move sphere intersection test back to procedure, prepare for multiple material types
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346719824e
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5b8816c2fe
4
Makefile
4
Makefile
@ -40,13 +40,15 @@ GRAPHICS := gfx
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GFXBUILD := $(BUILD)
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#ROMFS := romfs
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#GFXBUILD := $(ROMFS)/gfx
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APP_TITLE := rt
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APP_AUTHOR := Shy
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
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CFLAGS := -g -Wall -O2 -mword-relocations \
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CFLAGS := -Wall -O3 -mword-relocations \
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-ffunction-sections \
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$(ARCH)
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@ -62,7 +62,7 @@ static s8 sphereColorsUniformLocation;
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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 = 210;
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static constexpr unsigned int VERTEX_COUNT_W = 150;
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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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@ -197,7 +197,7 @@ static void sceneInit()
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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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spheres[3] = FVec4_New(0.0f, 10.0f, -1.0f, 9.0f);
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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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@ -77,7 +77,68 @@
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mov r3, spheres[aL]
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; do calculation
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; call calcSphere
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call calcSphere
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.end
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; check if noHit < albedo
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; and exit early if true
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; as albedo has not been set
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; after the initial set
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; which only happens when
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; a ray does not hit any spheres
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cmp noHit.xyz, lt, lt, r10.xyz
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breakc cmp.x
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; multiply color by albedo
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mul r4.xyz, r4.xyz, r10.xyz
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; add emitted light
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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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; set r2 to new ray direction
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call diffuse
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.end
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; copy final color to output
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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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end
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.end
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; Calculate Sphere Intersection
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; -----------------------------
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;
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; Inputs
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; ------
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; r1.xyz: ray origin
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; r2.xyz: ray direction
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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.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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; r5.xyz: new origin
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; r6.xyz: new direction
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; r7.xyz: hit normal
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; r8.xyzw: used for calculations
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; r9.xyzw: used for calculations
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.proc calcSphere
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; vec3 oc = origin - center
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add r8.xyz, r1.xyz, -r3.xyz
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@ -167,58 +228,8 @@
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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, lt, lt, r10.xyz
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breakc cmp.x
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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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; set r2 to new ray direction
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.proc diffuse
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add r2.xyz, r7.xyz, r11.xyz
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.end
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; copy final color to output
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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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end
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.end
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; Calculate Sphere Intersection
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; -----------------------------
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;
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; Inputs
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; ------
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; r1.xyz: ray origin
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; r2.xyz: ray direction
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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.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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; r5.xyz: new origin
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; r6.xyz: new direction
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; r7.xyz: hit normal
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; r8.xyzw: used for calculations
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; r9.xyzw: used for calculations
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