add multisampling

This commit is contained in:
Shylie 2023-04-10 01:14:28 -04:00
parent 5a7cefd39d
commit 16b89a7ba4
2 changed files with 127 additions and 47 deletions

View File

@ -1,6 +1,8 @@
#include <3ds.h> #include <3ds.h>
#include <citro3d.h> #include <citro3d.h>
#include <cstdlib>
#include "vshader_shbin.h" #include "vshader_shbin.h"
constexpr u32 DISPLAY_TRANSFER_FLAGS = constexpr u32 DISPLAY_TRANSFER_FLAGS =
@ -8,12 +10,17 @@ GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) |
GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) |
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO); GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO);
constexpr u32 CLEAR_COLOR = 0; constexpr u32 FRAMEBUFFER_TRANSFER_FLAGS =
GX_TRANSFER_RAW_COPY(1);
constexpr u32 PREV_FRAME_CLEAR_DATA_SIZE = 240 * 400 * 4;
u32 PREV_FRAME_CLEAR_DATA[PREV_FRAME_CLEAR_DATA_SIZE];
struct vertex struct vertex
{ {
float direction[3]; float st[2];
float coords[3]; float coords[3];
float uv[2];
}; };
class camera class camera
@ -36,20 +43,12 @@ public:
lowerLeftCorner = FVec3_Subtract(FVec3_Add(FVec3_Scale(horizontal, -0.5f), FVec3_Scale(vertical, -0.5f)), w); lowerLeftCorner = FVec3_Subtract(FVec3_Add(FVec3_Scale(horizontal, -0.5f), FVec3_Scale(vertical, -0.5f)), w);
} }
C3D_FVec getOrigin() const void setupFixed() const
{ {
return origin; *C3D_FixedAttribGetWritePtr(0) = origin;
} *C3D_FixedAttribGetWritePtr(1) = lowerLeftCorner;
*C3D_FixedAttribGetWritePtr(2) = horizontal;
void setupVertices(vertex* vs, const unsigned int w, const unsigned int h) const *C3D_FixedAttribGetWritePtr(3) = vertical;
{
for (unsigned int x = 0; x < w; x++)
{
for (unsigned int y = 0; y < h; y++)
{
getRay(vs[x + y * w], static_cast<float>(x) / (w - 1), static_cast<float>(y) / (h - 1));
}
}
} }
private: private:
@ -57,19 +56,6 @@ private:
C3D_FVec lowerLeftCorner; C3D_FVec lowerLeftCorner;
C3D_FVec horizontal; C3D_FVec horizontal;
C3D_FVec vertical; C3D_FVec vertical;
void getRay(vertex& v, const float s, const float t) const
{
const C3D_FVec dir = FVec3_Add(lowerLeftCorner, FVec3_Add(FVec3_Scale(horizontal, t), FVec3_Scale(vertical, s)));
v.direction[0] = dir.x;
v.direction[1] = dir.y;
v.direction[2] = dir.z;
v.coords[0] = 2.0f * s - 1.0f;
v.coords[1] = 2.0f * t - 1.0f;
v.coords[2] = -0.5f;
}
}; };
static DVLB_s* vshaderDVLB; static DVLB_s* vshaderDVLB;
@ -77,7 +63,7 @@ static shaderProgram_s program;
static s8 spheresUniformLocation; static s8 spheresUniformLocation;
static constexpr unsigned int VERTEX_COUNT_W = 150; static constexpr unsigned int VERTEX_COUNT_W = 150;
static constexpr unsigned int VERTEX_COUNT_H = 250; static constexpr unsigned int VERTEX_COUNT_H = 10 * VERTEX_COUNT_W / 6;
static constexpr unsigned int VERTEX_COUNT = VERTEX_COUNT_W * VERTEX_COUNT_H; static constexpr unsigned int VERTEX_COUNT = VERTEX_COUNT_W * VERTEX_COUNT_H;
static vertex vertexList[VERTEX_COUNT]; static vertex vertexList[VERTEX_COUNT];
@ -86,25 +72,57 @@ static u16 vertexIndices[VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2];
static void* vboData; static void* vboData;
static void* iboData; static void* iboData;
static void setupVertices(C3D_FVec lookFrom, C3D_FVec lookAt, C3D_FVec up) static C3D_Tex prevFrame;
static void setupFixed(C3D_FVec lookFrom, C3D_FVec lookAt, C3D_FVec up)
{ {
constexpr float VFOV = 90; constexpr float VFOV = 90;
constexpr float ASPECT_RATIO = 400.0f / 240.0f; constexpr float ASPECT_RATIO = 400.0f / 240.0f;
camera cam(lookFrom, lookAt, up, VFOV, ASPECT_RATIO); camera cam(lookFrom, lookAt, up, VFOV, ASPECT_RATIO);
cam.setupVertices(vertexList, VERTEX_COUNT_W, VERTEX_COUNT_H); cam.setupFixed();
}
*C3D_FixedAttribGetWritePtr(0) = cam.getOrigin(); static float rand01()
{
return static_cast<float>(rand()) / RAND_MAX;
}
static void setupVertices()
{
for (unsigned int x = 0; x < VERTEX_COUNT_W; x++)
{
for (unsigned int y = 0; y < VERTEX_COUNT_H; y++)
{
vertex& v = vertexList[x + y * VERTEX_COUNT_W];
const float s = static_cast<float>(x + rand01()) / VERTEX_COUNT_W;
const float t = static_cast<float>(y + rand01()) / VERTEX_COUNT_H;
// swapped due to 3DS screen orientation
v.st[0] = t;
v.st[1] = s;
v.coords[0] = 2.0f * s - 1.0f;
v.coords[1] = 2.0f * t - 1.0f;
v.coords[2] = -0.5f;
v.uv[0] = s * (240.0f / 256.0f);
v.uv[1] = t * (400.0f / 512.0f);
}
}
memcpy(vboData, vertexList, sizeof(vertexList)); memcpy(vboData, vertexList, sizeof(vertexList));
} }
static void sceneInit() static void sceneInit()
{ {
vboData = linearAlloc(sizeof(vertexList)); for (unsigned int i = 0; i < PREV_FRAME_CLEAR_DATA_SIZE; i++)
camera cam(FVec3_New(0, 0.25f, 0), FVec3_New(0, 0, -1), FVec3_New(0, 1, 0), 90, 400.0f / 240.0f); {
PREV_FRAME_CLEAR_DATA[i] = 0xFFFFFFFF;
}
cam.setupVertices(vertexList, VERTEX_COUNT_W, VERTEX_COUNT_H); vboData = linearAlloc(sizeof(vertexList));
unsigned int v = 0; unsigned int v = 0;
for (unsigned int y = 0; y < VERTEX_COUNT_H; y++) for (unsigned int y = 0; y < VERTEX_COUNT_H; y++)
@ -130,20 +148,25 @@ static void sceneInit()
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo); AttrInfo_Init(attrInfo);
AttrInfo_AddFixed(attrInfo, 0); AttrInfo_AddFixed(attrInfo, 0);
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); AttrInfo_AddFixed(attrInfo, 1);
AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3); AttrInfo_AddFixed(attrInfo, 2);
AttrInfo_AddFixed(attrInfo, 3);
AttrInfo_AddLoader(attrInfo, 4, GPU_FLOAT, 2);
AttrInfo_AddLoader(attrInfo, 5, GPU_FLOAT, 3);
AttrInfo_AddLoader(attrInfo, 6, GPU_FLOAT, 2);
iboData = linearAlloc(sizeof(vertexIndices)); iboData = linearAlloc(sizeof(vertexIndices));
memcpy(iboData, vertexIndices, sizeof(vertexIndices)); memcpy(iboData, vertexIndices, sizeof(vertexIndices));
C3D_BufInfo* bufInfo = C3D_GetBufInfo(); C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo); BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vboData, sizeof(vertex), 2, 0x21); BufInfo_Add(bufInfo, vboData, sizeof(vertex), 3, 0x654);
C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env); C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR); C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, GPU_TEXTURE0, GPU_CONSTANT);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); C3D_TexEnvFunc(env, C3D_RGB, GPU_INTERPOLATE);
C3D_TexEnvFunc(env, C3D_Alpha, GPU_REPLACE);
C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, 3); C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, 3);
spheres[0] = FVec4_New(0.0f, -100.5f, -1.0f, 100.0f); spheres[0] = FVec4_New(0.0f, -100.5f, -1.0f, 100.0f);
@ -165,6 +188,31 @@ static void sceneExit()
DVLB_Free(vshaderDVLB); DVLB_Free(vshaderDVLB);
} }
static float clamp(float t, float min, float max)
{
return t < min ? min : (t > max ? max : t);
}
static u32 shift(u8 value, u32 amt)
{
return static_cast<u32>(value) << amt;
}
static u32 getFrameNumColor(unsigned int frameNum)
{
if (frameNum == 0)
{
return 0xFFFFFFFF;
}
else
{
const float ratio = 1 - static_cast<float>(frameNum) / (frameNum + 1);
const float scaledRatio = clamp(255.0f * ratio, 0.0f, 255.0f);
const u8 bits = static_cast<u8>(scaledRatio);
return shift(bits, 24) | shift(bits, 16) | shift(bits, 8) | bits;
}
}
int main(int argc, char* argv[]) int main(int argc, char* argv[])
{ {
gfxInitDefault(); gfxInitDefault();
@ -173,6 +221,9 @@ int main(int argc, char* argv[])
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
C3D_TexInit(&prevFrame, 256, 512, GPU_RGBA8);
C3D_TexBind(0, &prevFrame);
sceneInit(); sceneInit();
C3D_FVec lookFrom = FVec3_New(0, 1.25f, 0); C3D_FVec lookFrom = FVec3_New(0, 1.25f, 0);
@ -180,7 +231,9 @@ int main(int argc, char* argv[])
C3D_FVec vup = FVec3_New(0, 1.0f, 0); C3D_FVec vup = FVec3_New(0, 1.0f, 0);
bool dirty = false; bool dirty = false;
setupVertices(lookFrom, lookAt, vup); setupFixed(lookFrom, lookAt, vup);
unsigned int frameNum = 0;
// Main loop // Main loop
while (aptMainLoop()) while (aptMainLoop())
@ -193,7 +246,7 @@ int main(int argc, char* argv[])
break; // break in order to return to hbmenu break; // break in order to return to hbmenu
} }
constexpr float MOVE_RATE = 1.0f / 60.0f; constexpr float MOVE_RATE = 1.0f / 30.0f;
C3D_FVec diff = FVec3_New(0, 0, 0); C3D_FVec diff = FVec3_New(0, 0, 0);
if (kDown & KEY_DLEFT) if (kDown & KEY_DLEFT)
@ -237,21 +290,37 @@ int main(int argc, char* argv[])
if (dirty) if (dirty)
{ {
setupVertices(lookFrom, lookAt, vup); setupFixed(lookFrom, lookAt, vup);
frameNum = 0;
dirty = false; dirty = false;
} }
setupVertices();
C3D_TexEnvColor(C3D_GetTexEnv(0), getFrameNumColor(frameNum));
if (C3D_FrameBegin(C3D_FRAME_SYNCDRAW)) if (C3D_FrameBegin(C3D_FRAME_SYNCDRAW))
{ {
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0); C3D_RenderTargetClear(target, C3D_CLEAR_ALL, 0, 0);
C3D_FrameDrawOn(target); C3D_FrameDrawOn(target);
sceneRender(); sceneRender();
C3D_FrameEnd(0); C3D_FrameEnd(0);
C3D_SyncTextureCopy(
(u32*)target->frameBuf.colorBuf, GX_BUFFER_DIM((240 * 8 * 4) >> 4, 0),
(u32*)prevFrame.data + (512 - 400) * 256, GX_BUFFER_DIM((240 * 8 * 4) >> 4, ((256 - 240) * 8 * 4) >> 4),
240 * 400 * 4, FRAMEBUFFER_TRANSFER_FLAGS
);
} }
frameNum++;
} }
sceneExit(); sceneExit();
C3D_TexDelete(&prevFrame);
C3D_Fini(); C3D_Fini();
gfxExit(); gfxExit();

View File

@ -19,21 +19,32 @@
.fvec spheres[3] .fvec spheres[3]
.in inOrigin v0 .in inOrigin v0
.in inDirection v1 .in inLowerLeftCorner v1
.in inPos v2 .in inHorizontal v2
.in inVertical v3
.in inST v4
.in inPos v5
.in inUV v6
.out outPos position .out outPos position
.out outUV texcoord0
.out outColor color .out outColor color
.proc main .proc main
; outPos = inPos ; outPos = inPos
mov outPos, inPos mov outPos, inPos
; outUV = inUV
mov outUV, inUV
; r1 = inOrigin ; r1 = inOrigin
mov r1, inOrigin mov r1, inOrigin
; r2 = inDirection ; r2 = inDirection
mov r2, inDirection mov r2.xyz, inLowerLeftCorner
mov r3.xy, inST.xy
mad r2.xyz, inHorizontal, r3.x, r2.xyz
mad r2.xyz, inVertical, r3.y, r2.xyz
; calculate light bounces ; calculate light bounces
for bounceLoopParams for bounceLoopParams