Allow multiple materials per scene; misc. improvements

This commit is contained in:
Shylie 2024-04-24 14:41:50 -04:00
parent cd32e98c23
commit dceb378111
2 changed files with 88 additions and 49 deletions

View File

@ -18,7 +18,6 @@ struct vertex
float st[2];
float coords[3];
float uv[2];
float rand[4];
};
static DVLB_s* vshaderDVLB;
@ -27,6 +26,7 @@ static s8 spheresUniformLocation;
static s8 sphereColorsUniformLocation;
static s8 sphereLightsUniformLocation;
static s8 randUniformLocation;
static s8 calcSphereLoopParamsUniformLocation;
static constexpr unsigned int VERTEX_COUNT_W = 150;
static constexpr unsigned int VERTEX_COUNT_H = 10 * VERTEX_COUNT_W / 6;
@ -99,7 +99,6 @@ static float rand01()
static C3D_FVec randvec()
{
C3D_FVec out;
out.w = rand01();
do
{
@ -109,6 +108,9 @@ static C3D_FVec randvec()
}
while (FVec3_Magnitude(out) > 1.0f);
out = FVec3_Normalize(out);
out.w = rand01();
return out;
}
@ -123,7 +125,7 @@ static void setupVertices()
const float s = static_cast<float>(x) / VERTEX_COUNT_W;
const float t = static_cast<float>(y) / VERTEX_COUNT_H;
// swapped due to 3DS screen orientation
// s and t are swapped due to 3DS screen orientation
v.st[0] = t + rand01() / VERTEX_COUNT_W;
v.st[1] = s + rand01() / VERTEX_COUNT_H;
@ -141,20 +143,12 @@ static void setupVertices()
static void setupRandom()
{
constexpr int NUM_RAND = 20;
constexpr int NUM_RAND = 15; // needs to be the same as rand array length in vshader.v.pica
C3D_FVec* randPtr = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, randUniformLocation, NUM_RAND);
for (int i = 0; i < NUM_RAND; i++)
{
randPtr[i] = randvec();
}
for (int i = 0; i < VERTEX_COUNT; i++)
{
vertex& v = static_cast<vertex*>(vboData)[i];
const C3D_FVec r = randvec();
memcpy(v.rand, r.c, sizeof(r.c));
}
}
static void sceneInit()
@ -184,6 +178,7 @@ static void sceneInit()
sphereColorsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereColors");
sphereLightsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereLights");
randUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "rand");
calcSphereLoopParamsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "calcSphereLoopParams");
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
@ -194,14 +189,13 @@ static void sceneInit()
AttrInfo_AddLoader(attrInfo, 4, GPU_FLOAT, 2);
AttrInfo_AddLoader(attrInfo, 5, GPU_FLOAT, 3);
AttrInfo_AddLoader(attrInfo, 6, GPU_FLOAT, 2);
AttrInfo_AddLoader(attrInfo, 7, GPU_FLOAT, 4);
iboData = linearAlloc(sizeof(vertexIndices));
memcpy(iboData, vertexIndices, sizeof(vertexIndices));
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vboData, sizeof(vertex), 4, 0x7654);
BufInfo_Add(bufInfo, vboData, sizeof(vertex), 3, 0x654);
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env);
@ -210,23 +204,25 @@ static void sceneInit()
C3D_TexEnvFunc(env, C3D_Alpha, GPU_REPLACE);
constexpr u16 NUM_SPHERES = 4;
C3D_IVUnifSet(GPU_VERTEX_SHADER, calcSphereLoopParamsUniformLocation, NUM_SPHERES - 1, 0, 1, 0);
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(0.6f, 0.0f, -1.0f, 0.5f);
spheres[2] = FVec4_New(-0.6f, 0.0f, -1.0f, 0.5f);
spheres[3] = FVec4_New(0.0f, 10.0f, -1.0f, 9.0f);
spheres[0] = FVec4_New(0.0f, -100.5f, 0.0f, 100.0f);
spheres[1] = FVec4_New(0.6f, 0.0f, 0.0f, 0.5f);
spheres[2] = FVec4_New(-0.6f, 0.0f, 0.0f, 0.5f);
spheres[3] = FVec4_New(0.0f, 10.0f, 0.0f, 9.0f);
C3D_FVec* sphereColors = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sphereColorsUniformLocation, NUM_SPHERES);
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);
sphereColors[3] = FVec3_New(1.0f, 1.0f, 1.0f);
sphereColors[0] = FVec4_New(0.9f, 0.3f, 0.3f, 0);
sphereColors[1] = FVec4_New(0.3f, 0.9f, 0.3f, 1);
sphereColors[2] = FVec4_New(0.3f, 0.3f, 0.9f, 0);
sphereColors[3] = FVec4_New(1.0f, 1.0f, 1.0f, -1);
C3D_FVec* sphereLights = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sphereLightsUniformLocation, NUM_SPHERES);
sphereLights[0] = FVec3_New(0.0f, 0.0f, 0.0f);
sphereLights[1] = FVec3_New(0.0f, 0.0f, 0.0f);
sphereLights[2] = FVec3_New(0.0f, 0.0f, 0.0f);
sphereLights[3] = FVec3_New(1.0f, 1.0f, 1.0f);
sphereLights[0] = FVec4_New(0.0f, 0.0f, 0.0f, 0);
sphereLights[1] = FVec4_New(0.0f, 0.0f, 0.0f, 0.2f);
sphereLights[2] = FVec4_New(0.0f, 0.0f, 0.0f, 0);
sphereLights[3] = FVec4_New(0.5f, 0.5f, 0.5f, 0);
}
static void sceneRender()
@ -280,8 +276,8 @@ int main(int argc, char* argv[])
sceneInit();
C3D_FVec lookFrom = FVec3_New(0, 0.6125f, 0);
C3D_FVec lookAt = FVec3_New(0, 0, -1.0f);
C3D_FVec lookFrom = FVec3_New(0, 0.0f, 1.0f);
C3D_FVec lookAt = FVec3_New(0, 0, 0.0f);
C3D_FVec vup = FVec3_New(0, 1.0f, 0);
bool dirty = true;
@ -352,7 +348,7 @@ int main(int argc, char* argv[])
C3D_TexEnvColor(C3D_GetTexEnv(0), getFrameNumColor(frameNum));
if (frameNum < 256 && C3D_FrameBegin(C3D_FRAME_SYNCDRAW))
if (frameNum < 96 && C3D_FrameBegin(C3D_FRAME_SYNCDRAW))
{
setupCam(lookFrom, lookAt, vup);
C3D_TexBind(0, &prevFrame);

View File

@ -7,25 +7,31 @@
.alias tooclose myconst.zzzz
.alias far myconst.wwww
.alias noHit myconst2.yyyy
.alias diffuseID myconst.xxxx
.alias metallicID myconst.yyyy
.consti bounceLoopParams(19, 0, 1, 0)
.consti calcSphereLoopParams(3, 0, 1, 0)
.consti bounceLoopParams(14, 0, 1, 0)
; (NUM_SPHERES, 0, 1, 0)
.ivec calcSphereLoopParams
.setb b0 true
.alias true b0
; xyz center (in world space)
; w radius (in world space)
.fvec spheres[4]
.fvec spheres[25]
; material albedo
.fvec sphereColors[4]
; material albedo (xyz)
; material id (w)
.fvec sphereColors[25]
; material emitted light
.fvec sphereLights[4]
; material emitted light (xyz)
; extra material params (w)
.fvec sphereLights[25]
; random numbers
.fvec rand[20]
.fvec rand[15]
.in inOrigin v0
.in inLowerLeftCorner v1
@ -34,7 +40,6 @@
.in inST v4
.in inPos v5
.in inUV v6
.in inRand v7
.out outPos position
.out outUV texcoord0
@ -59,10 +64,7 @@
; calculate light bounces
for bounceLoopParams
; setup random numbers for this iteration
mul r11, rand[aL], inRand
dp3 r6.x, r11, r11
rsq r6.x, r6.x
mul r11.xyz, r6.xxx, r11.xyz
mov r11, rand[aL]
; reset max ray distance
mov r4.w, far
@ -99,7 +101,22 @@
mov r1.xyz, r5.xyz
; set r2 to new ray direction
call metallic
; try diffuse material
cmp diffuseID.w, eq, eq, r10.w
callc cmp.x, diffuse
jmpc cmp.x, materialFound
; try metallic material
cmp metallicID.w, eq, eq, r10.w
callc cmp.x, metallic
jmpc cmp.x, materialFound
; material doesn't reflect light
; used mostly for light-emitting objects
jmpu true, labl
materialFound:
nop
.end
labl:
@ -118,6 +135,7 @@
; Calculate Sphere Intersection
; -----------------------------
; Performs a ray-sphere intersection test.
;
; Inputs
; ------
@ -133,7 +151,9 @@
; -------
; r4.w: new min distance
; r10.xyz: albedo
; r10.w: material id
; r12.xyz: light emitted
; r12.w: extra material info
;
; Temporaries
; -----------
@ -222,25 +242,48 @@
rcp r3.w, r3.w
mul r7.xyz, r7.xyz, r3.w
; set albedo
mov r10.xyz, sphereColors[aL].xyz
; set albedo and material type
mov r10.xyzw, sphereColors[aL].xyzw
; set light emitted
mov r12.xyz, sphereLights[aL].xyz
; set light emitted and extra material info
mov r12.xyzw, sphereLights[aL].xyzw
; early exit label
calcSphereExit:
nop
.end
; All Materials
; -------------
; Calculates the new ray direction for a given material.
;
; Inputs
; ------
; r1.xyz: ray origin
; r2.xyz: ray direction
; r3.xyz: sphere origin
; r3.w: sphere radius
; r4.w: min distance
; r11.xyz: random unit vector
; r11.w: random number
;
; Outputs
; -------
; r2.xyz: new ray direction
; Diffuse Material
; ----------------
.proc diffuse
add r2.xyz, r7.xyz, r11.xyz
.end
; Metallic Material
; -----------------
.proc metallic
dp3 r6.xyz, r2, r7
mul r6.xyz, twos, r6.xyz
mad r2.xyz, -r6.xyz, r7.xyz, r2.xyz
; add a bit of random "fuzziness" to the metal?
mad r2.xyz, r11.xyz, r11.w, r2.xyz
; add a bit of random "fuzziness" to the metal
mad r2.xyz, r11.xyz, r12.w, r2.xyz
.end