129 lines
3.9 KiB
Markdown
129 lines
3.9 KiB
Markdown
<div align="center">
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<a href="https://github.com/NanoEra/aurora-rendering-engine">
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<img src="https://are.nanoera.top/res/logo/logo.png" alt="Aurora Logo" width="120" height="120">
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</a>
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<h1 align="center">Aurora Rendering Engine</h1>
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<p align="center">
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<strong>ARE</strong> - A High-Performance Path Tracing Library in C++
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<br/>
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<br/>
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English | <a href="README_zh.md">中文</a>
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</p>
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<p align="center">
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<a href="https://github.com/NanoEra/aurora-rendering-engine/blob/main/LICENSE">
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<img src="https://img.shields.io/badge/license-LGPL-blue.svg" alt="License">
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</a>
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<a href="https://github.com/NanoEra/aurora-rendering-engine/releases">
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<img src="https://img.shields.io/badge/version-1.0.0-green.svg" alt="Version">
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</a>
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<a href="https://github.com/NanoEra/aurora-rendering-engine/issues">
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<img src="https://img.shields.io/github/issues/NanoEra/aurora-rendering-engine.svg" alt="Issues">
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</a>
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</p>
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</div>
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---
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## Overview
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**Aurora Rendering Engine (ARE)** is a high-performance path tracing library developed in C++ by **NanoEra Studio**.
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## Dependencies
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- **OpenGL 4.3**
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- **GLFW**
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- **GLAD**
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- **GLM**
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- **stb-image**
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- **spdlog**
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## Quick Start
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### Clone Repository
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```bash
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git clone https://github.com/NanoEra/aurora-rendering-engine.git
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cd aurora-rendering-engine
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```
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### Build Project
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```bash
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mkdir build && cd build
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cmake ..
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cmake --build .
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```
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## Example
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Here is a cornell box demo using ARE:
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```cpp
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#include <core/renderer.h>
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#include <scene/scene.h>
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#include <scene/camera.h>
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#include <scene/mesh.h>
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#include <scene/material.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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using namespace are;
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int main() {
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// 1. Initialize window
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glfwInit();
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GLFWwindow* window = glfwCreateWindow(800, 800, "Aurora - Cornell Box", nullptr, nullptr);
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glfwMakeContextCurrent(window);
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gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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// 2. Configure renderer
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RendererConfig config;
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config.width_ = 800;
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config.height_ = 800;
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config.samples_per_pixel_ = 1;
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config.max_ray_depth_ = 4;
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auto renderer = std::make_unique<Renderer>(config);
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renderer->initialize();
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// 3. Create scene
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auto scene = std::make_unique<Scene>();
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// Create materials
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auto white_mat = std::make_shared<Material>();
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white_mat->set_albedo(Vec3(0.73f, 0.73f, 0.73f));
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white_mat->set_type(MaterialType::DIFFUSE);
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uint white_id = scene->add_material(white_mat);
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auto red_mat = std::make_shared<Material>();
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red_mat->set_albedo(Vec3(0.65f, 0.05f, 0.05f));
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red_mat->set_type(MaterialType::DIFFUSE);
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uint red_id = scene->add_material(red_mat);
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// Create floor mesh (example: a simple quad)
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auto floor = std::make_shared<Mesh>();
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std::vector<Vertex> vertices = {
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{{-2.0f, -2.0f, -2.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
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{{ 2.0f, -2.0f, -2.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
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{{ 2.0f, -2.0f, 2.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
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{{-2.0f, -2.0f, 2.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}}
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};
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std::vector<uint> indices = {0, 1, 2, 0, 2, 3};
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floor->set_vertices(vertices);
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floor->set_indices(indices);
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floor->set_material(white_id);
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floor->upload_to_gpu();
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scene->add_mesh(floor);
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// Setup camera
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auto camera = std::make_shared<Camera>();
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camera->set_position(Vec3(0.0f, 0.0f, 4.5f));
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camera->set_target(Vec3(0.0f, 0.0f, 0.0f));
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camera->set_perspective(45.0f, 1.0f, 0.1f, 100.0f);
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scene->set_camera(camera);
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// 4. Render loop
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while (!glfwWindowShouldClose(window)) {
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renderer->render(*scene);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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return 0;
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}
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```
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---
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<div align="center">
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<sub>Built by <a href="https://www.nanoera.top/">NanoEra Studio</a></sub>
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</div>
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