initial commit
This commit is contained in:
commit
85641231c2
3
.gitignore
vendored
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3
.gitignore
vendored
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@ -0,0 +1,3 @@
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rt.*
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build/
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.vs/
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255
Makefile
Normal file
255
Makefile
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@ -0,0 +1,255 @@
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#---------------------------------------------------------------------------------
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||||
.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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TOPDIR ?= $(CURDIR)
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include $(DEVKITARM)/3ds_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# DATA is a list of directories containing data files
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# INCLUDES is a list of directories containing header files
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# GRAPHICS is a list of directories containing graphics files
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# GFXBUILD is the directory where converted graphics files will be placed
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# If set to $(BUILD), it will statically link in the converted
|
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# files as if they were data files.
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#
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# NO_SMDH: if set to anything, no SMDH file is generated.
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# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional)
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# APP_TITLE is the name of the app stored in the SMDH file (Optional)
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# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional)
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# APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
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# ICON is the filename of the icon (.png), relative to the project folder.
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# If not set, it attempts to use one of the following (in this order):
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# - <Project name>.png
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# - icon.png
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# - <libctru folder>/default_icon.png
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#---------------------------------------------------------------------------------
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TARGET := $(notdir $(CURDIR))
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BUILD := build
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SOURCES := source
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DATA := data
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INCLUDES := include
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GRAPHICS := gfx
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GFXBUILD := $(BUILD)
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#ROMFS := romfs
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#GFXBUILD := $(ROMFS)/gfx
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#---------------------------------------------------------------------------------
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||||
# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
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CFLAGS := -g -Wall -O2 -mword-relocations \
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-ffunction-sections \
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$(ARCH)
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CFLAGS += $(INCLUDE) -D__3DS__
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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LIBS := -lcitro3d -lctru -lm
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(CTRULIB)
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#---------------------------------------------------------------------------------
|
||||
# no real need to edit anything past this point unless you need to add additional
|
||||
# rules for different file extensions
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||||
#---------------------------------------------------------------------------------
|
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export TOPDIR := $(CURDIR)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica)))
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SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
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GFXFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.t3s)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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|
||||
#---------------------------------------------------------------------------------
|
||||
# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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#---------------------------------------------------------------------------------
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ifeq ($(GFXBUILD),$(BUILD))
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#---------------------------------------------------------------------------------
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export T3XFILES := $(GFXFILES:.t3s=.t3x)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export ROMFS_T3XFILES := $(patsubst %.t3s, $(GFXBUILD)/%.t3x, $(GFXFILES))
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export T3XHFILES := $(patsubst %.t3s, $(BUILD)/%.h, $(GFXFILES))
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export OFILES_BIN := $(addsuffix .o,$(BINFILES)) \
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$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \
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$(addsuffix .o,$(T3XFILES))
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export OFILES := $(OFILES_BIN) $(OFILES_SOURCES)
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export HFILES := $(PICAFILES:.v.pica=_shbin.h) $(SHLISTFILES:.shlist=_shbin.h) \
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$(addsuffix .h,$(subst .,_,$(BINFILES))) \
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$(GFXFILES:.t3s=.h)
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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export _3DSXDEPS := $(if $(NO_SMDH),,$(OUTPUT).smdh)
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.png)
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ifneq (,$(findstring $(TARGET).png,$(icons)))
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export APP_ICON := $(TOPDIR)/$(TARGET).png
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else
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ifneq (,$(findstring icon.png,$(icons)))
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export APP_ICON := $(TOPDIR)/icon.png
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endif
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endif
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else
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export APP_ICON := $(TOPDIR)/$(ICON)
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endif
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|
||||
ifeq ($(strip $(NO_SMDH)),)
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export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh
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endif
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ifneq ($(ROMFS),)
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export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
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endif
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.PHONY: all clean
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#---------------------------------------------------------------------------------
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all: $(BUILD) $(GFXBUILD) $(DEPSDIR) $(ROMFS_T3XFILES) $(T3XHFILES)
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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|
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$(BUILD):
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@mkdir -p $@
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ifneq ($(GFXBUILD),$(BUILD))
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$(GFXBUILD):
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@mkdir -p $@
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endif
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ifneq ($(DEPSDIR),$(BUILD))
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$(DEPSDIR):
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@mkdir -p $@
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endif
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf $(GFXBUILD)
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#---------------------------------------------------------------------------------
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$(GFXBUILD)/%.t3x $(BUILD)/%.h : %.t3s
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#---------------------------------------------------------------------------------
|
||||
@echo $(notdir $<)
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@tex3ds -i $< -H $(BUILD)/$*.h -d $(DEPSDIR)/$*.d -o $(GFXBUILD)/$*.t3x
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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$(OUTPUT).3dsx : $(OUTPUT).elf $(_3DSXDEPS)
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$(OFILES_SOURCES) : $(HFILES)
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||||
|
||||
$(OUTPUT).elf : $(OFILES)
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||||
|
||||
#---------------------------------------------------------------------------------
|
||||
# you need a rule like this for each extension you use as binary data
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||||
#---------------------------------------------------------------------------------
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||||
%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
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||||
@echo $(notdir $<)
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@$(bin2o)
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||||
#---------------------------------------------------------------------------------
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.PRECIOUS : %.t3x
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#---------------------------------------------------------------------------------
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||||
%.t3x.o %_t3x.h : %.t3x
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#---------------------------------------------------------------------------------
|
||||
@echo $(notdir $<)
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@$(bin2o)
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||||
#---------------------------------------------------------------------------------
|
||||
# rules for assembling GPU shaders
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||||
#---------------------------------------------------------------------------------
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define shader-as
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$(eval CURBIN := $*.shbin)
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$(eval DEPSFILE := $(DEPSDIR)/$*.shbin.d)
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echo "$(CURBIN).o: $< $1" > $(DEPSFILE)
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||||
echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h
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||||
echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h
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echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h
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picasso -o $(CURBIN) $1
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bin2s $(CURBIN) | $(AS) -o $*.shbin.o
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endef
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%.shbin.o %_shbin.h : %.v.pica %.g.pica
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@echo $(notdir $^)
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@$(call shader-as,$^)
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%.shbin.o %_shbin.h : %.v.pica
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@echo $(notdir $<)
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@$(call shader-as,$<)
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%.shbin.o %_shbin.h : %.shlist
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@echo $(notdir $<)
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@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)$(file)))
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#---------------------------------------------------------------------------------
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%.t3x %.h : %.t3s
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#---------------------------------------------------------------------------------
|
||||
@echo $(notdir $<)
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@tex3ds -i $< -H $*.h -d $*.d -o $*.t3x
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-include $(DEPSDIR)/*.d
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
|
259
source/main.cpp
Normal file
259
source/main.cpp
Normal file
@ -0,0 +1,259 @@
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#include <3ds.h>
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#include <citro3d.h>
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#include "vshader_shbin.h"
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constexpr u32 DISPLAY_TRANSFER_FLAGS =
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GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) |
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GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) |
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO);
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|
||||
constexpr u32 CLEAR_COLOR = 0;
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struct vertex
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||||
{
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float direction[3];
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float coords[3];
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};
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class camera
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||||
{
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||||
public:
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camera(const C3D_FVec lookfrom, const C3D_FVec lookat, const C3D_FVec vup, const float vfov, const float aspectRatio)
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{
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const float theta = C3D_AngleFromDegrees(vfov);
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const float h = tanf(theta / 2.0f);
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const float viewportHeight = 2.0f * h;
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const float viewportWidth = aspectRatio * viewportHeight;
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const C3D_FVec w = FVec3_Normalize(FVec3_Subtract(lookfrom, lookat));
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const C3D_FVec u = FVec3_Normalize(FVec3_Cross(vup, w));
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const C3D_FVec v = FVec3_Cross(w, u);
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origin = lookfrom;
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horizontal = FVec3_Scale(u, viewportWidth);
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vertical = FVec3_Scale(v, viewportHeight);
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lowerLeftCorner = FVec3_Subtract(FVec3_Add(FVec3_Scale(horizontal, -0.5f), FVec3_Scale(vertical, -0.5f)), w);
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}
|
||||
|
||||
C3D_FVec getOrigin() const
|
||||
{
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||||
return origin;
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||||
}
|
||||
|
||||
void setupVertices(vertex* vs, const unsigned int w, const unsigned int h) const
|
||||
{
|
||||
for (unsigned int x = 0; x < w; x++)
|
||||
{
|
||||
for (unsigned int y = 0; y < h; y++)
|
||||
{
|
||||
getRay(vs[x + y * w], static_cast<float>(x) / (w - 1), static_cast<float>(y) / (h - 1));
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||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private:
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C3D_FVec origin;
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||||
C3D_FVec lowerLeftCorner;
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||||
C3D_FVec horizontal;
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C3D_FVec vertical;
|
||||
|
||||
void getRay(vertex& v, const float s, const float t) const
|
||||
{
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||||
const C3D_FVec dir = FVec3_Add(lowerLeftCorner, FVec3_Add(FVec3_Scale(horizontal, t), FVec3_Scale(vertical, s)));
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v.direction[0] = dir.x;
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v.direction[1] = dir.y;
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v.direction[2] = dir.z;
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||||
|
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v.coords[0] = 2.0f * s - 1.0f;
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||||
v.coords[1] = 2.0f * t - 1.0f;
|
||||
v.coords[2] = -0.5f;
|
||||
}
|
||||
};
|
||||
|
||||
static DVLB_s* vshaderDVLB;
|
||||
static shaderProgram_s program;
|
||||
static s8 spheresUniformLocation;
|
||||
|
||||
static constexpr unsigned int VERTEX_COUNT_W = 150;
|
||||
static constexpr unsigned int VERTEX_COUNT_H = 250;
|
||||
static constexpr unsigned int VERTEX_COUNT = VERTEX_COUNT_W * VERTEX_COUNT_H;
|
||||
|
||||
static vertex vertexList[VERTEX_COUNT];
|
||||
static u16 vertexIndices[VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2];
|
||||
|
||||
static void* vboData;
|
||||
static void* iboData;
|
||||
|
||||
static void setupVertices(C3D_FVec lookFrom, C3D_FVec lookAt, C3D_FVec up)
|
||||
{
|
||||
constexpr float VFOV = 90;
|
||||
constexpr float ASPECT_RATIO = 400.0f / 240.0f;
|
||||
|
||||
camera cam(lookFrom, lookAt, up, VFOV, ASPECT_RATIO);
|
||||
cam.setupVertices(vertexList, VERTEX_COUNT_W, VERTEX_COUNT_H);
|
||||
|
||||
*C3D_FixedAttribGetWritePtr(0) = cam.getOrigin();
|
||||
|
||||
memcpy(vboData, vertexList, sizeof(vertexList));
|
||||
}
|
||||
|
||||
static void sceneInit()
|
||||
{
|
||||
vboData = linearAlloc(sizeof(vertexList));
|
||||
camera cam(FVec3_New(0, 0.25f, 0), FVec3_New(0, 0, -1), FVec3_New(0, 1, 0), 90, 400.0f / 240.0f);
|
||||
|
||||
cam.setupVertices(vertexList, VERTEX_COUNT_W, VERTEX_COUNT_H);
|
||||
|
||||
unsigned int v = 0;
|
||||
for (unsigned int y = 0; y < VERTEX_COUNT_H; y++)
|
||||
{
|
||||
vertexIndices[v++] = y * VERTEX_COUNT_W;
|
||||
|
||||
for (unsigned int x = 0; x < VERTEX_COUNT_W; x++)
|
||||
{
|
||||
vertexIndices[v++] = y * VERTEX_COUNT_W + x;
|
||||
vertexIndices[v++] = (y + 1) * VERTEX_COUNT_W + x;
|
||||
}
|
||||
|
||||
vertexIndices[v++] = (y + 2) * VERTEX_COUNT_W - 1;
|
||||
}
|
||||
|
||||
vshaderDVLB = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
|
||||
shaderProgramInit(&program);
|
||||
shaderProgramSetVsh(&program, &vshaderDVLB->DVLE[0]);
|
||||
C3D_BindProgram(&program);
|
||||
|
||||
spheresUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "spheres");
|
||||
|
||||
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
||||
AttrInfo_Init(attrInfo);
|
||||
AttrInfo_AddFixed(attrInfo, 0);
|
||||
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3);
|
||||
AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3);
|
||||
|
||||
iboData = linearAlloc(sizeof(vertexIndices));
|
||||
memcpy(iboData, vertexIndices, sizeof(vertexIndices));
|
||||
|
||||
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
|
||||
BufInfo_Init(bufInfo);
|
||||
BufInfo_Add(bufInfo, vboData, sizeof(vertex), 2, 0x21);
|
||||
|
||||
C3D_TexEnv* env = C3D_GetTexEnv(0);
|
||||
C3D_TexEnvInit(env);
|
||||
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR);
|
||||
C3D_TexEnvFunc(env, C3D_Both, GPU_ADD);
|
||||
|
||||
C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, 3);
|
||||
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);
|
||||
}
|
||||
|
||||
static void sceneRender()
|
||||
{
|
||||
C3D_DrawElements(GPU_TRIANGLE_STRIP, VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2, C3D_UNSIGNED_SHORT, iboData);
|
||||
}
|
||||
|
||||
static void sceneExit()
|
||||
{
|
||||
linearFree(vboData);
|
||||
linearFree(iboData);
|
||||
|
||||
shaderProgramFree(&program);
|
||||
DVLB_Free(vshaderDVLB);
|
||||
}
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
gfxInitDefault();
|
||||
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
|
||||
|
||||
C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
|
||||
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
|
||||
|
||||
sceneInit();
|
||||
|
||||
C3D_FVec lookFrom = FVec3_New(0, 1.25f, 0);
|
||||
C3D_FVec lookAt = FVec3_New(0, 0, -1.0f);
|
||||
C3D_FVec vup = FVec3_New(0, 1.0f, 0);
|
||||
bool dirty = false;
|
||||
|
||||
setupVertices(lookFrom, lookAt, vup);
|
||||
|
||||
// Main loop
|
||||
while (aptMainLoop())
|
||||
{
|
||||
hidScanInput();
|
||||
|
||||
const u32 kDown = hidKeysHeld();
|
||||
if (kDown & KEY_START)
|
||||
{
|
||||
break; // break in order to return to hbmenu
|
||||
}
|
||||
|
||||
constexpr float MOVE_RATE = 1.0f / 60.0f;
|
||||
|
||||
C3D_FVec diff = FVec3_New(0, 0, 0);
|
||||
if (kDown & KEY_DLEFT)
|
||||
{
|
||||
diff.x -= MOVE_RATE;
|
||||
|
||||
dirty = true;
|
||||
}
|
||||
if (kDown & KEY_DRIGHT)
|
||||
{
|
||||
diff.x += MOVE_RATE;
|
||||
|
||||
dirty = true;
|
||||
}
|
||||
if (kDown & KEY_DUP)
|
||||
{
|
||||
diff.z += MOVE_RATE;
|
||||
|
||||
dirty = true;
|
||||
}
|
||||
if (kDown & KEY_DDOWN)
|
||||
{
|
||||
diff.z -= MOVE_RATE;
|
||||
|
||||
dirty = true;
|
||||
}
|
||||
if (kDown & KEY_L)
|
||||
{
|
||||
diff.y -= MOVE_RATE;
|
||||
|
||||
dirty = true;
|
||||
}
|
||||
if (kDown & KEY_R)
|
||||
{
|
||||
diff.y += MOVE_RATE;
|
||||
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
lookFrom = FVec3_Add(lookFrom, diff);
|
||||
|
||||
if (dirty)
|
||||
{
|
||||
setupVertices(lookFrom, lookAt, vup);
|
||||
dirty = false;
|
||||
}
|
||||
|
||||
if (C3D_FrameBegin(C3D_FRAME_SYNCDRAW))
|
||||
{
|
||||
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
|
||||
C3D_FrameDrawOn(target);
|
||||
sceneRender();
|
||||
C3D_FrameEnd(0);
|
||||
}
|
||||
}
|
||||
|
||||
sceneExit();
|
||||
|
||||
C3D_Fini();
|
||||
gfxExit();
|
||||
|
||||
return 0;
|
||||
}
|
171
source/vshader.v.pica
Normal file
171
source/vshader.v.pica
Normal file
@ -0,0 +1,171 @@
|
||||
.constf myconst(0.0, 1.0, 0.01, 1000.0)
|
||||
.constf myconst2(0.25, 0.0, 0.0, 0.0)
|
||||
.alias zeros myconst.xxxx
|
||||
.alias ones myconst.yyyy
|
||||
.alias near myconst.zzzz
|
||||
.alias far myconst.wwww
|
||||
.alias defaultMissColor myconst.xxxy
|
||||
.alias defaultHitColor myconst.yxxy
|
||||
.alias halfs myconst2.xxxx
|
||||
|
||||
.consti bounceLoopParams(0, 0, 1, 0)
|
||||
.consti calcSphereLoopParams(2, 0, 1, 0)
|
||||
|
||||
.setb b0 true
|
||||
.alias true b0
|
||||
|
||||
; xyz center (in world space)
|
||||
; w radius (in world space)
|
||||
.fvec spheres[3]
|
||||
|
||||
.in inOrigin v0
|
||||
.in inDirection v1
|
||||
.in inPos v2
|
||||
|
||||
.out outPos position
|
||||
.out outColor color
|
||||
|
||||
.proc main
|
||||
; outPos = inPos
|
||||
mov outPos, inPos
|
||||
|
||||
; r1 = inOrigin
|
||||
mov r1, inOrigin
|
||||
|
||||
; r2 = inDirection
|
||||
mov r2, inDirection
|
||||
|
||||
; calculate light bounces
|
||||
for bounceLoopParams
|
||||
; r4 = (0, 0, 0, far)
|
||||
mov r4, myconst.xxxw
|
||||
|
||||
; for each sphere
|
||||
for calcSphereLoopParams
|
||||
; r3 = spheres[i]
|
||||
mov r3, spheres[aL]
|
||||
|
||||
; do calculation
|
||||
; call calcSphere
|
||||
; vec3 oc = origin - center
|
||||
add r8.xyz, r1.xyz, -r3.xyz
|
||||
|
||||
; float a = dot(direction, direction)
|
||||
dp3 r9.x, r2.xyz, r2.xyz
|
||||
|
||||
; float halfB = dot(oc, direction)
|
||||
dp3 r9.y, r8.xyz, r2.xyz
|
||||
|
||||
; float radiusSquared = radius * radius
|
||||
mul r8.w, r3.w, r3.w
|
||||
|
||||
; float c = dot(oc, oc) - radius * radius
|
||||
dp3 r9.z, r8.xyz, r8.xyz
|
||||
add r9.z, r9.z, -r8.w
|
||||
|
||||
; float halfBSquared = halfB * halfB;
|
||||
mul r8.w, r9.y, r9.y
|
||||
|
||||
; float ac = a * c;
|
||||
mul r9.w, r9.x, r9.z
|
||||
|
||||
; float discriminant = bSquared - ac
|
||||
add r8.w, r8.w, -r9.w
|
||||
|
||||
; if discriminant < 0, exit procedure early
|
||||
cmp zeros, gt, gt, r8.w
|
||||
jmpc cmp.x, calcSphereExit
|
||||
|
||||
; calculate t
|
||||
; float sqrtDiscriminant = sqrt(discriminant)
|
||||
rsq r8.w, r8.w
|
||||
rcp r8.w, r8.w
|
||||
|
||||
; a = 1 / a
|
||||
rcp r9.x, r9.x
|
||||
|
||||
; float root = (-halfB - sqrtDiscriminant) / a
|
||||
add r9.z, -r9.y, -r8.w
|
||||
mul r9.z, r9.z, r9.x
|
||||
|
||||
; if root < min distance, check other root
|
||||
cmp near, gt, gt, r9.z
|
||||
jmpc cmp.x, calcSphereCheckOtherRoot
|
||||
|
||||
; if root > max distance, check other root
|
||||
cmp r9.z, gt, gt, r4.w
|
||||
jmpc cmp.x, calcSphereCheckOtherRoot
|
||||
|
||||
; if root is in range, finalize calculations
|
||||
jmpu true, calcSphereFin
|
||||
|
||||
calcSphereCheckOtherRoot:
|
||||
|
||||
; float root = (-halfB + sqrtDiscriminant) / a
|
||||
add r9.z, -r9.y, r8.w
|
||||
mul r9.z, r9.z, r9.x
|
||||
|
||||
; if root < min distance, check other root
|
||||
cmp near, gt, gt, r9.z
|
||||
jmpc cmp.x, calcSphereExit
|
||||
|
||||
; if root > max distance, check other root
|
||||
cmp r9.z, gt, gt, r4.w
|
||||
jmpc cmp.x, calcSphereExit
|
||||
|
||||
calcSphereFin:
|
||||
|
||||
; change max distance to closest hit
|
||||
mov r4.w, r9.z
|
||||
|
||||
; calculate new origin
|
||||
mul r5.xyz, r2.xyz, r9.zzz
|
||||
add r5.xyz, r5.xyz, r1.xyz
|
||||
|
||||
; calculate normal
|
||||
add r7.xyz, r5.xyz, -r3.xyz
|
||||
rcp r3.w, r3.w
|
||||
mul r7.xyz, r7.xyz, r3.w
|
||||
|
||||
; assign color
|
||||
mov r4.xyz, r7.xyz
|
||||
add r4.xyz, ones, r4.xyz
|
||||
mul r4.xyz, halfs, r4.xyz
|
||||
|
||||
; early exit label
|
||||
calcSphereExit:
|
||||
nop
|
||||
; done with calculation
|
||||
.end
|
||||
.end
|
||||
|
||||
; copy final color to output
|
||||
mov outColor.xyz, r4.xyz
|
||||
; set alpha to 1
|
||||
mov outColor.w, ones
|
||||
|
||||
end
|
||||
.end
|
||||
|
||||
; Inputs
|
||||
; ------
|
||||
; r1.xyz: ray origin
|
||||
; r2.xyz: ray direction
|
||||
; r3.xyzw: sphere info
|
||||
; r4.w: min distance
|
||||
;
|
||||
; Outputs
|
||||
; -------
|
||||
; r4.w: new min distance
|
||||
; r4.xyz: new color
|
||||
;
|
||||
; Temporaries
|
||||
; -----------
|
||||
; r5.xyz: new origin
|
||||
; r6.xyz: new direction
|
||||
; r7.xyz: hit normal
|
||||
; r8
|
||||
; r9
|
||||
;
|
||||
;.proc calcSphere
|
||||
;.end
|
Loading…
Reference in New Issue
Block a user