aurora-rendering-engine/examples/cornell_box.cpp

581 lines
18 KiB
C++

#include <core/renderer.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <iostream>
#include <memory>
#include <scene/camera.h>
#include <scene/light.h>
#include <scene/material.h>
#include <scene/mesh.h>
#include <scene/scene.h>
#include <utils/logger.h>
using namespace are;
// Window dimensions
const uint WINDOW_WIDTH = 800;
const uint WINDOW_HEIGHT = 800;
// Global state
GLFWwindow *g_window = nullptr;
std::unique_ptr<Renderer> g_renderer = nullptr;
std::unique_ptr<Scene> g_scene = nullptr;
std::shared_ptr<Camera> g_camera = nullptr; // Keep a direct reference to camera
// --- Camera Control State ---
Vec3 g_cameraPos = Vec3(0.0f, 0.0f, 4.5f);
Vec3 g_cameraTarget = Vec3(0.0f, 0.0f, 0.0f);
Vec3 g_cameraUp = Vec3(0.0f, 1.0f, 0.0f);
Vec3 g_worldUp = Vec3(0.0f, 1.0f, 0.0f);
// Euler Angles
float g_yaw = -90.0f; // Initialized to look along -Z (standard OpenGL)
float g_pitch = 0.0f;
// Control settings
float g_moveSpeed = 2.5f;
float g_mouseSensitivity = 0.1f;
bool g_firstMouse = true;
double g_lastX = WINDOW_WIDTH / 2.0;
double g_lastY = WINDOW_HEIGHT / 2.0;
// Time
float g_deltaTime = 0.0f;
float g_lastFrame = 0.0f;
// GLFW error callback
void glfw_error_callback(int error, const char *description) {
ARE_LOG_ERROR("GLFW Error " + std::to_string(error) + ": " + std::string(description));
}
/// @brief Create a quad mesh
std::shared_ptr<Mesh> create_quad(const Vec3 &v0, const Vec3 &v1, const Vec3 &v2, const Vec3 &v3,
const Vec3 &normal, uint material_id) {
auto mesh = std::make_shared<Mesh>();
std::vector<Vertex> vertices = {
{ v0, normal, Vec2(0.0f, 0.0f), Vec3(1.0f, 0.0f, 0.0f) },
{ v1, normal, Vec2(1.0f, 0.0f), Vec3(1.0f, 0.0f, 0.0f) },
{ v2, normal, Vec2(1.0f, 1.0f), Vec3(1.0f, 0.0f, 0.0f) },
{ v3, normal, Vec2(0.0f, 1.0f), Vec3(1.0f, 0.0f, 0.0f) }
};
std::vector<uint> indices = { 0, 1, 2, 0, 2, 3 };
mesh->set_vertices(vertices);
mesh->set_indices(indices);
mesh->set_material(material_id);
return mesh;
}
/// @brief Create a box mesh
std::shared_ptr<Mesh> create_box(const Vec3 &min, const Vec3 &max, uint material_id) {
auto mesh = std::make_shared<Mesh>();
std::vector<Vertex> vertices = {
// Front face
{ { min.x, min.y, max.z }, { 0.0f, 0.0f, 1.0f }, { 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
{ { max.x, min.y, max.z }, { 0.0f, 0.0f, 1.0f }, { 1.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
{ { max.x, max.y, max.z }, { 0.0f, 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f, 0.0f } },
{ { min.x, max.y, max.z }, { 0.0f, 0.0f, 1.0f }, { 0.0f, 1.0f }, { 1.0f, 0.0f, 0.0f } },
// Back face
{ { max.x, min.y, min.z }, { 0.0f, 0.0f, -1.0f }, { 0.0f, 0.0f }, { -1.0f, 0.0f, 0.0f } },
{ { min.x, min.y, min.z }, { 0.0f, 0.0f, -1.0f }, { 1.0f, 0.0f }, { -1.0f, 0.0f, 0.0f } },
{ { min.x, max.y, min.z }, { 0.0f, 0.0f, -1.0f }, { 1.0f, 1.0f }, { -1.0f, 0.0f, 0.0f } },
{ { max.x, max.y, min.z }, { 0.0f, 0.0f, -1.0f }, { 0.0f, 1.0f }, { -1.0f, 0.0f, 0.0f } },
// Top face
{ { min.x, max.y, max.z }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
{ { max.x, max.y, max.z }, { 0.0f, 1.0f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
{ { max.x, max.y, min.z }, { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f, 0.0f } },
{ { min.x, max.y, min.z }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f }, { 1.0f, 0.0f, 0.0f } },
// Bottom face
{ { min.x, min.y, min.z }, { 0.0f, -1.0f, 0.0f }, { 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
{ { max.x, min.y, min.z }, { 0.0f, -1.0f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
{ { max.x, min.y, max.z }, { 0.0f, -1.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f, 0.0f } },
{ { min.x, min.y, max.z }, { 0.0f, -1.0f, 0.0f }, { 0.0f, 1.0f }, { 1.0f, 0.0f, 0.0f } },
// Right face
{ { max.x, min.y, max.z }, { 1.0f, 0.0f, 0.0f }, { 0.0f, 0.0f }, { 0.0f, 0.0f, -1.0f } },
{ { max.x, min.y, min.z }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f, -1.0f } },
{ { max.x, max.y, min.z }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 0.0f, -1.0f } },
{ { max.x, max.y, max.z }, { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f }, { 0.0f, 0.0f, -1.0f } },
// Left face
{ { min.x, min.y, min.z }, { -1.0f, 0.0f, 0.0f }, { 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } },
{ { min.x, min.y, max.z }, { -1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } },
{ { min.x, max.y, max.z }, { -1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f } },
{ { min.x, max.y, min.z }, { -1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f }, { 0.0f, 0.0f, 1.0f } }
};
std::vector<uint> indices = {
0, 1, 2, 0, 2, 3, // Front
4, 5, 6, 4, 6, 7, // Back
8, 9, 10, 8, 10, 11, // Top
12, 13, 14, 12, 14, 15, // Bottom
16, 17, 18, 16, 18, 19, // Right
20, 21, 22, 20, 22, 23 // Left
};
mesh->set_vertices(vertices);
mesh->set_indices(indices);
mesh->set_material(material_id);
return mesh;
}
/// @brief Create a sphere mesh
std::shared_ptr<Mesh> create_sphere(float radius, uint segments, uint rings, uint material_id) {
auto mesh = std::make_shared<Mesh>();
std::vector<Vertex> vertices;
std::vector<uint> indices;
for (uint ring = 0; ring <= rings; ++ring) {
float theta = ring * glm::pi<float>() / rings;
float sin_theta = sin(theta);
float cos_theta = cos(theta);
for (uint seg = 0; seg <= segments; ++seg) {
float phi = seg * 2.0f * glm::pi<float>() / segments;
float x = cos(phi) * sin_theta;
float y = cos_theta;
float z = sin(phi) * sin_theta;
Vec3 pos = Vec3(x, y, z) * radius;
Vec3 normal = Vec3(x, y, z);
Vec2 uv = Vec2((float)seg / segments, (float)ring / rings);
Vec3 tangent = Vec3(-sin(phi), 0.0f, cos(phi));
vertices.push_back({ pos, normal, uv, tangent });
}
}
for (uint ring = 0; ring < rings; ++ring) {
for (uint seg = 0; seg < segments; ++seg) {
uint current = ring * (segments + 1) + seg;
indices.push_back(current);
indices.push_back(current + segments + 1);
indices.push_back(current + 1);
indices.push_back(current + 1);
indices.push_back(current + segments + 1);
indices.push_back(current + segments + 2);
}
}
mesh->set_vertices(vertices);
mesh->set_indices(indices);
mesh->set_material(material_id);
mesh->compute_tangents();
return mesh;
}
/// @brief Setup Cornell Box scene
void setup_cornell_box() {
g_scene = std::make_unique<Scene>();
// Create materials
// 0: White diffuse
auto white_material = std::make_shared<Material>();
white_material->set_albedo(Vec3(0.73f, 0.73f, 0.73f));
white_material->set_type(MaterialType::DIFFUSE);
uint white_id = g_scene->add_material(white_material);
// 1: Red diffuse (left wall)
auto red_material = std::make_shared<Material>();
red_material->set_albedo(Vec3(0.65f, 0.05f, 0.05f));
red_material->set_type(MaterialType::DIFFUSE);
uint red_id = g_scene->add_material(red_material);
// 2: Green diffuse (right wall)
auto green_material = std::make_shared<Material>();
green_material->set_albedo(Vec3(0.12f, 0.45f, 0.15f));
green_material->set_type(MaterialType::DIFFUSE);
uint green_id = g_scene->add_material(green_material);
// 3: Light emissive
auto light_material = std::make_shared<Material>();
light_material->set_albedo(Vec3(1.0f, 1.0f, 1.0f));
light_material->set_emission(Vec3(15.0f, 15.0f, 15.0f));
light_material->set_type(MaterialType::EMISSIVE);
uint light_id = g_scene->add_material(light_material);
// 4: Metal (for one box)
auto metal_material = std::make_shared<Material>();
metal_material->set_albedo(Vec3(0.95f, 0.93f, 0.88f));
metal_material->set_metallic(1.0f);
metal_material->set_roughness(0.0f);
metal_material->set_type(MaterialType::METAL);
uint metal_id = g_scene->add_material(metal_material);
// 5: Glass/Dielectric (refraction)
auto glass_material = std::make_shared<Material>();
glass_material->set_albedo(Vec3(1.0f, 1.0f, 1.0f));
glass_material->set_ior(1.5f);
glass_material->set_roughness(0.0f);
glass_material->set_type(MaterialType::DIELECTRIC);
uint glass_id = g_scene->add_material(glass_material);
// 6: Yellow emissive sphere
auto emissive_sphere_mat = std::make_shared<Material>();
emissive_sphere_mat->set_albedo(Vec3(1.0f, 0.8f, 0.2f));
emissive_sphere_mat->set_emission(Vec3(5.0f, 4.0f, 1.0f));
emissive_sphere_mat->set_type(MaterialType::EMISSIVE);
uint emissive_sphere_id = g_scene->add_material(emissive_sphere_mat);
// Create room (Cornell Box)
float room_size = 2.0f;
// Floor (white)
auto floor = create_quad(
Vec3(-room_size, -room_size, -room_size),
Vec3(room_size, -room_size, -room_size),
Vec3(room_size, -room_size, room_size),
Vec3(-room_size, -room_size, room_size),
Vec3(0.0f, 1.0f, 0.0f),
white_id);
floor->upload_to_gpu();
g_scene->add_mesh(floor);
// Ceiling (white)
auto ceiling = create_quad(
Vec3(-room_size, room_size, room_size),
Vec3(room_size, room_size, room_size),
Vec3(room_size, room_size, -room_size),
Vec3(-room_size, room_size, -room_size),
Vec3(0.0f, -1.0f, 0.0f),
white_id);
ceiling->upload_to_gpu();
g_scene->add_mesh(ceiling);
// Back wall (white)
auto back_wall = create_quad(
Vec3(-room_size, -room_size, -room_size),
Vec3(-room_size, room_size, -room_size),
Vec3(room_size, room_size, -room_size),
Vec3(room_size, -room_size, -room_size),
Vec3(0.0f, 0.0f, 1.0f),
white_id);
back_wall->upload_to_gpu();
g_scene->add_mesh(back_wall);
// Left wall (red)
auto left_wall = create_quad(
Vec3(-room_size, -room_size, room_size),
Vec3(-room_size, room_size, room_size),
Vec3(-room_size, room_size, -room_size),
Vec3(-room_size, -room_size, -room_size),
Vec3(1.0f, 0.0f, 0.0f),
red_id);
left_wall->upload_to_gpu();
g_scene->add_mesh(left_wall);
// Right wall (green)
auto right_wall = create_quad(
Vec3(room_size, -room_size, -room_size),
Vec3(room_size, room_size, -room_size),
Vec3(room_size, room_size, room_size),
Vec3(room_size, -room_size, room_size),
Vec3(-1.0f, 0.0f, 0.0f),
green_id);
right_wall->upload_to_gpu();
g_scene->add_mesh(right_wall);
// Area light on ceiling
float light_size = 0.5f;
auto area_light = create_quad(
Vec3(-light_size, room_size - 0.01f, -light_size),
Vec3(light_size, room_size - 0.01f, -light_size),
Vec3(light_size, room_size - 0.01f, light_size),
Vec3(-light_size, room_size - 0.01f, light_size),
Vec3(0.0f, -1.0f, 0.0f),
light_id);
area_light->upload_to_gpu();
g_scene->add_mesh(area_light);
// Tall box (white, left side)
auto tall_box = create_box(Vec3(-0.7f, -room_size, -0.7f), Vec3(-0.2f, 0.6f, -0.2f), white_id);
tall_box->upload_to_gpu();
g_scene->add_mesh(tall_box);
// Short box (metal, right side)
auto short_box = create_box(Vec3(0.2f, -room_size, 0.2f), Vec3(0.9f, -0.4f, 0.9f), glass_id);
short_box->upload_to_gpu();
g_scene->add_mesh(short_box);
// // Glass sphere (dielectric/refraction test)
// auto glass_sphere = create_sphere(0.4f, 32, 16, glass_id);
// glass_sphere->set_position(Vec3(-0.5f, -0.6f, 0.0f));
// glass_sphere->upload_to_gpu();
// g_scene->add_mesh(glass_sphere);
//
// // Yellow emissive sphere (emission test)
// auto emissive_sphere = create_sphere(0.25f, 32, 16, emissive_sphere_id);
// emissive_sphere->set_position(Vec3(0.5f, -0.75f, 0.3f));
// emissive_sphere->upload_to_gpu();
// g_scene->add_mesh(emissive_sphere);
// Setup camera
g_camera = std::make_shared<Camera>();
g_camera->set_position(g_cameraPos);
g_camera->set_target(g_cameraTarget);
g_camera->set_up(g_cameraUp);
g_camera->set_perspective(45.0f, static_cast<float>(WINDOW_WIDTH) / WINDOW_HEIGHT, 0.1f, 100.0f);
g_scene->set_camera(g_camera);
// Add point light
auto light = std::make_shared<Light>();
light->set_type(LightType::POINT);
light->set_position(Vec3(0.0f, 1.8f, 0.0f));
light->set_color(Vec3(1.0f, 1.0f, 1.0f));
light->set_intensity(10.0f);
light->set_range(10.0f);
g_scene->add_light(light);
ARE_LOG_INFO("Cornell Box scene created");
}
/// @brief Initialize GLFW and create window
bool init_window() {
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) {
ARE_LOG_ERROR("Failed to initialize GLFW");
return false;
}
ARE_LOG_INFO("GLFW initialized successfully");
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwWindowHint(GLFW_SAMPLES, 0);
g_window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Aurora - Cornell Box", nullptr, nullptr);
if (!g_window) {
ARE_LOG_ERROR("Failed to create GLFW window");
glfwTerminate();
return false;
}
glfwMakeContextCurrent(g_window);
glfwSwapInterval(1);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
ARE_LOG_ERROR("Failed to initialize GLAD");
return false;
}
return true;
}
// --- Input Processing ---
void process_input() {
// Calculate delta time
float currentFrame = glfwGetTime();
g_deltaTime = currentFrame - g_lastFrame;
g_lastFrame = currentFrame;
float velocity = g_moveSpeed * g_deltaTime;
bool camera_changed = false;
// 1. Mouse Rotation (Left Button Hold)
if (glfwGetMouseButton(g_window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS) {
double xpos, ypos;
glfwGetCursorPos(g_window, &xpos, &ypos);
if (g_firstMouse) {
g_lastX = xpos;
g_lastY = ypos;
g_firstMouse = false;
}
float xoffset = xpos - g_lastX;
float yoffset = g_lastY - ypos; // Reversed since y-coordinates go from bottom to top
g_lastX = xpos;
g_lastY = ypos;
// Only update if mouse actually moved
if (xoffset != 0.0f || yoffset != 0.0f) {
xoffset *= g_mouseSensitivity;
yoffset *= g_mouseSensitivity;
g_yaw += xoffset;
g_pitch += yoffset;
// Constrain pitch
if (g_pitch > 89.0f)
g_pitch = 89.0f;
if (g_pitch < -89.0f)
g_pitch = -89.0f;
camera_changed = true;
}
} else {
g_firstMouse = true; // Reset when released
}
// 2. Calculate Direction Vectors
glm::vec3 front;
front.x = cos(glm::radians(g_yaw)) * cos(glm::radians(g_pitch));
front.y = sin(glm::radians(g_pitch));
front.z = sin(glm::radians(g_yaw)) * cos(glm::radians(g_pitch));
glm::vec3 frontNorm = glm::normalize(front);
glm::vec3 rightNorm = glm::normalize(glm::cross(frontNorm, glm::vec3(g_worldUp.x, g_worldUp.y, g_worldUp.z)));
// 3. Keyboard Movement (WASD)
glm::vec3 pos = glm::vec3(g_cameraPos.x, g_cameraPos.y, g_cameraPos.z);
if (glfwGetKey(g_window, GLFW_KEY_W) == GLFW_PRESS) {
pos += frontNorm * velocity;
camera_changed = true;
}
if (glfwGetKey(g_window, GLFW_KEY_S) == GLFW_PRESS) {
pos -= frontNorm * velocity;
camera_changed = true;
}
if (glfwGetKey(g_window, GLFW_KEY_A) == GLFW_PRESS) {
pos -= rightNorm * velocity;
camera_changed = true;
}
if (glfwGetKey(g_window, GLFW_KEY_D) == GLFW_PRESS) {
pos += rightNorm * velocity;
camera_changed = true;
}
// 4. Apply changes to Scene Camera and Notify Renderer
if (camera_changed) {
g_cameraPos = Vec3(pos.x, pos.y, pos.z);
// Target = Position + Front
Vec3 newTarget = g_cameraPos + Vec3(frontNorm.x, frontNorm.y, frontNorm.z);
g_camera->set_position(g_cameraPos);
g_camera->set_target(newTarget);
// CRITICAL: Notify renderer to reset accumulation
g_renderer->notify_scene_changed(*g_scene);
}
}
/// @brief Main render loop
void render_loop() {
ARE_LOG_INFO("Entering render loop...");
int frame_count = 0;
double fps_time = glfwGetTime();
g_lastFrame = glfwGetTime(); // Initialize for delta time
while (!glfwWindowShouldClose(g_window)) {
// Process input at the start of the frame
process_input();
// Render
RenderStats stats = g_renderer->render(*g_scene);
// Swap buffers
glfwSwapBuffers(g_window);
glfwPollEvents();
// Calculate FPS
frame_count++;
double current_time = glfwGetTime();
double delta = current_time - fps_time;
if (delta >= 1.0) {
double fps = frame_count / delta;
std::string title = "Aurora - Cornell Box | FPS: " + std::to_string((int)fps) + " | Frame: " + std::to_string((int)stats.frame_time_ms_) + "ms";
glfwSetWindowTitle(g_window, title.c_str());
frame_count = 0;
fps_time = current_time;
}
// ESC to exit
if (glfwGetKey(g_window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(g_window, true);
}
}
ARE_LOG_INFO("Exiting render loop");
}
/// @brief Cleanup
void cleanup() {
ARE_LOG_INFO("Cleaning up...");
if (g_renderer) {
g_renderer->shutdown();
g_renderer.reset();
}
g_scene.reset();
if (g_window) {
glfwDestroyWindow(g_window);
glfwTerminate();
}
ARE_LOG_INFO("Cleanup complete");
}
int main() {
ARE_LOG_INFO("===========================================");
ARE_LOG_INFO("Aurora Rendering Engine - Cornell Box Demo");
ARE_LOG_INFO("===========================================");
if (!init_window()) {
cleanup();
ARE_LOG_ERROR("Failed to initialize window");
Logger::shutdown();
return -1;
}
ARE_LOG_INFO("Setting up Cornell Box scene...");
setup_cornell_box();
ARE_LOG_INFO("Initializing renderer...");
RendererConfig config;
config.output_width = WINDOW_WIDTH;
config.output_height = WINDOW_HEIGHT;
config.rt_config.samples_per_pixel = 1;
config.rt_config.max_depth = 4;
config.rt_config.enable_accumulation = true;
config.enable_denoising = false;
g_renderer = std::make_unique<Renderer>(config);
if (!g_renderer->initialize()) {
ARE_LOG_ERROR("Failed to initialize renderer");
cleanup();
Logger::shutdown();
return -1;
}
ARE_LOG_INFO("===========================================");
ARE_LOG_INFO("Renderer initialized successfully!");
ARE_LOG_INFO("Controls:");
ARE_LOG_INFO(" WASD - Move Camera");
ARE_LOG_INFO(" Hold Left Mouse Button - Rotate Camera");
ARE_LOG_INFO(" ESC - Exit");
ARE_LOG_INFO("===========================================");
render_loop();
cleanup();
ARE_LOG_INFO("Cornell Box demo finished");
Logger::shutdown();
return 0;
}