aurora-rendering-engine/examples/cornell_box.cpp

474 lines
17 KiB
C++

#include <core/renderer.h>
#include <scene/scene.h>
#include <scene/camera.h>
#include <scene/mesh.h>
#include <scene/material.h>
#include <scene/light.h>
#include <utils/logger.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <memory>
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;
// GLFW error callback
void glfw_error_callback(int error, const char* description) {
Logger::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 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(0.1f);
metal_material->set_type(MaterialType::METAL);
uint metal_id = g_scene->add_material(metal_material);
// 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), /*metal_id*/white_id);
short_box->upload_to_gpu();
g_scene->add_mesh(short_box);
// 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_up(Vec3(0.0f, 1.0f, 0.0f));
camera->set_perspective(45.0f, static_cast<float>(WINDOW_WIDTH) / WINDOW_HEIGHT, 0.1f, 100.0f);
g_scene->set_camera(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);
Logger::info("Cornell Box scene created");
}
/// @brief Initialize GLFW and create window
bool init_window() {
// Set error callback before init
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) {
Logger::error("Failed to initialize GLFW");
return false;
}
Logger::info("GLFW initialized successfully");
// Request OpenGL 4.5 Core Profile
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);
// Additional hints for better compatibility
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwWindowHint(GLFW_SAMPLES, 0);
Logger::info("Creating window...");
g_window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Aurora - Cornell Box", nullptr, nullptr);
if (!g_window) {
Logger::error("Failed to create GLFW window");
Logger::error("Possible reasons:");
Logger::error(" 1. OpenGL 4.5 not supported by your GPU/driver");
Logger::error(" 2. No display server running (X11/Wayland)");
Logger::error(" 3. Insufficient GPU resources");
// Try to get more info
int major, minor, rev;
glfwGetVersion(&major, &minor, &rev);
Logger::info("GLFW version: " + std::to_string(major) + "." +
std::to_string(minor) + "." + std::to_string(rev));
glfwTerminate();
return false;
}
Logger::info("Window created successfully");
glfwMakeContextCurrent(g_window);
glfwSwapInterval(1); // Enable vsync
// Load OpenGL functions
Logger::info("Loading OpenGL functions...");
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
Logger::error("Failed to initialize GLAD");
return false;
}
// Print OpenGL info
const char* vendor = (const char*)glGetString(GL_VENDOR);
const char* renderer = (const char*)glGetString(GL_RENDERER);
const char* version = (const char*)glGetString(GL_VERSION);
const char* glsl_version = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
Logger::info("OpenGL Vendor: " + std::string(vendor ? vendor : "Unknown"));
Logger::info("OpenGL Renderer: " + std::string(renderer ? renderer : "Unknown"));
Logger::info("OpenGL Version: " + std::string(version ? version : "Unknown"));
Logger::info("GLSL Version: " + std::string(glsl_version ? glsl_version : "Unknown"));
// Check OpenGL version
GLint major_ver, minor_ver;
glGetIntegerv(GL_MAJOR_VERSION, &major_ver);
glGetIntegerv(GL_MINOR_VERSION, &minor_ver);
Logger::info("OpenGL Context: " + std::to_string(major_ver) + "." + std::to_string(minor_ver));
// if (major_ver < 4 || (major_ver == 4 && minor_ver < 5)) {
// Logger::error("OpenGL 4.5 or higher is required!");
// Logger::error("Your system supports: OpenGL " + std::to_string(major_ver) + "." + std::to_string(minor_ver));
// return false;
// }
// Check compute shader support
GLint max_compute_work_group_invocations;
glGetIntegerv(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, &max_compute_work_group_invocations);
Logger::info("Max compute work group invocations: " + std::to_string(max_compute_work_group_invocations));
return true;
}
/// @brief Main render loop
void render_loop() {
Logger::info("Entering render loop...");
int frame_count = 0;
double last_time = glfwGetTime();
double fps_time = last_time;
while (!glfwWindowShouldClose(g_window)) {
// 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;
}
// Print detailed stats every 60 frames
static int stat_frame_count = 0;
if (++stat_frame_count % 60 == 0) {
Logger::info("Frame time: " + std::to_string(stats.frame_time_ms_) + " ms (" +
std::to_string(1000.0f / stats.frame_time_ms_) + " FPS)");
Logger::info(" G-Buffer: " + std::to_string(stats.gbuffer_time_ms_) + " ms");
Logger::info(" Ray trace: " + std::to_string(stats.raytrace_time_ms_) + " ms");
Logger::info(" Triangles: " + std::to_string(stats.triangle_count_));
}
// ESC to exit
if (glfwGetKey(g_window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(g_window, true);
}
}
Logger::info("Exiting render loop");
}
/// @brief Cleanup
void cleanup() {
Logger::info("Cleaning up...");
if (g_renderer) {
g_renderer->shutdown();
g_renderer.reset();
}
g_scene.reset();
if (g_window) {
glfwDestroyWindow(g_window);
glfwTerminate();
}
Logger::info("Cleanup complete");
}
int main() {
// Initialize logger
Logger::initialize();
Logger::info("===========================================");
Logger::info("Aurora Rendering Engine - Cornell Box Demo");
Logger::info("===========================================");
// Check environment
const char* display = getenv("DISPLAY");
const char* wayland_display = getenv("WAYLAND_DISPLAY");
if (!display && !wayland_display) {
Logger::error("No display server detected!");
Logger::error("Make sure you're running in a graphical environment (X11 or Wayland)");
Logger::error("DISPLAY=" + std::string(display ? display : "not set"));
Logger::error("WAYLAND_DISPLAY=" + std::string(wayland_display ? wayland_display : "not set"));
return -1;
}
Logger::info("Display server: " + std::string(display ? display : wayland_display));
// Initialize window
if (!init_window()) {
cleanup();
Logger::error("Failed to initialize window");
Logger::shutdown();
return -1;
}
// Setup scene
Logger::info("Setting up Cornell Box scene...");
setup_cornell_box();
// Initialize renderer
Logger::info("Initializing renderer...");
RendererConfig config;
config.width_ = WINDOW_WIDTH;
config.height_ = WINDOW_HEIGHT;
config.samples_per_pixel_ = 10;
config.max_ray_depth_ = 4;
config.enable_accumulation_ = true;
config.enable_denoising_ = true;
g_renderer = std::make_unique<Renderer>(config);
if (!g_renderer->initialize()) {
Logger::error("Failed to initialize renderer");
cleanup();
Logger::shutdown();
return -1;
}
Logger::info("===========================================");
Logger::info("Renderer initialized successfully!");
Logger::info("Press ESC to exit");
Logger::info("===========================================");
// Main loop
render_loop();
// Cleanup
cleanup();
Logger::info("Cornell Box demo finished");
Logger::shutdown();
return 0;
}