How awss1236/gpu-raytracer works
This is a small interactive OpenGL raytracer. The user launches the app and steers its camera; main.c initializes the window and repeatedly renders a raytraced frame, updates a running average, and displays the result. back.c supplies GLFW setup, input handling, and shader-file loading/linking. The shader roles and render-pass order are evident from filenames and main.c; shader internals were not sampled, so no claims about raytracing algorithms or scene contents are made.
Main entry points: main.c Render Loop · back.c GLFW and Shaders · average.glsl Average Pass · raytrace.glsl Raytrace Pass
Components 10
Application
- Render Loop
main.c
GPU Passes
- Frame Textures
main.c - Raytrace Pass
raytrace.glsl - Average Pass
average.glsl - Display Pass
passtex.glsl - Pass Vertex Shader
pass.glsl
Window Support
- GLFW and Shaders
back.c
Other components
- User
- GLFW
- OpenGL
Connections 17
- User → Render Loop: launches
- User → GLFW: steers camera
- GLFW → GLFW and Shaders: dispatches input
- Render Loop → GLFW and Shaders: initializes and loads
- GLFW and Shaders → GLFW: creates window
- GLFW and Shaders → OpenGL: sets up context
- Render Loop → GLFW: polls events
- Render Loop → OpenGL: dispatches draws
- Render Loop → Raytrace Pass: runs pass
- Render Loop → Average Pass: runs pass
- Render Loop → Display Pass: runs pass
- Render Loop → Pass Vertex Shader: uses vertex stage
- Raytrace Pass → Frame Textures: writes new frame
- Frame Textures → Average Pass: provides frame inputs
- Average Pass → Frame Textures: updates average
- Frame Textures → Display Pass: provides current image
- Render Loop → Frame Textures: copies and binds textures