add basic lighting
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73ca255664
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@ -59,9 +59,10 @@ static DVLB_s* vshaderDVLB;
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static shaderProgram_s program;
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static s8 spheresUniformLocation;
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static s8 sphereColorsUniformLocation;
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static s8 randLocation;
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static s8 sphereLightsUniformLocation;
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static s8 randUniformLocation;
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static constexpr unsigned int VERTEX_COUNT_W = 150;
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static constexpr unsigned int VERTEX_COUNT_W = 210;
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static constexpr unsigned int VERTEX_COUNT_H = 10 * VERTEX_COUNT_W / 6;
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static constexpr unsigned int VERTEX_COUNT = VERTEX_COUNT_W * VERTEX_COUNT_H;
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@ -111,12 +112,12 @@ static void setupVertices()
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{
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vertex& v = vertexList[x + y * VERTEX_COUNT_W];
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const float s = static_cast<float>(x + rand01()) / VERTEX_COUNT_W;
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const float t = static_cast<float>(y + rand01()) / VERTEX_COUNT_H;
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const float s = static_cast<float>(x) / VERTEX_COUNT_W;
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const float t = static_cast<float>(y) / VERTEX_COUNT_H;
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// swapped due to 3DS screen orientation
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v.st[0] = t;
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v.st[1] = s;
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v.st[0] = t + rand01() / VERTEX_COUNT_W;
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v.st[1] = s + rand01() / VERTEX_COUNT_H;
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v.coords[0] = 2.0f * s - 1.0f;
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v.coords[1] = 2.0f * t - 1.0f;
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@ -128,9 +129,12 @@ static void setupVertices()
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}
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memcpy(vboData, vertexList, sizeof(vertexList));
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}
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constexpr int NUM_RAND = 4;
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C3D_FVec* randPtr = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, randLocation, NUM_RAND);
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static void setupRandom()
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{
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constexpr int NUM_RAND = 10;
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C3D_FVec* randPtr = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, randUniformLocation, NUM_RAND);
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for (int i = 0; i < NUM_RAND; i++)
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{
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randPtr[i] = randvec();
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@ -162,7 +166,8 @@ static void sceneInit()
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spheresUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "spheres");
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sphereColorsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereColors");
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randLocation = shaderInstanceGetUniformLocation(program.vertexShader, "rand");
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sphereLightsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereLights");
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randUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "rand");
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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@ -187,16 +192,24 @@ static void sceneInit()
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C3D_TexEnvFunc(env, C3D_RGB, GPU_INTERPOLATE);
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C3D_TexEnvFunc(env, C3D_Alpha, GPU_REPLACE);
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constexpr u16 NUM_SPHERES = 3;
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constexpr u16 NUM_SPHERES = 4;
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C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, NUM_SPHERES);
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spheres[0] = FVec4_New(0.0f, -100.5f, -1.0f, 100.0f);
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spheres[1] = FVec4_New(0.6f, 0.0f, -1.0f, 0.5f);
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spheres[2] = FVec4_New(-0.6f, 0.0f, -1.0f, 0.5f);
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spheres[3] = FVec4_New(0.0f, 1.75f, -1.0f, 1.0f);
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C3D_FVec* sphereColors = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sphereColorsUniformLocation, NUM_SPHERES);
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sphereColors[0] = FVec3_New(0.9f, 0.3f, 0.3f);
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sphereColors[1] = FVec3_New(0.3f, 0.9f, 0.3f);
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sphereColors[2] = FVec3_New(0.3f, 0.3f, 0.9f);
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sphereColors[3] = FVec3_New(1.0f, 1.0f, 1.0f);
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C3D_FVec* sphereLights = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sphereLightsUniformLocation, NUM_SPHERES);
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sphereLights[0] = FVec3_New(0.0f, 0.0f, 0.0f);
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sphereLights[1] = FVec3_New(0.0f, 0.0f, 0.0f);
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sphereLights[2] = FVec3_New(0.0f, 0.0f, 0.0f);
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sphereLights[3] = FVec3_New(1.0f, 1.0f, 1.0f);
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}
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static void sceneRender()
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@ -323,6 +336,7 @@ int main(int argc, char* argv[])
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}
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setupVertices();
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setupRandom();
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C3D_TexEnvColor(C3D_GetTexEnv(0), getFrameNumColor(frameNum));
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@ -7,21 +7,24 @@
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.alias far myconst.wwww
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.alias noHit myconst2.yyyy
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.consti bounceLoopParams(3, 0, 1, 0)
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.consti calcSphereLoopParams(2, 0, 1, 0)
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.consti bounceLoopParams(9, 0, 1, 0)
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.consti calcSphereLoopParams(3, 0, 1, 0)
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.setb b0 true
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.alias true b0
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; xyz center (in world space)
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; w radius (in world space)
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.fvec spheres[3]
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.fvec spheres[4]
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; material albedo
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.fvec sphereColors[3]
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.fvec sphereColors[4]
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; material emitted light
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.fvec sphereLights[4]
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; random numbers
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.fvec rand[4]
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.fvec rand[10]
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.in inOrigin v0
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.in inLowerLeftCorner v1
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@ -51,10 +54,12 @@
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mad r2.xyz, inHorizontal, r3.x, r2.xyz
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mad r2.xyz, inVertical, r3.y, r2.xyz
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; set initial color to (1, 1, 1)
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; as lights are not implemented yet
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; set initial color multiplier to (1, 1, 1)
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mov r4.xyz, ones
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; set initial color to (0, 0, 0)
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mov r13.xyz, zeros
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; calculate light bounces
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for bounceLoopParams
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; setup random numbers for this iteration
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@ -156,20 +161,24 @@
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; set albedo
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mov r10.xyz, sphereColors[aL].xyz
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; set light emitted
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mov r12.xyz, sphereLights[aL].xyz
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; early exit label
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calcSphereExit:
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nop
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; done with calculation
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.end
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; check if noHit > albedo
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cmp noHit.xyz, le, le, r10.xyz
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; check if noHit < albedo
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cmp noHit.xyz, lt, lt, r10.xyz
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breakc cmp.x
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jmpc cmp.x, noHitLabel
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; multiply color by albedo
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mul r4.xyz, r4.xyz, r10.xyz
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mad r13.xyz, r4.xyz, r12.xyz, r13.xyz
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; set r1 to new ray origin
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mov r1.xyz, r5.xyz
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@ -177,10 +186,10 @@
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add r2.xyz, r7.xyz, r11.xyz
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.end
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noHitLabel:
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; copy final color to output
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mov outColor.xyz, r4.xyz
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; min r13.xyz, ones, r13.xyz
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mov outColor.xyz, r13.xyz
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; set alpha to 1
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mov outColor.w, ones
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@ -197,12 +206,14 @@
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; r3.xyz: sphere origin
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; r3.w: sphere radius
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; r4.w: min distance
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; r11.xyzw: random numbers
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; r11.xyz: random unit vector
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; r11.w: random number
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;
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; Outputs
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; -------
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; r4.w: new min distance
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; r10.xyz: albedo
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; r12.xyz: light emitted
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;
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; Temporaries
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; -----------
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