add random bouncing
This commit is contained in:
parent
9ab042c485
commit
73ca255664
@ -13,9 +13,6 @@ GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO);
|
||||
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
|
||||
{
|
||||
float st[2];
|
||||
@ -62,8 +59,9 @@ static DVLB_s* vshaderDVLB;
|
||||
static shaderProgram_s program;
|
||||
static s8 spheresUniformLocation;
|
||||
static s8 sphereColorsUniformLocation;
|
||||
static s8 randLocation;
|
||||
|
||||
static constexpr unsigned int VERTEX_COUNT_W = 90;
|
||||
static constexpr unsigned int VERTEX_COUNT_W = 150;
|
||||
static constexpr unsigned int VERTEX_COUNT_H = 10 * VERTEX_COUNT_W / 6;
|
||||
static constexpr unsigned int VERTEX_COUNT = VERTEX_COUNT_W * VERTEX_COUNT_H;
|
||||
|
||||
@ -89,6 +87,22 @@ static float rand01()
|
||||
return static_cast<float>(rand()) / RAND_MAX;
|
||||
}
|
||||
|
||||
static C3D_FVec randvec()
|
||||
{
|
||||
C3D_FVec out;
|
||||
out.w = rand01();
|
||||
|
||||
do
|
||||
{
|
||||
out.x = rand01() * 2 - 1;
|
||||
out.y = rand01() * 2 - 1;
|
||||
out.z = rand01() * 2 - 1;
|
||||
}
|
||||
while (FVec3_Magnitude(out) > 1.0f);
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
static void setupVertices()
|
||||
{
|
||||
for (unsigned int x = 0; x < VERTEX_COUNT_W; x++)
|
||||
@ -114,15 +128,17 @@ static void setupVertices()
|
||||
}
|
||||
|
||||
memcpy(vboData, vertexList, sizeof(vertexList));
|
||||
|
||||
constexpr int NUM_RAND = 4;
|
||||
C3D_FVec* randPtr = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, randLocation, NUM_RAND);
|
||||
for (int i = 0; i < NUM_RAND; i++)
|
||||
{
|
||||
randPtr[i] = randvec();
|
||||
}
|
||||
}
|
||||
|
||||
static void sceneInit()
|
||||
{
|
||||
for (unsigned int i = 0; i < PREV_FRAME_CLEAR_DATA_SIZE; i++)
|
||||
{
|
||||
PREV_FRAME_CLEAR_DATA[i] = 0xFFFFFFFF;
|
||||
}
|
||||
|
||||
vboData = linearAlloc(sizeof(vertexList));
|
||||
|
||||
unsigned int v = 0;
|
||||
@ -146,6 +162,7 @@ static void sceneInit()
|
||||
|
||||
spheresUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "spheres");
|
||||
sphereColorsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereColors");
|
||||
randLocation = shaderInstanceGetUniformLocation(program.vertexShader, "rand");
|
||||
|
||||
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
||||
AttrInfo_Init(attrInfo);
|
||||
@ -173,13 +190,13 @@ static void sceneInit()
|
||||
constexpr u16 NUM_SPHERES = 3;
|
||||
C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, NUM_SPHERES);
|
||||
spheres[0] = FVec4_New(0.0f, -100.5f, -1.0f, 100.0f);
|
||||
spheres[1] = FVec4_New(0.5f, 0.0f, -1.0f, 0.5f);
|
||||
spheres[2] = FVec4_New(-0.5f, 0.0f, -1.0f, 0.5f);
|
||||
spheres[1] = FVec4_New(0.6f, 0.0f, -1.0f, 0.5f);
|
||||
spheres[2] = FVec4_New(-0.6f, 0.0f, -1.0f, 0.5f);
|
||||
|
||||
C3D_FVec* sphereColors = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sphereColorsUniformLocation, NUM_SPHERES);
|
||||
sphereColors[0] = FVec3_New(0.7f, 0.3f, 0.3f);
|
||||
sphereColors[1] = FVec3_New(0.3f, 0.7f, 0.3f);
|
||||
sphereColors[2] = FVec3_New(0.3f, 0.3f, 0.7f);
|
||||
sphereColors[0] = FVec3_New(0.9f, 0.3f, 0.3f);
|
||||
sphereColors[1] = FVec3_New(0.3f, 0.9f, 0.3f);
|
||||
sphereColors[2] = FVec3_New(0.3f, 0.3f, 0.9f);
|
||||
}
|
||||
|
||||
static void sceneRender()
|
||||
@ -328,6 +345,7 @@ int main(int argc, char* argv[])
|
||||
sceneExit();
|
||||
|
||||
C3D_TexDelete(&prevFrame);
|
||||
C3D_RenderTargetDelete(target);
|
||||
|
||||
C3D_Fini();
|
||||
gfxExit();
|
||||
|
@ -7,7 +7,7 @@
|
||||
.alias far myconst.wwww
|
||||
.alias noHit myconst2.yyyy
|
||||
|
||||
.consti bounceLoopParams(4, 0, 1, 0)
|
||||
.consti bounceLoopParams(3, 0, 1, 0)
|
||||
.consti calcSphereLoopParams(2, 0, 1, 0)
|
||||
|
||||
.setb b0 true
|
||||
@ -20,6 +20,9 @@
|
||||
; material albedo
|
||||
.fvec sphereColors[3]
|
||||
|
||||
; random numbers
|
||||
.fvec rand[4]
|
||||
|
||||
.in inOrigin v0
|
||||
.in inLowerLeftCorner v1
|
||||
.in inHorizontal v2
|
||||
@ -54,6 +57,9 @@
|
||||
|
||||
; calculate light bounces
|
||||
for bounceLoopParams
|
||||
; setup random numbers for this iteration
|
||||
mov r11, rand[aL]
|
||||
|
||||
; reset max ray distance
|
||||
mov r4.w, far
|
||||
|
||||
@ -147,7 +153,7 @@
|
||||
rcp r3.w, r3.w
|
||||
mul r7.xyz, r7.xyz, r3.w
|
||||
|
||||
; multiply color by albedo
|
||||
; set albedo
|
||||
mov r10.xyz, sphereColors[aL].xyz
|
||||
|
||||
; early exit label
|
||||
@ -165,10 +171,10 @@
|
||||
mul r4.xyz, r4.xyz, r10.xyz
|
||||
|
||||
; set r1 to new ray origin
|
||||
add r1.xyz, r5.xyz, r7.xyz
|
||||
mov r1.xyz, r5.xyz
|
||||
|
||||
; set r2 to new ray direction
|
||||
mov r2.xyz, r7.xyz
|
||||
add r2.xyz, r7.xyz, r11.xyz
|
||||
.end
|
||||
|
||||
noHitLabel:
|
||||
@ -181,26 +187,27 @@
|
||||
end
|
||||
.end
|
||||
|
||||
; Calculate Sphere Intersection
|
||||
; -----------------------------
|
||||
;
|
||||
; Inputs
|
||||
; ------
|
||||
; r1.xyz: ray origin
|
||||
; r2.xyz: ray direction
|
||||
; r3.xyz: sphere origin
|
||||
; r3.w: sphere radius
|
||||
; r4.w: min distance
|
||||
; r1.xyz: ray origin
|
||||
; r2.xyz: ray direction
|
||||
; r3.xyz: sphere origin
|
||||
; r3.w: sphere radius
|
||||
; r4.w: min distance
|
||||
; r11.xyzw: random numbers
|
||||
;
|
||||
; Outputs
|
||||
; -------
|
||||
; r4.w: new min distance
|
||||
; r10.xyz: albedo
|
||||
; r4.w: new min distance
|
||||
; r10.xyz: albedo
|
||||
;
|
||||
; Temporaries
|
||||
; -----------
|
||||
; r5.xyz: new origin
|
||||
; r6.xyz: new direction
|
||||
; r7.xyz: hit normal
|
||||
; r8.xyzw: used for calculations
|
||||
; r9.xyzw: used for calculations
|
||||
;
|
||||
;.proc calcSphere
|
||||
;.end
|
||||
; r5.xyz: new origin
|
||||
; r6.xyz: new direction
|
||||
; r7.xyz: hit normal
|
||||
; r8.xyzw: used for calculations
|
||||
; r9.xyzw: used for calculations
|
Loading…
Reference in New Issue
Block a user