mirror of
https://git.shylie.info/shylie/rt3DS.git
synced 2024-12-22 22:50:05 +00:00
add multisampling
This commit is contained in:
parent
5a7cefd39d
commit
16b89a7ba4
157
source/main.cpp
157
source/main.cpp
@ -1,6 +1,8 @@
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#include <3ds.h>
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#include <3ds.h>
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#include <citro3d.h>
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#include <citro3d.h>
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#include <cstdlib>
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#include "vshader_shbin.h"
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#include "vshader_shbin.h"
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constexpr u32 DISPLAY_TRANSFER_FLAGS =
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constexpr u32 DISPLAY_TRANSFER_FLAGS =
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@ -8,12 +10,17 @@ GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) |
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GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) |
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GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) |
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO);
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO);
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constexpr u32 CLEAR_COLOR = 0;
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constexpr u32 FRAMEBUFFER_TRANSFER_FLAGS =
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GX_TRANSFER_RAW_COPY(1);
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constexpr u32 PREV_FRAME_CLEAR_DATA_SIZE = 240 * 400 * 4;
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u32 PREV_FRAME_CLEAR_DATA[PREV_FRAME_CLEAR_DATA_SIZE];
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struct vertex
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struct vertex
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{
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{
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float direction[3];
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float st[2];
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float coords[3];
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float coords[3];
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float uv[2];
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};
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};
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class camera
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class camera
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@ -36,20 +43,12 @@ public:
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lowerLeftCorner = FVec3_Subtract(FVec3_Add(FVec3_Scale(horizontal, -0.5f), FVec3_Scale(vertical, -0.5f)), w);
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lowerLeftCorner = FVec3_Subtract(FVec3_Add(FVec3_Scale(horizontal, -0.5f), FVec3_Scale(vertical, -0.5f)), w);
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}
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}
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C3D_FVec getOrigin() const
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void setupFixed() const
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{
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{
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return origin;
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*C3D_FixedAttribGetWritePtr(0) = origin;
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}
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*C3D_FixedAttribGetWritePtr(1) = lowerLeftCorner;
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*C3D_FixedAttribGetWritePtr(2) = horizontal;
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void setupVertices(vertex* vs, const unsigned int w, const unsigned int h) const
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*C3D_FixedAttribGetWritePtr(3) = vertical;
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{
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for (unsigned int x = 0; x < w; x++)
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{
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for (unsigned int y = 0; y < h; y++)
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{
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getRay(vs[x + y * w], static_cast<float>(x) / (w - 1), static_cast<float>(y) / (h - 1));
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}
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}
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}
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}
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private:
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private:
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@ -57,19 +56,6 @@ private:
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C3D_FVec lowerLeftCorner;
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C3D_FVec lowerLeftCorner;
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C3D_FVec horizontal;
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C3D_FVec horizontal;
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C3D_FVec vertical;
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C3D_FVec vertical;
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void getRay(vertex& v, const float s, const float t) const
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{
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const C3D_FVec dir = FVec3_Add(lowerLeftCorner, FVec3_Add(FVec3_Scale(horizontal, t), FVec3_Scale(vertical, s)));
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v.direction[0] = dir.x;
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v.direction[1] = dir.y;
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v.direction[2] = dir.z;
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v.coords[0] = 2.0f * s - 1.0f;
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v.coords[1] = 2.0f * t - 1.0f;
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v.coords[2] = -0.5f;
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}
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};
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};
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static DVLB_s* vshaderDVLB;
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static DVLB_s* vshaderDVLB;
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@ -77,7 +63,7 @@ static shaderProgram_s program;
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static s8 spheresUniformLocation;
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static s8 spheresUniformLocation;
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static constexpr unsigned int VERTEX_COUNT_W = 150;
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static constexpr unsigned int VERTEX_COUNT_W = 150;
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static constexpr unsigned int VERTEX_COUNT_H = 250;
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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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static constexpr unsigned int VERTEX_COUNT = VERTEX_COUNT_W * VERTEX_COUNT_H;
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static vertex vertexList[VERTEX_COUNT];
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static vertex vertexList[VERTEX_COUNT];
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@ -86,25 +72,57 @@ static u16 vertexIndices[VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2];
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static void* vboData;
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static void* vboData;
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static void* iboData;
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static void* iboData;
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static void setupVertices(C3D_FVec lookFrom, C3D_FVec lookAt, C3D_FVec up)
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static C3D_Tex prevFrame;
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static void setupFixed(C3D_FVec lookFrom, C3D_FVec lookAt, C3D_FVec up)
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{
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{
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constexpr float VFOV = 90;
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constexpr float VFOV = 90;
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constexpr float ASPECT_RATIO = 400.0f / 240.0f;
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constexpr float ASPECT_RATIO = 400.0f / 240.0f;
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camera cam(lookFrom, lookAt, up, VFOV, ASPECT_RATIO);
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camera cam(lookFrom, lookAt, up, VFOV, ASPECT_RATIO);
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cam.setupVertices(vertexList, VERTEX_COUNT_W, VERTEX_COUNT_H);
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cam.setupFixed();
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}
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*C3D_FixedAttribGetWritePtr(0) = cam.getOrigin();
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static float rand01()
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{
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return static_cast<float>(rand()) / RAND_MAX;
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}
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static void setupVertices()
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{
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for (unsigned int x = 0; x < VERTEX_COUNT_W; x++)
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{
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for (unsigned int y = 0; y < VERTEX_COUNT_H; y++)
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{
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vertex& v = vertexList[x + y * VERTEX_COUNT_W];
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const float s = static_cast<float>(x + rand01()) / VERTEX_COUNT_W;
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const float t = static_cast<float>(y + rand01()) / VERTEX_COUNT_H;
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// swapped due to 3DS screen orientation
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v.st[0] = t;
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v.st[1] = s;
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v.coords[0] = 2.0f * s - 1.0f;
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v.coords[1] = 2.0f * t - 1.0f;
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v.coords[2] = -0.5f;
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v.uv[0] = s * (240.0f / 256.0f);
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v.uv[1] = t * (400.0f / 512.0f);
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}
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}
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memcpy(vboData, vertexList, sizeof(vertexList));
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memcpy(vboData, vertexList, sizeof(vertexList));
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}
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}
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static void sceneInit()
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static void sceneInit()
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{
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{
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vboData = linearAlloc(sizeof(vertexList));
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for (unsigned int i = 0; i < PREV_FRAME_CLEAR_DATA_SIZE; i++)
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camera cam(FVec3_New(0, 0.25f, 0), FVec3_New(0, 0, -1), FVec3_New(0, 1, 0), 90, 400.0f / 240.0f);
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{
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PREV_FRAME_CLEAR_DATA[i] = 0xFFFFFFFF;
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}
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cam.setupVertices(vertexList, VERTEX_COUNT_W, VERTEX_COUNT_H);
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vboData = linearAlloc(sizeof(vertexList));
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unsigned int v = 0;
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unsigned int v = 0;
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for (unsigned int y = 0; y < VERTEX_COUNT_H; y++)
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for (unsigned int y = 0; y < VERTEX_COUNT_H; y++)
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@ -130,20 +148,25 @@ static void sceneInit()
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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AttrInfo_Init(attrInfo);
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AttrInfo_AddFixed(attrInfo, 0);
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AttrInfo_AddFixed(attrInfo, 0);
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AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3);
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AttrInfo_AddFixed(attrInfo, 1);
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AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3);
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AttrInfo_AddFixed(attrInfo, 2);
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AttrInfo_AddFixed(attrInfo, 3);
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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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iboData = linearAlloc(sizeof(vertexIndices));
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iboData = linearAlloc(sizeof(vertexIndices));
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memcpy(iboData, vertexIndices, sizeof(vertexIndices));
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memcpy(iboData, vertexIndices, sizeof(vertexIndices));
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C3D_BufInfo* bufInfo = C3D_GetBufInfo();
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C3D_BufInfo* bufInfo = C3D_GetBufInfo();
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BufInfo_Init(bufInfo);
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BufInfo_Init(bufInfo);
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BufInfo_Add(bufInfo, vboData, sizeof(vertex), 2, 0x21);
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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_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvInit(env);
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C3D_TexEnvInit(env);
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C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR);
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C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, GPU_TEXTURE0, GPU_CONSTANT);
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C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
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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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C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, 3);
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spheres[0] = FVec4_New(0.0f, -100.5f, -1.0f, 100.0f);
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spheres[0] = FVec4_New(0.0f, -100.5f, -1.0f, 100.0f);
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@ -165,6 +188,31 @@ static void sceneExit()
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DVLB_Free(vshaderDVLB);
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DVLB_Free(vshaderDVLB);
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}
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}
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static float clamp(float t, float min, float max)
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{
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return t < min ? min : (t > max ? max : t);
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}
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static u32 shift(u8 value, u32 amt)
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{
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return static_cast<u32>(value) << amt;
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}
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static u32 getFrameNumColor(unsigned int frameNum)
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{
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if (frameNum == 0)
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{
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return 0xFFFFFFFF;
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}
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else
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{
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const float ratio = 1 - static_cast<float>(frameNum) / (frameNum + 1);
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const float scaledRatio = clamp(255.0f * ratio, 0.0f, 255.0f);
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const u8 bits = static_cast<u8>(scaledRatio);
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return shift(bits, 24) | shift(bits, 16) | shift(bits, 8) | bits;
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}
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}
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int main(int argc, char* argv[])
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int main(int argc, char* argv[])
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{
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{
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gfxInitDefault();
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gfxInitDefault();
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@ -173,6 +221,9 @@ int main(int argc, char* argv[])
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C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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C3D_TexInit(&prevFrame, 256, 512, GPU_RGBA8);
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C3D_TexBind(0, &prevFrame);
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sceneInit();
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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, 1.25f, 0);
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@ -180,7 +231,9 @@ int main(int argc, char* argv[])
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C3D_FVec vup = FVec3_New(0, 1.0f, 0);
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C3D_FVec vup = FVec3_New(0, 1.0f, 0);
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bool dirty = false;
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bool dirty = false;
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setupVertices(lookFrom, lookAt, vup);
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setupFixed(lookFrom, lookAt, vup);
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unsigned int frameNum = 0;
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// Main loop
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// Main loop
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while (aptMainLoop())
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while (aptMainLoop())
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@ -193,7 +246,7 @@ int main(int argc, char* argv[])
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break; // break in order to return to hbmenu
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break; // break in order to return to hbmenu
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}
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}
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constexpr float MOVE_RATE = 1.0f / 60.0f;
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constexpr float MOVE_RATE = 1.0f / 30.0f;
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C3D_FVec diff = FVec3_New(0, 0, 0);
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C3D_FVec diff = FVec3_New(0, 0, 0);
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if (kDown & KEY_DLEFT)
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if (kDown & KEY_DLEFT)
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@ -237,21 +290,37 @@ int main(int argc, char* argv[])
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if (dirty)
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if (dirty)
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{
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{
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setupVertices(lookFrom, lookAt, vup);
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setupFixed(lookFrom, lookAt, vup);
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frameNum = 0;
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dirty = false;
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dirty = false;
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}
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}
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setupVertices();
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C3D_TexEnvColor(C3D_GetTexEnv(0), getFrameNumColor(frameNum));
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if (C3D_FrameBegin(C3D_FRAME_SYNCDRAW))
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if (C3D_FrameBegin(C3D_FRAME_SYNCDRAW))
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{
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{
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C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
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C3D_RenderTargetClear(target, C3D_CLEAR_ALL, 0, 0);
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C3D_FrameDrawOn(target);
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C3D_FrameDrawOn(target);
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sceneRender();
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sceneRender();
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C3D_FrameEnd(0);
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C3D_FrameEnd(0);
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C3D_SyncTextureCopy(
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(u32*)target->frameBuf.colorBuf, GX_BUFFER_DIM((240 * 8 * 4) >> 4, 0),
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(u32*)prevFrame.data + (512 - 400) * 256, GX_BUFFER_DIM((240 * 8 * 4) >> 4, ((256 - 240) * 8 * 4) >> 4),
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240 * 400 * 4, FRAMEBUFFER_TRANSFER_FLAGS
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);
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}
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}
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frameNum++;
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}
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}
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sceneExit();
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sceneExit();
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C3D_TexDelete(&prevFrame);
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C3D_Fini();
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C3D_Fini();
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gfxExit();
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gfxExit();
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@ -19,21 +19,32 @@
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.fvec spheres[3]
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.fvec spheres[3]
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.in inOrigin v0
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.in inOrigin v0
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.in inDirection v1
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.in inLowerLeftCorner v1
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.in inPos v2
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.in inHorizontal v2
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.in inVertical v3
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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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.out outPos position
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.out outPos position
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.out outUV texcoord0
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.out outColor color
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.out outColor color
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.proc main
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.proc main
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; outPos = inPos
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; outPos = inPos
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mov outPos, inPos
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mov outPos, inPos
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; outUV = inUV
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mov outUV, inUV
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; r1 = inOrigin
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; r1 = inOrigin
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mov r1, inOrigin
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mov r1, inOrigin
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; r2 = inDirection
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; r2 = inDirection
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mov r2, inDirection
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mov r2.xyz, inLowerLeftCorner
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mov r3.xy, inST.xy
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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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; calculate light bounces
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; calculate light bounces
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for bounceLoopParams
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for bounceLoopParams
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