aurora-rendering-engine/README.md

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<div align="center">
<a href="https://github.com/NanoEra/aurora-rendering-engine">
<img src="https://are.nanoera.top/res/logo/logo.png" alt="Aurora Logo" width="120" height="120">
</a>
<h1 align="center">Aurora Rendering Engine</h1>
<p align="center">
<strong>ARE</strong> - A High-Performance Path Tracing Library in C++
<br/>
<br/>
English | <a href="README_zh.md">中文</a>
</p>
<p align="center">
<a href="https://github.com/NanoEra/aurora-rendering-engine/blob/main/LICENSE">
<img src="https://img.shields.io/badge/license-LGPL-blue.svg" alt="License">
</a>
<a href="https://github.com/NanoEra/aurora-rendering-engine/releases">
<img src="https://img.shields.io/badge/version-1.0.0-green.svg" alt="Version">
</a>
<a href="https://github.com/NanoEra/aurora-rendering-engine/issues">
<img src="https://img.shields.io/github/issues/NanoEra/aurora-rendering-engine.svg" alt="Issues">
</a>
</p>
</div>
---
## 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 <core/renderer.h>
#include <scene/scene.h>
#include <scene/camera.h>
#include <scene/mesh.h>
#include <scene/material.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
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<Renderer>(config);
renderer->initialize();
// 3. Create scene
auto scene = std::make_unique<Scene>();
// Create materials
auto white_mat = std::make_shared<Material>();
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<Material>();
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<Mesh>();
std::vector<Vertex> 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<uint> 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>();
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;
}
```
---
<div align="center">
<sub>Built by <a href="https://www.nanoera.top/">NanoEra Studio</a></sub>
</div>