add basic color support
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16b89a7ba4
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9ab042c485
@ -61,8 +61,9 @@ private:
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static DVLB_s* vshaderDVLB;
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static shaderProgram_s program;
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static s8 spheresUniformLocation;
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static s8 sphereColorsUniformLocation;
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static constexpr unsigned int VERTEX_COUNT_W = 150;
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static constexpr unsigned int VERTEX_COUNT_W = 90;
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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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@ -144,6 +145,7 @@ static void sceneInit()
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C3D_BindProgram(&program);
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spheresUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "spheres");
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sphereColorsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereColors");
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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@ -168,10 +170,16 @@ static void sceneInit()
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C3D_TexEnvFunc(env, C3D_RGB, GPU_INTERPOLATE);
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C3D_TexEnvFunc(env, C3D_Alpha, GPU_REPLACE);
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C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, 3);
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constexpr u16 NUM_SPHERES = 3;
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C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, NUM_SPHERES);
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spheres[0] = FVec4_New(0.0f, -100.5f, -1.0f, 100.0f);
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spheres[1] = FVec4_New(0.5f, 0.0f, -1.0f, 0.5f);
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spheres[2] = FVec4_New(-0.5f, 0.0f, -1.0f, 0.5f);
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C3D_FVec* sphereColors = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sphereColorsUniformLocation, NUM_SPHERES);
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sphereColors[0] = FVec3_New(0.7f, 0.3f, 0.3f);
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sphereColors[1] = FVec3_New(0.3f, 0.7f, 0.3f);
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sphereColors[2] = FVec3_New(0.3f, 0.3f, 0.7f);
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}
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static void sceneRender()
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@ -226,7 +234,7 @@ int main(int argc, char* argv[])
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sceneInit();
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C3D_FVec lookFrom = FVec3_New(0, 1.25f, 0);
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C3D_FVec lookFrom = FVec3_New(0, 0.6125f, 0);
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C3D_FVec lookAt = FVec3_New(0, 0, -1.0f);
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C3D_FVec vup = FVec3_New(0, 1.0f, 0);
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bool dirty = false;
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@ -1,14 +1,13 @@
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.constf myconst(0.0, 1.0, 0.01, 1000.0)
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.constf myconst2(0.5, 0.0, 0.0, 0.0)
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.constf myconst2(0.5, 999.0, 0.0, 0.0)
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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 near myconst.zzzz
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.alias far myconst.wwww
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.alias defaultMissColor myconst.xxxy
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.alias defaultHitColor myconst.yxxy
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.alias halfs myconst2.xxxx
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.alias noHit myconst2.yyyy
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.consti bounceLoopParams(0, 0, 1, 0)
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.consti bounceLoopParams(4, 0, 1, 0)
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.consti calcSphereLoopParams(2, 0, 1, 0)
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.setb b0 true
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@ -18,6 +17,9 @@
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; w radius (in world space)
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.fvec spheres[3]
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; material albedo
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.fvec sphereColors[3]
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.in inOrigin v0
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.in inLowerLeftCorner v1
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.in inHorizontal v2
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@ -46,10 +48,17 @@
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mad r2.xyz, inHorizontal, r3.x, r2.xyz
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mad r2.xyz, inVertical, r3.y, r2.xyz
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; set initial color to (1, 1, 1)
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; as lights are not implemented yet
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mov r4.xyz, ones
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; calculate light bounces
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for bounceLoopParams
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; r4 = (0, 0, 0, far)
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mov r4, myconst.xxxw
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; reset max ray distance
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mov r4.w, far
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; set albedo to a large number for sphere hit check
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mov r10.xyz, far
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; for each sphere
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for calcSphereLoopParams
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@ -138,18 +147,32 @@
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rcp r3.w, r3.w
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mul r7.xyz, r7.xyz, r3.w
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; assign color
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mov r4.xyz, r7.xyz
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add r4.xyz, ones, r4.xyz
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mul r4.xyz, halfs, r4.xyz
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; multiply color by albedo
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mov r10.xyz, sphereColors[aL].xyz
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; early exit label
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calcSphereExit:
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nop
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; done with calculation
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.end
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; check if noHit > albedo
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cmp noHit.xyz, le, le, r10.xyz
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breakc cmp.x
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jmpc cmp.x, noHitLabel
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; multiply color by albedo
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mul r4.xyz, r4.xyz, r10.xyz
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; set r1 to new ray origin
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add r1.xyz, r5.xyz, r7.xyz
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; set r2 to new ray direction
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mov r2.xyz, r7.xyz
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.end
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noHitLabel:
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; copy final color to output
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mov outColor.xyz, r4.xyz
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; set alpha to 1
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@ -162,21 +185,22 @@
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; ------
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; r1.xyz: ray origin
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; r2.xyz: ray direction
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; r3.xyzw: sphere info
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; r3.xyz: sphere origin
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; r3.w: sphere radius
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; r4.w: min distance
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;
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; Outputs
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; -------
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; r4.w: new min distance
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; r4.xyz: new color
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; r10.xyz: albedo
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;
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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
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; r9
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; r8.xyzw: used for calculations
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; r9.xyzw: used for calculations
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;
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;.proc calcSphere
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;.end
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