Allow multiple materials per scene; misc. improvements
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cd32e98c23
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@ -18,7 +18,6 @@ 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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@ -27,6 +26,7 @@ static s8 spheresUniformLocation;
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static s8 sphereColorsUniformLocation;
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static s8 sphereLightsUniformLocation;
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static s8 randUniformLocation;
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static s8 calcSphereLoopParamsUniformLocation;
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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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@ -99,7 +99,6 @@ static float rand01()
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static C3D_FVec randvec()
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{
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C3D_FVec out;
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out.w = rand01();
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do
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{
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@ -109,6 +108,9 @@ static C3D_FVec randvec()
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}
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while (FVec3_Magnitude(out) > 1.0f);
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out = FVec3_Normalize(out);
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out.w = rand01();
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return out;
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}
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@ -123,7 +125,7 @@ static void setupVertices()
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const float s = static_cast<float>(x) / VERTEX_COUNT_W;
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const float t = static_cast<float>(y) / VERTEX_COUNT_H;
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// swapped due to 3DS screen orientation
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// s and t are swapped due to 3DS screen orientation
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v.st[0] = t + rand01() / VERTEX_COUNT_W;
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v.st[1] = s + rand01() / VERTEX_COUNT_H;
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@ -141,20 +143,12 @@ static void setupVertices()
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static void setupRandom()
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{
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constexpr int NUM_RAND = 20;
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constexpr int NUM_RAND = 15; // needs to be the same as rand array length in vshader.v.pica
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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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@ -184,6 +178,7 @@ static void sceneInit()
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sphereColorsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereColors");
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sphereLightsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "sphereLights");
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randUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "rand");
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calcSphereLoopParamsUniformLocation = shaderInstanceGetUniformLocation(program.vertexShader, "calcSphereLoopParams");
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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@ -194,14 +189,13 @@ 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), 4, 0x7654);
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BufInfo_Add(bufInfo, vboData, sizeof(vertex), 3, 0x654);
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvInit(env);
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@ -210,23 +204,25 @@ static void sceneInit()
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C3D_TexEnvFunc(env, C3D_Alpha, GPU_REPLACE);
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constexpr u16 NUM_SPHERES = 4;
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C3D_IVUnifSet(GPU_VERTEX_SHADER, calcSphereLoopParamsUniformLocation, NUM_SPHERES - 1, 0, 1, 0);
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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(0.6f, 0.0f, -1.0f, 0.5f);
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spheres[2] = FVec4_New(-0.6f, 0.0f, -1.0f, 0.5f);
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spheres[3] = FVec4_New(0.0f, 10.0f, -1.0f, 9.0f);
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spheres[0] = FVec4_New(0.0f, -100.5f, 0.0f, 100.0f);
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spheres[1] = FVec4_New(0.6f, 0.0f, 0.0f, 0.5f);
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spheres[2] = FVec4_New(-0.6f, 0.0f, 0.0f, 0.5f);
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spheres[3] = FVec4_New(0.0f, 10.0f, 0.0f, 9.0f);
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C3D_FVec* sphereColors = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sphereColorsUniformLocation, NUM_SPHERES);
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sphereColors[0] = FVec3_New(0.9f, 0.3f, 0.3f);
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sphereColors[1] = FVec3_New(0.3f, 0.9f, 0.3f);
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sphereColors[2] = FVec3_New(0.3f, 0.3f, 0.9f);
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sphereColors[3] = FVec3_New(1.0f, 1.0f, 1.0f);
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sphereColors[0] = FVec4_New(0.9f, 0.3f, 0.3f, 0);
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sphereColors[1] = FVec4_New(0.3f, 0.9f, 0.3f, 1);
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sphereColors[2] = FVec4_New(0.3f, 0.3f, 0.9f, 0);
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sphereColors[3] = FVec4_New(1.0f, 1.0f, 1.0f, -1);
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C3D_FVec* sphereLights = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, sphereLightsUniformLocation, NUM_SPHERES);
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sphereLights[0] = FVec3_New(0.0f, 0.0f, 0.0f);
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sphereLights[1] = FVec3_New(0.0f, 0.0f, 0.0f);
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sphereLights[2] = FVec3_New(0.0f, 0.0f, 0.0f);
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sphereLights[3] = FVec3_New(1.0f, 1.0f, 1.0f);
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sphereLights[0] = FVec4_New(0.0f, 0.0f, 0.0f, 0);
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sphereLights[1] = FVec4_New(0.0f, 0.0f, 0.0f, 0.2f);
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sphereLights[2] = FVec4_New(0.0f, 0.0f, 0.0f, 0);
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sphereLights[3] = FVec4_New(0.5f, 0.5f, 0.5f, 0);
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}
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static void sceneRender()
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@ -280,8 +276,8 @@ int main(int argc, char* argv[])
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sceneInit();
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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 lookFrom = FVec3_New(0, 0.0f, 1.0f);
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C3D_FVec lookAt = FVec3_New(0, 0, 0.0f);
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C3D_FVec vup = FVec3_New(0, 1.0f, 0);
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bool dirty = true;
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@ -352,7 +348,7 @@ int main(int argc, char* argv[])
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C3D_TexEnvColor(C3D_GetTexEnv(0), getFrameNumColor(frameNum));
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if (frameNum < 256 && C3D_FrameBegin(C3D_FRAME_SYNCDRAW))
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if (frameNum < 96 && C3D_FrameBegin(C3D_FRAME_SYNCDRAW))
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{
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setupCam(lookFrom, lookAt, vup);
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C3D_TexBind(0, &prevFrame);
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@ -7,25 +7,31 @@
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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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.alias diffuseID myconst.xxxx
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.alias metallicID myconst.yyyy
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.consti bounceLoopParams(19, 0, 1, 0)
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.consti calcSphereLoopParams(3, 0, 1, 0)
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.consti bounceLoopParams(14, 0, 1, 0)
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; (NUM_SPHERES, 0, 1, 0)
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.ivec calcSphereLoopParams
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.setb b0 true
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.alias true b0
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; xyz center (in world space)
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; w radius (in world space)
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.fvec spheres[4]
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.fvec spheres[25]
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; material albedo
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.fvec sphereColors[4]
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; material albedo (xyz)
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; material id (w)
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.fvec sphereColors[25]
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; material emitted light
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.fvec sphereLights[4]
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; material emitted light (xyz)
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; extra material params (w)
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.fvec sphereLights[25]
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; random numbers
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.fvec rand[20]
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.fvec rand[15]
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.in inOrigin v0
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.in inLowerLeftCorner v1
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@ -34,7 +40,6 @@
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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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@ -59,10 +64,7 @@
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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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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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mov r11, rand[aL]
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; reset max ray distance
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mov r4.w, far
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@ -99,7 +101,22 @@
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mov r1.xyz, r5.xyz
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; set r2 to new ray direction
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call metallic
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; try diffuse material
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cmp diffuseID.w, eq, eq, r10.w
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callc cmp.x, diffuse
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jmpc cmp.x, materialFound
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; try metallic material
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cmp metallicID.w, eq, eq, r10.w
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callc cmp.x, metallic
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jmpc cmp.x, materialFound
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; material doesn't reflect light
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; used mostly for light-emitting objects
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jmpu true, labl
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materialFound:
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nop
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.end
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labl:
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@ -118,6 +135,7 @@
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; Calculate Sphere Intersection
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; -----------------------------
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; Performs a ray-sphere intersection test.
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;
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; Inputs
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; ------
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@ -133,7 +151,9 @@
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; -------
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; r4.w: new min distance
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; r10.xyz: albedo
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; r10.w: material id
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; r12.xyz: light emitted
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; r12.w: extra material info
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;
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; Temporaries
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; -----------
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@ -222,25 +242,48 @@
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rcp r3.w, r3.w
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mul r7.xyz, r7.xyz, r3.w
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; set albedo
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mov r10.xyz, sphereColors[aL].xyz
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; set albedo and material type
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mov r10.xyzw, sphereColors[aL].xyzw
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; set light emitted
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mov r12.xyz, sphereLights[aL].xyz
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; set light emitted and extra material info
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mov r12.xyzw, sphereLights[aL].xyzw
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; early exit label
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calcSphereExit:
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nop
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.end
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; All Materials
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; -------------
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; Calculates the new ray direction for a given material.
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;
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; Inputs
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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.xyz: sphere origin
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; r3.w: sphere radius
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; r4.w: min distance
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; r11.xyz: random unit vector
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; r11.w: random number
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;
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; Outputs
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; -------
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; r2.xyz: new ray direction
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; Diffuse Material
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; ----------------
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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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; Metallic Material
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; -----------------
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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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; add a bit of random "fuzziness" to the metal
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mad r2.xyz, r11.xyz, r12.w, r2.xyz
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.end
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