Aurora Logo

Aurora Rendering Engine

ARE - A High-Performance Path Tracing Library in C++

English | 中文

License Version Issues

--- ## Overview **Aurora Rendering Engine (ARE)** is a high-performance path tracing library developed in C++ by **NanoEra Studio**. ## Dependencies - **OpenGL 4.3** - **GLFW** - **GLAD** - **GLM** - **stb-image** - **spdlog** ## Quick Start ### Clone Repository ```bash git clone https://github.com/NanoEra/aurora-rendering-engine.git cd aurora-rendering-engine ``` ### Build Project ```bash mkdir build && cd build cmake .. cmake --build . ``` ## Example Here is a cornell box demo using ARE: ```cpp #include #include #include #include #include #include #include using namespace are; int main() { // 1. Initialize window glfwInit(); GLFWwindow* window = glfwCreateWindow(800, 800, "Aurora - Cornell Box", nullptr, nullptr); glfwMakeContextCurrent(window); gladLoadGLLoader((GLADloadproc)glfwGetProcAddress); // 2. Configure renderer RendererConfig config; config.width_ = 800; config.height_ = 800; config.samples_per_pixel_ = 1; config.max_ray_depth_ = 4; auto renderer = std::make_unique(config); renderer->initialize(); // 3. Create scene auto scene = std::make_unique(); // Create materials 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); // Create floor mesh (example: a simple quad) 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); // Setup camera 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. Render loop while (!glfwWindowShouldClose(window)) { renderer->render(*scene); glfwSwapBuffers(window); glfwPollEvents(); } return 0; } ``` ---
Built by NanoEra Studio