(node.right_child_, ray, hit);
} else {
hit_anything |= intersect_recursive(node.right_child_, ray, hit);
hit_anything |= intersect_recursive(node.left_child_, ray, hit);
}
} else if (hit_left) {
hit_anything |= intersect_recursive(node.left_child_, ray, hit);
} else if (hit_right) {
hit_anything |= intersect_recursive(node.right_child_, ray, hit);
}
}
return hit_anything;
}
bool BVH::intersect_any_recursive(uint32_t node_index, const Ray &ray, Real t_max) const {
if (node_index >= nodes_.size()) {
return false;
}
const BVHNode &node = nodes_[node_index];
Real t_min, t_max_box;
if (!node.bounds_.intersect_ray(ray, t_min, t_max_box)) {
return false;
}
if (t_min > t_max) {
return false;
}
if (node.is_leaf()) {
for (uint32_t i = 0; i < node.primitive_count_; ++i) {
uint32_t prim_idx = primitive_indices_[node.first_primitive_ + i];
if (prim_idx >= triangles_.size()) {
continue;
}
if (triangles_[prim_idx].intersect_fast(ray, t_max)) {
return true;
}
}
return false;
} else {
return intersect_any_recursive(node.left_child_, ray, t_max) || intersect_any_recursive(node.right_child_, ray, t_max);
}
}
} // namespace are

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/**
* @file bvh_builder.cpp
* @brief Implementation of BVH construction algorithms
*/
#include <are/acceleration/bvh_builder.h>
#include <are/core/logger.h>
#include <are/core/profiler.h>
#include <are/utils/math_utils.h>
#include <algorithm>
#include <limits>
#include <stack>
#ifdef ARE_USE_OPENMP
#include <omp.h>
#endif
namespace are {
BVHBuilder::BVHBuilder(const BVHBuildConfig& config)
: config_(config)
, node_count_(0)
, leaf_count_(0)
, max_depth_reached_(0) {
}
uint32_t BVHBuilder::build(const std::vector<Triangle>& triangles,
std::vector<BVHNode>& nodes,
std::vector<uint32_t>& primitive_indices) {
ARE_PROFILE_FUNCTION();
if (triangles.empty()) {
ARE_LOG_WARN("BVHBuilder: Cannot build BVH from empty triangle list");
return 0;
}
ARE_LOG_INFO("BVHBuilder: Building BVH for " + std::to_string(triangles.size()) + " triangles");
// Reset statistics
node_count_ = 0;
leaf_count_ = 0;
max_depth_reached_ = 0;
// Initialize primitive indices
primitive_indices.resize(triangles.size());
for (size_t i = 0; i < triangles.size(); ++i) {
primitive_indices[i] = static_cast<uint32_t>(i);
}
// Reserve space for nodes (estimate: 2 * num_triangles)
nodes.clear();
nodes.reserve(triangles.size() * 2);
// Build BVH recursively
uint32_t root_index = build_recursive(triangles, nodes, primitive_indices,
0, static_cast<uint32_t>(triangles.size()), 0);
ARE_LOG_INFO("BVHBuilder: Built BVH with " + std::to_string(node_count_) + " nodes, " +
std::to_string(leaf_count_) + " leaves, max depth " +
std::to_string(max_depth_reached_));
return root_index;
}
void BVHBuilder::get_stats(size_t& node_count, size_t& leaf_count, int& max_depth) const {
node_count = node_count_;
leaf_count = leaf_count_;
max_depth = max_depth_reached_;
}
uint32_t BVHBuilder::build_recursive(const std::vector<Triangle>& triangles,
std::vector<BVHNode>& nodes,
std::vector<uint32_t>& primitive_indices,
uint32_t start, uint32_t end, int depth) {
ARE_PROFILE_FUNCTION();
// Update statistics
max_depth_reached_ = std::max(max_depth_reached_, depth);
// Create new node
uint32_t node_index = static_cast<uint32_t>(nodes.size());
nodes.emplace_back();
BVHNode& node = nodes[node_index];
node_count_++;
// Compute bounding box for all primitives in range
node.bounds_ = AABB::invalid();
for (uint32_t i = start; i < end; ++i) {
uint32_t prim_idx = primitive_indices[i];
node.bounds_.expand(triangles[prim_idx].compute_aabb());
}
uint32_t count = end - start;
// Check if we should create a leaf
bool should_create_leaf = (count <= static_cast<uint32_t>(config_.max_leaf_size_)) ||
(depth >= config_.max_depth_);
if (should_create_leaf) {
// Create leaf node
node.first_primitive_ = start;
node.primitive_count_ = count;
leaf_count_++;
return node_index;
}
// Find best split axis
int split_axis = find_best_split_axis(triangles, primitive_indices, start, end);
// Sort primitives along split axis
std::sort(primitive_indices.begin() + start,
primitive_indices.begin() + end,
[&](uint32_t a, uint32_t b) {
return triangles[a].centroid()[split_axis] <
triangles[b].centroid()[split_axis];
});
// Find split position
uint32_t mid = start + count / 2;
// Use SAH if enabled
if (config_.split_method_ == BVHSplitMethod::ARE_BVH_SPLIT_SAH) {
Real best_cost = std::numeric_limits<Real>::max();
uint32_t best_split = mid;
// Try different split positions
const int num_buckets = 12;
for (int i = 1; i < num_buckets; ++i) {
uint32_t test_split = start + (count * i) / num_buckets;
// Compute bounding boxes for left and right
AABB left_bounds = AABB::invalid();
AABB right_bounds = AABB::invalid();
for (uint32_t j = start; j < test_split; ++j) {
left_bounds.expand(triangles[primitive_indices[j]].compute_aabb());
}
for (uint32_t j = test_split; j < end; ++j) {
right_bounds.expand(triangles[primitive_indices[j]].compute_aabb());
}
// Compute SAH cost
Real left_cost = compute_sah_cost(left_bounds, test_split - start);
Real right_cost = compute_sah_cost(right_bounds, end - test_split);
Real cost = left_cost + right_cost;
if (cost < best_cost) {
best_cost = cost;
best_split = test_split;
}
}
mid = best_split;
}
// Ensure we don't create empty children
if (mid == start || mid == end) {
mid = start + count / 2;
}
// Create internal node
node.primitive_count_ = 0; // Mark as internal node
// Build left and right children
uint32_t left_child = build_recursive(triangles, nodes, primitive_indices,
start, mid, depth + 1);
uint32_t right_child = build_recursive(triangles, nodes, primitive_indices,
mid, end, depth + 1);
// Update node (it may have been reallocated)
nodes[node_index].left_child_ = left_child;
nodes[node_index].right_child_ = right_child;
return node_index;
}
int BVHBuilder::find_best_split_axis(const std::vector<Triangle>& triangles,
const std::vector<uint32_t>& indices,
uint32_t start, uint32_t end) {
ARE_PROFILE_FUNCTION();
// Compute centroid bounds
AABB centroid_bounds = AABB::invalid();
for (uint32_t i = start; i < end; ++i) {
centroid_bounds.expand(triangles[indices[i]].centroid());
}
// Return longest axis
return centroid_bounds.longest_axis();
}
Real BVHBuilder::compute_sah_cost(const AABB& bounds, uint32_t count) {
// SAH cost = surface_area * primitive_count
// This is a simplified version; full SAH includes traversal cost
return bounds.surface_area() * static_cast<Real>(count);
}
} // namespace are

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/**
* @file bvh_node.cpp
* @brief Implementation of BVHNode structure
*/
#include <are/acceleration/bvh_node.h>
namespace are {
// BVHNode is a POD structure, no implementation needed
// All methods are inline in the header
} // namespace are

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/**
* @file are.cpp
* @brief Implementation of main engine interface
*/
#include <are/are.h>
#include <are/core/logger.h>
#include <are/core/profiler.h>
namespace are {
const char* get_version() {
return "0.1.0";
}
bool initialize() {
// Initialize logger first
Logger::init(LogLevel::ARE_LOG_INFO);
ARE_LOG_INFO("===========================================");
ARE_LOG_INFO("Aurora Rendering Engine v" + std::string(get_version()));
ARE_LOG_INFO("===========================================");
ARE_LOG_INFO("Initializing engine...");
// Initialize profiler
Profiler::init();
ARE_LOG_INFO("Engine initialization complete");
return true;
}
void shutdown() {
ARE_LOG_INFO("Shutting down Aurora Rendering Engine...");
// Shutdown profiler
Profiler::shutdown();
ARE_LOG_INFO("Engine shutdown complete");
// Shutdown logger last
Logger::shutdown();
}
} // namespace are

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/**
* @file config.cpp
* @brief Implementation of configuration system
*/
#include <are/core/config.h>
#include <are/core/logger.h>
#include <thread>
namespace are {
bool AreConfig::validate() const {
bool valid = true;
// Validate window config
if (window.width <= 0 || window.height <= 0) {
ARE_LOG_ERROR("Invalid window dimensions: " +
std::to_string(window.width) + "x" +
std::to_string(window.height));
valid = false;
}
if (window.samples < 1) {
ARE_LOG_ERROR("Invalid MSAA samples: " + std::to_string(window.samples));
valid = false;
}
// Validate ray tracing config
if (ray_tracing.spp <= 0) {
ARE_LOG_ERROR("Invalid SPP value: " + std::to_string(ray_tracing.spp));
valid = false;
}
if (ray_tracing.max_depth <= 0) {
ARE_LOG_ERROR("Invalid max ray depth: " + std::to_string(ray_tracing.max_depth));
valid = false;
}
if (ray_tracing.ao_samples < 0) {
ARE_LOG_ERROR("Invalid AO samples: " + std::to_string(ray_tracing.ao_samples));
valid = false;
}
if (ray_tracing.ao_radius <= 0.0f) {
ARE_LOG_ERROR("Invalid AO radius: " + std::to_string(ray_tracing.ao_radius));
valid = false;
}
// Validate render config
if (render.exposure <= 0.0f) {
ARE_LOG_ERROR("Invalid exposure: " + std::to_string(render.exposure));
valid = false;
}
// Validate performance config
if (performance.num_threads < 0) {
ARE_LOG_ERROR("Invalid thread count: " + std::to_string(performance.num_threads));
valid = false;
}
return valid;
}
void AreConfig::print() const {
ARE_LOG_INFO("=== Aurora Rendering Engine Configuration ===");
// Window configuration
ARE_LOG_INFO("Window:");
ARE_LOG_INFO(" Size: " + std::to_string(window.width) + "x" +
std::to_string(window.height));
ARE_LOG_INFO(" Title: " + window.title);
ARE_LOG_INFO(" Resizable: " + std::string(window.resizable ? "yes" : "no"));
ARE_LOG_INFO(" VSync: " + std::string(window.vsync ? "enabled" : "disabled"));
ARE_LOG_INFO(" MSAA: " + std::to_string(window.samples) + "x");
// Ray tracing configuration
ARE_LOG_INFO("Ray Tracing:");
std::string backend_str = (ray_tracing.backend == RayTracingBackend::ARE_RT_BACKEND_CPU)
? "CPU" : "Compute Shader";
ARE_LOG_INFO(" Backend: " + backend_str);
ARE_LOG_INFO(" SPP: " + std::to_string(ray_tracing.spp));
ARE_LOG_INFO(" Max Depth: " + std::to_string(ray_tracing.max_depth));
ARE_LOG_INFO(" Global Illumination: " + std::string(ray_tracing.enable_gi ? "enabled" : "disabled"));
ARE_LOG_INFO(" Ambient Occlusion: " + std::string(ray_tracing.enable_ao ? "enabled" : "disabled"));
ARE_LOG_INFO(" Soft Shadows: " + std::string(ray_tracing.enable_soft_shadows ? "enabled" : "disabled"));
if (ray_tracing.enable_ao) {
ARE_LOG_INFO(" AO Samples: " + std::to_string(ray_tracing.ao_samples));
ARE_LOG_INFO(" AO Radius: " + std::to_string(ray_tracing.ao_radius));
}
// Render configuration
ARE_LOG_INFO("Rendering:");
std::string tonemap_str;
switch (render.tonemap_op) {
case ToneMappingOperator::ARE_TONEMAP_NONE: tonemap_str = "None"; break;
case ToneMappingOperator::ARE_TONEMAP_REINHARD: tonemap_str = "Reinhard"; break;
case ToneMappingOperator::ARE_TONEMAP_ACES: tonemap_str = "ACES"; break;
}
ARE_LOG_INFO(" Tone Mapping: " + tonemap_str);
ARE_LOG_INFO(" Exposure: " + std::to_string(render.exposure));
ARE_LOG_INFO(" HDR: " + std::string(render.use_hdr ? "enabled" : "disabled"));
// Performance configuration
ARE_LOG_INFO("Performance:");
int num_threads = performance.num_threads == 0 ?
static_cast<int>(std::thread::hardware_concurrency()) : performance.num_threads;
ARE_LOG_INFO(" Threads: " + std::to_string(num_threads));
ARE_LOG_INFO(" BVH Multithreading: " +
std::string(performance.enable_bvh_multithreading ? "enabled" : "disabled"));
ARE_LOG_INFO(" Profiling: " +
std::string(performance.enable_profiling ? "enabled" : "disabled"));
// Path configuration
ARE_LOG_INFO("Paths:");
ARE_LOG_INFO(" Shaders: " + paths.shader_dir);
ARE_LOG_INFO(" Textures: " + paths.texture_dir);
ARE_LOG_INFO(" Output: " + paths.output_dir);
ARE_LOG_INFO("=============================================");
}
} // namespace are

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/**
* @file logger.cpp
* @brief Implementation of logging system
*/
#include <are/core/logger.h>
#include <spdlog/spdlog.h>
#include <spdlog/sinks/stdout_color_sinks.h>
#include <spdlog/sinks/basic_file_sink.h>
#include <mutex>
#include <cstring>
namespace are {
std::shared_ptr<void> Logger::logger_impl_ = nullptr;
bool Logger::initialized_ = false;
void Logger::init(LogLevel min_level) {
if (initialized_) {
return;
}
try {
// Create console sink with color support
auto console_sink = std::make_shared<spdlog::sinks::stdout_color_sink_mt>();
console_sink->set_pattern("[%H:%M:%S.%e] [%^%l%$] %v");
// Create logger with console sink
auto logger = std::make_shared<spdlog::logger>("are", console_sink);
// Set log level
switch (min_level) {
case LogLevel::ARE_LOG_TRACE:
logger->set_level(spdlog::level::trace);
break;
case LogLevel::ARE_LOG_DEBUG:
logger->set_level(spdlog::level::debug);
break;
case LogLevel::ARE_LOG_INFO:
logger->set_level(spdlog::level::info);
break;
case LogLevel::ARE_LOG_WARN:
logger->set_level(spdlog::level::warn);
break;
case LogLevel::ARE_LOG_ERROR:
logger->set_level(spdlog::level::err);
break;
case LogLevel::ARE_LOG_CRITICAL:
logger->set_level(spdlog::level::critical);
break;
}
// Flush on error or higher
logger->flush_on(spdlog::level::err);
// Set as default logger
spdlog::set_default_logger(logger);
logger_impl_ = logger;
initialized_ = true;
} catch (const std::exception& e) {
fprintf(stderr, "[ARE] Failed to initialize logger: %s\n", e.what());
}
}
void Logger::shutdown() {
if (!initialized_) {
return;
}
try {
spdlog::shutdown();
logger_impl_.reset();
initialized_ = false;
} catch (const std::exception& e) {
fprintf(stderr, "[ARE] Error during logger shutdown: %s\n", e.what());
}
}
void Logger::log(LogLevel level, const char* file, const char* func,
int line, const std::string& message) {
if (!initialized_) {
init();
}
// Extract filename from full path
const char* filename = file;
const char* last_slash = nullptr;
for (const char* p = file; *p; ++p) {
if (*p == '/' || *p == '\\') {
last_slash = p;
}
}
if (last_slash) {
filename = last_slash + 1;
}
// Format message with location information
std::string formatted = message + " (" + filename + ":" + std::to_string(line) + ")";
try {
auto logger = std::static_pointer_cast<spdlog::logger>(logger_impl_);
switch (level) {
case LogLevel::ARE_LOG_TRACE:
logger->trace(formatted);
break;
case LogLevel::ARE_LOG_DEBUG:
logger->debug(formatted);
break;
case LogLevel::ARE_LOG_INFO:
logger->info(formatted);
break;
case LogLevel::ARE_LOG_WARN:
logger->warn(formatted);
break;
case LogLevel::ARE_LOG_ERROR:
logger->error(formatted);
break;
case LogLevel::ARE_LOG_CRITICAL:
logger->critical(formatted);
break;
}
} catch (const std::exception& e) {
fprintf(stderr, "[ARE] Logging error: %s\n", e.what());
}
}
void Logger::set_level(LogLevel level) {
if (!initialized_) {
return;
}
try {
auto logger = std::static_pointer_cast<spdlog::logger>(logger_impl_);
switch (level) {
case LogLevel::ARE_LOG_TRACE:
logger->set_level(spdlog::level::trace);
break;
case LogLevel::ARE_LOG_DEBUG:
logger->set_level(spdlog::level::debug);
break;
case LogLevel::ARE_LOG_INFO:
logger->set_level(spdlog::level::info);
break;
case LogLevel::ARE_LOG_WARN:
logger->set_level(spdlog::level::warn);
break;
case LogLevel::ARE_LOG_ERROR:
logger->set_level(spdlog::level::err);
break;
case LogLevel::ARE_LOG_CRITICAL:
logger->set_level(spdlog::level::critical);
break;
}
} catch (const std::exception& e) {
fprintf(stderr, "[ARE] Error setting log level: %s\n", e.what());
}
}
} // namespace are

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/**
* @file profiler.cpp
* @brief Implementation of performance profiler
*/
#include <are/core/profiler.h>
#include <are/core/logger.h>
#include <iomanip>
#include <sstream>
#include <algorithm>
namespace are {
std::unordered_map<std::string, Profiler::SectionData> Profiler::sections_;
std::unordered_map<std::string, ProfileResult> Profiler::results_;
bool Profiler::enabled_ = false;
void Profiler::init() {
#ifdef ARE_ENABLE_PROFILING
enabled_ = true;
sections_.clear();
results_.clear();
ARE_LOG_INFO("Profiler initialized");
#else
enabled_ = false;
ARE_LOG_WARN("Profiler disabled (ARE_ENABLE_PROFILING not defined)");
#endif
}
void Profiler::shutdown() {
if (!enabled_) {
return;
}
print_results();
sections_.clear();
results_.clear();
enabled_ = false;
}
void Profiler::begin(const std::string& name) {
if (!enabled_) {
return;
}
auto& section = sections_[name];
section.start_time_ = std::chrono::high_resolution_clock::now();
}
void Profiler::end(const std::string& name) {
if (!enabled_) {
return;
}
auto end_time = std::chrono::high_resolution_clock::now();
auto it = sections_.find(name);
if (it == sections_.end()) {
ARE_LOG_WARN("Profiler::end called for unknown section: " + name);
return;
}
auto& section = it->second;
auto duration = std::chrono::duration_cast<std::chrono::microseconds>(
end_time - section.start_time_
);
section.total_duration_ms_ += duration.count() / 1000.0;
section.call_count_++;
}
const std::unordered_map<std::string, ProfileResult>& Profiler::get_results() {
if (!enabled_) {
return results_;
}
results_.clear();
for (const auto& [name, section] : sections_) {
ProfileResult result;
result.name_ = name;
result.duration_ms_ = section.total_duration_ms_;
result.call_count_ = section.call_count_;
result.avg_duration_ms_ = (section.call_count_ > 0)
? (section.total_duration_ms_ / section.call_count_)
: 0.0;
results_[name] = result;
}
return results_;
}
void Profiler::reset() {
if (!enabled_) {
return;
}
for (auto& [name, section] : sections_) {
section.total_duration_ms_ = 0.0;
section.call_count_ = 0;
}
results_.clear();
}
void Profiler::print_results() {
if (!enabled_) {
return;
}
get_results();
if (results_.empty()) {
ARE_LOG_INFO("No profiling data available");
return;
}
// Sort results by total duration (descending)
std::vector<ProfileResult> sorted_results;
sorted_results.reserve(results_.size());
for (const auto& [name, result] : results_) {
sorted_results.push_back(result);
}
std::sort(sorted_results.begin(), sorted_results.end(),
[](const ProfileResult& a, const ProfileResult& b) {
return a.duration_ms_ > b.duration_ms_;
});
// Print header
ARE_LOG_INFO("=== Performance Profile ===");
ARE_LOG_INFO(std::string(80, '-'));
std::stringstream header;
header << std::left << std::setw(30) << "Section"
<< std::right << std::setw(12) << "Total (ms)"
<< std::right << std::setw(12) << "Calls"
<< std::right << std::setw(12) << "Avg (ms)"
<< std::right << std::setw(12) << "Percent";
ARE_LOG_INFO(header.str());
ARE_LOG_INFO(std::string(80, '-'));
// Calculate total time
double total_time = 0.0;
for (const auto& result : sorted_results) {
total_time += result.duration_ms_;
}
// Print results
for (const auto& result : sorted_results) {
std::stringstream ss;
double percent = (total_time > 0.0) ? (result.duration_ms_ / total_time * 100.0) : 0.0;
ss << std::left << std::setw(30) << result.name_
<< std::right << std::setw(12) << std::fixed << std::setprecision(3) << result.duration_ms_
<< std::right << std::setw(12) << result.call_count_
<< std::right << std::setw(12) << std::fixed << std::setprecision(3) << result.avg_duration_ms_
<< std::right << std::setw(11) << std::fixed << std::setprecision(1) << percent << "%";
ARE_LOG_INFO(ss.str());
}
ARE_LOG_INFO(std::string(80, '-'));
std::stringstream total_ss;
total_ss << "Total: " << std::fixed << std::setprecision(3) << total_time << " ms";
ARE_LOG_INFO(total_ss.str());
ARE_LOG_INFO("===========================");
}
// ScopedProfiler implementation
ScopedProfiler::ScopedProfiler(const std::string& name) : name_(name) {
Profiler::begin(name_);
}
ScopedProfiler::~ScopedProfiler() {
Profiler::end(name_);
}
} // namespace are

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/**
* @file types.cpp
* @brief Implementation of basic types (if needed)
*/
#include <are/core/types.h>
// This file is intentionally minimal as types.h is mostly type definitions
// Any future type-related utility functions can be added here
namespace are {
// Currently no implementation needed for types.h
} // namespace are

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/**
* @file aabb.cpp
* @brief Implementation of Axis-Aligned Bounding Box
*/
#include <are/geometry/aabb.h>
#include <are/raytracer/ray.h>
#include <are/core/logger.h>
#include <glm/glm.hpp>
#include <algorithm>
#include <limits>
namespace are {
AABB::AABB()
: min_(std::numeric_limits<float>::max())
, max_(std::numeric_limits<float>::lowest()) {
}
AABB::AABB(const Vec3& min, const Vec3& max)
: min_(min)
, max_(max) {
}
AABB::AABB(const Vec3& point)
: min_(point)
, max_(point) {
}
bool AABB::is_valid() const {
return min_.x <= max_.x && min_.y <= max_.y && min_.z <= max_.z;
}
Vec3 AABB::center() const {
return (min_ + max_) * 0.5f;
}
Vec3 AABB::size() const {
return max_ - min_;
}
Real AABB::surface_area() const {
Vec3 d = size();
return 2.0f * (d.x * d.y + d.y * d.z + d.z * d.x);
}
Real AABB::volume() const {
Vec3 d = size();
return d.x * d.y * d.z;
}
int AABB::longest_axis() const {
Vec3 d = size();
if (d.x > d.y && d.x > d.z) {
return 0;
} else if (d.y > d.z) {
return 1;
} else {
return 2;
}
}
void AABB::expand(const Vec3& point) {
min_ = glm::min(min_, point);
max_ = glm::max(max_, point);
}
void AABB::expand(const AABB& other) {
if (other.is_valid()) {
min_ = glm::min(min_, other.min_);
max_ = glm::max(max_, other.max_);
}
}
bool AABB::contains(const Vec3& point) const {
return point.x >= min_.x && point.x <= max_.x &&
point.y >= min_.y && point.y <= max_.y &&
point.z >= min_.z && point.z <= max_.z;
}
bool AABB::intersects(const AABB& other) const {
return min_.x <= other.max_.x && max_.x >= other.min_.x &&
min_.y <= other.max_.y && max_.y >= other.min_.y &&
min_.z <= other.max_.z && max_.z >= other.min_.z;
}
bool AABB::intersect_ray(const Ray& ray, Real& t_min_out, Real& t_max_out) const {
// Slab method for ray-AABB intersection
// Reference: "An Efficient and Robust Ray-Box Intersection Algorithm" by Williams et al.
Real t_min = ray.t_min_;
Real t_max = ray.t_max_;
for (int i = 0; i < 3; ++i) {
Real inv_d = 1.0f / ray.direction_[i];
Real t0 = (min_[i] - ray.origin_[i]) * inv_d;
Real t1 = (max_[i] - ray.origin_[i]) * inv_d;
if (inv_d < 0.0f) {
std::swap(t0, t1);
}
t_min = t0 > t_min ? t0 : t_min;
t_max = t1 < t_max ? t1 : t_max;
if (t_max < t_min) {
return false;
}
}
t_min_out = t_min;
t_max_out = t_max;
return true;
}
AABB AABB::merge(const AABB& a, const AABB& b) {
if (!a.is_valid()) return b;
if (!b.is_valid()) return a;
return AABB(
glm::min(a.min_, b.min_),
glm::max(a.max_, b.max_)
);
}
AABB AABB::invalid() {
return AABB();
}
} // namespace are

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/**
* @file transform.cpp
* @brief Implementation of Transform class
*/
#define GLM_ENABLE_EXPERIMENTAL
#include <are/geometry/transform.h>
#include <are/core/profiler.h>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/euler_angles.hpp>
namespace are {
Transform::Transform()
: position_(0.0f)
, rotation_(0.0f)
, scale_(1.0f)
, matrix_(1.0f)
, inverse_matrix_(1.0f)
, dirty_(true) {
}
Transform::Transform(const Vec3& position, const Vec3& rotation, const Vec3& scale)
: position_(position)
, rotation_(rotation)
, scale_(scale)
, matrix_(1.0f)
, inverse_matrix_(1.0f)
, dirty_(true) {
}
void Transform::set_position(const Vec3& position) {
position_ = position;
mark_dirty();
}
void Transform::set_rotation(const Vec3& rotation) {
rotation_ = rotation;
mark_dirty();
}
void Transform::set_scale(const Vec3& scale) {
scale_ = scale;
mark_dirty();
}
void Transform::set_scale(Real uniform_scale) {
scale_ = Vec3(uniform_scale);
mark_dirty();
}
Mat4 Transform::get_matrix() const {
if (dirty_) {
update_matrix();
}
return matrix_;
}
Mat4 Transform::get_inverse_matrix() const {
if (dirty_) {
update_matrix();
}
return inverse_matrix_;
}
Mat3 Transform::get_normal_matrix() const {
if (dirty_) {
update_matrix();
}
// Normal matrix is the transpose of the inverse of the upper-left 3x3
return glm::transpose(glm::inverse(Mat3(matrix_)));
}
Vec3 Transform::transform_point(const Vec3& point) const {
if (dirty_) {
update_matrix();
}
Vec4 result = matrix_ * Vec4(point, 1.0f);
return Vec3(result);
}
Vec3 Transform::transform_direction(const Vec3& direction) const {
if (dirty_) {
update_matrix();
}
Vec4 result = matrix_ * Vec4(direction, 0.0f);
return Vec3(result);
}
Vec3 Transform::transform_normal(const Vec3& normal) const {
Mat3 normal_matrix = get_normal_matrix();
return glm::normalize(normal_matrix * normal);
}
Transform Transform::operator*(const Transform& other) const {
ARE_PROFILE_FUNCTION();
// Combine transforms by multiplying matrices
// Note: This is an approximation; for exact results,
// we would need to decompose the combined matrix
Transform result;
Mat4 combined = get_matrix() * other.get_matrix();
// Extract translation
result.position_ = Vec3(combined[3]);
// Extract scale (approximate)
result.scale_.x = glm::length(Vec3(combined[0]));
result.scale_.y = glm::length(Vec3(combined[1]));
result.scale_.z = glm::length(Vec3(combined[2]));
// Remove scale from matrix to extract rotation
Mat3 rotation_matrix;
rotation_matrix[0] = Vec3(combined[0]) / result.scale_.x;
rotation_matrix[1] = Vec3(combined[1]) / result.scale_.y;
rotation_matrix[2] = Vec3(combined[2]) / result.scale_.z;
// Extract Euler angles (approximate, may have gimbal lock issues)
result.rotation_.x = std::atan2(rotation_matrix[2][1], rotation_matrix[2][2]);
result.rotation_.y = std::atan2(-rotation_matrix[2][0],std::sqrt(rotation_matrix[2][1] * rotation_matrix[2][1] +
rotation_matrix[2][2] * rotation_matrix[2][2]));
result.rotation_.z = std::atan2(rotation_matrix[1][0], rotation_matrix[0][0]);
result.dirty_ = true;
return result;
}
Transform Transform::identity() {
return Transform();
}
Transform Transform::translate(const Vec3& translation) {
return Transform(translation, Vec3(0.0f), Vec3(1.0f));
}
Transform Transform::rotate(const Vec3& rotation) {
return Transform(Vec3(0.0f), rotation, Vec3(1.0f));
}
Transform Transform::scale(const Vec3& scale) {
return Transform(Vec3(0.0f), Vec3(0.0f), scale);
}
void Transform::mark_dirty() {
dirty_ = true;
}
void Transform::update_matrix() const {
ARE_PROFILE_FUNCTION();
// Build transformation matrix: T * R * S
// Translation
Mat4 translation_matrix = glm::translate(Mat4(1.0f), position_);
// Rotation (using Euler angles: YXZ order for typical camera/object rotation)
Mat4 rotation_matrix = glm::eulerAngleYXZ(rotation_.y, rotation_.x, rotation_.z);
// Scale
Mat4 scale_matrix = glm::scale(Mat4(1.0f), scale_);
// Combine: T * R * S
matrix_ = translation_matrix * rotation_matrix * scale_matrix;
// Compute inverse
inverse_matrix_ = glm::inverse(matrix_);
dirty_ = false;
}
} // namespace are

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/**
* @file triangle.cpp
* @brief Implementation of Triangle primitive
*/
#include <are/core/logger.h>
#include <are/core/profiler.h>
#include <are/geometry/triangle.h>
#include <are/raytracer/hit_record.h>
#include <are/raytracer/ray.h>
#include <glm/glm.hpp>
namespace are {
Triangle::Triangle()
: material_(are_invalid_handle) {
}
Triangle::Triangle(const Vertex &v0, const Vertex &v1, const Vertex &v2, MaterialHandle material)
: v0_(v0)
, v1_(v1)
, v2_(v2)
, material_(material) {
}
Vec3 Triangle::centroid() const {
return (v0_.position_ + v1_.position_ + v2_.position_) / 3.0f;
}
Vec3 Triangle::normal() const {
Vec3 edge1 = v1_.position_ - v0_.position_;
Vec3 edge2 = v2_.position_ - v0_.position_;
return glm::normalize(glm::cross(edge1, edge2));
}
Real Triangle::area() const {
Vec3 edge1 = v1_.position_ - v0_.position_;
Vec3 edge2 = v2_.position_ - v0_.position_;
return 0.5f * glm::length(glm::cross(edge1, edge2));
}
AABB Triangle::compute_aabb() const {
AABB aabb(v0_.position_);
aabb.expand(v1_.position_);
aabb.expand(v2_.position_);
return aabb;
}
bool Triangle::intersect(const Ray &ray, HitRecord &hit) const {
ARE_PROFILE_FUNCTION();
// Möller-Trumbore algorithm
// Reference: "Fast, Minimum Storage Ray/Triangle Intersection"
const Vec3 edge1 = v1_.position_ - v0_.position_;
const Vec3 edge2 = v2_.position_ - v0_.position_;
const Vec3 h = glm::cross(ray.direction_, edge2);
const Real a = glm::dot(edge1, h);
// Check if ray is parallel to triangle
if (a > -are_epsilon && a < are_epsilon) {
return false;
}
const Real f = 1.0f / a;
const Vec3 s = ray.origin_ - v0_.position_;
const Real u = f * glm::dot(s, h);
// Check barycentric coordinate u
if (u < 0.0f || u > 1.0f) {
return false;
}
const Vec3 q = glm::cross(s, edge1);
const Real v = f * glm::dot(ray.direction_, q);
// Check barycentric coordinate v
if (v < 0.0f || u + v > 1.0f) {
return false;
}
// Calculate t parameter
const Real t = f * glm::dot(edge2, q);
// Check if intersection is within ray bounds
if (!ray.is_valid_t(t)) {
return false;
}
// Fill hit record
const Real w = 1.0f - u - v;
hit.t_ = t;
hit.position_ = ray.at(t);
hit.material_ = material_;
// Interpolate vertex attributes using barycentric coordinates
hit.normal_ = glm::normalize(
w * v0_.normal_ + u * v1_.normal_ + v * v2_.normal_);
hit.texcoord_ = w * v0_.texcoord_ + u * v1_.texcoord_ + v * v2_.texcoord_;
hit.tangent_ = glm::normalize(
w * v0_.tangent_ + u * v1_.tangent_ + v * v2_.tangent_);
// Determine front face
hit.set_face_normal(ray.direction_, hit.normal_);
return true;
}
bool Triangle::intersect_fast(const Ray &ray, Real t_max) const {
ARE_PROFILE_FUNCTION();
// Simplified Möller-Trumbore without hit record computation
const Vec3 edge1 = v1_.position_ - v0_.position_;
const Vec3 edge2 = v2_.position_ - v0_.position_;
const Vec3 h = glm::cross(ray.direction_, edge2);
const Real a = glm::dot(edge1, h);
if (a > -are_epsilon && a < are_epsilon) {
return false;
}
const Real f = 1.0f / a;
const Vec3 s = ray.origin_ - v0_.position_;
const Real u = f * glm::dot(s, h);
if (u < 0.0f || u > 1.0f) {
return false;
}
const Vec3 q = glm::cross(s, edge1);
const Real v = f * glm::dot(ray.direction_, q);
if (v < 0.0f || u + v > 1.0f) {
return false;
}
const Real t = f * glm::dot(edge2, q);
return t > ray.t_min_ && t < t_max;
}
} // namespace are

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/**
* @file vertex.cpp
* @brief Implementation of Vertex structure
*/
#include <are/geometry/vertex.h>
#include <glm/glm.hpp>
namespace are {
Vertex::Vertex(const Vec3& pos)
: position_(pos)
, normal_(0.0f, 1.0f, 0.0f)
, texcoord_(0.0f, 0.0f)
, tangent_(1.0f, 0.0f, 0.0f) {
}
Vertex::Vertex(const Vec3& pos, const Vec3& norm)
: position_(pos)
, normal_(norm)
, texcoord_(0.0f, 0.0f)
, tangent_(1.0f, 0.0f, 0.0f) {
}
Vertex::Vertex(const Vec3& pos, const Vec3& norm, const Vec2& uv)
: position_(pos)
, normal_(norm)
, texcoord_(uv)
, tangent_(1.0f, 0.0f, 0.0f) {
}
Vertex::Vertex(const Vec3& pos, const Vec3& norm, const Vec2& uv, const Vec3& tan)
: position_(pos)
, normal_(norm)
, texcoord_(uv)
, tangent_(tan) {
}
Vertex Vertex::lerp(const Vertex& a, const Vertex& b, Real t) {
Vertex result;
result.position_ = glm::mix(a.position_, b.position_, t);
result.normal_ = glm::normalize(glm::mix(a.normal_, b.normal_, t));
result.texcoord_ = glm::mix(a.texcoord_, b.texcoord_, t);
result.tangent_ = glm::normalize(glm::mix(a.tangent_, b.tangent_, t));
return result;
}
} // namespace are

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/**
* @file gl_context.cpp
* @brief Implementation of OpenGL context management
*/
#include <are/platform/gl_context.h>
#include <are/core/logger.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <sstream>
namespace are {
bool GLContext::initialized_ = false;
bool GLContext::initialize() {
if (initialized_) {
ARE_LOG_WARN("OpenGL context already initialized");
return true;
}
// Load OpenGL function pointers using GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
ARE_LOG_CRITICAL("Failed to initialize GLAD");
return false;
}
initialized_ = true;
ARE_LOG_INFO("OpenGL context initialized successfully");
print_info();
return true;
}
bool GLContext::is_initialized() {
return initialized_;
}
std::string GLContext::get_version() {
if (!initialized_) {
return "Not initialized";
}
const GLubyte* version = glGetString(GL_VERSION);
return version ? std::string(reinterpret_cast<const char*>(version)) : "Unknown";
}
std::string GLContext::get_renderer() {
if (!initialized_) {
return "Not initialized";
}
const GLubyte* renderer = glGetString(GL_RENDERER);
return renderer ? std::string(reinterpret_cast<const char*>(renderer)) : "Unknown";
}
std::string GLContext::get_vendor() {
if (!initialized_) {
return "Not initialized";
}
const GLubyte* vendor = glGetString(GL_VENDOR);
return vendor ? std::string(reinterpret_cast<const char*>(vendor)) : "Unknown";
}
bool GLContext::is_extension_supported(const std::string& extension) {
if (!initialized_) {
return false;
}
GLint num_extensions = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
for (GLint i = 0; i < num_extensions; ++i) {
const GLubyte* ext = glGetStringi(GL_EXTENSIONS, i);
if (ext && extension == reinterpret_cast<const char*>(ext)) {
return true;
}
}
return false;
}
void GLContext::print_info() {
if (!initialized_) {
ARE_LOG_WARN("Cannot print OpenGL info: context not initialized");
return;
}
ARE_LOG_INFO("=== OpenGL Information ===");
ARE_LOG_INFO("Version: " + get_version());
ARE_LOG_INFO("Renderer: " + get_renderer());
ARE_LOG_INFO("Vendor: " + get_vendor());
// Get GLSL version
const GLubyte* glsl_version = glGetString(GL_SHADING_LANGUAGE_VERSION);
if (glsl_version) {
ARE_LOG_INFO("GLSL Version: " + std::string(reinterpret_cast<const char*>(glsl_version)));
}
// Get max texture size
GLint max_texture_size = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
ARE_LOG_INFO("Max Texture Size: " + std::to_string(max_texture_size));
// Get max compute work group size
GLint max_compute_work_group_invocations = 0;
glGetIntegerv(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, &max_compute_work_group_invocations);
ARE_LOG_INFO("Max Compute Work Group Invocations: " +
std::to_string(max_compute_work_group_invocations));
ARE_LOG_INFO("==========================");
}
bool GLContext::check_error(const char* file, int line) {
GLenum error = glGetError();
if (error == GL_NO_ERROR) {
return false;
}
std::string error_string;
switch (error) {
case GL_INVALID_ENUM:
error_string = "GL_INVALID_ENUM";
break;
case GL_INVALID_VALUE:
error_string = "GL_INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
error_string = "GL_INVALID_OPERATION";
break;
case GL_OUT_OF_MEMORY:
error_string = "GL_OUT_OF_MEMORY";
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
error_string = "GL_INVALID_FRAMEBUFFER_OPERATION";
break;
default:
error_string = "Unknown error " + std::to_string(error);
break;
}
// Extract filename from path
const char* filename = file;
for (const char* p = file; *p; ++p) {
if (*p == '/' || *p == '\\') {
filename = p + 1;
}
}
ARE_LOG_ERROR("OpenGL Error: " + error_string + " at " +
filename + ":" + std::to_string(line));
return true;
}
void GLContext::clear_errors() {
while (glGetError() != GL_NO_ERROR) {
// Clear all errors
}
}
} // namespace are

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/**
* @file window.cpp
* @brief Implementation of GLFW window wrapper
*/
#include <are/platform/window.h>
#include <are/core/logger.h>
#include <GLFW/glfw3.h>
#include <stdexcept>
namespace are {
int Window::instance_count_ = 0;
Window::Window(const WindowConfig& config)
: window_(nullptr)
, config_(config)
, vsync_enabled_(config.vsync) {
initialize_glfw();
create_window();
setup_callbacks();
}
Window::~Window() {
if (window_) {
glfwDestroyWindow(window_);
window_ = nullptr;
}
instance_count_--;
if (instance_count_ == 0) {
glfwTerminate();
ARE_LOG_INFO("GLFW terminated");
}
}
void Window::initialize_glfw() {
if (instance_count_ == 0) {
glfwSetErrorCallback(error_callback);
if (!glfwInit()) {
ARE_LOG_CRITICAL("Failed to initialize GLFW");
throw std::runtime_error("GLFW initialization failed");
}
ARE_LOG_INFO("GLFW initialized successfully");
}
instance_count_++;
}
void Window::create_window() {
// Set OpenGL version hints
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// Set window hints
glfwWindowHint(GLFW_RESIZABLE, config_.resizable ? GLFW_TRUE : GLFW_FALSE);
glfwWindowHint(GLFW_SAMPLES, config_.samples);
// Create window
window_ = glfwCreateWindow(
config_.width,
config_.height,
config_.title.c_str(),
nullptr,
nullptr
);
if (!window_) {
ARE_LOG_CRITICAL("Failed to create GLFW window");
throw std::runtime_error("Window creation failed");
}
// Make context current
glfwMakeContextCurrent(window_);
// Set VSync
glfwSwapInterval(vsync_enabled_ ? 1 : 0);
ARE_LOG_INFO("Window created: " + std::to_string(config_.width) + "x" +
std::to_string(config_.height) + " - " + config_.title);
}
void Window::setup_callbacks() {
// Store this pointer in window user pointer
glfwSetWindowUserPointer(window_, this);
// Set framebuffer size callback
glfwSetFramebufferSizeCallback(window_, framebuffer_size_callback);
}
void Window::framebuffer_size_callback(GLFWwindow* window, int width, int height) {
Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
if (win) {
win->config_.width = width;
win->config_.height = height;
ARE_LOG_DEBUG("Framebuffer resized: " + std::to_string(width) + "x" + std::to_string(height));
}
}
void Window::error_callback(int error, const char* description) {
ARE_LOG_ERROR("GLFW Error " + std::to_string(error) + ": " + description);
}
bool Window::should_close() const {
return glfwWindowShouldClose(window_);
}
void Window::set_should_close(bool should_close) {
glfwSetWindowShouldClose(window_, should_close ? GLFW_TRUE : GLFW_FALSE);
}
void Window::swap_buffers() {
glfwSwapBuffers(window_);
}
void Window::poll_events() {
glfwPollEvents();
}
int Window::get_width() const {
return config_.width;
}
int Window::get_height() const {
return config_.height;
}
Real Window::get_aspect_ratio() const {
return static_cast<Real>(config_.width) / static_cast<Real>(config_.height);
}
const std::string& Window::get_title() const {
return config_.title;
}
void Window::set_title(const std::string& title) {
config_.title = title;
glfwSetWindowTitle(window_, title.c_str());
}
void Window::set_size(int width, int height) {
config_.width = width;
config_.height = height;
glfwSetWindowSize(window_, width, height);
}
void Window::get_framebuffer_size(int& width, int& height) const {
glfwGetFramebufferSize(window_, &width, &height);
}
void Window::set_vsync(bool enabled) {
vsync_enabled_ = enabled;
glfwSwapInterval(enabled ? 1 : 0);
}
bool Window::get_vsync() const {
return vsync_enabled_;
}
bool Window::is_key_pressed(int key) const {
return glfwGetKey(window_, key) == GLFW_PRESS;
}
bool Window::is_mouse_button_pressed(int button) const {
return glfwGetMouseButton(window_, button) == GLFW_PRESS;
}
void Window::get_cursor_pos(double& x, double& y) const {
glfwGetCursorPos(window_, &x, &y);
}
} // namespace are

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/**
* @file gbuffer.cpp
* @brief Implementation of GBuffer class
*/
#include <are/rasterizer/gbuffer.h>
#include <are/core/logger.h>
#include <are/core/profiler.h>
#include <glad/glad.h>
namespace are {
GBuffer::GBuffer(int width, int height)
: fbo_(0)
, rbo_depth_(0)
, position_texture_(0)
, normal_texture_(0)
, albedo_texture_(0)
, material_texture_(0)
, depth_texture_(0)
, primitive_id_texture_(0)
, width_(width)
, height_(height) {
create_textures();
create_framebuffer();
}
GBuffer::~GBuffer() {
delete_textures();
if (rbo_depth_ != 0) {
glDeleteRenderbuffers(1, &rbo_depth_);
rbo_depth_ = 0;
}
if (fbo_ != 0) {
glDeleteFramebuffers(1, &fbo_);
fbo_ = 0;
}
}
void GBuffer::resize(int width, int height) {
ARE_PROFILE_FUNCTION();
if (width == width_ && height == height_) {
return;
}
width_ = width;
height_ = height;
delete_textures();
if (rbo_depth_ != 0) {
glDeleteRenderbuffers(1, &rbo_depth_);
rbo_depth_ = 0;
}
if (fbo_ != 0) {
glDeleteFramebuffers(1, &fbo_);
fbo_ = 0;
}
create_textures();
create_framebuffer();
}
void GBuffer::bind() {
glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
glViewport(0, 0, width_, height_);
}
void GBuffer::unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void GBuffer::clear() {
bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
unbind();
}
void GBuffer::bind_texture(int index, int texture_unit) {
glActiveTexture(GL_TEXTURE0 + texture_unit);
switch (index) {
case 0: glBindTexture(GL_TEXTURE_2D, position_texture_); break;
case 1: glBindTexture(GL_TEXTURE_2D, normal_texture_); break;
case 2: glBindTexture(GL_TEXTURE_2D, albedo_texture_); break;
case 3: glBindTexture(GL_TEXTURE_2D, material_texture_); break;
case 4: glBindTexture(GL_TEXTURE_2D, depth_texture_); break;
case 5: glBindTexture(GL_TEXTURE_2D, primitive_id_texture_); break;
default:
ARE_LOG_WARN("GBuffer: Invalid texture index " + std::to_string(index));
break;
}
}
void GBuffer::read_pixels(int index, void* data) {
ARE_PROFILE_FUNCTION();
// Robust: read from texture object (not from FBO read buffer)
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
glPixelStorei(GL_PACK_SKIP_ROWS, 0);
uint32_t tex = 0;
GLenum format = GL_RGBA;
GLenum type = GL_UNSIGNED_BYTE;
switch (index) {
case 0:
tex = position_texture_;
format = GL_RGB;
type = GL_FLOAT;
break;
case 1:
tex = normal_texture_;
format = GL_RGB;
type = GL_FLOAT;
break;
case 2:
tex = albedo_texture_;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
case 3:
tex = material_texture_;
format = GL_RG;
type = GL_UNSIGNED_BYTE;
break;
case 4:
tex = depth_texture_;
format = GL_DEPTH_COMPONENT;
type = GL_FLOAT;
break;
case 5:
tex = primitive_id_texture_;
format = GL_RED_INTEGER;
type = GL_UNSIGNED_INT;
break;
default:
ARE_LOG_ERROR("GBuffer: Invalid buffer index for read_pixels");
return;
}
glBindTexture(GL_TEXTURE_2D, tex);
glGetTexImage(GL_TEXTURE_2D, 0, format, type, data);
glBindTexture(GL_TEXTURE_2D, 0);
}
void GBuffer::create_textures() {
ARE_PROFILE_FUNCTION();
glGenTextures(1, &position_texture_);
glBindTexture(GL_TEXTURE_2D, position_texture_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width_, height_, 0, GL_RGB, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenTextures(1, &normal_texture_);
glBindTexture(GL_TEXTURE_2D, normal_texture_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width_, height_, 0, GL_RGB, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenTextures(1, &albedo_texture_);
glBindTexture(GL_TEXTURE_2D, albedo_texture_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width_, height_, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenTextures(1, &material_texture_);
glBindTexture(GL_TEXTURE_2D, material_texture_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width_, height_, 0, GL_RG, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenTextures(1, &depth_texture_);
glBindTexture(GL_TEXTURE_2D, depth_texture_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width_, height_, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenTextures(1, &primitive_id_texture_);
glBindTexture(GL_TEXTURE_2D, primitive_id_texture_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32UI, width_, height_, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
}
void GBuffer::delete_textures() {
if (position_texture_ != 0) glDeleteTextures(1, &position_texture_);
if (normal_texture_ != 0) glDeleteTextures(1, &normal_texture_);
if (albedo_texture_ != 0) glDeleteTextures(1, &albedo_texture_);
if (material_texture_ != 0) glDeleteTextures(1, &material_texture_);
if (depth_texture_ != 0) glDeleteTextures(1, &depth_texture_);
if (primitive_id_texture_ != 0) glDeleteTextures(1, &primitive_id_texture_);
position_texture_ = 0;
normal_texture_ = 0;
albedo_texture_ = 0;
material_texture_ = 0;
depth_texture_ = 0;
primitive_id_texture_ = 0;
}
void GBuffer::create_framebuffer() {
ARE_PROFILE_FUNCTION();
glGenFramebuffers(1, &fbo_);
glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, position_texture_, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, normal_texture_, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, albedo_texture_, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, material_texture_, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, primitive_id_texture_, 0);
GLenum draw_buffers[] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3,
GL_COLOR_ATTACHMENT4
};
glDrawBuffers(5, draw_buffers);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture_, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
ARE_LOG_ERROR("GBuffer: Framebuffer incomplete. Status=" + std::to_string(status));
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
} // namespace are

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/**
* @file rasterizer.cpp
* @brief Implementation of Rasterizer class
*/
#include <are/rasterizer/rasterizer.h>
#include <are/rasterizer/gbuffer.h>
#include <are/rasterizer/shader_program.h>
#include <are/scene/scene_manager.h>
#include <are/scene/camera.h>
#include <are/scene/mesh.h>
#include <are/scene/material.h>
#include <are/geometry/vertex.h>
#include <are/core/logger.h>
#include <are/core/profiler.h>
#include <are/platform/gl_context.h>
#include <glad/glad.h>
#include <glm/gtc/matrix_inverse.hpp>
namespace are {
Rasterizer::Rasterizer(int width, int height)
: gbuffer_(std::make_unique<GBuffer>(width, height))
, gbuffer_shader_(std::make_unique<ShaderProgram>())
, triangle_base_provider_(nullptr)
, state_()
, width_(width)
, height_(height) {
}
Rasterizer::~Rasterizer() = default;
void Rasterizer::set_state(const RasterizerState& state) {
state_ = state;
}
void Rasterizer::set_triangle_base_provider(std::function<uint32_t(size_t)> provider) {
triangle_base_provider_ = std::move(provider);
}
void Rasterizer::resize(int width, int height) {
ARE_PROFILE_FUNCTION();
if (width == width_ && height == height_) return;
width_ = width;
height_ = height;
gbuffer_->resize(width_, height_);
}
void Rasterizer::render_gbuffer(const SceneManager& scene, const Camera& camera) {
ARE_PROFILE_FUNCTION();
if (!gbuffer_shader_ || !gbuffer_shader_->is_valid()) {
ARE_LOG_ERROR("Rasterizer: gbuffer shader not ready");
return;
}
gbuffer_->bind();
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (state_.enable_depth_test) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
} else {
glDisable(GL_DEPTH_TEST);
}
if (state_.enable_cull_face) {
glEnable(GL_CULL_FACE);
glCullFace(static_cast<GLenum>(state_.cull_face_mode));
glFrontFace(static_cast<GLenum>(state_.front_face));
} else {
glDisable(GL_CULL_FACE);
}
gbuffer_shader_->use();
gbuffer_shader_->set_uniform("u_view", camera.get_view_matrix());
gbuffer_shader_->set_uniform("u_projection", camera.get_projection_matrix());
const auto& meshes = scene.get_all_meshes();
for (size_t mi = 0; mi < meshes.size(); ++mi) {
const auto& mesh = meshes[mi];
if (mesh.is_empty() || !mesh.has_gpu_resources()) continue;
Mat4 model = Mat4(1.0f);
gbuffer_shader_->set_uniform("u_model", model);
Mat3 normal_matrix = glm::inverseTranspose(Mat3(model));
gbuffer_shader_->set_uniform("u_normal_matrix", normal_matrix);
uint32_t tri_base = triangle_base_provider_ ? triangle_base_provider_(mi) : 0u;
// IMPORTANT: u_triangle_id_base is uint in GLSL, must use glUniform1ui
gbuffer_shader_->set_uniform("u_triangle_id_base", tri_base);
const Material* mat = scene.get_material(mesh.get_material());
if (mat) {
gbuffer_shader_->set_uniform("u_albedo", mat->get_albedo());
gbuffer_shader_->set_uniform("u_metallic", mat->get_metallic());
gbuffer_shader_->set_uniform("u_roughness", mat->get_roughness());
} else {
gbuffer_shader_->set_uniform("u_albedo", Vec3(0.8f));
gbuffer_shader_->set_uniform("u_metallic", 0.0f);
gbuffer_shader_->set_uniform("u_roughness", 0.5f);
}
glBindVertexArray(mesh.get_vao());
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.get_index_count()), GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
gbuffer_->unbind();
ARE_GL_CHECK();
}
GBuffer& Rasterizer::get_gbuffer() { return *gbuffer_; }
const GBuffer& Rasterizer::get_gbuffer() const { return *gbuffer_; }
void Rasterizer::upload_mesh(Mesh& mesh) {
ARE_PROFILE_FUNCTION();
if (mesh.is_empty()) {
ARE_LOG_WARN("Rasterizer: upload_mesh on empty mesh");
return;
}
if (mesh.has_gpu_resources()) delete_mesh(mesh);
setup_mesh_buffers(mesh);
}
void Rasterizer::delete_mesh(Mesh& mesh) {
ARE_PROFILE_FUNCTION();
uint32_t vao = mesh.get_vao();
uint32_t vbo = mesh.get_vbo();
uint32_t ebo = mesh.get_ebo();
if (vao) glDeleteVertexArrays(1, &vao);
if (vbo) glDeleteBuffers(1, &vbo);
if (ebo) glDeleteBuffers(1, &ebo);
mesh.set_vao(0);
mesh.set_vbo(0);
mesh.set_ebo(0);
}
void Rasterizer::initialize_shaders(const std::string& shader_dir) {
ARE_PROFILE_FUNCTION();
bool ok = true;
ok &= gbuffer_shader_->load_shader(ShaderType::ARE_SHADER_VERTEX, shader_dir + "gbuffer/gbuffer.vert");
ok &= gbuffer_shader_->load_shader(ShaderType::ARE_SHADER_FRAGMENT, shader_dir + "gbuffer/gbuffer.frag");
ok &= gbuffer_shader_->link();
if (!ok) {
ARE_LOG_ERROR("Rasterizer: Failed to init gbuffer shaders");
}
}
void Rasterizer::setup_mesh_buffers(Mesh& mesh) {
ARE_PROFILE_FUNCTION();
uint32_t vao = 0, vbo = 0, ebo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, mesh.get_vertex_count() * sizeof(Vertex), mesh.get_vertices().data(), GL_STATIC_DRAW);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.get_index_count() * sizeof(uint32_t), mesh.get_indices().data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<void*>(get_position_offset()));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<void*>(get_normal_offset()));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<void*>(get_texcoord_offset()));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<void*>(get_tangent_offset()));
glBindVertexArray(0);
mesh.set_vao(vao);
mesh.set_vbo(vbo);
mesh.set_ebo(ebo);
ARE_GL_CHECK();
}
} // namespace are

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/**
* @file shader_program.cpp
* @brief Implementation of ShaderProgram class
*/
#include <are/rasterizer/shader_program.h>
#include <are/core/logger.h>
#include <are/core/profiler.h>
#include <are/utils/file_utils.h>
#include <glad/glad.h>
#include <glm/gtc/type_ptr.hpp>
namespace are {
ShaderProgram::ShaderProgram()
: program_(0)
, vertex_shader_(0)
, fragment_shader_(0)
, compute_shader_(0)
, linked_(false) {
program_ = glCreateProgram();
if (program_ == 0) {
ARE_LOG_ERROR("ShaderProgram: Failed to create OpenGL program");
}
}
ShaderProgram::~ShaderProgram() {
if (vertex_shader_ != 0) {
glDeleteShader(vertex_shader_);
}
if (fragment_shader_ != 0) {
glDeleteShader(fragment_shader_);
}
if (compute_shader_ != 0) {
glDeleteShader(compute_shader_);
}
if (program_ != 0) {
glDeleteProgram(program_);
}
}
bool ShaderProgram::load_shader(ShaderType type, const std::string& filepath) {
ARE_PROFILE_FUNCTION();
// Read shader source from file
std::string source = read_file_to_string(filepath);
if (source.empty()) {
ARE_LOG_ERROR("ShaderProgram: Failed to read shader file: " + filepath);
return false;
}
ARE_LOG_INFO("ShaderProgram: Loaded shader from " + filepath);
return compile_shader(type, source);
}
bool ShaderProgram::compile_shader(ShaderType type, const std::string& source) {
ARE_PROFILE_FUNCTION();
GLenum gl_type;
uint32_t* shader_id;
std::string type_name;
switch (type) {
case ShaderType::ARE_SHADER_VERTEX:
gl_type = GL_VERTEX_SHADER;
shader_id = &vertex_shader_;
type_name = "vertex";
break;
case ShaderType::ARE_SHADER_FRAGMENT:
gl_type = GL_FRAGMENT_SHADER;
shader_id = &fragment_shader_;
type_name = "fragment";
break;
case ShaderType::ARE_SHADER_COMPUTE:
gl_type = GL_COMPUTE_SHADER;
shader_id = &compute_shader_;
type_name = "compute";
break;
default:
ARE_LOG_ERROR("ShaderProgram: Unknown shader type");
return false;
}
// Delete existing shader if any
if (*shader_id != 0) {
glDeleteShader(*shader_id);
}
// Create and compile shader
*shader_id = glCreateShader(gl_type);
const char* source_cstr = source.c_str();
glShaderSource(*shader_id, 1, &source_cstr, nullptr);
glCompileShader(*shader_id);
// Check compilation errors
if (!check_compile_errors(*shader_id, type)) {
ARE_LOG_ERROR("ShaderProgram: Failed to compile " + type_name + " shader");
glDeleteShader(*shader_id);
*shader_id = 0;
return false;
}
// Attach shader to program
glAttachShader(program_, *shader_id);
ARE_LOG_INFO("ShaderProgram: Compiled " + type_name + " shader successfully");
return true;
}
bool ShaderProgram::link() {
ARE_PROFILE_FUNCTION();
if (program_ == 0) {
ARE_LOG_ERROR("ShaderProgram: Cannot link invalid program");
return false;
}
// Link program
glLinkProgram(program_);
// Check link errors
if (!check_link_errors()) {
ARE_LOG_ERROR("ShaderProgram: Failed to link shader program");
linked_ = false;
return false;
}
// Detach and delete shaders after successful link
if (vertex_shader_ != 0) {
glDetachShader(program_, vertex_shader_);
glDeleteShader(vertex_shader_);
vertex_shader_ = 0;
}
if (fragment_shader_ != 0) {
glDetachShader(program_, fragment_shader_);
glDeleteShader(fragment_shader_);
fragment_shader_ = 0;
}
if (compute_shader_ != 0) {
glDetachShader(program_, compute_shader_);
glDeleteShader(compute_shader_);
compute_shader_ = 0;
}
linked_ = true;
ARE_LOG_INFO("ShaderProgram: Linked shader program successfully");
return true;
}
void ShaderProgram::use() const {
if (is_valid()) {
glUseProgram(program_);
} else {
ARE_LOG_WARN("ShaderProgram: Attempting to use invalid program");
}
}
void ShaderProgram::set_uniform(const std::string& name, uint32_t value) {
glUniform1ui(get_uniform_location(name), value);
}
void ShaderProgram::set_uniform(const std::string& name, int value) {
glUniform1ui(get_uniform_location(name), value);
}
void ShaderProgram::set_uniform(const std::string& name, float value) {
glUniform1f(get_uniform_location(name), value);
}
void ShaderProgram::set_uniform(const std::string& name, const Vec2& value) {
glUniform2fv(get_uniform_location(name), 1, glm::value_ptr(value));
}
void ShaderProgram::set_uniform(const std::string& name, const Vec3& value) {
glUniform3fv(get_uniform_location(name), 1, glm::value_ptr(value));
}
void ShaderProgram::set_uniform(const std::string& name, const Vec4& value) {
glUniform4fv(get_uniform_location(name), 1, glm::value_ptr(value));
}
void ShaderProgram::set_uniform(const std::string& name, const Mat3& value) {
glUniformMatrix3fv(get_uniform_location(name), 1, GL_FALSE, glm::value_ptr(value));
}
void ShaderProgram::set_uniform(const std::string& name, const Mat4& value) {
glUniformMatrix4fv(get_uniform_location(name), 1, GL_FALSE, glm::value_ptr(value));
}
int ShaderProgram::get_uniform_location(const std::string& name) {
// Check cache first
auto it = uniform_cache_.find(name);
if (it != uniform_cache_.end()) {
return it->second;
}
// Query OpenGL
int location = glGetUniformLocation(program_, name.c_str());
if (location == -1) {
ARE_LOG_WARN("ShaderProgram: Uniform '" + name + "' not found");
}
// Cache the location
uniform_cache_[name] = location;
return location;
}
bool ShaderProgram::check_compile_errors(uint32_t shader, ShaderType type) {
GLint success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
GLint log_length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
std::string info_log;
info_log.resize(log_length);
glGetShaderInfoLog(shader, log_length, nullptr, &info_log[0]);
std::string type_name;
switch (type) {
case ShaderType::ARE_SHADER_VERTEX: type_name = "VERTEX"; break;
case ShaderType::ARE_SHADER_FRAGMENT: type_name = "FRAGMENT"; break;
case ShaderType::ARE_SHADER_COMPUTE: type_name = "COMPUTE"; break;
}
ARE_LOG_ERROR("ShaderProgram: " + type_name + " shader compilation failed:");
ARE_LOG_ERROR(info_log);
return false;
}
return true;
}
bool ShaderProgram::check_link_errors() {
GLint success;
glGetProgramiv(program_, GL_LINK_STATUS, &success);
if (!success) {
GLint log_length;
glGetProgramiv(program_, GL_INFO_LOG_LENGTH, &log_length);
std::string info_log;
info_log.resize(log_length);
glGetProgramInfoLog(program_, log_length, nullptr, &info_log[0]);
ARE_LOG_ERROR("ShaderProgram: Program linking failed:");
ARE_LOG_ERROR(info_log);
return false;
}
return true;
}
} // namespace are

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/**
* @file cpu_raytracer.cpp
* @brief CPU hybrid ray tracer (GBuffer-driven) with geometric normal offset
*/
#include <are/raytracer/cpu_raytracer.h>
#include <are/acceleration/bvh.h>
#include <are/scene/scene_manager.h>
#include <are/scene/light.h>
#include <are/scene/directional_light.h>
#include <are/scene/point_light.h>
#include <are/scene/spot_light.h>
#include <are/rasterizer/gbuffer.h>
#include <are/utils/random.h>
#include <are/utils/math_utils.h>
#include <are/core/logger.h>
#include <are/core/profiler.h>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <algorithm>
#include <limits>
#include <stdexcept>
#include <vector>
namespace are {
namespace {
inline Real compute_ray_epsilon(const Vec3& p) {
Real s = std::max({std::abs(p.x), std::abs(p.y), std::abs(p.z), 1.0f});
return 1e-4f * s;
}
inline Vec3 offset_ray_origin(const Vec3& p, const Vec3& ng) {
Real eps = compute_ray_epsilon(p);
return p + ng * (eps * 4.0f);
}
inline Vec3 tonemap_reinhard(const Vec3& c, Real exposure) {
Vec3 x = c * exposure;
return x / (Vec3(1.0f) + x);
}
inline Vec3 decode_albedo_from_rgba8(uint8_t r, uint8_t g, uint8_t b) {
return Vec3(r, g, b) / 255.0f;
}
inline Real decode_01_from_u8(uint8_t v) {
return static_cast<Real>(v) / 255.0f;
}
inline bool finite_vec3(const Vec3& v) {
return std::isfinite(v.x) && std::isfinite(v.y) && std::isfinite(v.z);
}
} // namespace
CPURayTracer::CPURayTracer(const RayTracingConfig& config)
: RayTracer(config)
, bvh_(nullptr)
, scene_(nullptr)
, framebuffer_()
, width_(0)
, height_(0) {
}
CPURayTracer::~CPURayTracer() = default;
void CPURayTracer::update_bvh(const BVH& bvh) {
bvh_ = &bvh;
}
void CPURayTracer::render(const SceneManager& scene,
const Camera& camera,
const GBuffer* gbuffer,
uint32_t output_texture) {
ARE_PROFILE_FUNCTION();
(void)camera;
if (!bvh_ || !bvh_->is_built()) {
ARE_LOG_ERROR("CPURayTracer: BVH is null or not built");
return;
}
if (!gbuffer) {
ARE_LOG_CRITICAL("CPURayTracer: GBuffer is null (hybrid requires it)");
throw std::runtime_error("CPURayTracer requires GBuffer in hybrid mode");
}
if (output_texture == 0) {
ARE_LOG_ERROR("CPURayTracer: output_texture is 0");
return;
}
scene_ = &scene;
width_ = gbuffer->get_width();
height_ = gbuffer->get_height();
if (width_ <= 0 || height_ <= 0) {
ARE_LOG_ERROR("CPURayTracer: Invalid resolution");
return;
}
std::vector<Vec3> pos(static_cast<size_t>(width_ * height_));
std::vector<Vec3> nrm(static_cast<size_t>(width_ * height_));
std::vector<uint8_t> albedo_metallic(static_cast<size_t>(width_ * height_ * 4));
std::vector<uint8_t> rough_ao(static_cast<size_t>(width_ * height_ * 2));
std::vector<Real> depth(static_cast<size_t>(width_ * height_));
std::vector<uint32_t> prim_id(static_cast<size_t>(width_ * height_));
const_cast<GBuffer *>(gbuffer)->read_pixels(0, pos.data());
const_cast<GBuffer *>(gbuffer)->read_pixels(1, nrm.data());
const_cast<GBuffer *>(gbuffer)->read_pixels(2, albedo_metallic.data());
const_cast<GBuffer *>(gbuffer)->read_pixels(3, rough_ao.data());
const_cast<GBuffer *>(gbuffer)->read_pixels(4, depth.data());
const_cast<GBuffer *>(gbuffer)->read_pixels(5, prim_id.data());
framebuffer_.assign(static_cast<size_t>(width_ * height_), Vec3(0.0f));
const int spp = std::max(1, config_.spp);
const int max_depth = std::max(1, config_.max_depth);
const auto& triangles = bvh_->get_triangles();
for (int y = 0; y < height_; ++y) {
RandomGenerator& rng = get_thread_random();
for (int x = 0; x < width_; ++x) {
const size_t idx = static_cast<size_t>(y * width_ + x);
// Depth validity
if (!(depth[idx] > 0.0f && depth[idx] < 0.999999f)) {
framebuffer_[idx] = Vec3(0.0f);
continue;
}
Vec3 P = pos[idx];
Vec3 Ns = glm::normalize(nrm[idx]);
if (!finite_vec3(P) || !finite_vec3(Ns) || glm::length(Ns) < 0.1f) {
framebuffer_[idx] = Vec3(0.0f);
continue;
}
// Geometric normal from primitive id
Vec3 Ng = Ns;
uint32_t pid = prim_id[idx];
if (pid < triangles.size()) {
Ng = triangles[pid].normal();
}
const uint8_t* am = &albedo_metallic[idx * 4];
Vec3 albedo = decode_albedo_from_rgba8(am[0], am[1], am[2]);
(void)decode_01_from_u8(am[3]);
const uint8_t* ra = &rough_ao[idx * 2];
(void)decode_01_from_u8(ra[0]);
Real ao_gbuffer = decode_01_from_u8(ra[1]);
Vec3 accum(0.0f);
for (int s = 0; s < spp; ++s) {
HitRecord surf;
surf.position_ = P;
surf.normal_ = Ns;
surf.t_ = 1.0f;
surf.material_ = are_invalid_handle;
// Direct lighting (shadow uses robust epsilon)
Vec3 direct = compute_direct_lighting(surf);
// AO
Real ao = 1.0f;
if (config_.enable_ao) {
ao = compute_ambient_occlusion(surf);
}
ao *= ao_gbuffer;
// GI (simplified)
Vec3 gi(0.0f);
if (config_.enable_gi && max_depth > 1) {
Vec3 bounce_dir = rng.random_cosine_direction(Ns);
Vec3 origin = offset_ray_origin(P, Ng);
Real eps = compute_ray_epsilon(P);
Ray bounce(origin, bounce_dir, eps * 4.0f, 1e30f);
gi = trace_ray(bounce, max_depth - 1);
}
Vec3 c = albedo * direct * ao + albedo * gi;
accum += c;
}
Vec3 hdr = accum / static_cast<Real>(spp);
framebuffer_[idx] = tonemap_reinhard(hdr, 1.0f);
}
}
std::vector<Vec4> rgba(static_cast<size_t>(width_ * height_));
for (size_t i = 0; i < rgba.size(); ++i) {
rgba[i] = Vec4(framebuffer_[i], 1.0f);
}
glBindTexture(GL_TEXTURE_2D, output_texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width_, height_, GL_RGBA, GL_FLOAT, rgba.data());
glBindTexture(GL_TEXTURE_2D, 0);
}
Vec3 CPURayTracer::trace_ray(const Ray& ray, int depth) {
if (depth <= 0) {
return Vec3(0.0f);
}
HitRecord hit;
if (!bvh_->intersect(ray, hit)) {
return Vec3(0.0f);
}
Vec3 Ng = hit.normal_;
if (hit.triangle_index_ < bvh_->get_triangles().size()) {
Ng = bvh_->get_triangles()[hit.triangle_index_].normal();
}
RandomGenerator& rng = get_thread_random();
Vec3 dir = rng.random_cosine_direction(hit.normal_);
Vec3 origin = offset_ray_origin(hit.position_, Ng);
Real eps = compute_ray_epsilon(hit.position_);
Ray bounce(origin, dir, eps * 4.0f, 1e30f);
return trace_ray(bounce, depth - 1);
}
Vec3 CPURayTracer::compute_direct_lighting(const HitRecord& hit) {
Vec3 lighting(0.0f);
if (!scene_) {
return lighting;
}
const auto& lights = scene_->get_all_lights();
for (const auto& light_ptr : lights) {
if (!light_ptr) continue;
Vec3 L(0.0f);
Real max_distance = 1e30f;
Real attenuation = 1.0f;
LightType type = light_ptr->get_type();
if (type == LightType::ARE_LIGHT_DIRECTIONAL) {
const auto* dl = static_cast<const DirectionalLight*>(light_ptr.get());
L = -glm::normalize(dl->get_direction());
} else if (type == LightType::ARE_LIGHT_POINT) {
const auto* pl = static_cast<const PointLight*>(light_ptr.get());
Vec3 to_light = pl->get_position() - hit.position_;
Real dist = glm::length(to_light);
if (dist < are_epsilon) continue;
if (!pl->affects_point(hit.position_)) continue;
L = to_light / dist;
max_distance = dist;
attenuation = pl->calculate_attenuation(dist);
} else if (type == LightType::ARE_LIGHT_SPOT) {
const auto* sl = static_cast<const SpotLight*>(light_ptr.get());
Vec3 to_light = sl->get_position() - hit.position_;
Real dist = glm::length(to_light);
if (dist < are_epsilon) continue;
if (!sl->affects_point(hit.position_)) continue;
L = to_light / dist;
max_distance = dist;
Vec3 light_to_point = glm::normalize(hit.position_ - sl->get_position());
attenuation *= sl->calculate_spot_factor(light_to_point);
} else {
continue;
}
if (light_ptr->get_cast_shadows()) {
Real eps = compute_ray_epsilon(hit.position_);
Vec3 origin = hit.position_ + hit.normal_ * (eps * 4.0f);
Ray shadow(origin, L, eps * 4.0f, max_distance);
if (bvh_ && bvh_->intersect_any(shadow, max_distance)) {
continue;
}
}
Real n_dot_l = std::max(0.0f, glm::dot(hit.normal_, L));
if (n_dot_l <= 0.0f) continue;
Vec3 radiance = light_ptr->get_color() * light_ptr->get_intensity();
lighting += radiance * n_dot_l * attenuation;
}
return lighting;
}
Real CPURayTracer::compute_ambient_occlusion(const HitRecord& hit) {
if (!bvh_) {
return 1.0f;
}
const int ao_samples = std::max(1, config_.ao_samples);
const Real radius = std::max(are_epsilon, config_.ao_radius);
RandomGenerator& rng = get_thread_random();
int occluded = 0;
for (int i = 0; i < ao_samples; ++i) {
Vec3 dir = rng.random_in_hemisphere(hit.normal_);
Real eps = compute_ray_epsilon(hit.position_);
Vec3 origin = hit.position_ + hit.normal_ * (eps * 4.0f);
Ray ao_ray(origin, dir, eps * 4.0f, radius);
if (bvh_->intersect_any(ao_ray, radius)) {
occluded++;
}
}
Real occ = static_cast<Real>(occluded) / static_cast<Real>(ao_samples);
return 1.0f - occ;
}
bool CPURayTracer::is_in_shadow(const Vec3& origin, const Vec3& direction, Real max_distance, uint32_t ignore_triangle) {
if (!bvh_) return false;
Real t_max = (max_distance > 0.0f) ? max_distance : 1e30f;
Real eps = compute_ray_epsilon(origin);
Ray shadow(origin, direction, eps * 4.0f, t_max);
return bvh_->intersect_any(shadow, t_max, ignore_triangle);
}
} // namespace are

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/**
* @file hit_record.cpp
* @brief Implementation of HitRecord structure
*/
#include <are/raytracer/hit_record.h>
#include <glm/glm.hpp>
#include <limits>
namespace are {
HitRecord::HitRecord()
: position_(0.0f)
, normal_(0.0f, 1.0f, 0.0f)
, texcoord_(0.0f)
, tangent_(1.0f, 0.0f, 0.0f)
, t_(std::numeric_limits<Real>::max())
, material_(are_invalid_handle)
, triangle_index_(0)
, front_face_(true) {
}
void HitRecord::set_face_normal(const Vec3& ray_direction, const Vec3& outward_normal) {
front_face_ = glm::dot(ray_direction, outward_normal) < 0.0f;
normal_ = front_face_ ? outward_normal : -outward_normal;
}
bool HitRecord::is_valid() const {
return t_ > 0.0f && t_ < std::numeric_limits<Real>::max();
}
} // namespace are

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/**
* @file ray.cpp
* @brief Implementation of Ray structure
*/
#include <are/raytracer/ray.h>
#include <are/core/logger.h>
#include <glm/glm.hpp>
namespace are {
Ray::Ray()
: origin_(0.0f)
, direction_(0.0f, 0.0f, 1.0f)
, t_min_(are_epsilon)
, t_max_(1e30f) {
}
Ray::Ray(const Vec3& origin, const Vec3& direction, Real t_min, Real t_max)
: origin_(origin)
, t_min_(t_min)
, t_max_(t_max) {
// Normalize direction vector
Real length = glm::length(direction);
if (length < are_epsilon) {
ARE_LOG_WARN("Ray: Direction vector has zero length, using default (0,0,1)");
direction_ = Vec3(0.0f, 0.0f, 1.0f);
} else {
direction_ = direction / length;
}
}
Vec3 Ray::at(Real t) const {
return origin_ + direction_ * t;
}
bool Ray::is_valid_t(Real t) const {
return t >= t_min_ && t <= t_max_;
}
} // namespace are

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/**
* @file raytracer.cpp
* @brief Implementation of RayTracer interface
*/
#include <are/raytracer/raytracer.h>
namespace are {
RayTracer::RayTracer(const RayTracingConfig& config)
: config_(config) {
}
void RayTracer::set_config(const RayTracingConfig& config) {
config_ = config;
}
} // namespace are

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/**
* @file geometry_cache.cpp
* @brief Implementation of GeometryCache
*/
#include <are/renderer/geometry_cache.h>
#include <are/core/logger.h>
#include <are/core/profiler.h>
namespace are {
static std::vector<Triangle> mesh_to_triangles(const Mesh& mesh) {
std::vector<Triangle> tris;
if (mesh.is_empty()) {
return tris;
}
const auto& v = mesh.get_vertices();
const auto& idx = mesh.get_indices();
if (idx.size() % 3 != 0) {
ARE_LOG_ERROR("GeometryCache: Mesh index count is not multiple of 3");
return tris;
}
MaterialHandle material = mesh.get_material();
tris.reserve(idx.size() / 3);
for (size_t i = 0; i < idx.size(); i += 3) {
uint32_t i0 = idx[i + 0];
uint32_t i1 = idx[i + 1];
uint32_t i2 = idx[i + 2];
if (i0 >= v.size() || i1 >= v.size() || i2 >= v.size()) {
continue;
}
tris.emplace_back(v[i0], v[i1], v[i2], material);
}
return tris;
}
bool GeometryCache::build_from_scene(const SceneManager& scene, const BVHBuildConfig& bvh_config) {
ARE_PROFILE_FUNCTION();
triangles_.clear();
mesh_triangle_base_.clear();
const auto& meshes = scene.get_all_meshes();
mesh_triangle_base_.reserve(meshes.size());
uint32_t base = 0;
for (size_t mi = 0; mi < meshes.size(); ++mi) {
mesh_triangle_base_.push_back(base);
auto tris = mesh_to_triangles(meshes[mi]);
base += static_cast<uint32_t>(tris.size());
triangles_.insert(triangles_.end(), tris.begin(), tris.end());
}
if (triangles_.empty()) {
ARE_LOG_WARN("GeometryCache: No triangles in scene");
return false;
}
if (!bvh_.build(triangles_, bvh_config)) {
ARE_LOG_ERROR("GeometryCache: BVH build failed");
return false;
}
ARE_LOG_INFO("GeometryCache: Built triangles=" + std::to_string(triangles_.size()) +
", meshes=" + std::to_string(meshes.size()));
return true;
}
uint32_t GeometryCache::get_mesh_triangle_base(size_t mesh_index) const {
if (mesh_index >= mesh_triangle_base_.size()) {
return 0;
}
return mesh_triangle_base_[mesh_index];
}
} // namespace are

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/**
* @file camera.cpp
* @brief Implementation of Camera class
*/
#include <are/scene/camera.h>
#include <are/core/logger.h>
#include <are/core/profiler.h>
#include <are/utils/math_utils.h>
#include <glm/gtc/matrix_transform.hpp>
namespace are {
Camera::Camera()
: position_(0.0f, 0.0f, 5.0f)
, target_(0.0f, 0.0f, 0.0f)
, up_(0.0f, 1.0f, 0.0f)
, fov_(45.0f)
, aspect_ratio_(16.0f / 9.0f)
, near_plane_(0.1f)
, far_plane_(1000.0f)
, view_matrix_(1.0f)
, projection_matrix_(1.0f)
, view_dirty_(true)
, projection_dirty_(true)
, dirty_(true) {
}
Camera::Camera(const Vec3& position, const Vec3& target, const Vec3& up)
: position_(position)
, target_(target)
, up_(glm::normalize(up))
, fov_(45.0f)
, aspect_ratio_(16.0f / 9.0f)
, near_plane_(0.1f)
, far_plane_(1000.0f)
, view_matrix_(1.0f)
, projection_matrix_(1.0f)
, view_dirty_(true)
, projection_dirty_(true)
, dirty_(true) {
}
void Camera::set_position(const Vec3& position) {
position_ = position;
view_dirty_ = true;
dirty_ = true;
}
void Camera::set_target(const Vec3& target) {
target_ = target;
view_dirty_ = true;
dirty_ = true;
}
void Camera::set_up(const Vec3& up) {
Real length = glm::length(up);
if (length < are_epsilon) {
ARE_LOG_WARN("Camera: Invalid up vector (zero length), using default");
up_ = Vec3(0.0f, 1.0f, 0.0f);
} else {
up_ = up / length;
}
view_dirty_ = true;
dirty_ = true;
}
void Camera::look_at(const Vec3& position, const Vec3& target, const Vec3& up) {
position_ = position;
target_ = target;
set_up(up);
}
void Camera::set_fov(Real fov_degrees) {
// Clamp FOV to reasonable range
fov_ = clamp(fov_degrees, 1.0f, 179.0f);
projection_dirty_ = true;
dirty_ = true;
}
void Camera::set_aspect_ratio(Real aspect) {
if (aspect <= 0.0f) {
ARE_LOG_ERROR("Camera: Invalid aspect ratio (must be positive)");
return;
}
aspect_ratio_ = aspect;
projection_dirty_ = true;
dirty_ = true;
}
void Camera::set_near_plane(Real near) {
if (near <= 0.0f) {
ARE_LOG_ERROR("Camera: Invalid near plane (must be positive)");
return;
}
near_plane_ = near;
projection_dirty_ = true;
dirty_ = true;
}
void Camera::set_far_plane(Real far) {
if (far <= near_plane_) {
ARE_LOG_ERROR("Camera: Invalid far plane (must be greater than near plane)");
return;
}
far_plane_ = far;
projection_dirty_ = true;
dirty_ = true;
}
void Camera::set_perspective(Real fov_degrees, Real aspect, Real near, Real far) {
set_fov(fov_degrees);
set_aspect_ratio(aspect);
set_near_plane(near);
set_far_plane(far);
}
Vec3 Camera::get_forward() const {
return glm::normalize(target_ - position_);
}
Vec3 Camera::get_right() const {
return glm::normalize(glm::cross(get_forward(), up_));
}
const Mat4& Camera::get_view_matrix() const {
if (view_dirty_) {
update_view_matrix();
}
return view_matrix_;
}
const Mat4& Camera::get_projection_matrix() const {
if (projection_dirty_) {
update_projection_matrix();
}
return projection_matrix_;
}
Mat4 Camera::get_view_projection_matrix() const {
return get_projection_matrix() * get_view_matrix();
}
void Camera::generate_ray(Real u, Real v, Vec3& origin, Vec3& direction) const {
ARE_PROFILE_FUNCTION();
// Ray origin is camera position
origin = position_;
// Calculate ray direction in camera space
// u, v are in [0, 1], convert to [-1, 1]
Real x = 2.0f * u - 1.0f;
Real y = 1.0f - 2.0f * v; // Flip y for screen coordinates
// Calculate direction based on FOV and aspect ratio
Real tan_half_fov = std::tan(degrees_to_radians(fov_ * 0.5f));
Real viewport_height = 2.0f * tan_half_fov;
Real viewport_width = viewport_height * aspect_ratio_;
// Get camera basis vectors
Vec3 forward = get_forward();
Vec3 right = get_right();
Vec3 up = glm::normalize(glm::cross(right, forward));
// Calculate ray direction
direction = glm::normalize(
forward +
right * (x * viewport_width * 0.5f) +
up * (y * viewport_height * 0.5f)
);
}
void Camera::update_view_matrix() const {
ARE_PROFILE_FUNCTION();
// Check if camera is looking at itself
if (glm::length(target_ - position_) < are_epsilon) {
ARE_LOG_WARN("Camera: Position and target are too close, using default view");
view_matrix_ = Mat4(1.0f);
} else {
view_matrix_ = glm::lookAt(position_, target_, up_);
}
view_dirty_ = false;
}
void Camera::update_projection_matrix() const {
ARE_PROFILE_FUNCTION();
projection_matrix_ = glm::perspective(
degrees_to_radians(fov_),
aspect_ratio_,
near_plane_,
far_plane_
);
projection_dirty_ = false;
}
} // namespace are

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/**
* @file directional_light.cpp
* @brief Implementation of DirectionalLight class
*/
#include <are/scene/directional_light.h>
#include <are/core/logger.h>
#include <glm/glm.hpp>
namespace are {
DirectionalLight::DirectionalLight()
: Light(LightType::ARE_LIGHT_DIRECTIONAL)
, direction_(0.0f, -1.0f, 0.0f) {
}
DirectionalLight::DirectionalLight(const Vec3& direction, const Vec3& color, Real intensity)
: Light(LightType::ARE_LIGHT_DIRECTIONAL)
, direction_(glm::normalize(direction)) {
set_color(color);
set_intensity(intensity);
}
void DirectionalLight::set_direction(const Vec3& direction) {
Real length = glm::length(direction);
if (length < are_epsilon) {
ARE_LOG_WARN("DirectionalLight: Invalid direction vector (zero length), using default");
direction_ = Vec3(0.0f, -1.0f, 0.0f);
} else {
direction_ = direction / length;
}
}
LightData DirectionalLight::pack() const {
LightData data;
// position_type_: xyz unused for directional, w = light type
data.position_type_ = Vec4(0.0f, 0.0f, 0.0f,
static_cast<float>(LightType::ARE_LIGHT_DIRECTIONAL));
// direction_range_: xyz = direction, w = range (unused for directional)
data.direction_range_ = Vec4(direction_, 0.0f);
// color_intensity_: xyz = color, w = intensity
data.color_intensity_ = Vec4(color_, intensity_);
// params_: x = cast_shadows
data.params_ = Vec4(cast_shadows_ ? 1.0f : 0.0f, 0.0f, 0.0f, 0.0f);
return data;
}
bool DirectionalLight::affects_point(const Vec3& point) const {
// Directional light affects all points
(void)point; // Suppress unused parameter warning
return true;
}
} // namespace are

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/**
* @file light.cpp
* @brief Implementation of base Light class
*/
#include <are/scene/light.h>
#include <are/core/logger.h>
#include <are/utils/math_utils.h>
namespace are {
Light::Light(LightType type)
: type_(type)
, color_(1.0f, 1.0f, 1.0f)
, intensity_(1.0f)
, cast_shadows_(true) {
}
void Light::set_color(const Vec3& color) {
// Clamp color to valid range [0, 1]
color_.x = clamp(color.x, 0.0f, 1.0f);
color_.y = clamp(color.y, 0.0f, 1.0f);
color_.z = clamp(color.z, 0.0f, 1.0f);
}
void Light::set_intensity(Real intensity) {
// Intensity can be HDR, so only clamp to non-negative
intensity_ = std::max(0.0f, intensity);
}
void Light::set_cast_shadows(bool cast) {
cast_shadows_ = cast;
}
} // namespace are

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/**
* @file material.cpp
* @brief Implementation of PBR Material class
*/
#include <are/scene/material.h>
#include <are/core/logger.h>
#include <are/utils/math_utils.h>
namespace are {
Material::Material()
: albedo_(1.0f, 1.0f, 1.0f)
, metallic_(0.0f)
, roughness_(0.5f)
, emissive_(0.0f, 0.0f, 0.0f)
, albedo_tex_handle_(are_invalid_handle)
, metallic_tex_handle_(are_invalid_handle)
, roughness_tex_handle_(are_invalid_handle)
, normal_tex_handle_(are_invalid_handle)
, ao_tex_handle_(are_invalid_handle)
, emissive_tex_handle_(are_invalid_handle) {
}
void Material::set_albedo(const Vec3& albedo) {
// Clamp albedo to valid range [0, 1]
albedo_.x = clamp(albedo.x, 0.0f, 1.0f);
albedo_.y = clamp(albedo.y, 0.0f, 1.0f);
albedo_.z = clamp(albedo.z, 0.0f, 1.0f);
}
void Material::set_albedo_map(const std::string& path) {
albedo_map_ = path;
}
void Material::set_metallic(Real metallic) {
metallic_ = clamp(metallic, 0.0f, 1.0f);
}
void Material::set_metallic_map(const std::string& path) {
metallic_map_ = path;
}
void Material::set_roughness(Real roughness) {
// Clamp roughness to avoid division by zero in BRDF calculations
roughness_ = clamp(roughness, 0.04f, 1.0f);
}
void Material::set_roughness_map(const std::string& path) {
roughness_map_ = path;
}
void Material::set_normal_map(const std::string& path) {
normal_map_ = path;
}
void Material::set_ao_map(const std::string& path) {
ao_map_ = path;
}
void Material::set_emissive(const Vec3& emissive) {
// Emissive can be HDR, so no upper clamp
emissive_.x = std::max(0.0f, emissive.x);
emissive_.y = std::max(0.0f, emissive.y);
emissive_.z = std::max(0.0f, emissive.z);
}
void Material::set_emissive_map(const std::string& path) {
emissive_map_ = path;
}
bool Material::is_emissive() const {
// Check if material has significant emission
const Real threshold = 0.001f;
return (emissive_.x > threshold ||
emissive_.y > threshold ||
emissive_.z > threshold) ||
has_emissive_map();
}
} // namespace are

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/**
* @file mesh.cpp
* @brief Implementation of Mesh class
*/
#include <are/scene/mesh.h>
#include <are/core/logger.h>
#include <are/core/profiler.h>
#include <are/utils/math_utils.h>
#include <glm/glm.hpp>
namespace are {
Mesh::Mesh()
: material_id_(are_invalid_handle)
, vao_(0)
, vbo_(0)
, ebo_(0) {
}
Mesh::Mesh(const std::vector<Vertex>& vertices,
const std::vector<uint32_t>& indices,
MaterialHandle material_id)
: vertices_(vertices)
, indices_(indices)
, material_id_(material_id)
, vao_(0)
, vbo_(0)
, ebo_(0) {
compute_aabb();
}
Mesh::Mesh(const Vertex* vertices, size_t vertex_count,
const uint32_t* indices, size_t index_count,
MaterialHandle material_id)
: material_id_(material_id)
, vao_(0)
, vbo_(0)
, ebo_(0) {
if (vertices && vertex_count > 0) {
vertices_.assign(vertices, vertices + vertex_count);
}
if (indices && index_count > 0) {
indices_.assign(indices, indices + index_count);
}
compute_aabb();
}
void Mesh::set_vertices(const std::vector<Vertex>& vertices) {
vertices_ = vertices;
compute_aabb();
}
void Mesh::set_indices(const std::vector<uint32_t>& indices) {
indices_ = indices;
}
void Mesh::set_material(MaterialHandle material_id) {
material_id_ = material_id;
}
void Mesh::compute_aabb() {
ARE_PROFILE_FUNCTION();
if (vertices_.empty()) {
aabb_ = AABB::invalid();
return;
}
aabb_ = AABB(vertices_[0].position_);
for (size_t i = 1; i < vertices_.size(); ++i) {
aabb_.expand(vertices_[i].position_);
}
}
void Mesh::compute_tangents() {
ARE_PROFILE_FUNCTION();
if (vertices_.empty() || indices_.empty()) {
ARE_LOG_WARN("Mesh: Cannot compute tangents for empty mesh");
return;
}
if (indices_.size() % 3 != 0) {
ARE_LOG_ERROR("Mesh: Index count is not a multiple of 3");
return;
}
// Initialize tangents to zero
std::vector<Vec3> tangents(vertices_.size(), Vec3(0.0f));
std::vector<Vec3> bitangents(vertices_.size(), Vec3(0.0f));
// Calculate tangents for each triangle
for (size_t i = 0; i < indices_.size(); i += 3) {
uint32_t i0 = indices_[i];
uint32_t i1 = indices_[i + 1];
uint32_t i2 = indices_[i + 2];
if (i0 >= vertices_.size() || i1 >= vertices_.size() || i2 >= vertices_.size()) {
ARE_LOG_ERROR("Mesh: Invalid index in compute_tangents");
continue;
}
const Vertex& v0 = vertices_[i0];
const Vertex& v1 = vertices_[i1];
const Vertex& v2 = vertices_[i2];
// Calculate edges
Vec3 edge1 = v1.position_ - v0.position_;
Vec3 edge2 = v2.position_ - v0.position_;
Vec2 delta_uv1 = v1.texcoord_ - v0.texcoord_;
Vec2 delta_uv2 = v2.texcoord_ - v0.texcoord_;
// Calculate tangent and bitangent
Real f = delta_uv1.x * delta_uv2.y - delta_uv2.x * delta_uv1.y;
if (std::abs(f) < are_epsilon) {
// Degenerate UV coordinates, use arbitrary tangent
Vec3 tangent, bitangent;
create_orthonormal_basis(v0.normal_, tangent, bitangent);
tangents[i0] += tangent;
tangents[i1] += tangent;
tangents[i2] += tangent;
continue;
}
f = 1.0f / f;
Vec3 tangent;
tangent.x = f * (delta_uv2.y * edge1.x - delta_uv1.y * edge2.x);
tangent.y = f * (delta_uv2.y * edge1.y - delta_uv1.y * edge2.y);
tangent.z = f * (delta_uv2.y * edge1.z - delta_uv1.y * edge2.z);
Vec3 bitangent;
bitangent.x = f * (-delta_uv2.x * edge1.x + delta_uv1.x * edge2.x);
bitangent.y = f * (-delta_uv2.x * edge1.y + delta_uv1.x * edge2.y);
bitangent.z = f * (-delta_uv2.x * edge1.z + delta_uv1.x * edge2.z);
// Accumulate tangents for each vertex
tangents[i0] += tangent;
tangents[i1] += tangent;
tangents[i2] += tangent;
bitangents[i0] += bitangent;
bitangents[i1] += bitangent;
bitangents[i2] += bitangent;
}
// Orthogonalize and normalize tangents (Gram-Schmidt)
for (size_t i = 0; i < vertices_.size(); ++i) {
const Vec3& n = vertices_[i].normal_;
const Vec3& t = tangents[i];
// Gram-Schmidt orthogonalize
Vec3 tangent = t - n * glm::dot(n, t);
Real length = glm::length(tangent);
if (length < are_epsilon) {
// If tangent is parallel to normal, create arbitrary tangent
create_orthonormal_basis(n, tangent, bitangents[i]);
} else {
tangent /= length;
}
// Check handedness
Real handedness = glm::dot(glm::cross(n, t), bitangents[i]);
if (handedness < 0.0f) {
tangent = -tangent;
}
vertices_[i].tangent_ = tangent;
}
}
bool Mesh::get_triangle(size_t triangle_index, Vertex& v0, Vertex& v1, Vertex& v2) const {
if (triangle_index >= get_triangle_count()) {
return false;
}
size_t base_index = triangle_index * 3;
uint32_t i0 = indices_[base_index];
uint32_t i1 = indices_[base_index + 1];
uint32_t i2 = indices_[base_index + 2];
if (i0 >= vertices_.size() || i1 >= vertices_.size() || i2 >= vertices_.size()) {
ARE_LOG_ERROR("Mesh: Invalid indices in get_triangle");
return false;
}
v0 = vertices_[i0];
v1 = vertices_[i1];
v2 = vertices_[i2];
return true;
}
} // namespace are

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/**
* @file point_light.cpp
* @brief Implementation of PointLight class
*/
#include <are/scene/point_light.h>
#include <are/core/logger.h>
#include <glm/glm.hpp>
namespace are {
PointLight::PointLight()
: Light(LightType::ARE_LIGHT_POINT)
, position_(0.0f)
, range_(10.0f)
, attenuation_constant_(1.0f)
, attenuation_linear_(0.09f)
, attenuation_quadratic_(0.032f) {
}
PointLight::PointLight(const Vec3& position, const Vec3& color, Real intensity, Real range)
: Light(LightType::ARE_LIGHT_POINT)
, position_(position)
, range_(range)
, attenuation_constant_(1.0f)
, attenuation_linear_(0.09f)
, attenuation_quadratic_(0.032f) {
set_color(color);
set_intensity(intensity);
set_range(range);
}
void PointLight::set_position(const Vec3& position) {
position_ = position;
}
void PointLight::set_range(Real range) {
if (range <= 0.0f) {
ARE_LOG_WARN("PointLight: Invalid range (must be positive), using default");
range_ = 10.0f;
} else {
range_ = range;
}
}
void PointLight::set_attenuation(Real constant, Real linear, Real quadratic) {
attenuation_constant_ = std::max(0.0f, constant);
attenuation_linear_ = std::max(0.0f, linear);
attenuation_quadratic_ = std::max(0.0f, quadratic);
// Ensure at least some attenuation to avoid division issues
if (attenuation_constant_ < are_epsilon &&
attenuation_linear_ < are_epsilon &&
attenuation_quadratic_ < are_epsilon) {
ARE_LOG_WARN("PointLight: All attenuation factors near zero, setting constant to 1.0");
attenuation_constant_ = 1.0f;
}
}
Real PointLight::calculate_attenuation(Real distance) const {
// Standard attenuation formula: 1 / (constant + linear*d + quadratic*d^2)
Real attenuation = attenuation_constant_ +
attenuation_linear_ * distance +
attenuation_quadratic_ * distance * distance;
return 1.0f / std::max(attenuation, are_epsilon);
}
LightData PointLight::pack() const {
LightData data;
// position_type_: xyz = position, w = light type
data.position_type_ = Vec4(position_,
static_cast<float>(LightType::ARE_LIGHT_POINT));
// direction_range_: xyz unused for point light, w = range
data.direction_range_ = Vec4(0.0f, 0.0f, 0.0f, range_);
// color_intensity_: xyz = color, w = intensity
data.color_intensity_ = Vec4(color_, intensity_);
// params_: x = cast_shadows, y = constant, z = linear, w = quadratic
data.params_ = Vec4(
cast_shadows_ ? 1.0f : 0.0f,
attenuation_constant_,
attenuation_linear_,
attenuation_quadratic_
);
return data;
}
bool PointLight::affects_point(const Vec3& point) const {
Real distance = glm::length(point - position_);
return distance <= range_;
}
} // namespace are

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/**
* @file scene_manager.cpp
* @brief Implementation of SceneManager class
*/
#include <are/core/logger.h>
#include <are/core/profiler.h>
#include <are/scene/scene_manager.h>
namespace are {
SceneManager::SceneManager()
: next_mesh_handle_(1)
, next_material_handle_(1)
, next_light_handle_(1)
, dirty_(false) {
}
SceneManager::~SceneManager() {
clear();
}
MeshHandle SceneManager::add_mesh(const Mesh &mesh) {
ARE_PROFILE_FUNCTION();
if (mesh.is_empty()) {
ARE_LOG_WARN("SceneManager: Attempting to add empty mesh");
return are_invalid_handle;
}
MeshHandle handle = next_mesh_handle_++;
meshes_.push_back(mesh);
mesh_handle_map_[handle] = meshes_.size() - 1;
dirty_ = true;
ARE_LOG_DEBUG("SceneManager: Added mesh with handle " + std::to_string(handle));
return handle;
}
void SceneManager::remove_mesh(MeshHandle handle) {
ARE_PROFILE_FUNCTION();
auto it = mesh_handle_map_.find(handle);
if (it == mesh_handle_map_.end()) {
ARE_LOG_WARN("SceneManager: Attempting to remove invalid mesh handle");
return;
}
size_t index = it->second;
// Swap with last element and pop
if (index < meshes_.size() - 1) {
meshes_[index] = meshes_.back();
// Update handle map for swapped element
for (auto &pair : mesh_handle_map_) {
if (pair.second == meshes_.size() - 1) {
pair.second = index;
break;
}
}
}
meshes_.pop_back();
mesh_handle_map_.erase(it);
dirty_ = true;
ARE_LOG_DEBUG("SceneManager: Removed mesh with handle " + std::to_string(handle));
}
void SceneManager::update_mesh(MeshHandle handle, const Mesh &mesh) {
ARE_PROFILE_FUNCTION();
Mesh *existing = get_mesh(handle);
if (!existing) {
ARE_LOG_WARN("SceneManager: Attempting to update invalid mesh handle");
return;
}
*existing = mesh;
dirty_ = true;
}
Mesh *SceneManager::get_mesh(MeshHandle handle) {
auto it = mesh_handle_map_.find(handle);
if (it == mesh_handle_map_.end()) {
return nullptr;
}
size_t index = it->second;
if (index >= meshes_.size()) {
ARE_LOG_ERROR("SceneManager: Mesh handle map corrupted");
return nullptr;
}
return &meshes_[index];
}
const Mesh *SceneManager::get_mesh(MeshHandle handle) const {
auto it = mesh_handle_map_.find(handle);
if (it == mesh_handle_map_.end()) {
return nullptr;
}
size_t index = it->second;
if (index >= meshes_.size()) {
ARE_LOG_ERROR("SceneManager: Mesh handle map corrupted");
return nullptr;
}
return &meshes_[index];
}
MaterialHandle SceneManager::add_material(const Material &material) {
ARE_PROFILE_FUNCTION();
MaterialHandle handle = next_material_handle_++;
materials_.push_back(material);
material_handle_map_[handle] = materials_.size() - 1;
ARE_LOG_DEBUG("SceneManager: Added material with handle " + std::to_string(handle));
return handle;
}
void SceneManager::remove_material(MaterialHandle handle) {
ARE_PROFILE_FUNCTION();
auto it = material_handle_map_.find(handle);
if (it == material_handle_map_.end()) {
ARE_LOG_WARN("SceneManager: Attempting to remove invalid material handle");
return;
}
size_t index = it->second;
// Swap with last element and pop
if (index < materials_.size() - 1) {
materials_[index] = materials_.back();
// Update handle map for swapped element
for (auto &pair : material_handle_map_) {
if (pair.second == materials_.size() - 1) {
pair.second = index;
break;
}
}
}
materials_.pop_back();
material_handle_map_.erase(it);
ARE_LOG_DEBUG("SceneManager: Removed material with handle " + std::to_string(handle));
}
void SceneManager::update_material(MaterialHandle handle, const Material &material) {
ARE_PROFILE_FUNCTION();
Material *existing = get_material(handle);
if (!existing) {
ARE_LOG_WARN("SceneManager: Attempting to update invalid material handle");
return;
}
*existing = material;
}
Material *SceneManager::get_material(MaterialHandle handle) {
auto it = material_handle_map_.find(handle);
if (it == material_handle_map_.end()) {
return nullptr;
}
size_t index = it->second;
if (index >= materials_.size()) {
ARE_LOG_ERROR("SceneManager: Material handle map corrupted");
return nullptr;
}
return &materials_[index];
}
const Material *SceneManager::get_material(MaterialHandle handle) const {
auto it = material_handle_map_.find(handle);
if (it == material_handle_map_.end()) {
return nullptr;
}
size_t index = it->second;
if (index >= materials_.size()) {
ARE_LOG_ERROR("SceneManager: Material handle map corrupted");
return nullptr;
}
return &materials_[index];
}
LightHandle SceneManager::add_light(const std::shared_ptr<Light> &light) {
ARE_PROFILE_FUNCTION();
if (!light) {
ARE_LOG_WARN("SceneManager: Attempting to add null light");
return are_invalid_handle;
}
LightHandle handle = next_light_handle_++;
lights_.push_back(light);
light_handle_map_[handle] = lights_.size() - 1;
dirty_ = true;
ARE_LOG_DEBUG("SceneManager: Added light with handle " + std::to_string(handle));
return handle;
}
void SceneManager::remove_light(LightHandle handle) {
ARE_PROFILE_FUNCTION();
auto it = light_handle_map_.find(handle);
if (it == light_handle_map_.end()) {
ARE_LOG_WARN("SceneManager: Attempting to remove invalid light handle");
return;
}
size_t index = it->second;
// Swap with last element and pop
if (index < lights_.size() - 1) {
lights_[index] = lights_.back();
// Update handle map for swapped element
for (auto &pair : light_handle_map_) {
if (pair.second == lights_.size() - 1) {
pair.second = index;
break;
}
}
}
lights_.pop_back();
light_handle_map_.erase(it);
dirty_ = true;
ARE_LOG_DEBUG("SceneManager: Removed light with handle " + std::to_string(handle));
}
std::shared_ptr<Light> SceneManager::get_light(LightHandle handle) {
auto it = light_handle_map_.find(handle);
if (it == light_handle_map_.end()) {
return nullptr;
}
size_t index = it->second;
if (index >= lights_.size()) {
ARE_LOG_ERROR("SceneManager: Light handle map corrupted");
return nullptr;
}
return lights_[index];
}
size_t SceneManager::get_total_triangle_count() const {
ARE_PROFILE_FUNCTION();
size_t total = 0;
for (const auto &mesh : meshes_) {
total += mesh.get_triangle_count();
}
return total;
}
void SceneManager::clear() {
ARE_PROFILE_FUNCTION();
meshes_.clear();
materials_.clear();
lights_.clear();
mesh_handle_map_.clear();
material_handle_map_.clear();
light_handle_map_.clear();
next_mesh_handle_ = 1;
next_material_handle_ = 1;
next_light_handle_ = 1;
dirty_ = true;
ARE_LOG_INFO("SceneManager: Cleared all scene data");
}
void SceneManager::compact() {
ARE_PROFILE_FUNCTION();
// Remove invalid entries (this is a placeholder for future optimization)
// Currently, the handle-based system ensures no invalid entries exist
ARE_LOG_DEBUG("SceneManager: Compacted scene data");
}
} // namespace are

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/**
* @file spot_light.cpp
* @brief Implementation of SpotLight class
*/
#include <are/scene/spot_light.h>
#include <are/core/logger.h>
#include <are/utils/math_utils.h>
#include <glm/glm.hpp>
namespace are {
SpotLight::SpotLight()
: Light(LightType::ARE_LIGHT_SPOT)
, position_(0.0f)
, direction_(0.0f, -1.0f, 0.0f)
, inner_angle_(30.0f)
, outer_angle_(45.0f)
, range_(10.0f)
, cos_inner_(std::cos(degrees_to_radians(30.0f)))
, cos_outer_(std::cos(degrees_to_radians(45.0f))) {
}
SpotLight::SpotLight(const Vec3& position, const Vec3& direction,
Real inner_angle, Real outer_angle,
const Vec3& color, Real intensity)
: Light(LightType::ARE_LIGHT_SPOT)
, position_(position)
, range_(10.0f) {
set_direction(direction);
set_inner_angle(inner_angle);
set_outer_angle(outer_angle);
set_color(color);
set_intensity(intensity);
}
void SpotLight::set_position(const Vec3& position) {
position_ = position;
}
void SpotLight::set_direction(const Vec3& direction) {
Real length = glm::length(direction);
if (length < are_epsilon) {
ARE_LOG_WARN("SpotLight: Invalid direction vector (zero length), using default");
direction_ = Vec3(0.0f, -1.0f, 0.0f);
} else {
direction_ = direction / length;
}
}
void SpotLight::set_inner_angle(Real angle) {
// Clamp to valid range [0, 90] degrees
inner_angle_ = clamp(angle, 0.0f, 90.0f);
cos_inner_ = std::cos(degrees_to_radians(inner_angle_));
// Ensure inner angle is not larger than outer angle
if (inner_angle_ > outer_angle_) {
ARE_LOG_WARN("SpotLight: Inner angle larger than outer angle, adjusting outer angle");
outer_angle_ = inner_angle_;
cos_outer_ = cos_inner_;
}
}
void SpotLight::set_outer_angle(Real angle) {
// Clamp to valid range [0, 90] degrees
outer_angle_ = clamp(angle, 0.0f, 90.0f);
cos_outer_ = std::cos(degrees_to_radians(outer_angle_));
// Ensure outer angle is not smaller than inner angle
if (outer_angle_ < inner_angle_) {
ARE_LOG_WARN("SpotLight: Outer angle smaller than inner angle, adjusting inner angle");
inner_angle_ = outer_angle_;
cos_inner_ = cos_outer_;
}
}
void SpotLight::set_range(Real range) {
if (range <= 0.0f) {
ARE_LOG_WARN("SpotLight: Invalid range (must be positive), using default");
range_ = 10.0f;
} else {
range_ = range;
}
}
Real SpotLight::calculate_spot_factor(const Vec3& to_point) const {
// Calculate angle between light direction and direction to point
Real cos_angle = glm::dot(direction_, glm::normalize(to_point));
// Outside outer cone
if (cos_angle < cos_outer_) {
return 0.0f;
}
// Inside inner cone
if (cos_angle > cos_inner_) {
return 1.0f;
}
// Smooth transition between inner and outer cone
Real delta = cos_inner_ - cos_outer_;
if (delta < are_epsilon) {
return 1.0f;
}
return (cos_angle - cos_outer_) / delta;
}
LightData SpotLight::pack() const {
LightData data;
// position_type_: xyz = position, w = light type
data.position_type_ = Vec4(position_,
static_cast<float>(LightType::ARE_LIGHT_SPOT));
// direction_range_: xyz = direction, w = range
data.direction_range_ = Vec4(direction_, range_);
// color_intensity_: xyz = color, w = intensity
data.color_intensity_ = Vec4(color_, intensity_);
// params_: x = cast_shadows, y = cos_inner, z = cos_outer, w unused
data.params_ = Vec4(
cast_shadows_ ? 1.0f : 0.0f,
cos_inner_,
cos_outer_,
0.0f
);
return data;
}
bool SpotLight::affects_point(const Vec3& point) const {
// Check if point is within range
Vec3 to_point = point - position_;
Real distance = glm::length(to_point);
if (distance > range_) {
return false;
}
// Check if point is within spotlight cone
if (distance > are_epsilon) {
to_point /= distance;
Real cos_angle = glm::dot(direction_, to_point);
return cos_angle >= cos_outer_;
}
return true;
}
} // namespace are

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/**
* @file file_utils.cpp
* @brief Implementation of file system utilities
*/
#include <are/utils/file_utils.h>
#include <are/core/logger.h>
#include <fstream>
#include <sstream>
#include <algorithm>
#include <sys/stat.h>
#ifdef _WIN32
#include <direct.h>
#define MKDIR(path) _mkdir(path)
#else
#include <sys/types.h>
#define MKDIR(path) mkdir(path, 0755)
#endif
namespace are {
std::string read_file_to_string(const std::string& filepath) {
std::ifstream file(filepath, std::ios::in | std::ios::binary);
if (!file.is_open()) {
ARE_LOG_ERROR("Failed to open file: " + filepath);
return "";
}
std::stringstream buffer;
buffer << file.rdbuf();
file.close();
return buffer.str();
}
std::vector<uint8_t> read_file_to_bytes(const std::string& filepath) {
std::ifstream file(filepath, std::ios::in | std::ios::binary);
if (!file.is_open()) {
ARE_LOG_ERROR("Failed to open file: " + filepath);
return {};
}
// Get file size
file.seekg(0, std::ios::end);
size_t size = file.tellg();
file.seekg(0, std::ios::beg);
// Read data
std::vector<uint8_t> data(size);
file.read(reinterpret_cast<char*>(data.data()), size);
file.close();
return data;
}
bool write_string_to_file(const std::string& filepath, const std::string& content) {
std::ofstream file(filepath, std::ios::out | std::ios::binary);
if (!file.is_open()) {
ARE_LOG_ERROR("Failed to open file for writing: " + filepath);
return false;
}
file << content;
file.close();
return true;
}
bool write_bytes_to_file(const std::string& filepath, const void* data, size_t size) {
std::ofstream file(filepath, std::ios::out | std::ios::binary);
if (!file.is_open()) {
ARE_LOG_ERROR("Failed to open file for writing: " + filepath);
return false;
}
file.write(static_cast<const char*>(data), size);
file.close();
return true;
}
bool file_exists(const std::string& filepath) {
struct stat buffer;
return (stat(filepath.c_str(), &buffer) == 0);
}
bool is_directory(const std::string& path) {
struct stat buffer;
if (stat(path.c_str(), &buffer) != 0) {
return false;
}
return (buffer.st_mode & S_IFDIR) != 0;
}
bool create_directory(const std::string& path) {
if (path.empty()) {
return false;
}
if (is_directory(path)) {
return true;
}
// Create parent directories recursively
size_t pos = 0;
std::string current_path;
while ((pos = path.find_first_of("/\\", pos)) != std::string::npos) {
current_path = path.substr(0, pos++);
if (!current_path.empty() && !is_directory(current_path)) {
if (MKDIR(current_path.c_str()) != 0 && !is_directory(current_path)) {
ARE_LOG_ERROR("Failed to create directory: " + current_path);
return false;
}
}
}
// Create final directory
if (MKDIR(path.c_str()) != 0 && !is_directory(path)) {
ARE_LOG_ERROR("Failed to create directory: " + path);
return false;
}
return true;
}
std::string get_file_extension(const std::string& filepath) {
size_t dot_pos = filepath.find_last_of('.');
if (dot_pos == std::string::npos || dot_pos == filepath.length() - 1) {
return "";
}
std::string ext = filepath.substr(dot_pos + 1);
// Convert to lowercase
std::transform(ext.begin(), ext.end(), ext.begin(),
[](unsigned char c) { return std::tolower(c); });
return ext;
}
std::string get_filename(const std::string& filepath) {
size_t slash_pos = filepath.find_last_of("/\\");
if (slash_pos == std::string::npos) {
return filepath;
}
return filepath.substr(slash_pos + 1);
}
std::string get_directory(const std::string& filepath) {
size_t slash_pos = filepath.find_last_of("/\\");
if (slash_pos == std::string::npos) {
return "";
}
return filepath.substr(0, slash_pos);
}
std::string join_path(const std::vector<std::string>& parts) {
if (parts.empty()) {
return "";
}
std::string result = parts[0];
for (size_t i = 1; i < parts.size(); ++i) {
if (!result.empty() && result.back() != '/' && result.back() != '\\') {
result += '/';
}
result += parts[i];
}
return result;
}
std::string normalize_path(const std::string& path) {
if (path.empty()) {
return "";
}
std::vector<std::string> components;
std::string current;
for (char c : path) {
if (c == '/' || c == '\\') {
if (!current.empty()) {
if (current == "..") {
if (!components.empty() && components.back() != "..") {
components.pop_back();
} else {
components.push_back(current);
}
} else if (current != ".") {
components.push_back(current);
}
current.clear();
}
} else {
current += c;
}
}
if (!current.empty()) {
if (current == "..") {
if (!components.empty() && components.back() != "..") {
components.pop_back();
} else {
components.push_back(current);
}
} else if (current != ".") {
components.push_back(current);
}
}
return join_path(components);
}
} // namespace are

View File

@ -1,181 +0,0 @@
/**
* @file image_io.cpp
* @brief Implementation of image I/O utilities
*/
#include <are/utils/image_io.h>
#include <are/core/logger.h>
#include <cstring>
#include <algorithm>
#include <string>
#include <fstream>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include <stb_image_write.h>
namespace are {
bool ImageData::is_valid() const {
return width_ > 0 && height_ > 0 && channels_ > 0 && !data_.empty();
}
const uint8_t* ImageData::get_pixel(int x, int y) const {
if (x < 0 || x >= width_ || y < 0 || y >= height_) {
return nullptr;
}
size_t index = (y * width_ + x) * channels_;
return &data_[index];
}
void ImageData::set_pixel(int x, int y, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
if (x < 0 || x >= width_ || y < 0 || y >= height_) {
return;
}
size_t index = (y * width_ + x) * channels_;
data_[index + 0] = r;
data_[index + 1] = g;
data_[index + 2] = b;
if (channels_ == 4) {
data_[index + 3] = a;
}
}
ImageData load_image(const std::string& filename, bool flip_vertically) {
ImageData image;
// Set flip flag
stbi_set_flip_vertically_on_load(flip_vertically ? 1 : 0);
// Load image
int width, height, channels;
unsigned char* data = stbi_load(filename.c_str(), &width, &height, &channels, 0);
if (!data) {
ARE_LOG_ERROR("Failed to load image: " + filename + " - " + stbi_failure_reason());
return image;
}
// Copy data to ImageData
image.width_ = width;
image.height_ = height;
image.channels_ = channels;
size_t data_size = width * height * channels;
image.data_.resize(data_size);
std::memcpy(image.data_.data(), data, data_size);
// Free stb_image data
stbi_image_free(data);
ARE_LOG_INFO("Loaded image: " + filename + " (" +
std::to_string(width) + "x" + std::to_string(height) +
", " + std::to_string(channels) + " channels)");
return image;
}
ImageFormat detect_format(const std::string& filename) {
std::string ext;
size_t dot_pos = filename.find_last_of('.');
if (dot_pos != std::string::npos) {
ext = filename.substr(dot_pos + 1);
// Convert to lowercase
std::transform(ext.begin(), ext.end(), ext.begin(),
[](unsigned char c) { return std::tolower(c); });
}
if (ext == "ppm") return ImageFormat::ARE_IMAGE_FORMAT_PPM;
if (ext == "bmp") return ImageFormat::ARE_IMAGE_FORMAT_BMP;
if (ext == "png") return ImageFormat::ARE_IMAGE_FORMAT_PNG;
if (ext == "jpg" || ext == "jpeg") return ImageFormat::ARE_IMAGE_FORMAT_JPG;
// Default to PNG
return ImageFormat::ARE_IMAGE_FORMAT_PNG;
}
bool save_image(const std::string& filename, const ImageData& data, ImageFormat format) {
if (!data.is_valid()) {
ARE_LOG_ERROR("Cannot save invalid image data");
return false;
}
// Auto-detect format if not specified
if (format == ImageFormat::ARE_IMAGE_FORMAT_PNG) {
format = detect_format(filename);
}
int result = 0;
switch (format) {
case ImageFormat::ARE_IMAGE_FORMAT_PPM: {
// Write PPM manually (stb doesn't support it)
std::ofstream file(filename, std::ios::binary);
if (!file.is_open()) {
ARE_LOG_ERROR("Failed to open file for writing: " + filename);
return false;
}
file << "P6\n" << data.width_ << " " << data.height_ << "\n255\n";
for (int i = 0; i < data.width_ * data.height_; ++i) {
int idx = i * data.channels_;
file.put(data.data_[idx + 0]); // R
file.put(data.data_[idx + 1]); // G
file.put(data.data_[idx + 2]); // B
}
file.close();
result = 1;
break;
}
case ImageFormat::ARE_IMAGE_FORMAT_BMP:
result = stbi_write_bmp(filename.c_str(), data.width_, data.height_,
data.channels_, data.data_.data());
break;
case ImageFormat::ARE_IMAGE_FORMAT_PNG:
result = stbi_write_png(filename.c_str(), data.width_, data.height_,
data.channels_, data.data_.data(),
data.width_ * data.channels_);
break;
case ImageFormat::ARE_IMAGE_FORMAT_JPG:
result = stbi_write_jpg(filename.c_str(), data.width_, data.height_,
data.channels_, data.data_.data(), 90);
break;
}
if (result == 0) {
ARE_LOG_ERROR("Failed to save image: " + filename);
return false;
}
ARE_LOG_INFO("Saved image: " + filename);
return true;
}
bool save_image(const std::string& filename, const uint8_t* pixels,
int width, int height, int channels, ImageFormat format) {
ImageData data;
data.width_ = width;
data.height_ = height;
data.channels_ = channels;
size_t data_size = width * height * channels;
data.data_.resize(data_size);
std::memcpy(data.data_.data(), pixels, data_size);
return save_image(filename, data, format);
}
} // namespace are

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