feat: 添加法线贴图测试Demo
- 新增normal_map_cornell_box.cpp测试程序 - 加载albedo和normal贴图应用于短方块 - 生成测试用砖块纹理和法线贴图master
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#include <core/renderer.h>
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#include <scene/scene.h>
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#include <scene/camera.h>
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#include <scene/mesh.h>
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#include <scene/material.h>
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#include <scene/light.h>
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#include <resource/texture.h>
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#include <utils/logger.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <iostream>
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#include <memory>
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#include <resource/texture.h>
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#include <scene/camera.h>
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#include <scene/light.h>
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#include <scene/material.h>
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#include <scene/mesh.h>
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#include <scene/scene.h>
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#include <utils/logger.h>
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using namespace are;
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// Window dimensions
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const uint WINDOW_WIDTH = 800;
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const uint WINDOW_HEIGHT = 800;
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// Global state
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GLFWwindow *g_window = nullptr;
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std::unique_ptr<Renderer> g_renderer = nullptr;
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std::unique_ptr<Scene> g_scene = nullptr;
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std::shared_ptr<Camera> g_camera = nullptr; // Keep a direct reference to camera
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// --- Camera Control State ---
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Vec3 g_cameraPos = Vec3(0.0f, 0.0f, 4.5f);
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Vec3 g_cameraTarget = Vec3(0.0f, 0.0f, 0.0f);
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Vec3 g_cameraUp = Vec3(0.0f, 1.0f, 0.0f);
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Vec3 g_worldUp = Vec3(0.0f, 1.0f, 0.0f);
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// Euler Angles
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float g_yaw = -90.0f; // Initialized to look along -Z (standard OpenGL)
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float g_pitch = 0.0f;
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// Control settings
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float g_moveSpeed = 2.5f;
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float g_mouseSensitivity = 0.1f;
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bool g_firstMouse = true;
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double g_lastX = WINDOW_WIDTH / 2.0;
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double g_lastY = WINDOW_HEIGHT / 2.0;
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// Time
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float g_deltaTime = 0.0f;
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float g_lastFrame = 0.0f;
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// GLFW error callback
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void glfw_error_callback(int error, const char *description) {
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ARE_LOG_ERROR("GLFW Error " + std::to_string(error) + ": " + std::string(description));
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}
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/// @brief Create a quad mesh
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std::shared_ptr<Mesh> create_quad(const Vec3 &v0, const Vec3 &v1, const Vec3 &v2, const Vec3 &v3,
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const Vec3 &normal, uint material_id) {
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auto mesh = std::make_shared<Mesh>();
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std::vector<Vertex> vertices = {
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{ v0, normal, Vec2(0.0f, 0.0f), Vec3(1.0f, 0.0f, 0.0f) },
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{ v1, normal, Vec2(1.0f, 0.0f), Vec3(1.0f, 0.0f, 0.0f) },
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{ v2, normal, Vec2(1.0f, 1.0f), Vec3(1.0f, 0.0f, 0.0f) },
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{ v3, normal, Vec2(0.0f, 1.0f), Vec3(1.0f, 0.0f, 0.0f) }
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};
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std::vector<uint> indices = { 0, 1, 2, 0, 2, 3 };
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mesh->set_vertices(vertices);
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mesh->set_indices(indices);
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mesh->set_material(material_id);
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return mesh;
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}
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/// @brief Create a box mesh
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std::shared_ptr<Mesh> create_box(const Vec3 &min, const Vec3 &max, uint material_id) {
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auto mesh = std::make_shared<Mesh>();
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std::vector<Vertex> vertices = {
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// Front face
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{ { min.x, min.y, max.z }, { 0.0f, 0.0f, 1.0f }, { 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
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{ { max.x, min.y, max.z }, { 0.0f, 0.0f, 1.0f }, { 1.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
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{ { max.x, max.y, max.z }, { 0.0f, 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f, 0.0f } },
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{ { min.x, max.y, max.z }, { 0.0f, 0.0f, 1.0f }, { 0.0f, 1.0f }, { 1.0f, 0.0f, 0.0f } },
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// Back face
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{ { max.x, min.y, min.z }, { 0.0f, 0.0f, -1.0f }, { 0.0f, 0.0f }, { -1.0f, 0.0f, 0.0f } },
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{ { min.x, min.y, min.z }, { 0.0f, 0.0f, -1.0f }, { 1.0f, 0.0f }, { -1.0f, 0.0f, 0.0f } },
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{ { min.x, max.y, min.z }, { 0.0f, 0.0f, -1.0f }, { 1.0f, 1.0f }, { -1.0f, 0.0f, 0.0f } },
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{ { max.x, max.y, min.z }, { 0.0f, 0.0f, -1.0f }, { 0.0f, 1.0f }, { -1.0f, 0.0f, 0.0f } },
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// Top face
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{ { min.x, max.y, max.z }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
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{ { max.x, max.y, max.z }, { 0.0f, 1.0f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
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{ { max.x, max.y, min.z }, { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f, 0.0f } },
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{ { min.x, max.y, min.z }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f }, { 1.0f, 0.0f, 0.0f } },
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// Bottom face
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{ { min.x, min.y, min.z }, { 0.0f, -1.0f, 0.0f }, { 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
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{ { max.x, min.y, min.z }, { 0.0f, -1.0f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
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{ { max.x, min.y, max.z }, { 0.0f, -1.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f, 0.0f } },
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{ { min.x, min.y, max.z }, { 0.0f, -1.0f, 0.0f }, { 0.0f, 1.0f }, { 1.0f, 0.0f, 0.0f } },
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// Right face
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{ { max.x, min.y, max.z }, { 1.0f, 0.0f, 0.0f }, { 0.0f, 0.0f }, { 0.0f, 0.0f, -1.0f } },
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{ { max.x, min.y, min.z }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f, -1.0f } },
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{ { max.x, max.y, min.z }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 0.0f, -1.0f } },
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{ { max.x, max.y, max.z }, { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f }, { 0.0f, 0.0f, -1.0f } },
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// Left face
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{ { min.x, min.y, min.z }, { -1.0f, 0.0f, 0.0f }, { 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } },
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{ { min.x, min.y, max.z }, { -1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } },
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{ { min.x, max.y, max.z }, { -1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f } },
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{ { min.x, max.y, min.z }, { -1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f }, { 0.0f, 0.0f, 1.0f } }
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};
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std::vector<uint> indices = {
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0, 1, 2, 0, 2, 3, // Front
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4, 5, 6, 4, 6, 7, // Back
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8, 9, 10, 8, 10, 11, // Top
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12, 13, 14, 12, 14, 15, // Bottom
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16, 17, 18, 16, 18, 19, // Right
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20, 21, 22, 20, 22, 23 // Left
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};
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mesh->set_vertices(vertices);
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mesh->set_indices(indices);
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mesh->set_material(material_id);
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return mesh;
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}
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/// @brief Create a sphere mesh
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std::shared_ptr<Mesh> create_sphere(float radius, uint segments, uint rings, uint material_id) {
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auto mesh = std::make_shared<Mesh>();
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std::vector<Vertex> vertices;
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std::vector<uint> indices;
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for (uint ring = 0; ring <= rings; ++ring) {
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float theta = ring * glm::pi<float>() / rings;
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float sin_theta = sin(theta);
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float cos_theta = cos(theta);
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for (uint seg = 0; seg <= segments; ++seg) {
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float phi = seg * 2.0f * glm::pi<float>() / segments;
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float x = cos(phi) * sin_theta;
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float y = cos_theta;
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float z = sin(phi) * sin_theta;
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Vec3 pos = Vec3(x, y, z) * radius;
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Vec3 normal = Vec3(x, y, z);
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Vec2 uv = Vec2((float)seg / segments, (float)ring / rings);
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Vec3 tangent = Vec3(-sin(phi), 0.0f, cos(phi));
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vertices.push_back({ pos, normal, uv, tangent });
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}
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}
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for (uint ring = 0; ring < rings; ++ring) {
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for (uint seg = 0; seg < segments; ++seg) {
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uint current = ring * (segments + 1) + seg;
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indices.push_back(current);
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indices.push_back(current + segments + 1);
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indices.push_back(current + 1);
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indices.push_back(current + 1);
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indices.push_back(current + segments + 1);
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indices.push_back(current + segments + 2);
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}
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}
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mesh->set_vertices(vertices);
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mesh->set_indices(indices);
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mesh->set_material(material_id);
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mesh->compute_tangents();
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return mesh;
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}
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/// @brief Setup Cornell Box scene
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void setup_cornell_box() {
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g_scene = std::make_unique<Scene>();
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// Create materials
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// 0: White diffuse
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auto white_material = std::make_shared<Material>();
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white_material->set_albedo(Vec3(0.73f, 0.73f, 0.73f));
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white_material->set_type(MaterialType::DIFFUSE);
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uint white_id = g_scene->add_material(white_material);
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// 1: Red diffuse (left wall)
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auto red_material = std::make_shared<Material>();
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red_material->set_albedo(Vec3(0.65f, 0.05f, 0.05f));
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red_material->set_type(MaterialType::DIFFUSE);
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uint red_id = g_scene->add_material(red_material);
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// 2: Green diffuse (right wall)
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auto green_material = std::make_shared<Material>();
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green_material->set_albedo(Vec3(0.12f, 0.45f, 0.15f));
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green_material->set_type(MaterialType::DIFFUSE);
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uint green_id = g_scene->add_material(green_material);
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// 3: Light emissive
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auto light_material = std::make_shared<Material>();
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light_material->set_albedo(Vec3(1.0f, 1.0f, 1.0f));
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light_material->set_emission(Vec3(15.0f, 15.0f, 15.0f));
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light_material->set_type(MaterialType::EMISSIVE);
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uint light_id = g_scene->add_material(light_material);
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// 4: Metal (for one box)
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auto metal_material = std::make_shared<Material>();
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metal_material->set_albedo(Vec3(0.95f, 0.93f, 0.88f));
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metal_material->set_metallic(1.0f);
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metal_material->set_roughness(0.0f);
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metal_material->set_type(MaterialType::METAL);
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uint metal_id = g_scene->add_material(metal_material);
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// 5: Textured material with normal map (for short box)
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auto textured_material = std::make_shared<Material>();
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textured_material->set_albedo(Vec3(1.0f, 1.0f, 1.0f));
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textured_material->set_metallic(0.0f);
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textured_material->set_roughness(0.8f);
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textured_material->set_type(MaterialType::DIFFUSE);
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// Load textures
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auto albedo_tex = std::make_shared<are::Texture>();
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if (albedo_tex->load_from_file("examples/assets/normal_map_cornell_box/albedo.png")) {
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textured_material->set_albedo_texture(albedo_tex);
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ARE_LOG_INFO("Loaded albedo texture");
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} else {
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ARE_LOG_WARN("Failed to load albedo texture");
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}
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auto normal_tex = std::make_shared<are::Texture>();
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if (normal_tex->load_from_file("examples/assets/normal_map_cornell_box/normal.png")) {
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textured_material->set_normal_texture(normal_tex);
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ARE_LOG_INFO("Loaded normal texture");
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} else {
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ARE_LOG_WARN("Failed to load normal texture");
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}
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uint textured_id = g_scene->add_material(textured_material);
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// 6: Glass/Dielectric (refraction)
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auto glass_material = std::make_shared<Material>();
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glass_material->set_albedo(Vec3(1.0f, 1.0f, 1.0f));
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glass_material->set_ior(1.5f);
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glass_material->set_roughness(0.0f);
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glass_material->set_type(MaterialType::DIELECTRIC);
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uint glass_id = g_scene->add_material(glass_material);
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// 7: Yellow emissive sphere
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auto emissive_sphere_mat = std::make_shared<Material>();
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emissive_sphere_mat->set_albedo(Vec3(1.0f, 0.8f, 0.2f));
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emissive_sphere_mat->set_emission(Vec3(5.0f, 4.0f, 1.0f));
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emissive_sphere_mat->set_type(MaterialType::EMISSIVE);
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uint emissive_sphere_id = g_scene->add_material(emissive_sphere_mat);
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// Create room (Cornell Box)
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float room_size = 2.0f;
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// Floor (white)
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auto floor = create_quad(
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Vec3(-room_size, -room_size, -room_size),
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Vec3(room_size, -room_size, -room_size),
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Vec3(room_size, -room_size, room_size),
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Vec3(-room_size, -room_size, room_size),
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Vec3(0.0f, 1.0f, 0.0f),
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white_id);
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floor->upload_to_gpu();
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g_scene->add_mesh(floor);
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// Ceiling (white)
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auto ceiling = create_quad(
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Vec3(-room_size, room_size, room_size),
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Vec3(room_size, room_size, room_size),
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Vec3(room_size, room_size, -room_size),
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Vec3(-room_size, room_size, -room_size),
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Vec3(0.0f, -1.0f, 0.0f),
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white_id);
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ceiling->upload_to_gpu();
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g_scene->add_mesh(ceiling);
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// Back wall (white)
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auto back_wall = create_quad(
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Vec3(-room_size, -room_size, -room_size),
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Vec3(-room_size, room_size, -room_size),
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Vec3(room_size, room_size, -room_size),
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Vec3(room_size, -room_size, -room_size),
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Vec3(0.0f, 0.0f, 1.0f),
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white_id);
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back_wall->upload_to_gpu();
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g_scene->add_mesh(back_wall);
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// Left wall (red)
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auto left_wall = create_quad(
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Vec3(-room_size, -room_size, room_size),
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Vec3(-room_size, room_size, room_size),
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Vec3(-room_size, room_size, -room_size),
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Vec3(-room_size, -room_size, -room_size),
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Vec3(1.0f, 0.0f, 0.0f),
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red_id);
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left_wall->upload_to_gpu();
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g_scene->add_mesh(left_wall);
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// Right wall (green)
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auto right_wall = create_quad(
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Vec3(room_size, -room_size, -room_size),
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Vec3(room_size, room_size, -room_size),
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Vec3(room_size, room_size, room_size),
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Vec3(room_size, -room_size, room_size),
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Vec3(-1.0f, 0.0f, 0.0f),
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green_id);
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right_wall->upload_to_gpu();
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g_scene->add_mesh(right_wall);
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// Area light on ceiling
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float light_size = 0.5f;
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auto area_light = create_quad(
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Vec3(-light_size, room_size - 0.01f, -light_size),
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Vec3(light_size, room_size - 0.01f, -light_size),
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Vec3(light_size, room_size - 0.01f, light_size),
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Vec3(-light_size, room_size - 0.01f, light_size),
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Vec3(0.0f, -1.0f, 0.0f),
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light_id);
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area_light->upload_to_gpu();
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g_scene->add_mesh(area_light);
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// Tall box (white, left side)
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auto tall_box = create_box(Vec3(-0.7f, -room_size, -0.7f), Vec3(-0.2f, 0.6f, -0.2f), white_id);
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tall_box->upload_to_gpu();
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g_scene->add_mesh(tall_box);
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// Short box (textured, right side)
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auto short_box = create_box(Vec3(0.2f, -room_size, 0.2f), Vec3(0.9f, -0.4f, 0.9f), textured_id);
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short_box->upload_to_gpu();
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g_scene->add_mesh(short_box);
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// // Glass sphere (dielectric/refraction test)
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// auto glass_sphere = create_sphere(0.4f, 32, 16, glass_id);
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// glass_sphere->set_position(Vec3(-0.5f, -0.6f, 0.0f));
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// glass_sphere->upload_to_gpu();
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// g_scene->add_mesh(glass_sphere);
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//
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// // Yellow emissive sphere (emission test)
|
||||
// auto emissive_sphere = create_sphere(0.25f, 32, 16, emissive_sphere_id);
|
||||
// emissive_sphere->set_position(Vec3(0.5f, -0.75f, 0.3f));
|
||||
// emissive_sphere->upload_to_gpu();
|
||||
// g_scene->add_mesh(emissive_sphere);
|
||||
|
||||
// Setup camera
|
||||
g_camera = std::make_shared<Camera>();
|
||||
g_camera->set_position(g_cameraPos);
|
||||
g_camera->set_target(g_cameraTarget);
|
||||
g_camera->set_up(g_cameraUp);
|
||||
g_camera->set_perspective(45.0f, static_cast<float>(WINDOW_WIDTH) / WINDOW_HEIGHT, 0.1f, 100.0f);
|
||||
g_scene->set_camera(g_camera);
|
||||
|
||||
// Add point light
|
||||
auto light = std::make_shared<Light>();
|
||||
light->set_type(LightType::POINT);
|
||||
light->set_position(Vec3(0.0f, 1.8f, 0.0f));
|
||||
light->set_color(Vec3(1.0f, 1.0f, 1.0f));
|
||||
light->set_intensity(10.0f);
|
||||
light->set_range(10.0f);
|
||||
g_scene->add_light(light);
|
||||
|
||||
ARE_LOG_INFO("Cornell Box scene created");
|
||||
}
|
||||
|
||||
/// @brief Initialize GLFW and create window
|
||||
bool init_window() {
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
|
||||
if (!glfwInit()) {
|
||||
ARE_LOG_ERROR("Failed to initialize GLFW");
|
||||
return false;
|
||||
}
|
||||
|
||||
ARE_LOG_INFO("GLFW initialized successfully");
|
||||
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
glfwWindowHint(GLFW_SAMPLES, 0);
|
||||
|
||||
g_window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Aurora - Cornell Box", nullptr, nullptr);
|
||||
|
||||
if (!g_window) {
|
||||
ARE_LOG_ERROR("Failed to create GLFW window");
|
||||
glfwTerminate();
|
||||
return false;
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(g_window);
|
||||
glfwSwapInterval(1);
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
ARE_LOG_ERROR("Failed to initialize GLAD");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// --- Input Processing ---
|
||||
void process_input() {
|
||||
// Calculate delta time
|
||||
float currentFrame = glfwGetTime();
|
||||
g_deltaTime = currentFrame - g_lastFrame;
|
||||
g_lastFrame = currentFrame;
|
||||
|
||||
float velocity = g_moveSpeed * g_deltaTime;
|
||||
bool camera_changed = false;
|
||||
|
||||
// 1. Mouse Rotation (Left Button Hold)
|
||||
if (glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS) {
|
||||
double xpos, ypos;
|
||||
glfwGetCursorPos(g_window, &xpos, &ypos);
|
||||
|
||||
if (g_firstMouse) {
|
||||
g_lastX = xpos;
|
||||
g_lastY = ypos;
|
||||
g_firstMouse = false;
|
||||
}
|
||||
|
||||
float xoffset = xpos - g_lastX;
|
||||
float yoffset = g_lastY - ypos; // Reversed since y-coordinates go from bottom to top
|
||||
g_lastX = xpos;
|
||||
g_lastY = ypos;
|
||||
|
||||
// Only update if mouse actually moved
|
||||
if (xoffset != 0.0f || yoffset != 0.0f) {
|
||||
xoffset *= g_mouseSensitivity;
|
||||
yoffset *= g_mouseSensitivity;
|
||||
|
||||
g_yaw += xoffset;
|
||||
g_pitch += yoffset;
|
||||
|
||||
// Constrain pitch
|
||||
if (g_pitch > 89.0f)
|
||||
g_pitch = 89.0f;
|
||||
if (g_pitch < -89.0f)
|
||||
g_pitch = -89.0f;
|
||||
|
||||
camera_changed = true;
|
||||
}
|
||||
} else {
|
||||
g_firstMouse = true; // Reset when released
|
||||
}
|
||||
|
||||
// 2. Calculate Direction Vectors
|
||||
glm::vec3 front;
|
||||
front.x = cos(glm::radians(g_yaw)) * cos(glm::radians(g_pitch));
|
||||
front.y = sin(glm::radians(g_pitch));
|
||||
front.z = sin(glm::radians(g_yaw)) * cos(glm::radians(g_pitch));
|
||||
glm::vec3 frontNorm = glm::normalize(front);
|
||||
|
||||
glm::vec3 rightNorm = glm::normalize(glm::cross(frontNorm, glm::vec3(g_worldUp.x, g_worldUp.y, g_worldUp.z)));
|
||||
|
||||
// 3. Keyboard Movement (WASD)
|
||||
glm::vec3 pos = glm::vec3(g_cameraPos.x, g_cameraPos.y, g_cameraPos.z);
|
||||
|
||||
if (glfwGetKey(g_window, GLFW_KEY_W) == GLFW_PRESS) {
|
||||
pos += frontNorm * velocity;
|
||||
camera_changed = true;
|
||||
}
|
||||
if (glfwGetKey(g_window, GLFW_KEY_S) == GLFW_PRESS) {
|
||||
pos -= frontNorm * velocity;
|
||||
camera_changed = true;
|
||||
}
|
||||
if (glfwGetKey(g_window, GLFW_KEY_A) == GLFW_PRESS) {
|
||||
pos -= rightNorm * velocity;
|
||||
camera_changed = true;
|
||||
}
|
||||
if (glfwGetKey(g_window, GLFW_KEY_D) == GLFW_PRESS) {
|
||||
pos += rightNorm * velocity;
|
||||
camera_changed = true;
|
||||
}
|
||||
|
||||
// 4. Apply changes to Scene Camera and Notify Renderer
|
||||
if (camera_changed) {
|
||||
g_cameraPos = Vec3(pos.x, pos.y, pos.z);
|
||||
|
||||
// Target = Position + Front
|
||||
Vec3 newTarget = g_cameraPos + Vec3(frontNorm.x, frontNorm.y, frontNorm.z);
|
||||
|
||||
g_camera->set_position(g_cameraPos);
|
||||
g_camera->set_target(newTarget);
|
||||
|
||||
// CRITICAL: Notify renderer to reset accumulation
|
||||
g_renderer->notify_scene_changed(*g_scene);
|
||||
}
|
||||
}
|
||||
|
||||
/// @brief Main render loop
|
||||
void render_loop() {
|
||||
ARE_LOG_INFO("Entering render loop...");
|
||||
|
||||
int frame_count = 0;
|
||||
double fps_time = glfwGetTime();
|
||||
g_lastFrame = glfwGetTime(); // Initialize for delta time
|
||||
|
||||
while (!glfwWindowShouldClose(g_window)) {
|
||||
// Process input at the start of the frame
|
||||
process_input();
|
||||
|
||||
// Render
|
||||
RenderStats stats = g_renderer->render(*g_scene);
|
||||
|
||||
// Swap buffers
|
||||
glfwSwapBuffers(g_window);
|
||||
glfwPollEvents();
|
||||
|
||||
// Calculate FPS
|
||||
frame_count++;
|
||||
double current_time = glfwGetTime();
|
||||
double delta = current_time - fps_time;
|
||||
|
||||
if (delta >= 1.0) {
|
||||
double fps = frame_count / delta;
|
||||
std::string title = "Aurora - Cornell Box | FPS: " + std::to_string((int)fps) + " | Frame: " + std::to_string((int)stats.frame_time_ms_) + "ms";
|
||||
glfwSetWindowTitle(g_window, title.c_str());
|
||||
|
||||
frame_count = 0;
|
||||
fps_time = current_time;
|
||||
}
|
||||
|
||||
// ESC to exit
|
||||
if (glfwGetKey(g_window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
|
||||
glfwSetWindowShouldClose(g_window, true);
|
||||
}
|
||||
}
|
||||
|
||||
ARE_LOG_INFO("Exiting render loop");
|
||||
}
|
||||
|
||||
/// @brief Cleanup
|
||||
void cleanup() {
|
||||
ARE_LOG_INFO("Cleaning up...");
|
||||
|
||||
if (g_renderer) {
|
||||
g_renderer->shutdown();
|
||||
g_renderer.reset();
|
||||
}
|
||||
|
||||
g_scene.reset();
|
||||
|
||||
if (g_window) {
|
||||
glfwDestroyWindow(g_window);
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
ARE_LOG_INFO("Cleanup complete");
|
||||
}
|
||||
|
||||
int main() {
|
||||
ARE_LOG_INFO("===========================================");
|
||||
ARE_LOG_INFO("Aurora Rendering Engine - Cornell Box Demo");
|
||||
ARE_LOG_INFO("===========================================");
|
||||
|
||||
if (!init_window()) {
|
||||
cleanup();
|
||||
ARE_LOG_ERROR("Failed to initialize window");
|
||||
Logger::shutdown();
|
||||
return -1;
|
||||
}
|
||||
|
||||
ARE_LOG_INFO("Setting up Cornell Box scene...");
|
||||
setup_cornell_box();
|
||||
|
||||
ARE_LOG_INFO("Initializing renderer...");
|
||||
RendererConfig config;
|
||||
config.width_ = WINDOW_WIDTH;
|
||||
config.height_ = WINDOW_HEIGHT;
|
||||
config.samples_per_pixel_ = 1;
|
||||
config.max_ray_depth_ = 4;
|
||||
config.enable_accumulation_ = true;
|
||||
config.enable_denoising_ = false;
|
||||
|
||||
g_renderer = std::make_unique<Renderer>(config);
|
||||
if (!g_renderer->initialize()) {
|
||||
ARE_LOG_ERROR("Failed to initialize renderer");
|
||||
cleanup();
|
||||
Logger::shutdown();
|
||||
return -1;
|
||||
}
|
||||
|
||||
ARE_LOG_INFO("===========================================");
|
||||
ARE_LOG_INFO("Renderer initialized successfully!");
|
||||
ARE_LOG_INFO("Controls:");
|
||||
ARE_LOG_INFO(" WASD - Move Camera");
|
||||
ARE_LOG_INFO(" Hold Left Mouse Button - Rotate Camera");
|
||||
ARE_LOG_INFO(" ESC - Exit");
|
||||
ARE_LOG_INFO("===========================================");
|
||||
|
||||
render_loop();
|
||||
cleanup();
|
||||
|
||||
ARE_LOG_INFO("Cornell Box demo finished");
|
||||
Logger::shutdown();
|
||||
|
||||
return 0;
|
||||
}
|
||||
Loading…
Reference in New Issue