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<div align="center">
<a href="https://github.com/NanoEraStudio/AuroraRenderingEngine">
<img src="https://are.nanoera.top/res/logo/logo.png" alt="Aurora Logo" width="120" height="120">
</a>
<h1 align="center">Aurora Rendering Engine</h1>
<p align="center">
<strong>A.R.E.</strong> - A High-Performance Path Tracing Library in C++
<br/>
<br/>
English | <a href="README-zh.md">中文</a>
</p>
<p align="center">
<a href="https://github.com/NanoEraStudio/AuroraRenderingEngine/blob/main/LICENSE">
<img src="https://img.shields.io/badge/license-MIT-blue.svg" alt="License">
</a>
<a href="https://github.com/NanoEraStudio/AuroraRenderingEngine/releases">
<img src="https://img.shields.io/badge/version-1.0.0-green.svg" alt="Version">
</a>
<a href="https://github.com/NanoEraStudio/AuroraRenderingEngine/issues">
<img src="https://img.shields.io/github/issues/NanoEraStudio/AuroraRenderingEngine.svg" alt="Issues">
</a>
</p>
</div>
---
## 📖 Overview
**Aurora Rendering Engine (A.R.E.)** is a high-performance path tracing library developed in C++ by **NanoEra Studio**. Leveraging OpenGL 4.3 compute shaders for GPU-accelerated path tracing, A.R.E. provides a clean and intuitive API suitable for learning and researching ray tracing techniques.
## ✨ Features
- 🚀 **GPU-Accelerated Path Tracing** - Powered by OpenGL 4.3 Compute Shaders
- 🎨 **PBR Material System** - Diffuse, Metal, Dielectric materials
- 💡 **Multiple Light Types** - Point lights, Area lights, Environmental lighting
- 📦 **Static Library** - Easy integration into existing projects
- 🔧 **CMake Build System** - Cross-platform support
## 🛠️ Dependencies
A.R.E. depends on the following external libraries:
- **OpenGL 4.3** - Graphics API
- **GLFW** - Window and input management
- **GLAD** - OpenGL loader
- **GLM** - Mathematics library
- **stb-image** - Image loading
- **spdlog** - Logging system
## 📦 Quick Start
### Clone Repository
```bash
git clone https://github.com/NanoEraStudio/AuroraRenderingEngine.git
cd AuroraRenderingEngine
```
### Build Project
```bash
mkdir build && cd build
cmake ..
cmake --build .
```
## 🎮 Minimal Example: Cornell Box
The following code demonstrates how to render a classic Cornell Box scene using A.R.E.:
```cpp
#include <core/renderer.h>
#include <scene/scene.h>
#include <scene/camera.h>
#include <scene/mesh.h>
#include <scene/material.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
using namespace are;
int main() {
// 1. Initialize window
glfwInit();
GLFWwindow* window = glfwCreateWindow(800, 800, "Aurora - Cornell Box", nullptr, nullptr);
glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
// 2. Configure renderer
RendererConfig config;
config.width_ = 800;
config.height_ = 800;
config.samples_per_pixel_ = 1;
config.max_ray_depth_ = 4;
auto renderer = std::make_unique<Renderer>(config);
renderer->initialize();
// 3. Create scene
auto scene = std::make_unique<Scene>();
// Create materials
auto white_mat = std::make_shared<Material>();
white_mat->set_albedo(Vec3(0.73f, 0.73f, 0.73f));
white_mat->set_type(MaterialType::DIFFUSE);
uint white_id = scene->add_material(white_mat);
auto red_mat = std::make_shared<Material>();
red_mat->set_albedo(Vec3(0.65f, 0.05f, 0.05f));
red_mat->set_type(MaterialType::DIFFUSE);
uint red_id = scene->add_material(red_mat);
// Create floor mesh (example: a simple quad)
auto floor = std::make_shared<Mesh>();
std::vector<Vertex> vertices = {
{{-2.0f, -2.0f, -2.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
{{ 2.0f, -2.0f, -2.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
{{ 2.0f, -2.0f, 2.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
{{-2.0f, -2.0f, 2.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}}
};
std::vector<uint> indices = {0, 1, 2, 0, 2, 3};
floor->set_vertices(vertices);
floor->set_indices(indices);
floor->set_material(white_id);
floor->upload_to_gpu();
scene->add_mesh(floor);
// Setup camera
auto camera = std::make_shared<Camera>();
camera->set_position(Vec3(0.0f, 0.0f, 4.5f));
camera->set_target(Vec3(0.0f, 0.0f, 0.0f));
camera->set_perspective(45.0f, 1.0f, 0.1f, 100.0f);
scene->set_camera(camera);
// 4. Render loop
while (!glfwWindowShouldClose(window)) {
renderer->render(*scene);
glfwSwapBuffers(window);
glfwPollEvents();
}
return 0;
}
```
## 📚 Documentation
For detailed documentation, visit: [A.R.E. Documentation](https://are.nanoera.top/docs)
## 🤝 Contributing
We welcome all forms of contributions! Please check [CONTRIBUTING.md](CONTRIBUTING.md) for details.
## 📄 License
This project is licensed under the MIT License - see the [LICENSE](LICENSE) file for details.
## 🙏 Acknowledgments
Thanks to all the developers and contributors of the dependency libraries.
---
<div align="center">
<sub>Built with ❤️ by <a href="https://github.com/NanoEraStudio">NanoEra Studio</a></sub>
</div>

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<div align="center">
<a href="https://github.com/NanoEraStudio/AuroraRenderingEngine">
<img src="https://are.nanoera.top/res/logo/logo.png" alt="Aurora Logo" width="120" height="120">
</a>
<h1 align="center">曙光渲染引擎</h1>
<p align="center">
<strong>Aurora Rendering Engine (A.R.E.)</strong><br/>
一个基于 C++ 的高性能路径追踪渲染库
<br/>
<br/>
<a href="README_EN.md">English</a> | 中文
</p>
<p align="center">
<a href="https://github.com/NanoEraStudio/AuroraRenderingEngine/blob/main/LICENSE">
<img src="https://img.shields.io/badge/license-MIT-blue.svg" alt="License">
</a>
<a href="https://github.com/NanoEraStudio/AuroraRenderingEngine/releases">
<img src="https://img.shields.io/badge/version-1.0.0-green.svg" alt="Version">
</a>
<a href="https://github.com/NanoEraStudio/AuroraRenderingEngine/issues">
<img src="https://img.shields.io/github/issues/NanoEraStudio/AuroraRenderingEngine.svg" alt="Issues">
</a>
</p>
</div>
---
## 📖 简介
曙光渲染引擎Aurora Rendering Engine简称 A.R.E.)是一个基于 C++ 开发的路径追踪渲染库,由 **NanoEra Studio** 开发和维护。A.R.E. 利用 OpenGL 4.3 计算着色器实现高效的 GPU 路径追踪,提供了简洁易用的 API适合学习和研究光线追踪技术。
## ✨ 特性
- 🚀 **GPU 加速路径追踪** - 基于 OpenGL 4.3 Compute Shader
- 🎨 **PBR 材质系统** - 支持漫反射、金属、电介质等材质
- 💡 **多种光源支持** - 点光源、面光源、环境光
- 📦 **静态链接库** - 轻松集成到现有项目
- 🔧 **CMake 构建** - 跨平台支持
## 🛠️ 依赖项
A.R.E. 依赖以下外部库:
- **OpenGL 4.3** - 图形 API
- **GLFW** - 窗口和输入管理
- **GLAD** - OpenGL 加载器
- **GLM** - 数学库
- **stb-image** - 图像加载
- **spdlog** - 日志系统
## 📦 快速开始
### 克隆仓库
```bash
git clone https://github.com/NanoEraStudio/AuroraRenderingEngine.git
cd AuroraRenderingEngine
```
### 编译项目
```bash
mkdir build && cd build
cmake ..
cmake --build .
```
## 🎮 极简示例:康奈尔盒子
以下代码展示了如何使用 A.R.E. 渲染一个经典的康奈尔盒子场景:
```cpp
#include <core/renderer.h>
#include <scene/scene.h>
#include <scene/camera.h>
#include <scene/mesh.h>
#include <scene/material.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
using namespace are;
int main() {
// 1. 初始化窗口
glfwInit();
GLFWwindow* window = glfwCreateWindow(800, 800, "Aurora - Cornell Box", nullptr, nullptr);
glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
// 2. 配置渲染器
RendererConfig config;
config.width_ = 800;
config.height_ = 800;
config.samples_per_pixel_ = 1;
config.max_ray_depth_ = 4;
auto renderer = std::make_unique<Renderer>(config);
renderer->initialize();
// 3. 创建场景
auto scene = std::make_unique<Scene>();
// 创建材质
auto white_mat = std::make_shared<Material>();
white_mat->set_albedo(Vec3(0.73f, 0.73f, 0.73f));
white_mat->set_type(MaterialType::DIFFUSE);
uint white_id = scene->add_material(white_mat);
auto red_mat = std::make_shared<Material>();
red_mat->set_albedo(Vec3(0.65f, 0.05f, 0.05f));
red_mat->set_type(MaterialType::DIFFUSE);
uint red_id = scene->add_material(red_mat);
// 创建地板 (示例:一个简单的四边形)
auto floor = std::make_shared<Mesh>();
std::vector<Vertex> vertices = {
{{-2.0f, -2.0f, -2.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
{{ 2.0f, -2.0f, -2.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
{{ 2.0f, -2.0f, 2.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
{{-2.0f, -2.0f, 2.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}}
};
std::vector<uint> indices = {0, 1, 2, 0, 2, 3};
floor->set_vertices(vertices);
floor->set_indices(indices);
floor->set_material(white_id);
floor->upload_to_gpu();
scene->add_mesh(floor);
// 设置相机
auto camera = std::make_shared<Camera>();
camera->set_position(Vec3(0.0f, 0.0f, 4.5f));
camera->set_target(Vec3(0.0f, 0.0f, 0.0f));
camera->set_perspective(45.0f, 1.0f, 0.1f, 100.0f);
scene->set_camera(camera);
// 4. 渲染循环
while (!glfwWindowShouldClose(window)) {
renderer->render(*scene);
glfwSwapBuffers(window);
glfwPollEvents();
}
return 0;
}
```
## 📚 文档
详细文档请访问:[A.R.E. Documentation](https://are.nanoera.top/docs)
## 🤝 贡献指南
我们欢迎所有形式的贡献!请查看 [CONTRIBUTING.md](CONTRIBUTING.md) 了解详情。
## 📄 许可证
本项目基于 MIT 许可证开源,详见 [LICENSE](LICENSE) 文件。
## 🙏 致谢
感谢所有依赖库的开发者和贡献者。
---
<div align="center">
<sub>Built with ❤️ by <a href="https://github.com/NanoEraStudio">NanoEra Studio</a></sub>
</div>