add random bouncing

This commit is contained in:
Shylie 2023-04-10 15:45:27 -04:00
parent 9ab042c485
commit 73ca255664
2 changed files with 58 additions and 33 deletions

View File

@ -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();

View File

@ -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