add reflections
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vendored
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vendored
@ -6,3 +6,4 @@
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*.cue
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*.ppm
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*.png
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*.out
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@ -43,7 +43,7 @@ void put_pixel(int32_t x, int32_t y, const vec3& color)
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if (sx >= 320 || sx < 0 || sy >= 240 || sy < 0)
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return;
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vdp2.vram.u16[512 * sy + sx] = rgb15(color);
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vdp2.vram.u32[512 * sy + sx] = rgb24(color);
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}
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template <class T>
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@ -101,16 +101,16 @@ void main_asdf()
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vdp2.reg.BGON = BGON__N0ON;
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vdp2.reg.CHCTLA = (
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CHCTLA__N0CHCN__32K_COLOR // 15 bits per pixel, RGB
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//CHCTLA__N0CHCN__16M_COLOR // 24 bits per pixel
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// CHCTLA__N0CHCN__32K_COLOR // 15 bits per pixel, RGB
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CHCTLA__N0CHCN__16M_COLOR // 24 bits per pixel
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| CHCTLA__N0BMSZ__512x256_DOT
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| CHCTLA__N0BMEN__BITMAP_FORMAT
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);
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vdp2.reg.MPOFN = MPOFN__N0MP(0);
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constexpr s32 plane_size = 512 * 256 * 2;
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fill<volatile uint32_t>(&vdp2.vram.u32[0x0 / 4], (1 << 31) | (1 << 15), plane_size);
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constexpr s32 plane_size = 512 * 256 * 4;
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fill<volatile uint32_t>(&vdp2.vram.u32[0x0 / 4], (1 << 31), plane_size);
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vdp2.reg.SCXIN0 = 0;
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vdp2.reg.SCXDN0 = 0;
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@ -23,6 +23,7 @@ struct sphere {
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fp16_16 radius;
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vec3 color;
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fp16_16 specular;
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fp16_16 reflective;
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};
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enum class light_type {
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@ -52,24 +53,28 @@ constexpr scene scene {
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1, // radius
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{1, 0, 0}, // color
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8, // specular
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fp16_16(65536 * 0.2, fp_raw_tag{}) // reflective
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},
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{
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{2, 0, 4},
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1,
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{0, 0, 1},
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10
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10,
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fp16_16(65536 * 0.3, fp_raw_tag{})
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},
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{
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{-2, 0, 4},
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fp16_16(1),
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{0, 1, 0},
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10,
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fp16_16(65536 * 0.4, fp_raw_tag{})
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},
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{
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{0, -61, 0},
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fp16_16(60),
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{0, -31, 0},
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fp16_16(30),
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{1, 1, 0},
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0
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0,
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fp16_16(65536 * 0.5, fp_raw_tag{})
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}
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},
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{ // lights
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@ -199,12 +204,18 @@ fp16_16 compute_lighting(const vec3& point, const vec3& normal,
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return intensity;
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}
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constexpr inline vec3 reflect_ray(const vec3& r, const vec3& n)
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{
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return n * fp16_16(2) * dot(n, r) - r;
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}
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static vec3 trace_ray
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(
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const vec3& origin,
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const vec3& direction,
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const fp16_16 t_min,
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const fp16_16 t_max
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const fp16_16 t_max,
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const int recursion_depth
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)
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{
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auto [closest_t, closest_sphere] = closest_intersection(origin, direction, t_min, t_max);
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@ -214,8 +225,21 @@ static vec3 trace_ray
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vec3 point = origin + direction * closest_t;
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vec3 normal = point - closest_sphere->center;
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normal = normal * (fp16_16(1) / length(normal));
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return closest_sphere->color * compute_lighting(point, normal,
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-direction, closest_sphere->specular);
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auto direction_neg = -direction;
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auto intensity = compute_lighting(point, normal, direction_neg, closest_sphere->specular);
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auto local_color = closest_sphere->color * intensity;
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const auto& reflective = closest_sphere->reflective;
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if (recursion_depth <= 0 || reflective <= fp16_16(0)) {
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return local_color;
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} else {
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auto reflected_ray = reflect_ray(direction_neg, normal);
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auto reflected_color = trace_ray(point, reflected_ray,
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fp16_16(128, fp_raw_tag{}),
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fp_limits<fp16_16>::max(),
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recursion_depth - 1);
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return local_color * (fp16_16(1) - reflective) + reflected_color * reflective;
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}
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}
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}
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@ -225,8 +249,8 @@ void render(int half, void (&put_pixel) (int32_t x, int32_t y, const vec3& c))
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vec3 origin = vec3(0, 0, 0);
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int x_low = half ? 0 : -(width/2);
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int x_high = half ? (width/2) : 0;
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int x_low = half ? 0 : -(320/2);
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int x_high = half ? (320/2) : 0;
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//for (int x = -(width/2); x < (width/2); x++) {
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for (int x = x_low; x < x_high; x++) {
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@ -234,7 +258,8 @@ void render(int half, void (&put_pixel) (int32_t x, int32_t y, const vec3& c))
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vec3 direction = canvas_to_viewport(x, y);
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vec3 color = trace_ray(origin, direction,
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fp16_16(1),
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fp_limits<fp16_16>::max());
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fp_limits<fp16_16>::max(),
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2);
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put_pixel(x, y, color);
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}
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}
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