add basic color support

This commit is contained in:
Shylie 2023-04-10 10:12:45 -04:00
parent 16b89a7ba4
commit 9ab042c485
2 changed files with 57 additions and 25 deletions

View File

@ -61,8 +61,9 @@ private:
static DVLB_s* vshaderDVLB;
static shaderProgram_s program;
static s8 spheresUniformLocation;
static s8 sphereColorsUniformLocation;
static constexpr unsigned int VERTEX_COUNT_W = 150;
static constexpr unsigned int VERTEX_COUNT_W = 90;
static constexpr unsigned int VERTEX_COUNT_H = 10 * VERTEX_COUNT_W / 6;
static constexpr unsigned int VERTEX_COUNT = VERTEX_COUNT_W * VERTEX_COUNT_H;
@ -144,6 +145,7 @@ static void sceneInit()
C3D_BindProgram(&program);
spheresUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "spheres");
sphereColorsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereColors");
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
@ -168,10 +170,16 @@ static void sceneInit()
C3D_TexEnvFunc(env, C3D_RGB, GPU_INTERPOLATE);
C3D_TexEnvFunc(env, C3D_Alpha, GPU_REPLACE);
C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, 3);
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);
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);
}
static void sceneRender()
@ -226,7 +234,7 @@ int main(int argc, char* argv[])
sceneInit();
C3D_FVec lookFrom = FVec3_New(0, 1.25f, 0);
C3D_FVec lookFrom = FVec3_New(0, 0.6125f, 0);
C3D_FVec lookAt = FVec3_New(0, 0, -1.0f);
C3D_FVec vup = FVec3_New(0, 1.0f, 0);
bool dirty = false;

View File

@ -1,14 +1,13 @@
.constf myconst(0.0, 1.0, 0.01, 1000.0)
.constf myconst2(0.5, 0.0, 0.0, 0.0)
.constf myconst2(0.5, 999.0, 0.0, 0.0)
.alias zeros myconst.xxxx
.alias halfs myconst2.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
.alias noHit myconst2.yyyy
.consti bounceLoopParams(0, 0, 1, 0)
.consti bounceLoopParams(4, 0, 1, 0)
.consti calcSphereLoopParams(2, 0, 1, 0)
.setb b0 true
@ -18,6 +17,9 @@
; w radius (in world space)
.fvec spheres[3]
; material albedo
.fvec sphereColors[3]
.in inOrigin v0
.in inLowerLeftCorner v1
.in inHorizontal v2
@ -46,10 +48,17 @@
mad r2.xyz, inHorizontal, r3.x, r2.xyz
mad r2.xyz, inVertical, r3.y, r2.xyz
; set initial color to (1, 1, 1)
; as lights are not implemented yet
mov r4.xyz, ones
; calculate light bounces
for bounceLoopParams
; r4 = (0, 0, 0, far)
mov r4, myconst.xxxw
; reset max ray distance
mov r4.w, far
; set albedo to a large number for sphere hit check
mov r10.xyz, far
; for each sphere
for calcSphereLoopParams
@ -138,18 +147,32 @@
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
; multiply color by albedo
mov r10.xyz, sphereColors[aL].xyz
; early exit label
calcSphereExit:
nop
; done with calculation
.end
; check if noHit > albedo
cmp noHit.xyz, le, le, r10.xyz
breakc cmp.x
jmpc cmp.x, noHitLabel
; multiply color by albedo
mul r4.xyz, r4.xyz, r10.xyz
; set r1 to new ray origin
add r1.xyz, r5.xyz, r7.xyz
; set r2 to new ray direction
mov r2.xyz, r7.xyz
.end
noHitLabel:
; copy final color to output
mov outColor.xyz, r4.xyz
; set alpha to 1
@ -160,23 +183,24 @@
; Inputs
; ------
; r1.xyz: ray origin
; r2.xyz: ray direction
; r3.xyzw: sphere info
; r4.w: min distance
; r1.xyz: ray origin
; r2.xyz: ray direction
; r3.xyz: sphere origin
; r3.w: sphere radius
; r4.w: min distance
;
; Outputs
; -------
; r4.w: new min distance
; r4.xyz: new color
; r4.w: new min distance
; r10.xyz: albedo
;
; Temporaries
; -----------
; r5.xyz: new origin
; r6.xyz: new direction
; r7.xyz: hit normal
; r8
; r9
; 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