aurora-rendering-engine/src/core/renderer.cpp

206 lines
5.9 KiB
C++

#include "core/renderer.h"
#include "utils/logger.h"
#include <chrono>
#include <glad/glad.h>
namespace are {
Renderer::Renderer(const RendererConfig &config)
: config_(config)
, initialized_(false)
, frame_count_(0) {
}
Renderer::~Renderer() {
shutdown();
}
bool Renderer::initialize() {
if (initialized_) {
Logger::warning("Renderer already initialized");
return true;
}
Logger::info("Initializing Aurora Rendering Engine...");
// Initialize shader manager
shader_manager_ = std::make_unique<ShaderManager>();
if (!shader_manager_->initialize()) {
Logger::error("Failed to initialize shader manager");
return false;
}
// Initialize G-Buffer
gbuffer_ = std::make_unique<GBuffer>(config_.width_, config_.height_);
if (!gbuffer_->initialize()) {
Logger::error("Failed to initialize G-Buffer");
return false;
}
// Initialize ray tracer
RayTracerConfig rt_config;
rt_config.samples_per_pixel_ = config_.samples_per_pixel_;
rt_config.max_depth_ = config_.max_ray_depth_;
rt_config.enable_shadows_ = true;
rt_config.enable_reflections_ = true;
rt_config.enable_accumulation_ = config_.enable_accumulation_;
rt_config.use_bvh_ = true;
raytracer_ = std::make_unique<RayTracer>(config_.width_, config_.height_, rt_config);
if (!raytracer_->initialize()) {
Logger::error("Failed to initialize ray tracer");
return false;
}
// Pass compute shader to ray tracer
const Shader& rt_shader = shader_manager_->get_raytracing_shader();
if (!rt_shader.is_valid()) {
Logger::error("Ray tracing shader is invalid");
return false;
}
raytracer_->set_compute_shader(rt_shader);
// Initialize screen blit
screen_blit_ = std::make_unique<ScreenBlit>();
if (!screen_blit_->initialize()) {
Logger::error("Failed to initialize screen blit");
return false;
}
initialized_ = true;
Logger::info("Aurora Rendering Engine initialized successfully");
return true;
}
void Renderer::shutdown() {
if (!initialized_)
return;
Logger::info("Shutting down Aurora Rendering Engine...");
if (screen_blit_) {
screen_blit_->release();
screen_blit_.reset();
}
if (raytracer_) {
raytracer_->release();
raytracer_.reset();
}
if (gbuffer_) {
gbuffer_->release();
gbuffer_.reset();
}
if (shader_manager_) {
shader_manager_->release();
shader_manager_.reset();
}
initialized_ = false;
Logger::info("Aurora Rendering Engine shut down");
}
RenderStats Renderer::render(const Scene& scene, TextureHandle output_texture) {
RenderStats stats = {};
if (!initialized_) {
Logger::error("Renderer not initialized");
return stats;
}
// Start timing
auto start_time = std::chrono::high_resolution_clock::now();
// Phase 1: G-Buffer pass
auto gbuffer_start = std::chrono::high_resolution_clock::now();
const Shader& gbuffer_shader = shader_manager_->get_gbuffer_shader();
gbuffer_->render(scene, gbuffer_shader);
auto gbuffer_end = std::chrono::high_resolution_clock::now();
stats.gbuffer_time_ms_ = std::chrono::duration<float, std::milli>(gbuffer_end - gbuffer_start).count();
// Phase 2: Ray tracing pass
auto raytrace_start = std::chrono::high_resolution_clock::now();
// Create output texture if not provided
TextureHandle rt_output = output_texture;
bool created_temp_texture = false;
if (rt_output == 0) {
glGenTextures(1, &rt_output);
glBindTexture(GL_TEXTURE_2D, rt_output);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, config_.width_, config_.height_,
0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
created_temp_texture = true;
}
raytracer_->trace(scene, *gbuffer_, rt_output);
auto raytrace_end = std::chrono::high_resolution_clock::now();
stats.raytrace_time_ms_ = std::chrono::duration<float, std::milli>(raytrace_end - raytrace_start).count();
// Phase 3: Blit to screen if output is default framebuffer
if (created_temp_texture && output_texture == 0) {
screen_blit_->blit_fullscreen(rt_output);
glDeleteTextures(1, &rt_output);
}
// Calculate total frame time
auto end_time = std::chrono::high_resolution_clock::now();
stats.frame_time_ms_ = std::chrono::duration<float, std::milli>(end_time - start_time).count();
// Count triangles
const auto& meshes = scene.get_meshes();
for (const auto& mesh : meshes) {
stats.triangle_count_ += mesh->get_indices().size() / 3;
}
// Estimate ray count (very rough)
stats.ray_count_ = config_.width_ * config_.height_ * config_.samples_per_pixel_ * config_.max_ray_depth_;
frame_count_++;
return stats;
}
void Renderer::resize(uint width, uint height) {
if (width == config_.width_ && height == config_.height_)
return;
config_.width_ = width;
config_.height_ = height;
if (initialized_) {
gbuffer_->resize(width, height);
raytracer_->resize(width, height);
Logger::info("Renderer resized to " + std::to_string(width) + "x" + std::to_string(height));
}
}
void Renderer::set_config(const RendererConfig &config) {
bool size_changed = (config.width_ != config_.width_ || config.height_ != config_.height_);
config_ = config;
if (initialized_) {
if (size_changed) {
resize(config_.width_, config_.height_);
}
// Update ray tracer config
RayTracerConfig rt_config = raytracer_->get_config();
rt_config.samples_per_pixel_ = config_.samples_per_pixel_;
rt_config.max_depth_ = config_.max_ray_depth_;
rt_config.enable_accumulation_ = config_.enable_accumulation_;
raytracer_->set_config(rt_config);
}
}
} // namespace are