Rework random numbers
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2b32584f15
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803b663b84
@ -18,6 +18,7 @@ struct vertex
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float st[2];
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float coords[3];
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float uv[2];
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float rand[4];
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};
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static DVLB_s* vshaderDVLB;
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@ -27,12 +28,13 @@ 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 = 120;
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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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static constexpr unsigned int INDICES_COUNT = (VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2);
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static vertex vertexList[VERTEX_COUNT];
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static u16 vertexIndices[VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2];
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static u16 vertexIndices[INDICES_COUNT];
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static void* vboData;
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static void* iboData;
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@ -108,8 +110,6 @@ static C3D_FVec randvec()
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while (FVec3_Magnitude(out) > 1.0f);
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return out;
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return FVec4_New(0, 0, 0, 0);
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}
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static void setupVertices()
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@ -141,12 +141,20 @@ static void setupVertices()
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static void setupRandom()
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{
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constexpr int NUM_RAND = 10;
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constexpr int NUM_RAND = 20;
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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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}
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for (int i = 0; i < VERTEX_COUNT; i++)
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{
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vertex& v = static_cast<vertex*>(vboData)[i];
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const C3D_FVec r = randvec();
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memcpy(v.rand, r.c, sizeof(r.c));
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}
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}
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static void sceneInit()
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@ -186,13 +194,14 @@ static void sceneInit()
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AttrInfo_AddLoader(attrInfo, 4, GPU_FLOAT, 2);
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AttrInfo_AddLoader(attrInfo, 5, GPU_FLOAT, 3);
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AttrInfo_AddLoader(attrInfo, 6, GPU_FLOAT, 2);
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AttrInfo_AddLoader(attrInfo, 7, GPU_FLOAT, 4);
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iboData = linearAlloc(sizeof(vertexIndices));
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memcpy(iboData, vertexIndices, sizeof(vertexIndices));
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C3D_BufInfo* bufInfo = C3D_GetBufInfo();
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BufInfo_Init(bufInfo);
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BufInfo_Add(bufInfo, vboData, sizeof(vertex), 3, 0x654);
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BufInfo_Add(bufInfo, vboData, sizeof(vertex), 4, 0x7654);
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvInit(env);
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@ -222,7 +231,7 @@ static void sceneInit()
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static void sceneRender()
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{
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C3D_DrawElements(GPU_TRIANGLE_STRIP, VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2, C3D_UNSIGNED_SHORT, iboData);
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C3D_DrawElements(GPU_TRIANGLE_STRIP, INDICES_COUNT, C3D_UNSIGNED_SHORT, iboData);
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}
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static void sceneExit()
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@ -1,13 +1,14 @@
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.constf myconst(0.0, 1.0, 0.001, 1000.0)
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.constf myconst2(0.5, 999.0, 1.1, 0.0)
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.constf myconst2(0.5, 999.0, 1.1, 2.0)
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.alias zeros myconst.xxxx
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.alias halfs myconst2.xxxx
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.alias ones myconst.yyyy
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.alias twos myconst2.wwww
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.alias tooclose myconst.zzzz
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.alias far myconst.wwww
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.alias noHit myconst2.yyyy
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.consti bounceLoopParams(9, 0, 1, 0)
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.consti bounceLoopParams(19, 0, 1, 0)
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.consti calcSphereLoopParams(3, 0, 1, 0)
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.setb b0 true
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@ -24,7 +25,7 @@
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.fvec sphereLights[4]
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; random numbers
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.fvec rand[10]
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.fvec rand[20]
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.in inOrigin v0
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.in inLowerLeftCorner v1
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@ -33,6 +34,7 @@
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.in inST v4
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.in inPos v5
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.in inUV v6
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.in inRand v7
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.out outPos position
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.out outUV texcoord0
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@ -57,7 +59,10 @@
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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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mov r11, rand[aL]
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mul r11, rand[aL], inRand
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dp3 r6.x, r11, r11
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rsq r6.x, r6.x
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mul r11.xyz, r6.xxx, r11.xyz
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; reset max ray distance
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mov r4.w, far
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@ -94,7 +99,7 @@
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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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call metallic
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.end
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labl:
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@ -133,7 +138,6 @@
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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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@ -232,3 +236,11 @@
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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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.proc metallic
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dp3 r6.xyz, r2, r7
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mul r6.xyz, twos, r6.xyz
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mad r2.xyz, -r6.xyz, r7.xyz, r2.xyz
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; add a bit of random "fuzziness" to the metal?
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mad r2.xyz, r11.xyz, r11.w, r2.xyz
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.end
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