#include "core/renderer.h" #include "resource/resource_manager.h" #include "utils/logger.h" #include #include namespace are { Renderer::Renderer(const RendererConfig &config) : config_(config) , rt_output_texture_(INVALID_HANDLE) , initialized_(false) , frame_count_(0) { } Renderer::~Renderer() { shutdown(); } bool Renderer::initialize() { if (initialized_) { ARE_LOG_WARN("Renderer already initialized"); return true; } ARE_LOG_INFO("Initializing Aurora Rendering Engine..."); // Initialize shader manager shader_manager_ = std::make_unique(); if (!shader_manager_->initialize()) { ARE_LOG_ERROR("Failed to initialize shader manager"); return false; } // Initialize G-Buffer gbuffer_ = std::make_unique(config_.output_width, config_.output_height); if (!gbuffer_->initialize()) { ARE_LOG_ERROR("Failed to initialize G-Buffer"); return false; } // Initialize ray tracer RayTracerConfig rt_config = config_.rt_config; // Initialize ray tracer raytracer_ = std::make_unique(config_.output_width, config_.output_height, rt_config); const auto &rt_shader = shader_manager_->get_raytracing_shader(); if (!raytracer_->initialize(rt_shader)) { ARE_LOG_ERROR("Failed to initialize ray tracer"); return false; } // Initialize screen blit screen_blit_ = std::make_unique(); const auto &screen_blit_shader = shader_manager_->get_screen_blit_shader(); if (!screen_blit_->initialize(screen_blit_shader)) { ARE_LOG_ERROR("Failed to initialize screen blit"); return false; } denoiser_ = std::make_unique(config_.output_width, config_.output_height); const auto &denoise_shader = shader_manager_->get_denoise_shader(); if (!denoiser_->initialize(denoise_shader)) { ARE_LOG_ERROR("Failed to initialize denoiser"); return false; } // Create ray tracing output texture (reused every frame) ResourceManager &rm = ResourceManager::instance(); rt_output_texture_ = rm.create_texture(config_.output_width, config_.output_height, TextureFormat::RGBA32F); initialized_ = true; ARE_LOG_INFO("Aurora Rendering Engine initialized successfully"); return true; } void Renderer::shutdown() { if (!initialized_) return; ARE_LOG_INFO("Shutting down Aurora Rendering Engine..."); ResourceManager &rm = ResourceManager::instance(); if (rt_output_texture_ != INVALID_HANDLE) { rm.destroy_texture(rt_output_texture_); rt_output_texture_ = INVALID_HANDLE; } screen_blit_.reset(); raytracer_.reset(); gbuffer_.reset(); shader_manager_.reset(); denoiser_.reset(); initialized_ = false; ARE_LOG_INFO("Aurora Rendering Engine shut down"); } RenderStats Renderer::render(const Scene &scene, TextureHandle output_texture) { RenderStats stats = {}; if (!initialized_) { ARE_LOG_ERROR("Renderer not initialized"); return stats; } // Start timing auto start_time = std::chrono::high_resolution_clock::now(); // Phase 1: G-Buffer pass auto gbuffer_start = std::chrono::high_resolution_clock::now(); const auto &gbuffer_shader = shader_manager_->get_gbuffer_shader(); if (!gbuffer_shader || !gbuffer_shader->is_valid()) { ARE_LOG_ERROR("G-Buffer shader is invalid"); return stats; } gbuffer_->render(scene, *gbuffer_shader); auto gbuffer_end = std::chrono::high_resolution_clock::now(); stats.gbuffer_time_ms_ = std::chrono::duration(gbuffer_end - gbuffer_start).count(); // Phase 2: Ray tracing pass auto raytrace_start = std::chrono::high_resolution_clock::now(); // Use output texture if provided, otherwise use internal texture TextureHandle rt_output = (output_texture != 0) ? output_texture : rt_output_texture_; raytracer_->trace(scene, *gbuffer_, rt_output); auto raytrace_end = std::chrono::high_resolution_clock::now(); stats.raytrace_time_ms_ = std::chrono::duration(raytrace_end - raytrace_start).count(); // Phase 3: Denoise texture TextureHandle final_output = rt_output; if (config_.enable_denoising && denoiser_) { // Use temporal accumulation with weight 0.1 (10% blend of new frame) float temporal_weight = 0.1f; final_output = denoiser_->denoise(rt_output, 1, temporal_weight); } // Phase 4: Blit to screen if output is default framebuffer if (output_texture == 0) { screen_blit_->blit_fullscreen(final_output); } // Calculate total frame time auto end_time = std::chrono::high_resolution_clock::now(); stats.frame_time_ms_ = std::chrono::duration(end_time - start_time).count(); // Count triangles const auto &meshes = scene.get_meshes(); for (const auto &mesh : meshes) { stats.triangle_count_ += mesh->get_indices().size() / 3; } // Estimate ray count (very rough) stats.ray_count_ = config_.output_width * config_.output_height * config_.rt_config.samples_per_pixel * config_.rt_config.max_depth; frame_count_++; return stats; } void Renderer::resize(uint width, uint height) { if (width == config_.output_width && height == config_.output_height) return; config_.output_width = width; config_.output_height = height; if (initialized_) { ResourceManager &rm = ResourceManager::instance(); // Recreate ray tracing output texture if (rt_output_texture_ != INVALID_HANDLE) { rm.destroy_texture(rt_output_texture_); } rt_output_texture_ = rm.create_texture(width, height, TextureFormat::RGBA32F); gbuffer_->resize(width, height); raytracer_->resize(width, height); denoiser_->resize(width, height); ARE_LOG_INFO("Renderer resized to " + std::to_string(width) + "x" + std::to_string(height)); } } void Renderer::set_config(const RendererConfig &config) { bool size_changed = (config.output_width != config_.output_width || config.output_height != config_.output_height); config_ = config; if (initialized_) { if (size_changed) { resize(config_.output_width, config_.output_height); } // Update ray tracer config raytracer_->set_config(config_.rt_config); } } void Renderer::notify_scene_changed(const Scene &scene) { raytracer_->reset_accumulation(); raytracer_->rebuild_bvh(scene); // Reset denoiser temporal history on scene change if (denoiser_) { denoiser_->reset_history(); } } } // namespace are