aurora-rendering-engine/phase3.md

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### 文件include/are/platform/window.h
```cpp
/**
* @file window.h
* @brief Window management using GLFW
*/
#ifndef ARE_INCLUDE_PLATFORM_WINDOW_H
#define ARE_INCLUDE_PLATFORM_WINDOW_H
#include <are/core/config.h>
#include <are/core/types.h>
#include <string>
// Forward declare GLFW types to avoid including GLFW in header
struct GLFWwindow;
namespace are {
/**
* @class Window
* @brief GLFW window wrapper
*
* Manages window creation, input handling, and OpenGL context.
*/
class Window {
public:
/**
* @brief Constructor
* @param config Window configuration
*/
explicit Window(const WindowConfig& config);
/**
* @brief Destructor
*/
~Window();
// Window control
bool should_close() const;
void set_should_close(bool should_close);
void swap_buffers();
void poll_events();
// Window properties
int get_width() const;
int get_height() const;
Real get_aspect_ratio() const;
const std::string& get_title() const;
void set_title(const std::string& title);
void set_size(int width, int height);
// Framebuffer size (may differ from window size on high-DPI displays)
void get_framebuffer_size(int& width, int& height) const;
// VSync control
void set_vsync(bool enabled);
bool get_vsync() const;
// Input queries (basic support)
bool is_key_pressed(int key) const;
bool is_mouse_button_pressed(int button) const;
void get_cursor_pos(double& x, double& y) const;
// Internal
GLFWwindow* get_native_window() const { return window_; }
private:
void initialize_glfw();
void create_window();
void setup_callbacks();
static void framebuffer_size_callback(GLFWwindow* window, int width, int height);
static void error_callback(int error, const char* description);
GLFWwindow* window_; ///< GLFW window handle
WindowConfig config_; ///< Window configuration
bool vsync_enabled_; ///< VSync state
static int instance_count_; ///< Number of Window instances
};
} // namespace are
#endif // ARE_INCLUDE_PLATFORM_WINDOW_H
```
### 文件include/are/platform/gl_context.h
```cpp
/**
* @file gl_context.h
* @brief OpenGL context management
*/
#ifndef ARE_INCLUDE_PLATFORM_GL_CONTEXT_H
#define ARE_INCLUDE_PLATFORM_GL_CONTEXT_H
#include <are/core/types.h>
#include <string>
namespace are {
/**
* @class GLContext
* @brief OpenGL context initialization and management
*
* Handles GLAD initialization and provides OpenGL utility functions.
*/
class GLContext {
public:
/**
* @brief Initialize OpenGL context (load function pointers)
* @return true if initialization succeeded
*/
static bool initialize();
/**
* @brief Check if context is initialized
* @return true if initialized
*/
static bool is_initialized();
/**
* @brief Get OpenGL version string
* @return Version string
*/
static std::string get_version();
/**
* @brief Get OpenGL renderer string
* @return Renderer string
*/
static std::string get_renderer();
/**
* @brief Get OpenGL vendor string
* @return Vendor string
*/
static std::string get_vendor();
/**
* @brief Check if OpenGL extension is supported
* @param extension Extension name
* @return true if supported
*/
static bool is_extension_supported(const std::string& extension);
/**
* @brief Print OpenGL information to console
*/
static void print_info();
/**
* @brief Check for OpenGL errors
* @param file Source file
* @param line Line number
* @return true if error occurred
*/
static bool check_error(const char* file, int line);
/**
* @brief Clear all OpenGL errors
*/
static void clear_errors();
private:
static bool initialized_; ///< Initialization flag
};
} // namespace are
// OpenGL error checking macro
#ifdef ARE_ENABLE_DEBUG_VIS
#define ARE_GL_CHECK() are::GLContext::check_error(__FILE__, __LINE__)
#else
#define ARE_GL_CHECK() ((void)0)
#endif
#endif // ARE_INCLUDE_PLATFORM_GL_CONTEXT_H
```
### 文件include/are/utils/file_utils.h
```cpp
/**
* @file file_utils.h
* @brief File system utilities
*/
#ifndef ARE_INCLUDE_UTILS_FILE_UTILS_H
#define ARE_INCLUDE_UTILS_FILE_UTILS_H
#include <string>
#include <vector>
#include <cstdint>
namespace are {
/**
* @brief Read entire file into string
* @param filepath File path
* @return File contents (empty if failed)
*/
std::string read_file_to_string(const std::string& filepath);
/**
* @brief Read entire file into byte array
* @param filepath File path
* @return File contents (empty if failed)
*/
std::vector<uint8_t> read_file_to_bytes(const std::string& filepath);
/**
* @brief Write string to file
* @param filepath File path
* @param content Content to write
* @return true if write succeeded
*/
bool write_string_to_file(const std::string& filepath, const std::string& content);
/**
* @brief Write bytes to file
* @param filepath File path
* @param data Data pointer
* @param size Data size in bytes
* @return true if write succeeded
*/
bool write_bytes_to_file(const std::string& filepath, const void* data, size_t size);
/**
* @brief Check if file exists
* @param filepath File path
* @return true if file exists
*/
bool file_exists(const std::string& filepath);
/**
* @brief Check if path is directory
* @param path Directory path
* @return true if directory exists
*/
bool is_directory(const std::string& path);
/**
* @brief Create directory (including parent directories)
* @param path Directory path
* @return true if creation succeeded
*/
bool create_directory(const std::string& path);
/**
* @brief Get file extension
* @param filepath File path
* @return Extension (lowercase, without dot)
*/
std::string get_file_extension(const std::string& filepath);
/**
* @brief Get filename from path
* @param filepath File path
* @return Filename (without directory)
*/
std::string get_filename(const std::string& filepath);
/**
* @brief Get directory from path
* @param filepath File path
* @return Directory path
*/
std::string get_directory(const std::string& filepath);
/**
* @brief Join path components
* @param parts Path components
* @return Joined path
*/
std::string join_path(const std::vector<std::string>& parts);
/**
* @brief Normalize path (resolve .. and .)
* @param path Path to normalize
* @return Normalized path
*/
std::string normalize_path(const std::string& path);
} // namespace are
#endif // ARE_INCLUDE_UTILS_FILE_UTILS_H
```
这是你所要求的三个头文件如果还需要更多头文件的代码请随时向我提出。同时平台层着三个函数的代码我也已经实现你只需要专心考虑渲染管线即可。此外渲染管线的头文件我也实现了你只需要负责实现渲染管线的shader以及代码实现即可。
### 文件include/are/rasterizer/shader_program.h
```cpp
/**
* @file shader_program.h
* @brief OpenGL shader program wrapper
*/
#ifndef ARE_INCLUDE_RASTERIZER_SHADER_PROGRAM_H
#define ARE_INCLUDE_RASTERIZER_SHADER_PROGRAM_H
#include <are/core/types.h>
#include <string>
#include <unordered_map>
namespace are {
/**
* @enum ShaderType
* @brief Shader stage types
*/
enum class ShaderType {
ARE_SHADER_VERTEX,
ARE_SHADER_FRAGMENT,
ARE_SHADER_COMPUTE
};
/**
* @class ShaderProgram
* @brief OpenGL shader program management
*/
class ShaderProgram {
public:
/**
* @brief Constructor
*/
ShaderProgram();
/**
* @brief Destructor
*/
~ShaderProgram();
/**
* @brief Load and compile shader from file
* @param type Shader type
* @param filepath Shader file path
* @return true if compilation succeeded
*/
bool load_shader(ShaderType type, const std::string& filepath);
/**
* @brief Compile shader from source string
* @param type Shader type
* @param source Shader source code
* @return true if compilation succeeded
*/
bool compile_shader(ShaderType type, const std::string& source);
/**
* @brief Link shader program
* @return true if linking succeeded
*/
bool link();
/**
* @brief Use this shader program
*/
void use() const;
/**
* @brief Check if program is valid
* @return true if valid
*/
bool is_valid() const { return program_ != 0 && linked_; }
/**
* @brief Get OpenGL program ID
* @return Program ID
*/
uint32_t get_program() const { return program_; }
// Uniform setters
void set_uniform(const std::string& name, int value);
void set_uniform(const std::string& name, float value);
void set_uniform(const std::string& name, const Vec2& value);
void set_uniform(const std::string& name, const Vec3& value);
void set_uniform(const std::string& name, const Vec4& value);
void set_uniform(const std::string& name, const Mat3& value);
void set_uniform(const std::string& name, const Mat4& value);
/**
* @brief Get uniform location (cached)
* @param name Uniform name
* @return Uniform location (-1 if not found)
*/
int get_uniform_location(const std::string& name);
private:
bool check_compile_errors(uint32_t shader, ShaderType type);
bool check_link_errors();
uint32_t program_; ///< OpenGL program ID
uint32_t vertex_shader_; ///< Vertex shader ID
uint32_t fragment_shader_; ///< Fragment shader ID
uint32_t compute_shader_; ///< Compute shader ID
bool linked_; ///< Link status
std::unordered_map<std::string, int> uniform_cache_; ///< Uniform location cache
};
} // namespace are
#endif // ARE_INCLUDE_RASTERIZER_SHADER_PROGRAM_H
```
### 文件include/are/rasterizer/gbuffer.h
```cpp
/**
* @file gbuffer.h
* @brief G-Buffer management for deferred rendering
*/
#ifndef ARE_INCLUDE_RASTERIZER_GBUFFER_H
#define ARE_INCLUDE_RASTERIZER_GBUFFER_H
#include <are/core/types.h>
#include <cstdint>
namespace are {
/**
* @class GBuffer
* @brief G-Buffer for deferred rendering
*
* Contains multiple render targets for position, normal, albedo, etc.
*/
class GBuffer {
public:
/**
* @brief Constructor
* @param width Buffer width
* @param height Buffer height
*/
GBuffer(int width, int height);
/**
* @brief Destructor
*/
~GBuffer();
/**
* @brief Resize G-Buffer
* @param width New width
* @param height New height
*/
void resize(int width, int height);
/**
* @brief Bind G-Buffer for rendering
*/
void bind();
/**
* @brief Unbind G-Buffer
*/
void unbind();
/**
* @brief Clear all buffers
*/
void clear();
/**
* @brief Bind texture for reading
* @param index Texture index (0=position, 1=normal, 2=albedo, etc.)
* @param texture_unit Texture unit to bind to
*/
void bind_texture(int index, int texture_unit);
// Texture getters
uint32_t get_position_texture() const { return position_texture_; }
uint32_t get_normal_texture() const { return normal_texture_; }
uint32_t get_albedo_texture() const { return albedo_texture_; }
uint32_t get_material_texture() const { return material_texture_; }
uint32_t get_depth_texture() const { return depth_texture_; }
// Dimensions
int get_width() const { return width_; }
int get_height() const { return height_; }
/**
* @brief Read pixel data from G-Buffer
* @param index Buffer index
* @param data Output data pointer
*/
void read_pixels(int index, void* data);
private:
void create_textures();
void delete_textures();
void create_framebuffer();
uint32_t fbo_; ///< Framebuffer object
uint32_t rbo_depth_; ///< Depth renderbuffer
// G-Buffer textures
uint32_t position_texture_; ///< World position (RGB16F)
uint32_t normal_texture_; ///< World normal (RGB16F)
uint32_t albedo_texture_; ///< Albedo + Metallic (RGBA8)
uint32_t material_texture_; ///< Roughness + AO (RG8)
uint32_t depth_texture_; ///< Depth (R32F)
int width_; ///< Buffer width
int height_; ///< Buffer height
};
} // namespace are
#endif // ARE_INCLUDE_RASTERIZER_GBUFFER_H
```
### 文件include/are/rasterizer/rasterizer.h
```cpp
/**
* @file rasterizer.h
* @brief Rasterization pipeline for G-Buffer generation
*/
#ifndef ARE_INCLUDE_RASTERIZER_RASTERIZER_H
#define ARE_INCLUDE_RASTERIZER_RASTERIZER_H
#include <are/core/types.h>
#include <are/core/config.h>
#include <memory>
namespace are {
// Forward declarations
class GBuffer;
class ShaderProgram;
class SceneManager;
class Camera;
class Mesh;
/**
* @class Rasterizer
* @brief OpenGL rasterization pipeline
*
* Renders scene geometry to G-Buffer using traditional rasterization.
*/
class Rasterizer {
public:
/**
* @brief Constructor
* @param width Framebuffer width
* @param height Framebuffer height
*/
Rasterizer(int width, int height);
/**
* @brief Destructor
*/
~Rasterizer();
/**
* @brief Resize framebuffer
* @param width New width
* @param height New height
*/
void resize(int width, int height);
/**
* @brief Render scene to G-Buffer
* @param scene Scene manager
* @param camera Camera
*/
void render_gbuffer(const SceneManager& scene, const Camera& camera);
/**
* @brief Get G-Buffer
* @return G-Buffer reference
*/
GBuffer& get_gbuffer();
const GBuffer& get_gbuffer() const;
/**
* @brief Upload mesh data to GPU
* @param mesh Mesh to upload
*/
void upload_mesh(Mesh& mesh);
/**
* @brief Delete mesh GPU resources
* @param mesh Mesh to delete
*/
void delete_mesh(Mesh& mesh);
private:
void initialize_shaders(const std::string& shader_dir);
void setup_mesh_buffers(Mesh& mesh);
std::unique_ptr<GBuffer> gbuffer_; ///< G-Buffer
std::unique_ptr<ShaderProgram> gbuffer_shader_; ///< G-Buffer shader
int width_; ///< Framebuffer width
int height_; ///< Framebuffer height
};
} // namespace are
#endif // ARE_INCLUDE_RASTERIZER_RASTERIZER_H
```
如果没有还需要我给出的内容的话,你就可以开始实现了。