mirror of
https://git.shylie.info/shylie/rt3DS.git
synced 2024-12-22 14:40:04 +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 @@
|
|||||||
#include <3ds.h>
|
#include <3ds.h>
|
||||||
#include <citro3d.h>
|
#include <citro3d.h>
|
||||||
|
|
||||||
|
#include <cstdlib>
|
||||||
|
|
||||||
#include "vshader_shbin.h"
|
#include "vshader_shbin.h"
|
||||||
|
|
||||||
constexpr u32 DISPLAY_TRANSFER_FLAGS =
|
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_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) |
|
||||||
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO);
|
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
|
struct vertex
|
||||||
{
|
{
|
||||||
float direction[3];
|
float st[2];
|
||||||
float coords[3];
|
float coords[3];
|
||||||
|
float uv[2];
|
||||||
};
|
};
|
||||||
|
|
||||||
class camera
|
class camera
|
||||||
@ -36,20 +43,12 @@ public:
|
|||||||
lowerLeftCorner = FVec3_Subtract(FVec3_Add(FVec3_Scale(horizontal, -0.5f), FVec3_Scale(vertical, -0.5f)), w);
|
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;
|
*C3D_FixedAttribGetWritePtr(0) = origin;
|
||||||
}
|
*C3D_FixedAttribGetWritePtr(1) = lowerLeftCorner;
|
||||||
|
*C3D_FixedAttribGetWritePtr(2) = horizontal;
|
||||||
void setupVertices(vertex* vs, const unsigned int w, const unsigned int h) const
|
*C3D_FixedAttribGetWritePtr(3) = vertical;
|
||||||
{
|
|
||||||
for (unsigned int x = 0; x < w; x++)
|
|
||||||
{
|
|
||||||
for (unsigned int y = 0; y < h; y++)
|
|
||||||
{
|
|
||||||
getRay(vs[x + y * w], static_cast<float>(x) / (w - 1), static_cast<float>(y) / (h - 1));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
@ -57,19 +56,6 @@ private:
|
|||||||
C3D_FVec lowerLeftCorner;
|
C3D_FVec lowerLeftCorner;
|
||||||
C3D_FVec horizontal;
|
C3D_FVec horizontal;
|
||||||
C3D_FVec vertical;
|
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;
|
static DVLB_s* vshaderDVLB;
|
||||||
@ -77,7 +63,7 @@ static shaderProgram_s program;
|
|||||||
static s8 spheresUniformLocation;
|
static s8 spheresUniformLocation;
|
||||||
|
|
||||||
static constexpr unsigned int VERTEX_COUNT_W = 150;
|
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 constexpr unsigned int VERTEX_COUNT = VERTEX_COUNT_W * VERTEX_COUNT_H;
|
||||||
|
|
||||||
static vertex vertexList[VERTEX_COUNT];
|
static vertex vertexList[VERTEX_COUNT];
|
||||||
@ -86,25 +72,57 @@ static u16 vertexIndices[VERTEX_COUNT * 2 + VERTEX_COUNT_H * 2];
|
|||||||
static void* vboData;
|
static void* vboData;
|
||||||
static void* iboData;
|
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 VFOV = 90;
|
||||||
constexpr float ASPECT_RATIO = 400.0f / 240.0f;
|
constexpr float ASPECT_RATIO = 400.0f / 240.0f;
|
||||||
|
|
||||||
camera cam(lookFrom, lookAt, up, VFOV, ASPECT_RATIO);
|
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<float>(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<float>(x + rand01()) / VERTEX_COUNT_W;
|
||||||
|
const float t = static_cast<float>(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));
|
memcpy(vboData, vertexList, sizeof(vertexList));
|
||||||
}
|
}
|
||||||
|
|
||||||
static void sceneInit()
|
static void sceneInit()
|
||||||
{
|
{
|
||||||
vboData = linearAlloc(sizeof(vertexList));
|
for (unsigned int i = 0; i < PREV_FRAME_CLEAR_DATA_SIZE; i++)
|
||||||
camera cam(FVec3_New(0, 0.25f, 0), FVec3_New(0, 0, -1), FVec3_New(0, 1, 0), 90, 400.0f / 240.0f);
|
{
|
||||||
|
PREV_FRAME_CLEAR_DATA[i] = 0xFFFFFFFF;
|
||||||
|
}
|
||||||
|
|
||||||
cam.setupVertices(vertexList, VERTEX_COUNT_W, VERTEX_COUNT_H);
|
vboData = linearAlloc(sizeof(vertexList));
|
||||||
|
|
||||||
unsigned int v = 0;
|
unsigned int v = 0;
|
||||||
for (unsigned int y = 0; y < VERTEX_COUNT_H; y++)
|
for (unsigned int y = 0; y < VERTEX_COUNT_H; y++)
|
||||||
@ -130,20 +148,25 @@ static void sceneInit()
|
|||||||
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
|
||||||
AttrInfo_Init(attrInfo);
|
AttrInfo_Init(attrInfo);
|
||||||
AttrInfo_AddFixed(attrInfo, 0);
|
AttrInfo_AddFixed(attrInfo, 0);
|
||||||
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3);
|
AttrInfo_AddFixed(attrInfo, 1);
|
||||||
AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3);
|
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));
|
iboData = linearAlloc(sizeof(vertexIndices));
|
||||||
memcpy(iboData, vertexIndices, sizeof(vertexIndices));
|
memcpy(iboData, vertexIndices, sizeof(vertexIndices));
|
||||||
|
|
||||||
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
|
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
|
||||||
BufInfo_Init(bufInfo);
|
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_TexEnv* env = C3D_GetTexEnv(0);
|
||||||
C3D_TexEnvInit(env);
|
C3D_TexEnvInit(env);
|
||||||
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR);
|
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, GPU_TEXTURE0, GPU_CONSTANT);
|
||||||
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
|
C3D_TexEnvFunc(env, C3D_RGB, GPU_INTERPOLATE);
|
||||||
|
C3D_TexEnvFunc(env, C3D_Alpha, GPU_REPLACE);
|
||||||
|
|
||||||
C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, 3);
|
C3D_FVec* spheres = C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, spheresUniformLocation, 3);
|
||||||
spheres[0] = FVec4_New(0.0f, -100.5f, -1.0f, 100.0f);
|
spheres[0] = FVec4_New(0.0f, -100.5f, -1.0f, 100.0f);
|
||||||
@ -165,6 +188,31 @@ static void sceneExit()
|
|||||||
DVLB_Free(vshaderDVLB);
|
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<u32>(value) << amt;
|
||||||
|
}
|
||||||
|
|
||||||
|
static u32 getFrameNumColor(unsigned int frameNum)
|
||||||
|
{
|
||||||
|
if (frameNum == 0)
|
||||||
|
{
|
||||||
|
return 0xFFFFFFFF;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
const float ratio = 1 - static_cast<float>(frameNum) / (frameNum + 1);
|
||||||
|
const float scaledRatio = clamp(255.0f * ratio, 0.0f, 255.0f);
|
||||||
|
const u8 bits = static_cast<u8>(scaledRatio);
|
||||||
|
return shift(bits, 24) | shift(bits, 16) | shift(bits, 8) | bits;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
int main(int argc, char* argv[])
|
int main(int argc, char* argv[])
|
||||||
{
|
{
|
||||||
gfxInitDefault();
|
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_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
|
||||||
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
|
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
|
||||||
|
|
||||||
|
C3D_TexInit(&prevFrame, 256, 512, GPU_RGBA8);
|
||||||
|
C3D_TexBind(0, &prevFrame);
|
||||||
|
|
||||||
sceneInit();
|
sceneInit();
|
||||||
|
|
||||||
@ -180,7 +231,9 @@ int main(int argc, char* argv[])
|
|||||||
C3D_FVec vup = FVec3_New(0, 1.0f, 0);
|
C3D_FVec vup = FVec3_New(0, 1.0f, 0);
|
||||||
bool dirty = false;
|
bool dirty = false;
|
||||||
|
|
||||||
setupVertices(lookFrom, lookAt, vup);
|
setupFixed(lookFrom, lookAt, vup);
|
||||||
|
|
||||||
|
unsigned int frameNum = 0;
|
||||||
|
|
||||||
// Main loop
|
// Main loop
|
||||||
while (aptMainLoop())
|
while (aptMainLoop())
|
||||||
@ -193,7 +246,7 @@ int main(int argc, char* argv[])
|
|||||||
break; // break in order to return to hbmenu
|
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);
|
C3D_FVec diff = FVec3_New(0, 0, 0);
|
||||||
if (kDown & KEY_DLEFT)
|
if (kDown & KEY_DLEFT)
|
||||||
@ -237,21 +290,37 @@ int main(int argc, char* argv[])
|
|||||||
|
|
||||||
if (dirty)
|
if (dirty)
|
||||||
{
|
{
|
||||||
setupVertices(lookFrom, lookAt, vup);
|
setupFixed(lookFrom, lookAt, vup);
|
||||||
|
|
||||||
|
frameNum = 0;
|
||||||
|
|
||||||
dirty = false;
|
dirty = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
setupVertices();
|
||||||
|
|
||||||
|
C3D_TexEnvColor(C3D_GetTexEnv(0), getFrameNumColor(frameNum));
|
||||||
|
|
||||||
if (C3D_FrameBegin(C3D_FRAME_SYNCDRAW))
|
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);
|
C3D_FrameDrawOn(target);
|
||||||
sceneRender();
|
sceneRender();
|
||||||
C3D_FrameEnd(0);
|
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();
|
sceneExit();
|
||||||
|
|
||||||
|
C3D_TexDelete(&prevFrame);
|
||||||
|
|
||||||
C3D_Fini();
|
C3D_Fini();
|
||||||
gfxExit();
|
gfxExit();
|
||||||
|
|
||||||
|
@ -19,21 +19,32 @@
|
|||||||
.fvec spheres[3]
|
.fvec spheres[3]
|
||||||
|
|
||||||
.in inOrigin v0
|
.in inOrigin v0
|
||||||
.in inDirection v1
|
.in inLowerLeftCorner v1
|
||||||
.in inPos v2
|
.in inHorizontal v2
|
||||||
|
.in inVertical v3
|
||||||
|
.in inST v4
|
||||||
|
.in inPos v5
|
||||||
|
.in inUV v6
|
||||||
|
|
||||||
.out outPos position
|
.out outPos position
|
||||||
|
.out outUV texcoord0
|
||||||
.out outColor color
|
.out outColor color
|
||||||
|
|
||||||
.proc main
|
.proc main
|
||||||
; outPos = inPos
|
; outPos = inPos
|
||||||
mov outPos, inPos
|
mov outPos, inPos
|
||||||
|
|
||||||
|
; outUV = inUV
|
||||||
|
mov outUV, inUV
|
||||||
|
|
||||||
; r1 = inOrigin
|
; r1 = inOrigin
|
||||||
mov r1, inOrigin
|
mov r1, inOrigin
|
||||||
|
|
||||||
; r2 = inDirection
|
; 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
|
; calculate light bounces
|
||||||
for bounceLoopParams
|
for bounceLoopParams
|
||||||
|
Loading…
Reference in New Issue
Block a user