style: 格式化代码及注释

master
ternaryop8479 2026-02-15 15:30:05 +08:00
parent d598b26845
commit c039b83c57
20 changed files with 1560 additions and 1172 deletions

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@ -3,16 +3,16 @@
namespace are {
/// @brief Maximum number of lights in scene
// Maximum number of lights in scene
constexpr int MAX_LIGHTS = 16;
/// @brief Maximum ray tracing depth
// Maximum ray tracing depth
constexpr int MAX_RAY_DEPTH = 8;
/// @brief Default samples per pixel for ray tracing
// Default samples per pixel for ray tracing
constexpr int DEFAULT_SPP = 1;
/// @brief G-Buffer attachment indices
// G-Buffer attachment indices
constexpr int GBUFFER_POSITION = 0;
constexpr int GBUFFER_NORMAL = 1;
constexpr int GBUFFER_ALBEDO = 2;
@ -20,11 +20,11 @@ constexpr int GBUFFER_MATERIAL = 3;
constexpr int GBUFFER_MATERIAL_ID = 4;
constexpr int GBUFFER_COUNT = 5;
/// @brief Compute shader work group size
// Compute shader work group size
constexpr int COMPUTE_GROUP_SIZE_X = 16;
constexpr int COMPUTE_GROUP_SIZE_Y = 16;
/// @brief Mathematical constants
// Mathematical constants
constexpr float PI = 3.14159265359f;
constexpr float INV_PI = 0.31830988618f;
constexpr float EPSILON = 1e-4f;

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@ -7,51 +7,65 @@
namespace are {
/// @brief Math utility functions wrapping GLM
// Math utility functions wrapping GLM
class MathUtils {
public:
/// @brief Create perspective projection matrix
/// @param fov Field of view in radians
/// @param aspect Aspect ratio
/// @param near Near plane distance
/// @param far Far plane distance
/// @return Projection matrix
static Mat4 perspective(float fov, float aspect, float near, float far);
/// @brief Create look-at view matrix
/// @param eye Camera position
/// @param center Look-at target
/// @param up Up vector
/// @return View matrix
static Mat4 look_at(const Vec3& eye, const Vec3& center, const Vec3& up);
/// @brief Normalize a vector
/// @param v Input vector
/// @return Normalized vector
static Vec3 normalize(const Vec3& v);
/// @brief Calculate dot product
/// @param a First vector
/// @param b Second vector
/// @return Dot product
static float dot(const Vec3& a, const Vec3& b);
/// @brief Calculate cross product
/// @param a First vector
/// @param b Second vector
/// @return Cross product
static Vec3 cross(const Vec3& a, const Vec3& b);
/// @brief Reflect vector around normal
/// @param incident Incident vector
/// @param normal Surface normal
/// @return Reflected vector
static Vec3 reflect(const Vec3& incident, const Vec3& normal);
/// @brief Get pointer to matrix data (for OpenGL)
/// @param mat Input matrix
/// @return Pointer to matrix data
static const float* value_ptr(const Mat4& mat);
/*
* @brief Create perspective projection matrix
* @param fov Field of view in radians
* @param aspect Aspect ratio
* @param near Near plane distance
* @param far Far plane distance
* @return Projection matrix
*/
static Mat4 perspective(float fov, float aspect, float near, float far);
/*
* @brief Create look-at view matrix
* @param eye Camera position
* @param center Look-at target
* @param up Up vector
* @return View matrix
*/
static Mat4 look_at(const Vec3 &eye, const Vec3 &center, const Vec3 &up);
/*
* @brief Normalize a vector
* @param v Input vector
* @return Normalized vector
*/
static Vec3 normalize(const Vec3 &v);
/*
* @brief Calculate dot product
* @param a First vector
* @param b Second vector
* @return Dot product
*/
static float dot(const Vec3 &a, const Vec3 &b);
/*
* @brief Calculate cross product
* @param a First vector
* @param b Second vector
* @return Cross product
*/
static Vec3 cross(const Vec3 &a, const Vec3 &b);
/*
* @brief Reflect vector around normal
* @param incident Incident vector
* @param normal Surface normal
* @return Reflected vector
*/
static Vec3 reflect(const Vec3 &incident, const Vec3 &normal);
/*
* @brief Get pointer to matrix data (for OpenGL)
* @param mat Input matrix
* @return Pointer to matrix data
*/
static const float *value_ptr(const Mat4 &mat);
};
} // namespace are

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@ -2,68 +2,68 @@
#define ARE_INCLUDE_BASIC_TYPES_H
#include <cstdint>
#include <memory>
#include <vector>
#include <string>
#include <glm/glm.hpp>
#include <memory>
#include <string>
#include <vector>
namespace are {
/// @brief Basic vector types using GLM
// Basic vector types using GLM
using Vec2 = glm::vec2;
using Vec3 = glm::vec3;
using Vec4 = glm::vec4;
/// @brief Basic matrix types using GLM
// Basic matrix types using GLM
using Mat3 = glm::mat3;
using Mat4 = glm::mat4;
/// @brief Basic integer types
// Basic integer types
using uint = uint32_t;
using uchar = uint8_t;
/// @brief Handle types for GPU resources
// Handle types for GPU resources
using TextureHandle = uint;
using BufferHandle = uint;
using ShaderHandle = uint;
using FramebufferHandle = uint;
/// @brief Invalid handle constant
// Invalid handle constant
constexpr uint INVALID_HANDLE = 0;
/// @brief Vertex structure for mesh data
// Vertex structure for mesh data
struct Vertex {
Vec3 position_;
Vec3 normal_;
Vec2 texcoord_;
Vec3 tangent_;
Vec3 position_;
Vec3 normal_;
Vec2 texcoord_;
Vec3 tangent_;
};
/// @brief Ray structure for ray tracing
// Ray structure for ray tracing
struct Ray {
Vec3 origin_;
Vec3 direction_;
float t_min_;
float t_max_;
Vec3 origin_;
Vec3 direction_;
float t_min_;
float t_max_;
};
/// @brief Hit information for ray-surface intersection
// Hit information for ray-surface intersection
struct HitInfo {
bool hit_;
float t_;
Vec3 position_;
Vec3 normal_;
Vec2 texcoord_;
uint material_id_;
bool hit_;
float t_;
Vec3 position_;
Vec3 normal_;
Vec2 texcoord_;
uint material_id_;
};
/// @brief Rendering statistics
// Rendering statistics
struct RenderStats {
float frame_time_ms_;
uint triangle_count_;
uint ray_count_;
float gbuffer_time_ms_;
float raytrace_time_ms_;
float frame_time_ms_;
uint triangle_count_;
uint ray_count_;
float gbuffer_time_ms_;
float raytrace_time_ms_;
};
} // namespace are

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@ -2,139 +2,162 @@
#define ARE_INCLUDE_CORE_BVH_H
#include "basic/types.h"
#include "scene/mesh.h"
#include "resource/buffer.h"
#include <vector>
#include "scene/mesh.h"
#include <memory>
#include <vector>
namespace are {
/// @brief Axis-aligned bounding box
// Axis-aligned bounding box
struct AABB {
Vec3 min_;
Vec3 max_;
/// @brief Construct AABB from min and max points
AABB(const Vec3& min = Vec3(0.0f), const Vec3& max = Vec3(0.0f))
: min_(min), max_(max) {}
/// @brief Expand AABB to include point
void expand(const Vec3& point);
/// @brief Expand AABB to include another AABB
void expand(const AABB& other);
/// @brief Get center of AABB
Vec3 center() const { return (min_ + max_) * 0.5f; }
/// @brief Get surface area of AABB
float surface_area() const;
/// @brief Check if AABB is valid
bool is_valid() const;
Vec3 min_;
Vec3 max_;
// Construct AABB from min and max points
AABB(const Vec3 &min = Vec3(0.0f), const Vec3 &max = Vec3(0.0f))
: min_(min), max_(max) {
}
// Expand AABB to include point
void expand(const Vec3 &point);
// Expand AABB to include another AABB
void expand(const AABB &other);
// Get center of AABB
Vec3 center() const {
return (min_ + max_) * 0.5f;
}
// Get surface area of AABB
float surface_area() const;
// Check if AABB is valid
bool is_valid() const;
};
/// @brief Triangle primitive for BVH
// Triangle primitive for BVH
struct Triangle {
Vec3 v0_, v1_, v2_;
Vec3 n0_, n1_, n2_;
Vec2 uv0_, uv1_, uv2_;
uint material_id_;
/// @brief Get bounding box of triangle
AABB get_bounds() const;
/// @brief Get centroid of triangle
Vec3 get_centroid() const;
Vec3 v0_, v1_, v2_;
Vec3 n0_, n1_, n2_;
Vec2 uv0_, uv1_, uv2_;
uint material_id_;
// Get bounding box of triangle
AABB get_bounds() const;
// Get centroid of triangle
Vec3 get_centroid() const;
};
/// @brief BVH node for GPU
// BVH node for GPU
struct BVHNode {
Vec3 aabb_min_;
uint left_first_; // Left child index or first primitive index
Vec3 aabb_max_;
uint count_; // 0 for interior node, >0 for leaf node
Vec3 aabb_min_;
uint left_first_; // Left child index or first primitive index
Vec3 aabb_max_;
uint count_; // 0 for interior node, >0 for leaf node
};
/// @brief GPU-friendly BVH node layout (std430 aligned)
// GPU-friendly BVH node layout (std430 aligned)
struct BVHNodeGpu {
Vec4 aabb_min_left_first_; ///< xyz = aabb min, w = left_first (uint)
Vec4 aabb_max_count_; ///< xyz = aabb max, w = count (uint, 0 for interior)
Vec4 aabb_min_left_first_; ///< xyz = aabb min, w = left_first (uint)
Vec4 aabb_max_count_; ///< xyz = aabb max, w = count (uint, 0 for interior)
};
/// @brief GPU-friendly triangle layout (std430 aligned)
// GPU-friendly triangle layout (std430 aligned)
struct TriangleGpu {
Vec4 v0_material_; ///< xyz = v0, w = material_id (uint)
Vec4 v1_; ///< xyz = v1, w = reserved
Vec4 v2_; ///< xyz = v2, w = reserved
Vec4 n0_; ///< xyz = n0, w = reserved
Vec4 n1_; ///< xyz = n1, w = reserved
Vec4 n2_; ///< xyz = n2, w = reserved
Vec4 uv0_uv1_; ///< xy = uv0, zw = uv1
Vec4 uv2_; ///< xy = uv2, zw = reserved
Vec4 v0_material_; ///< xyz = v0, w = material_id (uint)
Vec4 v1_; ///< xyz = v1, w = reserved
Vec4 v2_; ///< xyz = v2, w = reserved
Vec4 n0_; ///< xyz = n0, w = reserved
Vec4 n1_; ///< xyz = n1, w = reserved
Vec4 n2_; ///< xyz = n2, w = reserved
Vec4 uv0_uv1_; ///< xy = uv0, zw = uv1
Vec4 uv2_; ///< xy = uv2, zw = reserved
};
/// @brief Bounding Volume Hierarchy for ray tracing acceleration
// Bounding Volume Hierarchy for ray tracing acceleration
class BVH {
public:
/// @brief Constructor
BVH();
/// @brief Destructor
~BVH();
/// @brief Build BVH from meshes
/// @param meshes Mesh list
/// @return True if build succeeded
bool build(const std::vector<std::shared_ptr<Mesh>>& meshes);
/// @brief Upload BVH to GPU
/// @param node_buffer Buffer for BVH nodes
/// @param triangle_buffer Buffer for triangles
/// @return True if upload succeeded
bool upload_to_gpu(Buffer& node_buffer, Buffer& triangle_buffer);
/// @brief Get total node count
/// @return Node count
uint get_node_count() const { return static_cast<uint>(nodes_.size()); }
/// @brief Get total triangle count
/// @return Triangle count
uint get_triangle_count() const { return static_cast<uint>(triangles_.size()); }
/// @brief Clear BVH data
void clear();
// Constructor
BVH();
// Destructor
~BVH();
/*
* @brief Build BVH from meshes
* @param meshes Mesh list
* @return True if build succeeded
*/
bool build(const std::vector<std::shared_ptr<Mesh>> &meshes);
/*
* @brief Upload BVH to GPU
* @param node_buffer Buffer for BVH nodes
* @param triangle_buffer Buffer for triangles
* @return True if upload succeeded
*/
bool upload_to_gpu(Buffer &node_buffer, Buffer &triangle_buffer);
/*
* @brief Get total node count
* @return Node count
*/
uint get_node_count() const {
return static_cast<uint>(nodes_.size());
}
/*
* @brief Get total triangle count
* @return Triangle count
*/
uint get_triangle_count() const {
return static_cast<uint>(triangles_.size());
}
// Clear BVH data
void clear();
private:
std::vector<BVHNode> nodes_;
std::vector<Triangle> triangles_;
std::vector<uint> triangle_indices_;
/// @brief Recursively build BVH
/// @param node_idx Current node index
/// @param first_prim First primitive index
/// @param prim_count Primitive count
void build_recursive_(uint node_idx, uint first_prim, uint prim_count);
/// @brief Find best split using SAH
/// @param first_prim First primitive index
/// @param prim_count Primitive count
/// @param axis Split axis (output)
/// @param split_pos Split position (output)
/// @return Split cost
float find_best_split_(uint first_prim, uint prim_count, int& axis, float& split_pos);
/// @brief Calculate node bounds
/// @param first_prim First primitive index
/// @param prim_count Primitive count
/// @return Bounding box
AABB calculate_bounds_(uint first_prim, uint prim_count);
/// @brief Calculate centroid bounds
/// @param first_prim First primitive index
/// @param prim_count Primitive count
/// @return Centroid bounding box
AABB calculate_centroid_bounds_(uint first_prim, uint prim_count);
std::vector<BVHNode> nodes_;
std::vector<Triangle> triangles_;
std::vector<uint> triangle_indices_;
/*
* @brief Recursively build BVH
* @param node_idx Current node index
* @param first_prim First primitive index
* @param prim_count Primitive count
*/
void build_recursive_(uint node_idx, uint first_prim, uint prim_count);
/*
* @brief Find best split using SAH
* @param first_prim First primitive index
* @param prim_count Primitive count
* @param axis Split axis (output)
* @param split_pos Split position (output)
* @return Split cost
*/
float find_best_split_(uint first_prim, uint prim_count, int &axis, float &split_pos);
/*
* @brief Calculate node bounds
* @param first_prim First primitive index
* @param prim_count Primitive count
* @return Bounding box
*/
AABB calculate_bounds_(uint first_prim, uint prim_count);
/*
* @brief Calculate centroid bounds
* @param first_prim First primitive index
* @param prim_count Primitive count
* @return Centroid bounding box
*/
AABB calculate_centroid_bounds_(uint first_prim, uint prim_count);
};
} // namespace are

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@ -7,61 +7,57 @@
namespace are {
/**
* @brief Mean filter denoiser using compute shader
*/
// Mean filter denoiser using compute shader
class Denoiser {
public:
/**
* @brief Construct denoiser
* @param width Output width
* @param height Output height
*/
Denoiser(uint width, uint height);
/**
* @brief Destroy denoiser
*/
~Denoiser();
/**
* @brief Construct denoiser
* @param width Output width
* @param height Output height
*/
Denoiser(uint width, uint height);
/**
* @brief Initialize GPU resources
* @param shader Denoise compute shader (managed by ShaderManager)
* @return True on success
*/
bool initialize(const std::shared_ptr<Shader>& shader);
* @brief Destroy denoiser
*/
~Denoiser();
/**
* @brief Release GPU resources
*/
void release();
/**
* @brief Initialize GPU resources
* @param shader Denoise compute shader (managed by ShaderManager)
* @return True on success
*/
bool initialize(const std::shared_ptr<Shader> &shader);
/**
* @brief Resize internal targets
* @param width New width
* @param height New height
*/
void resize(uint width, uint height);
/**
* @brief Release GPU resources
*/
void release();
/**
* @brief Apply mean filter
* @param input_texture RGBA32F input texture
* @param radius Filter radius (1 => 3x3)
* @return Output texture handle (internal)
*/
TextureHandle denoise(TextureHandle input_texture, int radius);
/**
* @brief Resize internal targets
* @param width New width
* @param height New height
*/
void resize(uint width, uint height);
/**
* @brief Apply mean filter
* @param input_texture RGBA32F input texture
* @param radius Filter radius (1 => 3x3)
* @return Output texture handle (internal)
*/
TextureHandle denoise(TextureHandle input_texture, int radius);
private:
uint width_;
uint height_;
uint width_;
uint height_;
std::shared_ptr<Shader> shader_;
TextureHandle output_texture_;
bool initialized_;
TextureHandle output_texture_;
bool initialized_;
/**
* @brief Create output texture
*/
void create_output_texture_();
// Create output texture
void create_output_texture_();
};
} // namespace are

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@ -1,70 +1,88 @@
#ifndef ARE_INCLUDE_CORE_GBUFFER_H
#define ARE_INCLUDE_CORE_GBUFFER_H
#include "basic/types.h"
#include "basic/constants.h"
#include "scene/scene.h"
#include "basic/types.h"
#include "resource/shader.h"
#include "scene/scene.h"
namespace are {
/// @brief G-Buffer manager for deferred rendering
// G-Buffer manager for deferred rendering
class GBuffer {
public:
/// @brief Constructor
/// @param width Buffer width
/// @param height Buffer height
GBuffer(uint width, uint height);
/// @brief Destructor
~GBuffer();
/// @brief Initialize G-Buffer (create framebuffer and textures)
/// @return True if initialization succeeded
bool initialize();
/// @brief Release G-Buffer resources
void release();
/// @brief Render scene to G-Buffer
/// @param scene Scene to render
/// @param shader Shader program for G-Buffer pass
void render(const Scene& scene, const Shader& shader);
/// @brief Resize G-Buffer
/// @param width New width
/// @param height New height
void resize(uint width, uint height);
/// @brief Get texture handle for specific buffer
/// @param index Buffer index (GBUFFER_POSITION, GBUFFER_NORMAL, etc.)
/// @return Texture handle
TextureHandle get_texture(int index) const;
/// @brief Get framebuffer handle
/// @return Framebuffer handle
FramebufferHandle get_framebuffer() const { return fbo_; }
/// @brief Get buffer dimensions
/// @param width Output width
/// @param height Output height
void get_dimensions(uint& width, uint& height) const;
/*
* @brief Constructor
* @param width Buffer width
* @param height Buffer height
*/
GBuffer(uint width, uint height);
// Destructor
~GBuffer();
/*
* @brief Initialize G-Buffer (create framebuffer and textures)
* @return True if initialization succeeded
*/
bool initialize();
// Release G-Buffer resources
void release();
/*
* @brief Render scene to G-Buffer
* @param scene Scene to render
* @param shader Shader program for G-Buffer pass
*/
void render(const Scene &scene, const Shader &shader);
/*
* @brief Resize G-Buffer
* @param width New width
* @param height New height
*/
void resize(uint width, uint height);
/*
* @brief Get texture handle for specific buffer
* @param index Buffer index (GBUFFER_POSITION, GBUFFER_NORMAL, etc.)
* @return Texture handle
*/
TextureHandle get_texture(int index) const;
/*
* @brief Get framebuffer handle
* @return Framebuffer handle
*/
FramebufferHandle get_framebuffer() const {
return fbo_;
}
/*
* @brief Get buffer dimensions
* @param width Output width
* @param height Output height
*/
void get_dimensions(uint &width, uint &height) const;
private:
uint width_;
uint height_;
FramebufferHandle fbo_;
TextureHandle textures_[GBUFFER_COUNT];
TextureHandle depth_texture_;
bool initialized_;
/// @brief Create texture for G-Buffer attachment
/// @param internal_format OpenGL internal format
/// @param format OpenGL format
/// @param type OpenGL type
/// @return Texture handle
TextureHandle create_texture_(uint internal_format, uint format, uint type);
uint width_;
uint height_;
FramebufferHandle fbo_;
TextureHandle textures_[GBUFFER_COUNT];
TextureHandle depth_texture_;
bool initialized_;
/*
* @brief Create texture for G-Buffer attachment
* @param internal_format OpenGL internal format
* @param format OpenGL format
* @param type OpenGL type
* @return Texture handle
*/
TextureHandle create_texture_(uint internal_format, uint format, uint type);
};
} // namespace are

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@ -2,7 +2,7 @@
#define ARE_INCLUDE_CORE_RAYTRACER_H
#include "basic/types.h"
#include "core/bvh.h" // 添加
#include "core/bvh.h"
#include "core/gbuffer.h"
#include "resource/buffer.h"
#include "resource/shader.h"
@ -11,62 +11,76 @@
namespace are {
/// @brief Ray tracing configuration
// Ray tracing configuration
struct RayTracerConfig {
uint samples_per_pixel_;
uint max_depth_;
bool enable_shadows_;
bool enable_reflections_;
bool enable_accumulation_;
bool use_bvh_; // 添加BVH开关
bool use_bvh_;
};
/// @brief Compute shader based ray tracer
// Compute shader based ray tracer
class RayTracer {
public:
/// @brief Constructor
/// @param width Output width
/// @param height Output height
/// @param config Ray tracer configuration
/*
* @brief Constructor
* @param width Output width
* @param height Output height
* @param config Ray tracer configuration
*/
RayTracer(uint width, uint height, const RayTracerConfig &config);
/// @brief Destructor
// Destructor
~RayTracer();
/// @brief Initialize ray tracer
/// @return True if initialization succeeded
/*
* @brief Initialize ray tracer
* @return True if initialization succeeded
*/
bool initialize(const std::shared_ptr<Shader> &shader);
/// @brief Release resources
// Release resources
void release();
/// @brief Trace rays using G-Buffer as input
/// @param scene Scene data
/// @param gbuffer G-Buffer containing geometry information
/// @param output_texture Output texture for ray traced result
/*
* @brief Trace rays using G-Buffer as input
* @param scene Scene data
* @param gbuffer G-Buffer containing geometry information
* @param output_texture Output texture for ray traced result
*/
void trace(const Scene &scene, const GBuffer &gbuffer, TextureHandle output_texture);
/// @brief Resize output
/// @param width New width
/// @param height New height
/*
* @brief Resize output
* @param width New width
* @param height New height
*/
void resize(uint width, uint height);
/// @brief Reset accumulation buffer
// Reset accumulation buffer
void reset_accumulation();
/// @brief Get current configuration
/// @return Current configuration
/*
* @brief Get current configuration
* @return Current configuration
*/
const RayTracerConfig &get_config() const {
return config_;
}
/// @brief Update configuration
/// @param config New configuration
/*
* @brief Update configuration
* @param config New configuration
*/
void set_config(const RayTracerConfig &config);
/// @brief Rebuild BVH from scene
/// @param scene Scene to build BVH from
/// @return True if build succeeded
/*
* @brief Rebuild BVH from scene
* @param scene Scene to build BVH from
* @return True if build succeeded
*/
bool rebuild_bvh(const Scene &scene);
private:
@ -81,10 +95,10 @@ private:
BufferHandle light_buffer_;
// BVH related
std::unique_ptr<BVH> bvh_; // 添加
Buffer bvh_node_buffer_; // 添加
Buffer bvh_triangle_buffer_; // 添加
bool bvh_built_; // 添加
std::unique_ptr<BVH> bvh_;
Buffer bvh_node_buffer_;
Buffer bvh_triangle_buffer_;
bool bvh_built_;
uint materials_hash_;
uint lights_hash_;
@ -92,12 +106,16 @@ private:
uint frame_count_;
bool initialized_;
/// @brief Upload scene data to GPU buffers
/// @param scene Scene to upload
/*
* @brief Upload scene data to GPU buffers
* @param scene Scene to upload
*/
void upload_scene_data_(const Scene &scene);
/// @brief Bind G-Buffer textures to compute shader
/// @param gbuffer G-Buffer to bind
/*
* @brief Bind G-Buffer textures to compute shader
* @param gbuffer G-Buffer to bind
*/
void bind_gbuffer_(const GBuffer &gbuffer);
};

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@ -2,75 +2,89 @@
#define ARE_INCLUDE_CORE_RENDERER_H
#include "basic/types.h"
#include "scene/scene.h"
#include "core/denoiser.h"
#include "core/gbuffer.h"
#include "core/raytracer.h"
#include "core/screen_blit.h"
#include "core/denoiser.h"
#include "core/shader_manager.h"
#include "scene/scene.h"
#include <memory>
namespace are {
/// @brief Main renderer configuration
// Main renderer configuration
struct RendererConfig {
uint width_;
uint height_;
uint samples_per_pixel_;
uint max_ray_depth_;
bool enable_denoising_;
bool enable_accumulation_;
uint width_;
uint height_;
uint samples_per_pixel_;
uint max_ray_depth_;
bool enable_denoising_;
bool enable_accumulation_;
};
/// @brief Main rendering engine interface
// Main rendering engine interface
class Renderer {
public:
/// @brief Constructor
/// @param config Renderer configuration
Renderer(const RendererConfig& config);
/// @brief Destructor
~Renderer();
/// @brief Initialize renderer (OpenGL context must be current)
/// @return True if initialization succeeded
bool initialize();
/// @brief Shutdown renderer and release resources
void shutdown();
/// @brief Render a frame
/// @param scene Scene to render
/// @param output_texture Output texture handle (0 for default framebuffer)
/// @return Rendering statistics
RenderStats render(const Scene& scene, TextureHandle output_texture = 0);
/// @brief Resize render targets
/// @param width New width
/// @param height New height
void resize(uint width, uint height);
/// @brief Get current configuration
/// @return Current configuration
const RendererConfig& get_config() const { return config_; }
/// @brief Update configuration
/// @param config New configuration
void set_config(const RendererConfig& config);
/*
* @brief Constructor
* @param config Renderer configuration
*/
Renderer(const RendererConfig &config);
/// @brief Notify scene changed to rebuild acceleration
// Destructor
~Renderer();
/*
* @brief Initialize renderer (OpenGL context must be current)
* @return True if initialization succeeded
*/
bool initialize();
// Shutdown renderer and release resources
void shutdown();
/*
* @brief Render a frame
* @param scene Scene to render
* @param output_texture Output texture handle (0 for default framebuffer)
* @return Rendering statistics
*/
RenderStats render(const Scene &scene, TextureHandle output_texture = 0);
/*
* @brief Resize render targets
* @param width New width
* @param height New height
*/
void resize(uint width, uint height);
/*
* @brief Get current configuration
* @return Current configuration
*/
const RendererConfig &get_config() const {
return config_;
}
/*
* @brief Update configuration
* @param config New configuration
*/
void set_config(const RendererConfig &config);
// Notify scene changed to rebuild acceleration
void notify_scene_changed(const Scene &scene);
private:
RendererConfig config_;
std::unique_ptr<GBuffer> gbuffer_;
std::unique_ptr<RayTracer> raytracer_;
std::unique_ptr<ShaderManager> shader_manager_;
RendererConfig config_;
std::unique_ptr<GBuffer> gbuffer_;
std::unique_ptr<RayTracer> raytracer_;
std::unique_ptr<ShaderManager> shader_manager_;
std::unique_ptr<ScreenBlit> screen_blit_;
std::unique_ptr<Denoiser> denoiser_;
bool initialized_;
uint frame_count_;
bool initialized_;
uint frame_count_;
};
} // namespace are

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@ -7,42 +7,48 @@
namespace are {
/// @brief Screen blit utility for rendering texture to screen
// Screen blit utility for rendering texture to screen
class ScreenBlit {
public:
/// @brief Constructor
ScreenBlit();
/// @brief Destructor
~ScreenBlit();
/// @brief Initialize screen blit
/// @return True if initialization succeeded
bool initialize(const std::shared_ptr<Shader> &screen_blit_shader);
/// @brief Release resources
void release();
/// @brief Blit texture to screen
/// @param texture Texture to blit
/// @param x Screen X position
/// @param y Screen Y position
/// @param width Blit width
/// @param height Blit height
void blit(TextureHandle texture, int x, int y, uint width, uint height);
/// @brief Blit texture to full screen
/// @param texture Texture to blit
void blit_fullscreen(TextureHandle texture);
// Constructor
ScreenBlit();
// Destructor
~ScreenBlit();
/*
* @brief Initialize screen blit
* @return True if initialization succeeded
*/
bool initialize(const std::shared_ptr<Shader> &screen_blit_shader);
// Release resources
void release();
/*
* @brief Blit texture to screen
* @param texture Texture to blit
* @param x Screen X position
* @param y Screen Y position
* @param width Blit width
* @param height Blit height
*/
void blit(TextureHandle texture, int x, int y, uint width, uint height);
/*
* @brief Blit texture to full screen
* @param texture Texture to blit
*/
void blit_fullscreen(TextureHandle texture);
private:
std::shared_ptr<Shader> shader_;
uint vao_;
uint vbo_;
bool initialized_;
/// @brief Create fullscreen quad
void create_quad_();
uint vao_;
uint vbo_;
bool initialized_;
// Create fullscreen quad
void create_quad_();
};
} // namespace are

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@ -3,64 +3,88 @@
#include "basic/types.h"
#include "resource/shader.h"
#include <unordered_map>
#include <string>
#include <memory>
#include <string>
#include <unordered_map>
namespace are {
/// @brief Shader manager for loading and caching shaders
// Shader manager for loading and caching shaders
class ShaderManager {
public:
/// @brief Constructor
ShaderManager();
/// @brief Destructor
~ShaderManager();
/// @brief Initialize shader manager and load built-in shaders
/// @return True if initialization succeeded
bool initialize();
/// @brief Release all shaders
void release();
/// @brief Load shader from files
/// @param name Shader name for caching
/// @param vertex_path Vertex shader file path
/// @param fragment_path Fragment shader file path
/// @return Shader object
std::shared_ptr<Shader> load_shader(const std::string& name,
const std::string& vertex_path,
const std::string& fragment_path);
/// @brief Load compute shader from file
/// @param name Shader name for caching
/// @param compute_path Compute shader file path
/// @return Shader object
std::shared_ptr<Shader> load_compute_shader(const std::string& name,
const std::string& compute_path);
/// @brief Get cached shader by name
/// @param name Shader name
/// @return Shader object (invalid if not found)
std::shared_ptr<Shader> get_shader(const std::string& name) const;
/// @brief Get G-Buffer shader
/// @return G-Buffer shader
const std::shared_ptr<Shader>& get_gbuffer_shader() const { return gbuffer_shader_; }
/// @brief Get ray tracing compute shader
/// @return Ray tracing shader
const std::shared_ptr<Shader>& get_raytracing_shader() const { return raytracing_shader_; }
// Constructor
ShaderManager();
/// @brief Get mean denoise compute shader
/// @return Denoise shader (nullptr if not loaded)
const std::shared_ptr<Shader>& get_denoise_shader() const { return denoise_shader_; }
// Destructor
~ShaderManager();
/// @brief Get screen bliting shader
/// @return Screen bliting shader (nullptr if not loaded)
const std::shared_ptr<Shader>& get_screen_blit_shader() const { return screen_blit_shader_; }
/*
* @brief Initialize shader manager and load built-in shaders
* @return True if initialization succeeded
*/
bool initialize();
// Release all shaders
void release();
/*
* @brief Load shader from files
* @param name Shader name for caching
* @param vertex_path Vertex shader file path
* @param fragment_path Fragment shader file path
* @return Shader object
*/
std::shared_ptr<Shader> load_shader(const std::string &name,
const std::string &vertex_path,
const std::string &fragment_path);
/*
* @brief Load compute shader from file
* @param name Shader name for caching
* @param compute_path Compute shader file path
* @return Shader object
*/
std::shared_ptr<Shader> load_compute_shader(const std::string &name,
const std::string &compute_path);
/*
* @brief Get cached shader by name
* @param name Shader name
* @return Shader object (invalid if not found)
*/
std::shared_ptr<Shader> get_shader(const std::string &name) const;
/*
* @brief Get G-Buffer shader
* @return G-Buffer shader
*/
const std::shared_ptr<Shader> &get_gbuffer_shader() const {
return gbuffer_shader_;
}
/*
* @brief Get ray tracing compute shader
* @return Ray tracing shader
*/
const std::shared_ptr<Shader> &get_raytracing_shader() const {
return raytracing_shader_;
}
/*
* @brief Get mean denoise compute shader
* @return Denoise shader (nullptr if not loaded)
*/
const std::shared_ptr<Shader> &get_denoise_shader() const {
return denoise_shader_;
}
/*
* @brief Get screen bliting shader
* @return Screen bliting shader (nullptr if not loaded)
*/
const std::shared_ptr<Shader> &get_screen_blit_shader() const {
return screen_blit_shader_;
}
private:
std::unordered_map<std::string, std::shared_ptr<Shader>> shader_cache_;
@ -68,12 +92,14 @@ private:
std::shared_ptr<Shader> raytracing_shader_;
std::shared_ptr<Shader> denoise_shader_;
std::shared_ptr<Shader> screen_blit_shader_;
bool initialized_;
/// @brief Load built-in shaders
/// @return True if loading succeeded
bool load_builtin_shaders_();
bool initialized_;
/*
* @brief Load built-in shaders
* @return True if loading succeeded
*/
bool load_builtin_shaders_();
};
} // namespace are

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@ -5,84 +5,106 @@
namespace are {
/// @brief Buffer usage hint
// Buffer usage hint
enum class BufferUsage {
STATIC_DRAW,
DYNAMIC_DRAW,
STREAM_DRAW
STATIC_DRAW,
DYNAMIC_DRAW,
STREAM_DRAW
};
/// @brief Buffer type
// Buffer type
enum class BufferType {
VERTEX_BUFFER,
INDEX_BUFFER,
UNIFORM_BUFFER,
SHADER_STORAGE_BUFFER
VERTEX_BUFFER,
INDEX_BUFFER,
UNIFORM_BUFFER,
SHADER_STORAGE_BUFFER
};
/// @brief GPU buffer resource
// GPU buffer resource
class Buffer {
public:
/// @brief Constructor
Buffer();
// Constructor
Buffer();
Buffer(const Buffer&) = delete;
Buffer& operator=(const Buffer&) = delete;
Buffer(const Buffer &) = delete;
Buffer &operator=(const Buffer &) = delete;
Buffer(Buffer&& other) noexcept;
Buffer& operator=(Buffer&& other) noexcept;
/// @brief Destructor
~Buffer();
/// @brief Create buffer
/// @param type Buffer type
/// @param size Buffer size in bytes
/// @param data Initial data (nullptr for empty buffer)
/// @param usage Usage hint
/// @return True if creation succeeded
bool create(BufferType type, size_t size, const void* data, BufferUsage usage);
/// @brief Update buffer data
/// @param offset Offset in bytes
/// @param size Size in bytes
/// @param data Data to upload
void update(size_t offset, size_t size, const void* data);
/// @brief Bind buffer
void bind() const;
/// @brief Bind buffer to binding point (for UBO/SSBO)
/// @param binding_point Binding point index
void bind_base(uint binding_point) const;
/// @brief Unbind buffer
void unbind() const;
/// @brief Release buffer resources
void release();
/// @brief Get buffer handle
/// @return Buffer handle
BufferHandle get_handle() const { return handle_; }
/// @brief Get buffer size
/// @return Size in bytes
size_t get_size() const { return size_; }
/// @brief Get buffer type
/// @return Buffer type
BufferType get_type() const { return type_; }
/// @brief Check if buffer is valid
/// @return True if valid
bool is_valid() const { return handle_ != INVALID_HANDLE; }
Buffer(Buffer &&other) noexcept;
Buffer &operator=(Buffer &&other) noexcept;
// Destructor
~Buffer();
/*
* @brief Create buffer
* @param type Buffer type
* @param size Buffer size in bytes
* @param data Initial data (nullptr for empty buffer)
* @param usage Usage hint
* @return True if creation succeeded
*/
bool create(BufferType type, size_t size, const void *data, BufferUsage usage);
/*
* @brief Update buffer data
* @param offset Offset in bytes
* @param size Size in bytes
* @param data Data to upload
*/
void update(size_t offset, size_t size, const void *data);
// Bind buffer
void bind() const;
/*
* @brief Bind buffer to binding point (for UBO/SSBO)
* @param binding_point Binding point index
*/
void bind_base(uint binding_point) const;
// Unbind buffer
void unbind() const;
// Release buffer resources
void release();
/*
* @brief Get buffer handle
* @return Buffer handle
*/
BufferHandle get_handle() const {
return handle_;
}
/*
* @brief Get buffer size
* @return Size in bytes
*/
size_t get_size() const {
return size_;
}
/*
* @brief Get buffer type
* @return Buffer type
*/
BufferType get_type() const {
return type_;
}
/*
* @brief Check if buffer is valid
* @return True if valid
*/
bool is_valid() const {
return handle_ != INVALID_HANDLE;
}
private:
BufferHandle handle_;
BufferType type_;
size_t size_;
BufferUsage usage_;
BufferHandle handle_;
BufferType type_;
size_t size_;
BufferUsage usage_;
};
} // namespace are

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@ -7,127 +7,169 @@
namespace are {
/// @brief Shader program resource
// Shader program resource
class Shader {
public:
/// @brief Constructor
Shader();
// Constructor
Shader();
Shader(const Shader&) = delete;
Shader& operator=(const Shader&) = delete;
Shader(const Shader &) = delete;
Shader &operator=(const Shader &) = delete;
Shader(Shader&& other) noexcept;
Shader& operator=(Shader&& other) noexcept;
/// @brief Destructor
~Shader();
/// @brief Load and compile shader from files
/// @param vertex_path Vertex shader path
/// @param fragment_path Fragment shader path
/// @return True if compilation succeeded
bool load(const std::string& vertex_path, const std::string& fragment_path);
/// @brief Load and compile compute shader
/// @param compute_path Compute shader path
/// @return True if compilation succeeded
bool load_compute(const std::string& compute_path);
/// @brief Compile shader from source strings
/// @param vertex_source Vertex shader source
/// @param fragment_source Fragment shader source
/// @return True if compilation succeeded
bool compile(const std::string& vertex_source, const std::string& fragment_source);
/// @brief Compile compute shader from source
/// @param compute_source Compute shader source
/// @return True if compilation succeeded
bool compile_compute(const std::string& compute_source);
/// @brief Use/activate shader program
void use() const; // 改为const
/// @brief Release shader resources
void release();
/// @brief Set uniform boolean
/// @param name Uniform name
/// @param value Value
void set_bool(const std::string& name, bool value) const; // 新增const
/// @brief Set uniform integer
/// @param name Uniform name
/// @param value Value
void set_int(const std::string& name, int value) const; // 改为const
/// @brief Set uniform unsigned integer
/// @param name Uniform name
/// @param value Value
void set_uint(const std::string& name, uint value) const; // 改为const
/// @brief Set uniform float
/// @param name Uniform name
/// @param value Value
void set_float(const std::string& name, float value) const; // 改为const
/// @brief Set uniform vec2
/// @param name Uniform name
/// @param value Value
void set_vec2(const std::string& name, const Vec2& value) const; // 改为const
/// @brief Set uniform vec3
/// @param name Uniform name
/// @param value Value
void set_vec3(const std::string& name, const Vec3& value) const; // 改为const
/// @brief Set uniform vec4
/// @param name Uniform name
/// @param value Value
void set_vec4(const std::string& name, const Vec4& value) const; // 改为const
/// @brief Set uniform mat3
/// @param name Uniform name
/// @param value Value
void set_mat3(const std::string& name, const Mat3& value) const; // 改为const
/// @brief Set uniform mat4
/// @param name Uniform name
/// @param value Value
void set_mat4(const std::string& name, const Mat4& value) const; // 改为const
/// @brief Get shader program handle
/// @return Shader handle
ShaderHandle get_handle() const { return handle_; }
/// @brief Check if shader is valid
/// @return True if valid
bool is_valid() const { return handle_ != INVALID_HANDLE; }
Shader(Shader &&other) noexcept;
Shader &operator=(Shader &&other) noexcept;
// Destructor
~Shader();
/*
* @brief Load and compile shader from files
* @param vertex_path Vertex shader path
* @param fragment_path Fragment shader path
* @return True if compilation succeeded
*/
bool load(const std::string &vertex_path, const std::string &fragment_path);
/*
* @brief Load and compile compute shader
* @param compute_path Compute shader path
* @return True if compilation succeeded
*/
bool load_compute(const std::string &compute_path);
/*
* @brief Compile shader from source strings
* @param vertex_source Vertex shader source
* @param fragment_source Fragment shader source
* @return True if compilation succeeded
*/
bool compile(const std::string &vertex_source, const std::string &fragment_source);
/*
* @brief Compile compute shader from source
* @param compute_source Compute shader source
* @return True if compilation succeeded
*/
bool compile_compute(const std::string &compute_source);
// Use/activate shader program
void use() const; // 改为const
// Release shader resources
void release();
/*
* @brief Set uniform boolean
* @param name Uniform name
* @param value Value
*/
void set_bool(const std::string &name, bool value) const; // 新增const
/*
* @brief Set uniform integer
* @param name Uniform name
* @param value Value
*/
void set_int(const std::string &name, int value) const; // 改为const
/*
* @brief Set uniform unsigned integer
* @param name Uniform name
* @param value Value
*/
void set_uint(const std::string &name, uint value) const; // 改为const
/*
* @brief Set uniform float
* @param name Uniform name
* @param value Value
*/
void set_float(const std::string &name, float value) const; // 改为const
/*
* @brief Set uniform vec2
* @param name Uniform name
* @param value Value
*/
void set_vec2(const std::string &name, const Vec2 &value) const; // 改为const
/*
* @brief Set uniform vec3
* @param name Uniform name
* @param value Value
*/
void set_vec3(const std::string &name, const Vec3 &value) const; // 改为const
/*
* @brief Set uniform vec4
* @param name Uniform name
* @param value Value
*/
void set_vec4(const std::string &name, const Vec4 &value) const; // 改为const
/*
* @brief Set uniform mat3
* @param name Uniform name
* @param value Value
*/
void set_mat3(const std::string &name, const Mat3 &value) const; // 改为const
/*
* @brief Set uniform mat4
* @param name Uniform name
* @param value Value
*/
void set_mat4(const std::string &name, const Mat4 &value) const; // 改为const
/*
* @brief Get shader program handle
* @return Shader handle
*/
ShaderHandle get_handle() const {
return handle_;
}
/*
* @brief Check if shader is valid
* @return True if valid
*/
bool is_valid() const {
return handle_ != INVALID_HANDLE;
}
private:
ShaderHandle handle_;
mutable std::unordered_map<std::string, int> uniform_cache_; // 改为mutable
/// @brief Get uniform location (with caching)
/// @param name Uniform name
/// @return Uniform location
int get_uniform_location_(const std::string& name) const; // 改为const
/// @brief Compile shader stage
/// @param source Shader source code
/// @param type Shader type (GL_VERTEX_SHADER, etc.)
/// @return Shader object handle (0 on failure)
uint compile_shader_(const std::string& source, uint type);
/// @brief Link shader program
/// @param shaders Array of shader object handles
/// @param count Number of shaders
/// @return True if linking succeeded
bool link_program_(const uint* shaders, uint count);
/// @brief Read file content
/// @param path File path
/// @return File content
std::string read_file_(const std::string& path);
ShaderHandle handle_;
mutable std::unordered_map<std::string, int> uniform_cache_; // 改为mutable
/*
* @brief Get uniform location (with caching)
* @param name Uniform name
* @return Uniform location
*/
int get_uniform_location_(const std::string &name) const; // 改为const
/*
* @brief Compile shader stage
* @param source Shader source code
* @param type Shader type (GL_VERTEX_SHADER, etc.)
* @return Shader object handle (0 on failure)
*/
uint compile_shader_(const std::string &source, uint type);
/*
* @brief Link shader program
* @param shaders Array of shader object handles
* @param count Number of shaders
* @return True if linking succeeded
*/
bool link_program_(const uint *shaders, uint count);
/*
* @brief Read file content
* @param path File path
* @return File content
*/
std::string read_file_(const std::string &path);
};
} // namespace are

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@ -6,126 +6,158 @@
namespace are {
/// @brief Texture format enumeration
// Texture format enumeration
enum class TextureFormat {
R8,
RG8,
RGB8,
RGBA8,
R16F,
RG16F,
RGB16F,
RGBA16F,
R32F,
RG32F,
RGB32F,
RGBA32F,
DEPTH24_STENCIL8
R8,
RG8,
RGB8,
RGBA8,
R16F,
RG16F,
RGB16F,
RGBA16F,
R32F,
RG32F,
RGB32F,
RGBA32F,
DEPTH24_STENCIL8
};
/// @brief Texture filter mode
// Texture filter mode
enum class TextureFilter {
NEAREST,
LINEAR,
NEAREST_MIPMAP_NEAREST,
LINEAR_MIPMAP_NEAREST,
NEAREST_MIPMAP_LINEAR,
LINEAR_MIPMAP_LINEAR
NEAREST,
LINEAR,
NEAREST_MIPMAP_NEAREST,
LINEAR_MIPMAP_NEAREST,
NEAREST_MIPMAP_LINEAR,
LINEAR_MIPMAP_LINEAR
};
/// @brief Texture wrap mode
// Texture wrap mode
enum class TextureWrap {
REPEAT,
MIRRORED_REPEAT,
CLAMP_TO_EDGE,
CLAMP_TO_BORDER
REPEAT,
MIRRORED_REPEAT,
CLAMP_TO_EDGE,
CLAMP_TO_BORDER
};
/// @brief Texture resource
// Texture resource
class Texture {
public:
/// @brief Constructor
Texture();
// Constructor
Texture();
Texture(const Texture&) = delete;
Texture& operator=(const Texture&) = delete;
Texture(const Texture &) = delete;
Texture &operator=(const Texture &) = delete;
Texture(Texture&& other) noexcept;
Texture& operator=(Texture&& other) noexcept;
/// @brief Destructor
~Texture();
/// @brief Load texture from file
/// @param path File path
/// @param generate_mipmaps Generate mipmaps
/// @return True if loading succeeded
bool load_from_file(const std::string& path, bool generate_mipmaps = true);
/// @brief Create empty texture
/// @param width Texture width
/// @param height Texture height
/// @param format Texture format
/// @return True if creation succeeded
bool create(uint width, uint height, TextureFormat format);
/// @brief Upload data to texture
/// @param data Pixel data
/// @param width Data width
/// @param height Data height
/// @param format Data format
/// @return True if upload succeeded
bool upload(const void* data, uint width, uint height, TextureFormat format);
/// @brief Set texture filter mode
/// @param min_filter Minification filter
/// @param mag_filter Magnification filter
void set_filter(TextureFilter min_filter, TextureFilter mag_filter);
/// @brief Set texture wrap mode
/// @param wrap_s Wrap mode for S coordinate
/// @param wrap_t Wrap mode for T coordinate
void set_wrap(TextureWrap wrap_s, TextureWrap wrap_t);
/// @brief Generate mipmaps
void generate_mipmaps();
/// @brief Bind texture to texture unit
/// @param unit Texture unit
void bind(uint unit) const;
/// @brief Unbind texture
void unbind() const;
/// @brief Release texture resources
void release();
/// @brief Get texture handle
/// @return Texture handle
TextureHandle get_handle() const { return handle_; }
/// @brief Get texture width
/// @return Width
uint get_width() const { return width_; }
/// @brief Get texture height
/// @return Height
uint get_height() const { return height_; }
/// @brief Get texture format
/// @return Format
TextureFormat get_format() const { return format_; }
/// @brief Check if texture is valid
/// @return True if valid
bool is_valid() const { return handle_ != INVALID_HANDLE; }
Texture(Texture &&other) noexcept;
Texture &operator=(Texture &&other) noexcept;
// Destructor
~Texture();
/*
* @brief Load texture from file
* @param path File path
* @param generate_mipmaps Generate mipmaps
* @return True if loading succeeded
*/
bool load_from_file(const std::string &path, bool generate_mipmaps = true);
/*
* @brief Create empty texture
* @param width Texture width
* @param height Texture height
* @param format Texture format
* @return True if creation succeeded
*/
bool create(uint width, uint height, TextureFormat format);
/*
* @brief Upload data to texture
* @param data Pixel data
* @param width Data width
* @param height Data height
* @param format Data format
* @return True if upload succeeded
*/
bool upload(const void *data, uint width, uint height, TextureFormat format);
/*
* @brief Set texture filter mode
* @param min_filter Minification filter
* @param mag_filter Magnification filter
*/
void set_filter(TextureFilter min_filter, TextureFilter mag_filter);
/*
* @brief Set texture wrap mode
* @param wrap_s Wrap mode for S coordinate
* @param wrap_t Wrap mode for T coordinate
*/
void set_wrap(TextureWrap wrap_s, TextureWrap wrap_t);
// Generate mipmaps
void generate_mipmaps();
/*
* @brief Bind texture to texture unit
* @param unit Texture unit
*/
void bind(uint unit) const;
// Unbind texture
void unbind() const;
// Release texture resources
void release();
/*
* @brief Get texture handle
* @return Texture handle
*/
TextureHandle get_handle() const {
return handle_;
}
/*
* @brief Get texture width
* @return Width
*/
uint get_width() const {
return width_;
}
/*
* @brief Get texture height
* @return Height
*/
uint get_height() const {
return height_;
}
/*
* @brief Get texture format
* @return Format
*/
TextureFormat get_format() const {
return format_;
}
/*
* @brief Check if texture is valid
* @return True if valid
*/
bool is_valid() const {
return handle_ != INVALID_HANDLE;
}
private:
TextureHandle handle_;
uint width_;
uint height_;
TextureFormat format_;
bool has_mipmaps_;
TextureHandle handle_;
uint width_;
uint height_;
TextureFormat format_;
bool has_mipmaps_;
};
} // namespace are

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@ -5,99 +5,125 @@
namespace are {
/// @brief Camera projection type
// Camera projection type
enum class ProjectionType {
PERSPECTIVE,
ORTHOGRAPHIC
PERSPECTIVE,
ORTHOGRAPHIC
};
/// @brief Camera for rendering
// Camera for rendering
class Camera {
public:
/// @brief Constructor
Camera();
/// @brief Destructor
~Camera();
/// @brief Set perspective projection
/// @param fov Field of view in degrees
/// @param aspect Aspect ratio
/// @param near Near plane
/// @param far Far plane
void set_perspective(float fov, float aspect, float near, float far);
/// @brief Set orthographic projection
/// @param left Left plane
/// @param right Right plane
/// @param bottom Bottom plane
/// @param top Top plane
/// @param near Near plane
/// @param far Far plane
void set_orthographic(float left, float right, float bottom, float top, float near, float far);
/// @brief Set camera position
/// @param position Position
void set_position(const Vec3& position);
/// @brief Set camera target
/// @param target Target position
void set_target(const Vec3& target);
/// @brief Set camera up vector
/// @param up Up vector
void set_up(const Vec3& up);
/// @brief Get view matrix
/// @return View matrix
Mat4 get_view_matrix() const;
/// @brief Get projection matrix
/// @return Projection matrix
Mat4 get_projection_matrix() const;
/// @brief Get view-projection matrix
/// @return View-projection matrix
Mat4 get_view_projection_matrix() const;
/// @brief Get camera position
/// @return Position
const Vec3& get_position() const { return position_; }
/// @brief Get camera forward direction
/// @return Forward direction
Vec3 get_forward() const;
/// @brief Get camera right direction
/// @return Right direction
Vec3 get_right() const;
/// @brief Get camera up direction
/// @return Up direction
Vec3 get_up() const;
// Constructor
Camera();
// Destructor
~Camera();
/*
* @brief Set perspective projection
* @param fov Field of view in degrees
* @param aspect Aspect ratio
* @param near Near plane
* @param far Far plane
*/
void set_perspective(float fov, float aspect, float near, float far);
/*
* @brief Set orthographic projection
* @param left Left plane
* @param right Right plane
* @param bottom Bottom plane
* @param top Top plane
* @param near Near plane
* @param far Far plane
*/
void set_orthographic(float left, float right, float bottom, float top, float near, float far);
/*
* @brief Set camera position
* @param position Position
*/
void set_position(const Vec3 &position);
/*
* @brief Set camera target
* @param target Target position
*/
void set_target(const Vec3 &target);
/*
* @brief Set camera up vector
* @param up Up vector
*/
void set_up(const Vec3 &up);
/*
* @brief Get view matrix
* @return View matrix
*/
Mat4 get_view_matrix() const;
/*
* @brief Get projection matrix
* @return Projection matrix
*/
Mat4 get_projection_matrix() const;
/*
* @brief Get view-projection matrix
* @return View-projection matrix
*/
Mat4 get_view_projection_matrix() const;
/*
* @brief Get camera position
* @return Position
*/
const Vec3 &get_position() const {
return position_;
}
/*
* @brief Get camera forward direction
* @return Forward direction
*/
Vec3 get_forward() const;
/*
* @brief Get camera right direction
* @return Right direction
*/
Vec3 get_right() const;
/*
* @brief Get camera up direction
* @return Up direction
*/
Vec3 get_up() const;
private:
Vec3 position_;
Vec3 target_;
Vec3 up_;
ProjectionType projection_type_;
// Perspective parameters
float fov_;
float aspect_;
// Orthographic parameters
float left_, right_, bottom_, top_;
// Common parameters
float near_;
float far_;
mutable Mat4 view_matrix_;
mutable Mat4 projection_matrix_;
mutable bool view_dirty_;
mutable bool projection_dirty_;
Vec3 position_;
Vec3 target_;
Vec3 up_;
ProjectionType projection_type_;
// Perspective parameters
float fov_;
float aspect_;
// Orthographic parameters
float left_, right_, bottom_, top_;
// Common parameters
float near_;
float far_;
mutable Mat4 view_matrix_;
mutable Mat4 projection_matrix_;
mutable bool view_dirty_;
mutable bool projection_dirty_;
};
} // namespace are

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@ -5,95 +5,125 @@
namespace are {
/// @brief Light type enumeration
// Light type enumeration
enum class LightType {
DIRECTIONAL = 0,
POINT = 1,
SPOT = 2
};
/// @brief Light source
// Light source
class Light {
public:
/// @brief Constructor
// Constructor
Light();
/// @brief Destructor
// Destructor
~Light();
/// @brief Set light type
/// @param type Light type
/*
* @brief Set light type
* @param type Light type
*/
void set_type(LightType type);
/// @brief Set light position (for point and spot lights)
/// @param position Light position
/*
* @brief Set light position (for point and spot lights)
* @param position Light position
*/
void set_position(const Vec3 &position);
/// @brief Set light direction (for directional and spot lights)
/// @param direction Light direction
/*
* @brief Set light direction (for directional and spot lights)
* @param direction Light direction
*/
void set_direction(const Vec3 &direction);
/// @brief Set light color
/// @param color Light color
/*
* @brief Set light color
* @param color Light color
*/
void set_color(const Vec3 &color);
/// @brief Set light intensity
/// @param intensity Light intensity
/*
* @brief Set light intensity
* @param intensity Light intensity
*/
void set_intensity(float intensity);
/// @brief Set light range (for point and spot lights)
/// @param range Light range
/*
* @brief Set light range (for point and spot lights)
* @param range Light range
*/
void set_range(float range);
/// @brief Set spot light angles
/// @param inner_angle Inner cone angle in degrees
/// @param outer_angle Outer cone angle in degrees
/*
* @brief Set spot light angles
* @param inner_angle Inner cone angle in degrees
* @param outer_angle Outer cone angle in degrees
*/
void set_spot_angles(float inner_angle, float outer_angle);
/// @brief Get light type
/// @return Light type
/*
* @brief Get light type
* @return Light type
*/
LightType get_type() const {
return type_;
}
/// @brief Get light position
/// @return Light position
/*
* @brief Get light position
* @return Light position
*/
const Vec3 &get_position() const {
return position_;
}
/// @brief Get light direction
/// @return Light direction
/*
* @brief Get light direction
* @return Light direction
*/
const Vec3 &get_direction() const {
return direction_;
}
/// @brief Get light color
/// @return Light color
/*
* @brief Get light color
* @return Light color
*/
const Vec3 &get_color() const {
return color_;
}
/// @brief Get light intensity
/// @return Light intensity
/*
* @brief Get light intensity
* @return Light intensity
*/
float get_intensity() const {
return intensity_;
}
/// @brief Get light range
/// @return Light range
/*
* @brief Get light range
* @return Light range
*/
float get_range() const {
return range_;
}
/// @brief Get spot light inner angle
/// @return Inner angle in radians
/*
* @brief Get spot light inner angle
* @return Inner angle in radians
*/
float get_inner_angle() const {
return inner_angle_;
}
/// @brief Get spot light outer angle
/// @return Outer angle in radians
/*
* @brief Get spot light outer angle
* @return Outer angle in radians
*/
float get_outer_angle() const {
return outer_angle_;
}

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@ -7,97 +7,145 @@
namespace are {
/// @brief Material type enumeration
// Material type enumeration
enum class MaterialType {
DIFFUSE = 0,
METAL = 1,
DIELECTRIC = 2,
EMISSIVE = 3
DIFFUSE = 0,
METAL = 1,
DIELECTRIC = 2,
EMISSIVE = 3
};
/// @brief Material properties
// Material properties
class Material {
public:
/// @brief Constructor
Material();
/// @brief Destructor
~Material();
/// @brief Set albedo color
/// @param albedo Albedo color
void set_albedo(const Vec3& albedo);
/// @brief Set emission color
/// @param emission Emission color
void set_emission(const Vec3& emission);
/// @brief Set metallic value
/// @param metallic Metallic (0-1)
void set_metallic(float metallic);
/// @brief Set roughness value
/// @param roughness Roughness (0-1)
void set_roughness(float roughness);
/// @brief Set index of refraction
/// @param ior Index of refraction
void set_ior(float ior);
/// @brief Set material type
/// @param type Material type
void set_type(MaterialType type);
/// @brief Set albedo texture
/// @param texture Albedo texture
void set_albedo_texture(std::shared_ptr<Texture> texture);
/// @brief Set normal map
/// @param texture Normal map texture
void set_normal_texture(std::shared_ptr<Texture> texture);
/// @brief Get albedo color
/// @return Albedo color
const Vec3& get_albedo() const { return albedo_; }
/// @brief Get emission color
/// @return Emission color
const Vec3& get_emission() const { return emission_; }
/// @brief Get metallic value
/// @return Metallic
float get_metallic() const { return metallic_; }
/// @brief Get roughness value
/// @return Roughness
float get_roughness() const { return roughness_; }
/// @brief Get index of refraction
/// @return IOR
float get_ior() const { return ior_; }
/// @brief Get material type
/// @return Material type
MaterialType get_type() const { return type_; }
/// @brief Get albedo texture
/// @return Albedo texture (nullptr if none)
std::shared_ptr<Texture> get_albedo_texture() const { return albedo_texture_; }
/// @brief Get normal texture
/// @return Normal texture (nullptr if none)
std::shared_ptr<Texture> get_normal_texture() const { return normal_texture_; }
// Constructor
Material();
// Destructor
~Material();
/*
* @brief Set albedo color
* @param albedo Albedo color
*/
void set_albedo(const Vec3 &albedo);
/*
* @brief Set emission color
* @param emission Emission color
*/
void set_emission(const Vec3 &emission);
/*
* @brief Set metallic value
* @param metallic Metallic (0-1)
*/
void set_metallic(float metallic);
/*
* @brief Set roughness value
* @param roughness Roughness (0-1)
*/
void set_roughness(float roughness);
/*
* @brief Set index of refraction
* @param ior Index of refraction
*/
void set_ior(float ior);
/*
* @brief Set material type
* @param type Material type
*/
void set_type(MaterialType type);
/*
* @brief Set albedo texture
* @param texture Albedo texture
*/
void set_albedo_texture(std::shared_ptr<Texture> texture);
/*
* @brief Set normal map
* @param texture Normal map texture
*/
void set_normal_texture(std::shared_ptr<Texture> texture);
/*
* @brief Get albedo color
* @return Albedo color
*/
const Vec3 &get_albedo() const {
return albedo_;
}
/*
* @brief Get emission color
* @return Emission color
*/
const Vec3 &get_emission() const {
return emission_;
}
/*
* @brief Get metallic value
* @return Metallic
*/
float get_metallic() const {
return metallic_;
}
/*
* @brief Get roughness value
* @return Roughness
*/
float get_roughness() const {
return roughness_;
}
/*
* @brief Get index of refraction
* @return IOR
*/
float get_ior() const {
return ior_;
}
/*
* @brief Get material type
* @return Material type
*/
MaterialType get_type() const {
return type_;
}
/*
* @brief Get albedo texture
* @return Albedo texture (nullptr if none)
*/
std::shared_ptr<Texture> get_albedo_texture() const {
return albedo_texture_;
}
/*
* @brief Get normal texture
* @return Normal texture (nullptr if none)
*/
std::shared_ptr<Texture> get_normal_texture() const {
return normal_texture_;
}
private:
Vec3 albedo_;
Vec3 emission_;
float metallic_;
float roughness_;
float ior_;
MaterialType type_;
std::shared_ptr<Texture> albedo_texture_;
std::shared_ptr<Texture> normal_texture_;
Vec3 albedo_;
Vec3 emission_;
float metallic_;
float roughness_;
float ior_;
MaterialType type_;
std::shared_ptr<Texture> albedo_texture_;
std::shared_ptr<Texture> normal_texture_;
};
} // namespace are

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@ -6,72 +6,106 @@
namespace are {
/// @brief Mesh data container
// Mesh data container
class Mesh {
public:
/// @brief Constructor
Mesh();
/// @brief Destructor
~Mesh();
/// @brief Set vertex data
/// @param vertices Vertex array
void set_vertices(const std::vector<Vertex>& vertices);
/// @brief Set index data
/// @param indices Index array
void set_indices(const std::vector<uint>& indices);
/// @brief Set material index
/// @param material_id Material index
void set_material(uint material_id);
/// @brief Set transform matrix
/// @param transform Transform matrix
void set_transform(const Mat4& transform);
/// @brief Get vertices
/// @return Vertex array
const std::vector<Vertex>& get_vertices() const { return vertices_; }
/// @brief Get indices
/// @return Index array
const std::vector<uint>& get_indices() const { return indices_; }
/// @brief Get material index
/// @return Material index
uint get_material() const { return material_id_; }
/// @brief Get transform matrix
/// @return Transform matrix
const Mat4& get_transform() const { return transform_; }
/// @brief Upload mesh data to GPU
/// @return True if upload succeeded
bool upload_to_gpu();
/// @brief Release GPU resources
void release_gpu_resources();
/// @brief Get VAO handle
/// @return VAO handle
uint get_vao() const { return vao_; }
/// @brief Check if mesh is uploaded to GPU
/// @return True if uploaded
bool is_uploaded() const { return uploaded_; }
// Constructor
Mesh();
// Destructor
~Mesh();
/*
* @brief Set vertex data
* @param vertices Vertex array
*/
void set_vertices(const std::vector<Vertex> &vertices);
/*
* @brief Set index data
* @param indices Index array
*/
void set_indices(const std::vector<uint> &indices);
/*
* @brief Set material index
* @param material_id Material index
*/
void set_material(uint material_id);
/*
* @brief Set transform matrix
* @param transform Transform matrix
*/
void set_transform(const Mat4 &transform);
/*
* @brief Get vertices
* @return Vertex array
*/
const std::vector<Vertex> &get_vertices() const {
return vertices_;
}
/*
* @brief Get indices
* @return Index array
*/
const std::vector<uint> &get_indices() const {
return indices_;
}
/*
* @brief Get material index
* @return Material index
*/
uint get_material() const {
return material_id_;
}
/*
* @brief Get transform matrix
* @return Transform matrix
*/
const Mat4 &get_transform() const {
return transform_;
}
/*
* @brief Upload mesh data to GPU
* @return True if upload succeeded
*/
bool upload_to_gpu();
// Release GPU resources
void release_gpu_resources();
/*
* @brief Get VAO handle
* @return VAO handle
*/
uint get_vao() const {
return vao_;
}
/*
* @brief Check if mesh is uploaded to GPU
* @return True if uploaded
*/
bool is_uploaded() const {
return uploaded_;
}
private:
std::vector<Vertex> vertices_;
std::vector<uint> indices_;
uint material_id_;
Mat4 transform_;
uint vao_;
uint vbo_;
uint ebo_;
bool uploaded_;
std::vector<Vertex> vertices_;
std::vector<uint> indices_;
uint material_id_;
Mat4 transform_;
uint vao_;
uint vbo_;
uint ebo_;
bool uploaded_;
};
} // namespace are

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@ -3,70 +3,96 @@
#include "basic/types.h"
#include "scene/camera.h"
#include "scene/mesh.h"
#include "scene/material.h"
#include "scene/light.h"
#include <vector>
#include "scene/material.h"
#include "scene/mesh.h"
#include <memory>
#include <vector>
namespace are {
/// @brief Scene container holding all scene objects
// Scene container holding all scene objects
class Scene {
public:
/// @brief Constructor
Scene();
/// @brief Destructor
~Scene();
/// @brief Add mesh to scene
/// @param mesh Mesh to add
/// @return Mesh index
uint add_mesh(std::shared_ptr<Mesh> mesh);
/// @brief Add material to scene
/// @param material Material to add
/// @return Material index
uint add_material(std::shared_ptr<Material> material);
/// @brief Add light to scene
/// @param light Light to add
/// @return Light index
uint add_light(std::shared_ptr<Light> light);
/// @brief Set active camera
/// @param camera Camera to set
void set_camera(std::shared_ptr<Camera> camera);
/// @brief Get active camera
/// @return Active camera
const Camera& get_camera() const { return *camera_; }
/// @brief Get all meshes
/// @return Mesh list
const std::vector<std::shared_ptr<Mesh>>& get_meshes() const { return meshes_; }
/// @brief Get all materials
/// @return Material list
const std::vector<std::shared_ptr<Material>>& get_materials() const { return materials_; }
/// @brief Get all lights
/// @return Light list
const std::vector<std::shared_ptr<Light>>& get_lights() const { return lights_; }
/// @brief Clear all scene objects
void clear();
/// @brief Update scene (animations, transforms, etc.)
/// @param delta_time Time since last update
void update(float delta_time);
// Constructor
Scene();
// Destructor
~Scene();
/*
* @brief Add mesh to scene
* @param mesh Mesh to add
* @return Mesh index
*/
uint add_mesh(std::shared_ptr<Mesh> mesh);
/*
* @brief Add material to scene
* @param material Material to add
* @return Material index
*/
uint add_material(std::shared_ptr<Material> material);
/*
* @brief Add light to scene
* @param light Light to add
* @return Light index
*/
uint add_light(std::shared_ptr<Light> light);
/*
* @brief Set active camera
* @param camera Camera to set
*/
void set_camera(std::shared_ptr<Camera> camera);
/*
* @brief Get active camera
* @return Active camera
*/
const Camera &get_camera() const {
return *camera_;
}
/*
* @brief Get all meshes
* @return Mesh list
*/
const std::vector<std::shared_ptr<Mesh>> &get_meshes() const {
return meshes_;
}
/*
* @brief Get all materials
* @return Material list
*/
const std::vector<std::shared_ptr<Material>> &get_materials() const {
return materials_;
}
/*
* @brief Get all lights
* @return Light list
*/
const std::vector<std::shared_ptr<Light>> &get_lights() const {
return lights_;
}
// Clear all scene objects
void clear();
/*
* @brief Update scene (animations, transforms, etc.)
* @param delta_time Time since last update
*/
void update(float delta_time);
private:
std::shared_ptr<Camera> camera_;
std::vector<std::shared_ptr<Mesh>> meshes_;
std::vector<std::shared_ptr<Material>> materials_;
std::vector<std::shared_ptr<Light>> lights_;
std::shared_ptr<Camera> camera_;
std::vector<std::shared_ptr<Mesh>> meshes_;
std::vector<std::shared_ptr<Material>> materials_;
std::vector<std::shared_ptr<Light>> lights_;
};
} // namespace are

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@ -6,63 +6,85 @@
namespace are {
/// @brief Configuration manager for loading engine settings
/// @note This module should be implemented by the user
/*
* @brief Configuration manager for loading engine settings
* @note This module should be implemented by the user
*/
class Config {
public:
/// @brief Load configuration from file
/// @param path Configuration file path
/// @return True if loading succeeded
static bool load(const std::string& path);
/// @brief Save configuration to file
/// @param path Configuration file path
/// @return True if saving succeeded
static bool save(const std::string& path);
/// @brief Get string value
/// @param key Configuration key
/// @param default_value Default value if key not found
/// @return Configuration value
static std::string get_string(const std::string& key, const std::string& default_value = "");
/// @brief Get integer value
/// @param key Configuration key
/// @param default_value Default value if key not found
/// @return Configuration value
static int get_int(const std::string& key, int default_value = 0);
/// @brief Get float value
/// @param key Configuration key
/// @param default_value Default value if key not found
/// @return Configuration value
static float get_float(const std::string& key, float default_value = 0.0f);
/// @brief Get boolean value
/// @param key Configuration key
/// @param default_value Default value if key not found
/// @return Configuration value
static bool get_bool(const std::string& key, bool default_value = false);
/// @brief Set string value
/// @param key Configuration key
/// @param value Configuration value
static void set_string(const std::string& key, const std::string& value);
/// @brief Set integer value
/// @param key Configuration key
/// @param value Configuration value
static void set_int(const std::string& key, int value);
/// @brief Set float value
/// @param key Configuration key
/// @param value Configuration value
static void set_float(const std::string& key, float value);
/// @brief Set boolean value
/// @param key Configuration key
/// @param value Configuration value
static void set_bool(const std::string& key, bool value);
/*
* @brief Load configuration from file
* @param path Configuration file path
* @return True if loading succeeded
*/
static bool load(const std::string &path);
/*
* @brief Save configuration to file
* @param path Configuration file path
* @return True if saving succeeded
*/
static bool save(const std::string &path);
/*
* @brief Get string value
* @param key Configuration key
* @param default_value Default value if key not found
* @return Configuration value
*/
static std::string get_string(const std::string &key, const std::string &default_value = "");
/*
* @brief Get integer value
* @param key Configuration key
* @param default_value Default value if key not found
* @return Configuration value
*/
static int get_int(const std::string &key, int default_value = 0);
/*
* @brief Get float value
* @param key Configuration key
* @param default_value Default value if key not found
* @return Configuration value
*/
static float get_float(const std::string &key, float default_value = 0.0f);
/*
* @brief Get boolean value
* @param key Configuration key
* @param default_value Default value if key not found
* @return Configuration value
*/
static bool get_bool(const std::string &key, bool default_value = false);
/*
* @brief Set string value
* @param key Configuration key
* @param value Configuration value
*/
static void set_string(const std::string &key, const std::string &value);
/*
* @brief Set integer value
* @param key Configuration key
* @param value Configuration value
*/
static void set_int(const std::string &key, int value);
/*
* @brief Set float value
* @param key Configuration key
* @param value Configuration value
*/
static void set_float(const std::string &key, float value);
/*
* @brief Set boolean value
* @param key Configuration key
* @param value Configuration value
*/
static void set_bool(const std::string &key, bool value);
};
} // namespace are

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@ -1,74 +1,65 @@
#ifndef ARE_INCLUDE_CORE_LOGGER_H
#define ARE_INCLUDE_CORE_LOGGER_H
#include <string>
#include <memory>
#include <string>
namespace are {
/**
* @enum LogLevel
* @brief Logging severity levels
*/
// Logging severity levels
enum class LogLevel {
ARE_LOG_TRACE,
ARE_LOG_DEBUG,
ARE_LOG_INFO,
ARE_LOG_WARN,
ARE_LOG_ERROR,
ARE_LOG_CRITICAL
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.
*/
// Thread-safe logging system
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 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 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 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);
/**
* @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
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_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