diff --git a/source/main.cpp b/source/main.cpp index 0e8b3d0..577d8cc 100644 --- a/source/main.cpp +++ b/source/main.cpp @@ -1,6 +1,8 @@ #include <3ds.h> #include +#include + #include "vshader_shbin.h" constexpr u32 DISPLAY_TRANSFER_FLAGS = @@ -8,12 +10,17 @@ GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO); -constexpr u32 CLEAR_COLOR = 0; +constexpr u32 FRAMEBUFFER_TRANSFER_FLAGS = +GX_TRANSFER_RAW_COPY(1); + +constexpr u32 PREV_FRAME_CLEAR_DATA_SIZE = 240 * 400 * 4; +u32 PREV_FRAME_CLEAR_DATA[PREV_FRAME_CLEAR_DATA_SIZE]; struct vertex { - float direction[3]; + float st[2]; float coords[3]; + float uv[2]; }; class camera @@ -36,20 +43,12 @@ public: lowerLeftCorner = FVec3_Subtract(FVec3_Add(FVec3_Scale(horizontal, -0.5f), FVec3_Scale(vertical, -0.5f)), w); } - C3D_FVec getOrigin() const + void setupFixed() const { - return origin; - } - - 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(x) / (w - 1), static_cast(y) / (h - 1)); - } - } + *C3D_FixedAttribGetWritePtr(0) = origin; + *C3D_FixedAttribGetWritePtr(1) = lowerLeftCorner; + *C3D_FixedAttribGetWritePtr(2) = horizontal; + *C3D_FixedAttribGetWritePtr(3) = vertical; } private: @@ -57,19 +56,6 @@ private: C3D_FVec lowerLeftCorner; C3D_FVec horizontal; C3D_FVec vertical; - - void getRay(vertex& v, const float s, const float t) const - { - const C3D_FVec dir = FVec3_Add(lowerLeftCorner, FVec3_Add(FVec3_Scale(horizontal, t), FVec3_Scale(vertical, s))); - - v.direction[0] = dir.x; - v.direction[1] = dir.y; - v.direction[2] = dir.z; - - v.coords[0] = 2.0f * s - 1.0f; - v.coords[1] = 2.0f * t - 1.0f; - v.coords[2] = -0.5f; - } }; static DVLB_s* vshaderDVLB; @@ -77,7 +63,7 @@ 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_H = 10 * VERTEX_COUNT_W / 6; static constexpr unsigned int VERTEX_COUNT = VERTEX_COUNT_W * VERTEX_COUNT_H; static vertex vertexList[VERTEX_COUNT]; @@ -86,25 +72,57 @@ 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) +static C3D_Tex prevFrame; + +static void setupFixed(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); + cam.setupFixed(); +} - *C3D_FixedAttribGetWritePtr(0) = cam.getOrigin(); +static float rand01() +{ + return static_cast(rand()) / RAND_MAX; +} + +static void setupVertices() +{ + for (unsigned int x = 0; x < VERTEX_COUNT_W; x++) + { + for (unsigned int y = 0; y < VERTEX_COUNT_H; y++) + { + vertex& v = vertexList[x + y * VERTEX_COUNT_W]; + + const float s = static_cast(x + rand01()) / VERTEX_COUNT_W; + const float t = static_cast(y + rand01()) / VERTEX_COUNT_H; + + // swapped due to 3DS screen orientation + v.st[0] = t; + v.st[1] = s; + + v.coords[0] = 2.0f * s - 1.0f; + v.coords[1] = 2.0f * t - 1.0f; + v.coords[2] = -0.5f; + + v.uv[0] = s * (240.0f / 256.0f); + v.uv[1] = t * (400.0f / 512.0f); + } + } 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); + for (unsigned int i = 0; i < PREV_FRAME_CLEAR_DATA_SIZE; i++) + { + PREV_FRAME_CLEAR_DATA[i] = 0xFFFFFFFF; + } - cam.setupVertices(vertexList, VERTEX_COUNT_W, VERTEX_COUNT_H); + vboData = linearAlloc(sizeof(vertexList)); unsigned int v = 0; for (unsigned int y = 0; y < VERTEX_COUNT_H; y++) @@ -130,20 +148,25 @@ static void sceneInit() 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); + AttrInfo_AddFixed(attrInfo, 1); + AttrInfo_AddFixed(attrInfo, 2); + AttrInfo_AddFixed(attrInfo, 3); + AttrInfo_AddLoader(attrInfo, 4, GPU_FLOAT, 2); + AttrInfo_AddLoader(attrInfo, 5, GPU_FLOAT, 3); + AttrInfo_AddLoader(attrInfo, 6, GPU_FLOAT, 2); 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); + BufInfo_Add(bufInfo, vboData, sizeof(vertex), 3, 0x654); C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnvInit(env); - C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR); - C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); + C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, GPU_TEXTURE0, GPU_CONSTANT); + C3D_TexEnvFunc(env, C3D_RGB, GPU_INTERPOLATE); + C3D_TexEnvFunc(env, C3D_Alpha, GPU_REPLACE); C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, 3); spheres[0] = FVec4_New(0.0f, -100.5f, -1.0f, 100.0f); @@ -165,6 +188,31 @@ static void sceneExit() DVLB_Free(vshaderDVLB); } +static float clamp(float t, float min, float max) +{ + return t < min ? min : (t > max ? max : t); +} + +static u32 shift(u8 value, u32 amt) +{ + return static_cast(value) << amt; +} + +static u32 getFrameNumColor(unsigned int frameNum) +{ + if (frameNum == 0) + { + return 0xFFFFFFFF; + } + else + { + const float ratio = 1 - static_cast(frameNum) / (frameNum + 1); + const float scaledRatio = clamp(255.0f * ratio, 0.0f, 255.0f); + const u8 bits = static_cast(scaledRatio); + return shift(bits, 24) | shift(bits, 16) | shift(bits, 8) | bits; + } +} + int main(int argc, char* argv[]) { gfxInitDefault(); @@ -172,6 +220,9 @@ int main(int argc, char* argv[]) C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); + + C3D_TexInit(&prevFrame, 256, 512, GPU_RGBA8); + C3D_TexBind(0, &prevFrame); sceneInit(); @@ -180,7 +231,9 @@ int main(int argc, char* argv[]) C3D_FVec vup = FVec3_New(0, 1.0f, 0); bool dirty = false; - setupVertices(lookFrom, lookAt, vup); + setupFixed(lookFrom, lookAt, vup); + + unsigned int frameNum = 0; // Main loop while (aptMainLoop()) @@ -193,7 +246,7 @@ int main(int argc, char* argv[]) break; // break in order to return to hbmenu } - constexpr float MOVE_RATE = 1.0f / 60.0f; + constexpr float MOVE_RATE = 1.0f / 30.0f; C3D_FVec diff = FVec3_New(0, 0, 0); if (kDown & KEY_DLEFT) @@ -237,21 +290,37 @@ int main(int argc, char* argv[]) if (dirty) { - setupVertices(lookFrom, lookAt, vup); + setupFixed(lookFrom, lookAt, vup); + + frameNum = 0; + dirty = false; } + setupVertices(); + + C3D_TexEnvColor(C3D_GetTexEnv(0), getFrameNumColor(frameNum)); + if (C3D_FrameBegin(C3D_FRAME_SYNCDRAW)) { - C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0); + C3D_RenderTargetClear(target, C3D_CLEAR_ALL, 0, 0); C3D_FrameDrawOn(target); sceneRender(); C3D_FrameEnd(0); + C3D_SyncTextureCopy( + (u32*)target->frameBuf.colorBuf, GX_BUFFER_DIM((240 * 8 * 4) >> 4, 0), + (u32*)prevFrame.data + (512 - 400) * 256, GX_BUFFER_DIM((240 * 8 * 4) >> 4, ((256 - 240) * 8 * 4) >> 4), + 240 * 400 * 4, FRAMEBUFFER_TRANSFER_FLAGS + ); } + + frameNum++; } sceneExit(); + C3D_TexDelete(&prevFrame); + C3D_Fini(); gfxExit(); diff --git a/source/vshader.v.pica b/source/vshader.v.pica index 989078a..7d38eb9 100644 --- a/source/vshader.v.pica +++ b/source/vshader.v.pica @@ -19,21 +19,32 @@ .fvec spheres[3] .in inOrigin v0 -.in inDirection v1 -.in inPos v2 +.in inLowerLeftCorner v1 +.in inHorizontal v2 +.in inVertical v3 +.in inST v4 +.in inPos v5 +.in inUV v6 .out outPos position +.out outUV texcoord0 .out outColor color .proc main ; outPos = inPos mov outPos, inPos + ; outUV = inUV + mov outUV, inUV + ; r1 = inOrigin mov r1, inOrigin ; r2 = inDirection - mov r2, inDirection + mov r2.xyz, inLowerLeftCorner + mov r3.xy, inST.xy + mad r2.xyz, inHorizontal, r3.x, r2.xyz + mad r2.xyz, inVertical, r3.y, r2.xyz ; calculate light bounces for bounceLoopParams