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📄 blend.cpp

📁 Ray tracing on PS3, using the acceleration of PPU, No SPE acceleration is used. The code must be com
💻 CPP
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/* Copyright (c) 2007 Massachusetts Institute of Technology * * Permission is hereby granted, free of charge, to any person obtaining a copy of * this software and associated documentation files (the "Software"), to deal in * the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of * the Software, and to permit persons to whom the Software is furnished to do so, * subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *//** * blend.cpp - Includes all code related to blending shaders * @author Russel Ryan * Never compile on its own, just let material.cpp include it */#include <lerp_vec4.h>#define lerp_vec4 _lerp_vec4#include <noise3_v.h>#define noise3_v _noise3_v#include <fractalsum3_v.h>#define fractalsum3_v _fractalsum3_v//#include <sin18_v.h>//#define sin18_v _sin18_v//blend.cpp holds all the blend related code// never compile this on its own, it's included from material.cpp just to make things neater// you have to ask yourself, 'But Will it Blend?'MATERIAL_SHADER(material_BlenderShade) {  dprintf("material_BlenderShade\r\n");     vector float _zero = spu_splats(0.0f);    union {    vector unsigned int ids;    struct {      unsigned int id1, id2, id3, id4;    };  };  ids = hp.materialID;    vector float px = spu_madd(rp.dx, hp.t, rp.x0);  vector float py = spu_madd(rp.dy, hp.t, rp.y0);  vector float pz = spu_madd(rp.dz, hp.t, rp.z0);  vector float pw = _zero;     vector float px_temp, py_temp, pz_temp, pw_temp;  vector float px_res, py_res, pz_res;  px_res = py_res = pz_res =  _zero;  vector unsigned int thisID;  vector float matrix[16];    //Do material1's matrix   splat_matrix4x4((vector float*)&matrix, &materials[id1].colorDSRT_r);  xform_vec3_v(&px_temp, &py_temp, &pz_temp, &pw_temp, px, py, pz, (vector float*)&matrix);  thisID = spu_cmpeq(hp.materialID, spu_splats(id1));  px_res = spu_sel(px_res, px_temp, thisID);  py_res = spu_sel(py_res, py_temp, thisID);  pz_res = spu_sel(pz_res, pz_temp, thisID);  //pw_res = spu_sel(pw_res, pw_temp, thisID);  //Do material2's matrix   splat_matrix4x4((vector float*)&matrix, &materials[id2].colorDSRT_r);  xform_vec3_v(&px_temp, &py_temp, &pz_temp, &pw_temp, px, py, pz, (vector float*)&matrix);  thisID = spu_cmpeq(hp.materialID, spu_splats(id2));  px_res = spu_sel(px_res, px_temp, thisID);  py_res = spu_sel(py_res, py_temp, thisID);  pz_res = spu_sel(pz_res, pz_temp, thisID);  //pw_res = spu_sel(pw_res, pw_temp, thisID);  //Do material3's matrix   splat_matrix4x4((vector float*)&matrix, &materials[id3].colorDSRT_r);  xform_vec3_v(&px_temp, &py_temp, &pz_temp, &pw_temp, px, py, pz, (vector float*)&matrix);  thisID = spu_cmpeq(hp.materialID, spu_splats(id3));  px_res = spu_sel(px_res, px_temp, thisID);  py_res = spu_sel(py_res, py_temp, thisID);  pz_res = spu_sel(pz_res, pz_temp, thisID);  //pw_res = spu_sel(pw_res, pw_temp, thisID);  //Do material4's matrix  splat_matrix4x4((vector float*)&matrix, &materials[id4].colorDSRT_r);  xform_vec3_v(&px_temp, &py_temp, &pz_temp, &pw_temp, px, py, pz, (vector float*)&matrix);  thisID = spu_cmpeq(hp.materialID, spu_splats(id4));  px_res = spu_sel(px_res, px_temp, thisID);  py_res = spu_sel(py_res, py_temp, thisID);  pz_res = spu_sel(pz_res, pz_temp, thisID);  //pw_res = spu_sel(pw_res, pw_temp, thisID);  union {    vector unsigned int matTypes;    struct {      unsigned int mat1_type;      unsigned int mat2_type;      unsigned int mat3_type;      unsigned int mat4_type;    };  };    matTypes = (vector unsigned int)    {(unsigned int)materials[id1].materialType,      (unsigned int)materials[id2].materialType,      (unsigned int)materials[id3].materialType,      (unsigned int)materials[id4].materialType};    vector unsigned int type_eq_blender = spu_or(spu_cmpeq(spu_splats((unsigned int)MATERIAL_WOOD), matTypes), spu_cmpeq(spu_splats((unsigned int)MATERIAL_MARBLE), matTypes));  vector unsigned int valid = spu_and(shadeBits, type_eq_blender);    union {    vector unsigned int functions;    struct {      material_shader_blendfactor f1;      material_shader_blendfactor f2;      material_shader_blendfactor f3;      material_shader_blendfactor f4;    };     };    functions = (vector unsigned int){							(unsigned int)fp_shader[mat1_type].blendfactor,							(unsigned int)fp_shader[mat2_type].blendfactor,							(unsigned int)fp_shader[mat3_type].blendfactor,							(unsigned int)fp_shader[mat4_type].blendfactor};    vector unsigned int zero_i = spu_splats((unsigned int)0);  vector unsigned int ones_i = spu_splats((unsigned int)1);  union {    vector float blendFactors_v;    struct {      float blendFactor[4];    };  };  union {    vector unsigned int materials_v;    struct {      material *material1;      material *material2;      material *material3;      material *material4;    };  };  material1 = &materials[id1];  material2 = &materials[id2];  material3 = &materials[id3];  material4 = &materials[id4];  blendFactors_v = _zero;    thisID = spu_cmpeq(matTypes, spu_splats(mat1_type));  (*f1)(materials_v, blendFactors_v, px_res, py_res, pz_res, thisID);  functions = spu_sel(functions, spu_splats((unsigned int)material_getBlendFactorDummy), thisID);    thisID = spu_cmpeq(matTypes, spu_splats(mat2_type));  (*f2)(materials_v, blendFactors_v, px_res, py_res, pz_res, thisID);  functions = spu_sel(functions, spu_splats((unsigned int)material_getBlendFactorDummy), thisID);    thisID = spu_cmpeq(matTypes, spu_splats(mat3_type));  (*f3)(materials_v, blendFactors_v, px_res, py_res, pz_res, thisID);  functions = spu_sel(functions, spu_splats((unsigned int)material_getBlendFactorDummy), thisID);  thisID = spu_cmpeq(matTypes, spu_splats(mat4_type));    (*f4)(materials_v, blendFactors_v, px_res, py_res, pz_res, thisID);  //functions = spu_sel(functions, spu_splats((unsigned int)material_getBlendFactorDummy), thisID);    vector unsigned int mat1s = (vector unsigned int){materials[id1].arg1_i, materials[id2].arg1_i, materials[id3].arg1_i, materials[id4].arg1_i};  vector unsigned int mat2s = (vector unsigned int){materials[id1].arg2_i, materials[id2].arg2_i, materials[id3].arg2_i, materials[id4].arg2_i};    RGBPacket shade1, shade2;  shade1.r = shade2.r = rgbp.r;  shade1.g = shade2.g = rgbp.g;  shade1.b = shade2.b = rgbp.b;  HitPacket newhp;    newhp.nx = hp.nx;  newhp.ny = hp.ny;  newhp.nz = hp.nz;  newhp.t = hp.t;    newhp.materialID = mat1s;  newhp.materialID = spu_sel(spu_splats((unsigned int)0), newhp.materialID, valid);  materialShade(materials, shade1, rp, newhp, dirToLight_x, dirToLight_y, dirToLight_z, lightColor_r, lightColor_g, lightColor_b, valid);    newhp.materialID = mat2s;  newhp.materialID = spu_sel(spu_splats((unsigned int)0), newhp.materialID, valid);  materialShade(materials, shade2, rp, newhp, dirToLight_x, dirToLight_y, dirToLight_z, lightColor_r, lightColor_g, lightColor_b, valid);  // result = (1-t) * v1 + t * v2    lerp_vec3_v(&shade1.r, &shade1.g, &shade1.b, shade2.r, shade2.g, shade2.b, shade1.r, shade1.g, shade1.b, blendFactors_v);  rgbp.r = spu_sel(rgbp.r, shade1.r, valid);  rgbp.g = spu_sel(rgbp.g, shade1.g, valid);  rgbp.b = spu_sel(rgbp.b, shade1.b, valid);    return;}MATERIAL_SHADER_BLENDFACTOR(material_getWoodBlendFactor) {    union {    vector unsigned int materials_v;    struct {      material* material1;      material* material2;      material* material3;      material* material4;    };  };  //n = PerlinNoise::octave_noise(pt, m_octaves)  //m = sin(m_frequency * sqrt(pt[0]*pt[0] + pt[1]*pt[1]) + m_amplitude *n)  //m = (m+1.0f)/2.0f; //shift from [-1 1] to [0, 1]   materials_v = materials;    vector float freq = (vector float){material1->arg1_f, material2->arg1_f, material3->arg1_f, material4->arg1_f};  vector float ampl = (vector float){material1->arg2_f, material2->arg2_f, material3->arg2_f, material4->arg2_f};  vector float noise = noise3_v(p_x, p_y, p_z);  //vector float noise = fractalsum3_v(p_x, p_y, p_z, freq, ampl);  ampl = spu_mul(ampl, noise);  vector float m = sqrtf4(spu_add(spu_mul(p_x, p_x), spu_mul(p_y, p_y)));  freq = spu_mul(freq, m);  // m = sin18_v(spu_add(freq, ampl));  m = sinf4(spu_add(freq, ampl));  //shift from [-1 1] -> [0 1]  m = spu_add(m, spu_splats(1.0f));   m = divf4(m, spu_splats(2.0f));   blendFactors = spu_sel(blendFactors, m, shadeBits);    return;}MATERIAL_SHADER_BLENDFACTOR(material_getMarbleBlendFactor) {    union {    vector unsigned int materials_v;    struct {      material* material1;      material* material2;      material* material3;      material* material4;    };  };  //n = PerlinNoise::octave_noise(pt, m_octaves)  //m = sin(m_frequency * sqrt(pt[0]*pt[0] + pt[1]*pt[1]) + m_amplitude *n)  //m = (m+1.0f)/2.0f; //shift from [-1 1] to [0, 1]  materials_v = materials;   vector float noise, freq, ampl;  freq = (vector float){0.5f, 0.5f, 0.5f, 0.5f};  ampl = (vector float){3.0f, 3.0f, 3.0f, 3.0f};  // TODO: changed  noise = fractalsum3_v(p_x, p_y, p_z, freq, ampl);  //noise = noise3_v(p_x, p_y, p_z);    freq = (vector float){material1->arg1_f, material2->arg1_f, material3->arg1_f, material4->arg1_f};  ampl = (vector float){material1->arg2_f, material2->arg2_f, material3->arg2_f, material4->arg2_f};    ampl = spu_mul(ampl, noise);  freq = spu_mul(freq, p_x);  //vector float m = sin18_v(spu_add(freq, ampl));  vector float m = sinf4(spu_add(freq, ampl));  //shift from [-1 1] -> [0 1]  m = spu_add(m, spu_splats(1.0f));   m = divf4(m, spu_splats(2.0f));   blendFactors = spu_sel(blendFactors, m, shadeBits);    return;}MATERIAL_SHADER_DIFFUSE(material_getBlenderDiffuseColor) {  dprintf("material_getBlenderDiffuseColor\r\n");    vector float _zero = spu_splats(0.0f);    union {    vector unsigned int ids;    struct {      unsigned int id1, id2, id3, id4;    };  };  ids = hp.materialID;     vector float px_temp, py_temp, pz_temp, pw_temp;  vector float px_res, py_res, pz_res;  px_res = py_res = pz_res =  _zero;  vector unsigned int thisID;  vector float matrix[16];  //Do material1's matrix   splat_matrix4x4((vector float*)&matrix, &materials[id1].colorDSRT_r);

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