142 lines
5.1 KiB
Markdown
142 lines
5.1 KiB
Markdown
<div align="center">
|
|
<a href="https://github.com/NanoEraStudio/AuroraRenderingEngine">
|
|
<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>A.R.E.</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/NanoEraStudio/AuroraRenderingEngine/blob/main/LICENSE">
|
|
<img src="https://img.shields.io/badge/license-MIT-blue.svg" alt="License">
|
|
</a>
|
|
<a href="https://github.com/NanoEraStudio/AuroraRenderingEngine/releases">
|
|
<img src="https://img.shields.io/badge/version-1.0.0-green.svg" alt="Version">
|
|
</a>
|
|
<a href="https://github.com/NanoEraStudio/AuroraRenderingEngine/issues">
|
|
<img src="https://img.shields.io/github/issues/NanoEraStudio/AuroraRenderingEngine.svg" alt="Issues">
|
|
</a>
|
|
</p>
|
|
</div>
|
|
---
|
|
## 📖 Overview
|
|
**Aurora Rendering Engine (A.R.E.)** is a high-performance path tracing library developed in C++ by **NanoEra Studio**. Leveraging OpenGL 4.3 compute shaders for GPU-accelerated path tracing, A.R.E. provides a clean and intuitive API suitable for learning and researching ray tracing techniques.
|
|
## ✨ Features
|
|
- 🚀 **GPU-Accelerated Path Tracing** - Powered by OpenGL 4.3 Compute Shaders
|
|
- 🎨 **PBR Material System** - Diffuse, Metal, Dielectric materials
|
|
- 💡 **Multiple Light Types** - Point lights, Area lights, Environmental lighting
|
|
- 📦 **Static Library** - Easy integration into existing projects
|
|
- 🔧 **CMake Build System** - Cross-platform support
|
|
## 🛠️ Dependencies
|
|
A.R.E. depends on the following external libraries:
|
|
- **OpenGL 4.3** - Graphics API
|
|
- **GLFW** - Window and input management
|
|
- **GLAD** - OpenGL loader
|
|
- **GLM** - Mathematics library
|
|
- **stb-image** - Image loading
|
|
- **spdlog** - Logging system
|
|
## 📦 Quick Start
|
|
### Clone Repository
|
|
```bash
|
|
git clone https://github.com/NanoEraStudio/AuroraRenderingEngine.git
|
|
cd AuroraRenderingEngine
|
|
```
|
|
### Build Project
|
|
```bash
|
|
mkdir build && cd build
|
|
cmake ..
|
|
cmake --build .
|
|
```
|
|
## 🎮 Minimal Example: Cornell Box
|
|
The following code demonstrates how to render a classic Cornell Box scene using A.R.E.:
|
|
```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;
|
|
}
|
|
```
|
|
## 📚 Documentation
|
|
For detailed documentation, visit: [A.R.E. Documentation](https://are.nanoera.top/docs)
|
|
## 🤝 Contributing
|
|
We welcome all forms of contributions! Please check [CONTRIBUTING.md](CONTRIBUTING.md) for details.
|
|
## 📄 License
|
|
This project is licensed under the MIT License - see the [LICENSE](LICENSE) file for details.
|
|
## 🙏 Acknowledgments
|
|
Thanks to all the developers and contributors of the dependency libraries.
|
|
---
|
|
<div align="center">
|
|
<sub>Built with ❤️ by <a href="https://github.com/NanoEraStudio">NanoEra Studio</a></sub>
|
|
</div>
|