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曙光渲染引擎

Aurora Rendering Engine (ARE) - 一个基于 C++ 的高性能路径追踪渲染库

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--- ## 📖 简介 曙光渲染引擎(Aurora Rendering Engine,简称 ARE)是一个基于 C++ 开发的路径追踪渲染库,由 **NanoEra Studio** 开发和维护。 ## 依赖 - **OpenGL 4.3** - **GLAD** - **GLM** - **stb-image** - **spdlog** ## 快速开始 ### 克隆仓库 ```bash git clone https://github.com/NanoEra/aurora-rendering-engine.git cd aurora-rendering-engine ``` ### 编译项目 ```bash mkdir build && cd build cmake .. cmake --build . ``` ## 示例 如下是一个Cornell Box Demo: ```cpp #include #include #include #include #include #include #include using namespace are; int main() { // 1. 初始化窗口 glfwInit(); GLFWwindow* window = glfwCreateWindow(800, 800, "Aurora - Cornell Box", nullptr, nullptr); glfwMakeContextCurrent(window); gladLoadGLLoader((GLADloadproc)glfwGetProcAddress); // 2. 配置渲染器 RendererConfig config; config.width_ = 800; config.height_ = 800; config.samples_per_pixel_ = 1; config.max_ray_depth_ = 4; auto renderer = std::make_unique(config); renderer->initialize(); // 3. 创建场景 auto scene = std::make_unique(); // 创建材质 auto white_mat = std::make_shared(); white_mat->set_albedo(Vec3(0.73f, 0.73f, 0.73f)); white_mat->set_type(MaterialType::DIFFUSE); uint white_id = scene->add_material(white_mat); auto red_mat = std::make_shared(); red_mat->set_albedo(Vec3(0.65f, 0.05f, 0.05f)); red_mat->set_type(MaterialType::DIFFUSE); uint red_id = scene->add_material(red_mat); // 创建地板 (示例:一个简单的四边形) auto floor = std::make_shared(); std::vector vertices = { {{-2.0f, -2.0f, -2.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, {{ 2.0f, -2.0f, -2.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, {{ 2.0f, -2.0f, 2.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}}, {{-2.0f, -2.0f, 2.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}} }; std::vector indices = {0, 1, 2, 0, 2, 3}; floor->set_vertices(vertices); floor->set_indices(indices); floor->set_material(white_id); floor->upload_to_gpu(); scene->add_mesh(floor); // 设置相机 auto camera = std::make_shared(); camera->set_position(Vec3(0.0f, 0.0f, 4.5f)); camera->set_target(Vec3(0.0f, 0.0f, 0.0f)); camera->set_perspective(45.0f, 1.0f, 0.1f, 100.0f); scene->set_camera(camera); // 4. 渲染循环 while (!glfwWindowShouldClose(window)) { renderer->render(*scene); glfwSwapBuffers(window); glfwPollEvents(); } return 0; } ``` ---
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