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979a251
fix typo
indevn May 27, 2025
b9f2ae8
Implement perspective division and viewport transformation with persp…
indevn Aug 4, 2025
7093d82
implement tile-based rasterizer and refractor the pipeline to support…
indevn Jul 17, 2025
8d58a84
Add Performance Profiling for Deffered Pipeline. Remove detailed debu…
indevn Aug 29, 2025
d0ddf62
Expand the Vertex data structure, implement frustum culling and backf…
indevn Aug 29, 2025
a4021cd
Fix rendering consistency between TRADITIONAL and TILE_BASED modes
indevn Aug 30, 2025
70e1581
add debug mode
indevn Aug 30, 2025
4538667
Revert "add debug mode", which is not necessary for rendering tests.
indevn Sep 2, 2025
b57d907
Add Early-Z to TBR. Remove obsolete functions previously used for TBR…
indevn Sep 4, 2025
1d2d9a9
TBR: Pre-allocate and reuse fragment caches; add RasterizeTo; two-pas…
indevn Sep 5, 2025
8a74379
vertex optimization: avoid data movement and multi-stage memory reall…
indevn Sep 6, 2025
bb5acc1
TBR: Use SoA vertex layout to improve cache locality
indevn Sep 6, 2025
0549211
TBR: Use global framebuffer to avoid merge overhead
indevn Sep 7, 2025
258607a
TBR: Optimize global buffer write-back logic
indevn Sep 11, 2025
ffe0d75
Optimize perspective correction, add helper func, simplify code
indevn Sep 12, 2025
957c9b0
Refactor: Extract pipeline into standalone class; rename TraditionalP…
indevn Sep 12, 2025
d6e3b40
TBR: Replace barycentric coordinate computation with half-space testi…
indevn Sep 14, 2025
30038ef
DR: Optimize fragment collection(pre-reserve per bucket, move-insert,…
indevn Sep 15, 2025
61e75a8
Refactor: Modify the triangle binning logic in TBR to use the TileGri…
indevn Sep 15, 2025
86d06ad
Change timing-related debug messages from SPDLOG_INFO to SPDLOG_DEBUG…
indevn Sep 15, 2025
0ea7f22
TBR: Perform mask-based computation for TBR rasterization to achieve …
indevn Sep 16, 2025
b659f57
VS: Optimize the vertex matrix caching in shaders by adding cache pre…
indevn Sep 16, 2025
e81bcff
FS: Cache vectors and matrices to avoid redundant computations.
indevn Sep 16, 2025
b84cfd2
Enhanced shader class with LUT caching for specular reflection to opt…
indevn Sep 16, 2025
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2 changes: 1 addition & 1 deletion README-cn.md
Original file line number Diff line number Diff line change
Expand Up @@ -85,7 +85,7 @@ cmake --build build-macos --target all
#### 3. 运行示例应用程序

```bash
./build/bin/system_test ../obj
./build/bin/system_test ./obj
```

---
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2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -86,7 +86,7 @@ cmake --build build-macos --target all
#### 3. Run the Example Application

```bash
./build/bin/system_test ../obj
./build/bin/system_test ./obj
```

---
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2 changes: 1 addition & 1 deletion src/include/face.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ class Face {
// Get functions
// 获取函数
inline const std::array<size_t, 3>& GetIndices() const { return indices_; }
inline const size_t GetIndex(size_t index) const { return indices_[index]; }
inline size_t GetIndex(size_t index) const { return indices_[index]; }
inline const Material& GetMaterial() const { return material_; }

private:
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3 changes: 3 additions & 0 deletions src/include/log_system.h
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,9 @@
#ifndef SIMPLERENDER_SRC_INCLUDE_LOG_SYSTEM_H_
#define SIMPLERENDER_SRC_INCLUDE_LOG_SYSTEM_H_

#ifndef SPDLOG_ACTIVE_LEVEL
#define SPDLOG_ACTIVE_LEVEL SPDLOG_LEVEL_INFO
#endif
#include <spdlog/spdlog.h>

namespace simple_renderer {
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64 changes: 62 additions & 2 deletions src/include/rasterizer.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,7 @@

#include "config.h"
#include "shader.hpp"
#include "vertex.hpp"

namespace simple_renderer {

Expand All @@ -15,21 +16,80 @@ class Rasterizer {
auto operator=(Rasterizer&& rasterizer) -> Rasterizer& = default;
~Rasterizer() = default;

/**
* @brief 构造具有指定尺寸的光栅化器
* @param width 光栅化器宽度
* @param height 光栅化器高度
*/
Rasterizer(size_t width, size_t height);

/**
* @brief 光栅化三角形,生成片段列表
* @param v0 三角形第一个顶点
* @param v1 三角形第二个顶点
* @param v2 三角形第三个顶点
* @return 生成的片段向量
*/
std::vector<Fragment> Rasterize(const Vertex& v0, const Vertex& v1,
const Vertex& v2);

/**
* @brief 非分配版本:将片段直接写入调用方提供的容器
*
* 可选的裁剪区域为半开区间 [x0, x1) × [y0, y1)
* 用于 TBR:将光栅化限制在 tile 边界内,便于复用外部 scratch 容器
*
* @param v0 三角形第一个顶点
* @param v1 三角形第二个顶点
* @param v2 三角形第三个顶点
* @param x0 裁剪区域左边界(包含)
* @param y0 裁剪区域上边界(包含)
* @param x1 裁剪区域右边界(不包含)
* @param y1 裁剪区域下边界(不包含)
* @param out 输出片段容器
*/
void RasterizeTo(const Vertex& v0, const Vertex& v1, const Vertex& v2,
int x0, int y0, int x1, int y1,
std::vector<Fragment>& out);

/**
* @brief SoA 版本:按顶点索引从 SoA 读取三角形三顶点
* @param soa 结构体数组格式的顶点数据
* @param i0 三角形第一个顶点索引
* @param i1 三角形第二个顶点索引
* @param i2 三角形第三个顶点索引
* @param x0 裁剪区域左边界(包含)
* @param y0 裁剪区域上边界(包含)
* @param x1 裁剪区域右边界(不包含)
* @param y1 裁剪区域下边界(不包含)
* @param out 输出片段容器
*/
void RasterizeTo(const VertexSoA& soa, size_t i0, size_t i1, size_t i2,
int x0, int y0, int x1, int y1,
std::vector<Fragment>& out);

private:
size_t width_, height_;

// 透视矫正结果
struct PerspectiveCorrectionResult {
Vector3f corrected_barycentric;
float interpolated_z;
};

// 透视矫正helper函数
PerspectiveCorrectionResult PerformPerspectiveCorrection(
float w0, float w1, float w2,
float z0, float z1, float z2,
const Vector3f& original_barycentric) const;

template <typename T>
T Interpolate(const T& v0, const T& v1, const T& v2,
const Vector3f& barycentric_coord);
const Vector3f& barycentric_coord) const;

Color InterpolateColor(const Color& color0, const Color& color1,
const Color& color2,
const Vector3f& barycentric_coord);
const Vector3f& barycentric_coord) const;

std::pair<bool, Vector3f> GetBarycentricCoord(const Vector3f& p0,
const Vector3f& p1,
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100 changes: 69 additions & 31 deletions src/include/renderer.h
Original file line number Diff line number Diff line change
Expand Up @@ -18,57 +18,95 @@
#define SIMPLERENDER_SRC_INCLUDE_RENDERER_H_

#include <cstdint>
#include <functional>
#include <span>
#include <memory>
#include <string>

#include "buffer.hpp"
#include "light.h"
#include "log_system.h"
#include "math.hpp"
#include "model.hpp"
#include "rasterizer.hpp"
#include "shader.hpp"
#include "renderers/renderer_base.hpp"

namespace simple_renderer {

// 渲染模式枚举
/**
* @brief 渲染模式
* - PER_TRIANGLE: 逐三角形(triangle-major)前向渲染
* - TILE_BASED: 基于 tile(tile-major)前向渲染
* - DEFERRED: 延迟渲染(片段收集后再着色)
*/
enum class RenderingMode {
PER_TRIANGLE, //!< 逐三角形(triangle-major)
TILE_BASED, //!< 基于 tile(tile-major)
DEFERRED //!< 延迟渲染
};

/**
* @brief 将渲染模式枚举转为可读字符串
* @param mode 渲染模式
* @return 可读字符串(PER_TRIANGLE/TILE_BASED/DEFERRED)
*/
std::string RenderingModeToString(RenderingMode mode);

/**
* @brief 渲染门面(Facade)
*
* 职责:
* - 仅作为模式选择与调用入口;
* - 根据 `RenderingMode` 构造并持有具体渲染器;
* - 对外暴露统一的 `DrawModel` 接口。
*/
class SimpleRenderer {
public:
/**
* 构造函数
* @param width
* @param height
* @param buffer 要进行绘制的内存区域,大小为 width*height*sizeof(uint32_t)
* @param
* @brief 构造渲染器门面
* @param width 画布宽度(像素)
* @param height 画布高度(像素)
*/
SimpleRenderer(size_t width, size_t height);
~SimpleRenderer() = default;

/// @name 默认构造/析构函数
/// @{
SimpleRenderer(const SimpleRenderer &_simplerenderer) = default;
SimpleRenderer(SimpleRenderer &&_simplerenderer) = default;
auto operator=(const SimpleRenderer &_simplerenderer) -> SimpleRenderer & =
default;
auto operator=(SimpleRenderer &&_simplerenderer) -> SimpleRenderer & =
default;
virtual ~SimpleRenderer() = default;
/// @}
/**
* @brief 绘制单个模型
* @param model 模型
* @param shader 着色器(含 uniform)
* @param buffer 输出颜色缓冲(width*height)
* @return 是否成功
*/
bool DrawModel(const Model &model, const Shader &shader, uint32_t *buffer);

bool Render(const Model &model, const Shader &shader, uint32_t *buffer);
/**
* @brief 设置渲染模式
*/
void SetRenderingMode(RenderingMode mode);
/**
* @brief 获取当前渲染模式
*/
RenderingMode GetRenderingMode() const;

// 可选:配置参数(仅对 TileBasedRenderer 生效;运行中修改将重建 TBR 实例)
/**
* @brief 启用或禁用 Early‑Z(仅 TBR 有效)
*/
void SetEarlyZEnabled(bool enabled);
/**
* @brief 设置 Tile 大小(仅 TBR 有效)
*/
void SetTileSize(size_t tile_size);

private:
void EnsureRenderer();

private:
const size_t height_;
const size_t width_;
LogSystem log_system_;
RenderingMode current_mode_;
std::unique_ptr<RendererBase> renderer_;

std::shared_ptr<Shader> shader_;
std::shared_ptr<Rasterizer> rasterizer_;

/**
* 绘制模型
* @param model 模型
*/
void DrawModel(const Model &model, uint32_t *buffer);
void DrawModelSlower(const Model &model, uint32_t *buffer);
// TBR 配置缓存:在创建 TileBasedRenderer 时下发
bool tbr_early_z_ = true;
size_t tbr_tile_size_ = 64;
};
} // namespace simple_renderer

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31 changes: 31 additions & 0 deletions src/include/renderers/deferred_renderer.hpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,31 @@
#ifndef SIMPLERENDER_SRC_INCLUDE_RENDERERS_DEFERRED_RENDERER_HPP_
#define SIMPLERENDER_SRC_INCLUDE_RENDERERS_DEFERRED_RENDERER_HPP_

#include "renderers/renderer_base.hpp"

namespace simple_renderer {

/**
* @brief 延迟渲染器(Deferred)
*
* 组织处理方式模拟 OpenGL 在 GPU上的工作原理,模仿 GPU管线。
* 但相比于另外两个前向渲染实现,导致内存使用增加和渲染速度变慢。
*
* 特点:
* - AoS 顶点路径;
* - 首先按像素收集所有片段并选择最近深度;
* - 再对选择的片段执行片段着色(模拟经典 GPU 管线的一种教学实现)。
* -
*/
class DeferredRenderer final : public RendererBase {
public:
using RendererBase::RendererBase;
/**
* @copydoc RendererBase::Render
*/
bool Render(const Model& model, const Shader& shader, uint32_t* out_color) override;
};

} // namespace simple_renderer

#endif // SIMPLERENDER_SRC_INCLUDE_RENDERERS_DEFERRED_RENDERER_HPP_
28 changes: 28 additions & 0 deletions src/include/renderers/per_triangle_renderer.hpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,28 @@
#ifndef SIMPLERENDER_SRC_INCLUDE_RENDERERS_PER_TRIANGLE_RENDERER_HPP_
#define SIMPLERENDER_SRC_INCLUDE_RENDERERS_PER_TRIANGLE_RENDERER_HPP_

#include "renderers/renderer_base.hpp"

namespace simple_renderer {

/**
* @brief 逐三角形渲染器(Triangle‑Major)
*
* 特点:
* - AoS 顶点路径;
* - 每线程本地 framebuffer(depth/color)合并;
* - 背面剔除在屏幕空间完成;
* - 接近“传统”栈式前向渲染教学实现。
*/
class PerTriangleRenderer final : public RendererBase {
public:
using RendererBase::RendererBase;
/**
* @copydoc RendererBase::Render
*/
bool Render(const Model& model, const Shader& shader, uint32_t* out_color) override;
};

} // namespace simple_renderer

#endif // SIMPLERENDER_SRC_INCLUDE_RENDERERS_PER_TRIANGLE_RENDERER_HPP_
66 changes: 66 additions & 0 deletions src/include/renderers/renderer_base.hpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,66 @@
// Renderer base and options
#ifndef SIMPLERENDER_SRC_INCLUDE_RENDERERS_RENDERER_BASE_HPP_
#define SIMPLERENDER_SRC_INCLUDE_RENDERERS_RENDERER_BASE_HPP_

#include <cstdint>
#include <memory>

#include "rasterizer.hpp"
#include "vertex.hpp"
#include "model.hpp"
#include "shader.hpp"

namespace simple_renderer {


/**
* @brief 渲染器抽象基类
*
* 约定:
* - Render 负责完成完整的渲染过程(顶点变换 + 光栅化 + 着色 + 写入输出缓冲)。
* - 子类选择不同的“组织单元”:(按照并行组织单元)逐三角形、按 tile、或延迟管线。
* - 公共的透视除法与视口变换在此提供,子类按需复用。
*/
class RendererBase {
public:
RendererBase(size_t width, size_t height)
: width_(width), height_(height), rasterizer_(std::make_shared<Rasterizer>(width, height)) {}
virtual ~RendererBase() = default;

RendererBase(const RendererBase&) = delete;
RendererBase& operator=(const RendererBase&) = delete;

/**
* @brief 执行一次渲染
* @param model 模型数据
* @param shader 着色器(包含材质/光照/矩阵等 uniform)
* @param out_color 输出颜色缓冲(大小为 width*height)
* @return 是否渲染成功
*/
virtual bool Render(const Model& model, const Shader& shader, uint32_t* out_color) = 0;

protected:
/**
* @brief 透视除法:裁剪空间 -> NDC
* @param vertex 裁剪空间顶点
* @return NDC 顶点(保留 1/w 以供透视校正)
*/
Vertex PerspectiveDivision(const Vertex& vertex);
/**
* @brief 视口变换:NDC -> 屏幕坐标
* @param vertex NDC 顶点
* @return 屏幕空间顶点
*/
Vertex ViewportTransformation(const Vertex& vertex);

protected:
size_t width_;
size_t height_;
std::shared_ptr<Rasterizer> rasterizer_;

static constexpr float kMinWValue = 1e-6f;
};

} // namespace simple_renderer

#endif // SIMPLERENDER_SRC_INCLUDE_RENDERERS_RENDERER_BASE_HPP_
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