?? vbautoincre.cpp
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/*******************************************************************************
*
* ViP model for FIMGSE
* version 1.0
*
* Lighting.c
*
* by cheolkyoo.kim
* Graphics IP Team in AP, Mobile Solution Development,
* System LSI Division, Semiconductor Business,
* Samsung Electronics
*
* Copyright (c) 2005 FIMG team
*
* All rights reserved. No part of this program may be reproduced, stored
* in a retrieval system, or tranmitted, in any form or by any means,
* electronic, mechanical, photocopying, recording, or otherwise, without
* the prior written permission of the author.
*
* 2006. 1. 26 by cheolkyoo.kim
*
* Description -
*
* $RCSfile: VBAutoIncre.cpp,v $
* $Revision: 1.6 $
* $Author: cheolkyoo.kim $
* $Date: 2006/05/08 05:37:06 $
* $Locker: $
*
* $Source: C:/CVS/CVSrepository/FIMG-3DSE_SW/fimg3dse_fpga/fimg3d/src/VBAutoIncre.cpp,v $
* $State: Exp $
* $Log: VBAutoIncre.cpp,v $
* Revision 1.6 2006/05/08 05:37:06 cheolkyoo.kim
* no message
*
* Revision 1.5 2006/04/13 11:53:57 cheolkyoo.kim
* no message
*
* Revision 1.4 2006/04/08 07:12:28 inhosens.lee
* updated with fimg_ra code
*
* Revision 1.3 2006/04/05 04:06:11 cheolkyoo.kim
* Replaced ~_XCORD and ~_YCORD to ~_XCOORD and ~_YCOORD.
*
* Revision 1.2 2006/03/30 04:27:46 cheolkyoo.kim
* Thomas-20060330@comment: Add to code using directive WIN32_VIP for VIP
*
* Revision 1.1 2006/03/10 08:29:08 cheolkyoo.kim
* Initial import of FIMG-3DSE_SW package
*
*
******************************************************************************/
/****************************************************************************
* INCLUDES
****************************************************************************/
#include "Fimg3DTest.h"
#include "Lighting.vsa.h"
#include "mov_v2o.psa.h"
/****************************************************************************
* DEFINES
****************************************************************************/
int VBAutoIncre(void)
{
unsigned int nNumTrisCube_HI0 = 12;
unsigned int i;
unsigned int j;
//const unsigned int *pVS;
//const unsigned int *pPS;
unsigned int nNumOfVertices;
unsigned int *pVtxBufAddr;
unsigned int DataSize;
//unsigned int ConstFloatAddr;
float CubePos[] =
{
// x y z
// FRONT
-0.2f, -0.2f, 0.2f,
0.2f, -0.2f, 0.2f,
-0.2f, 0.2f, 0.2f,
0.2f, -0.2f, 0.2f,
-0.2f, 0.2f, 0.2f,
0.2f, 0.2f, 0.2f,
// BACK
-0.2f, -0.2f, -0.2f,
-0.2f, 0.2f, -0.2f,
0.2f, -0.2f, -0.2f,
-0.2f, 0.2f, -0.2f,
0.2f, -0.2f, -0.2f,
0.2f, 0.2f, -0.2f,
// LEFT
-0.2f, -0.2f, 0.2f,
-0.2f, 0.2f, 0.2f,
-0.2f, -0.2f, -0.2f,
-0.2f, 0.2f, 0.2f,
-0.2f, -0.2f, -0.2f,
-0.2f, 0.2f, -0.2f,
// RIGHT
0.2f, -0.2f, -0.2f,
0.2f, 0.2f, -0.2f,
0.2f, -0.2f, 0.2f,
0.2f, 0.2f, -0.2f,
0.2f, -0.2f, 0.2f,
0.2f, 0.2f, 0.2f,
// TOP
-0.2f, 0.2f, 0.2f,
0.2f, 0.2f, 0.2f,
-0.2f, 0.2f, -0.2f,
0.2f, 0.2f, 0.2f,
-0.2f, 0.2f, -0.2f,
0.2f, 0.2f, -0.2f,
// BOTTOM
-0.2f, -0.2f, 0.2f,
-0.2f, -0.2f, -0.2f,
0.2f, -0.2f, 0.2f,
-0.2f, -0.2f, -0.2f,
0.2f, -0.2f, 0.2f,
0.2f, -0.2f, -0.2f
};
float CubeColor[] =
{
// r g b
// FRONT
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
// BACK
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
// LEFT
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
// RIGHT
1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
// TOP
1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f,
// BOTTOM
0.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f
};
float CubeNormal[] =
{
// nx ny nz
// FRONT
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
// BACK
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
// LEFT
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
// RIGHT
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
// TOP
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
// BOTTOM
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f
};
if (fglLoadVShader(Lighting_vsa) != FGL_ERR_NO_ERROR)
{
return ERROR;
}
if (fglLoadPShader(mov_v2o_psa) != FGL_ERR_NO_ERROR)
{
return ERROR;
}
Matrix4 matMVP(1.707107f, 0.0f, 1.707107f, 0.0f,
1.207107f, 1.707107f, -1.207107f, 0.0f,
0.501001f, -0.708522f, -0.501001f, 1.302803f,
0.5f, -0.707107f, -0.5f, 1.5f);
//ConstFloatAddr = FGVS_CFLOAT_SADDR;
//matMVP.WriteMatrix4(ConstFloatAddr);
fglWriteVertexShaderConstFloat(0, 16, matMVP.m[0]);
drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0x00FFFFFF);
drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0x0);
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
/*
// Vertex Shader SFR set
WRITEREG(FGVS_ATTRIB_NUM, 0x00030003); // Attribute counter of VS input & output
WRITEREG(FGVS_CONFIG, 0x00000001); // Configuration register
// Pixel Shader SFR set
WRITEREG(FGPS_EXE_MODE, 0x00000000); // Pixel shader execution mode control register
WRITEREG(FGPS_PC_COPY, 0x00000001); // Copy PSPCS_ADDR value to program counter
WRITEREG(FGPS_ATTRIB_NUM, 0x00000001); // Number of attribute of current context
fglSysPollingMask(FGPS_INBUF_STATUS, 0x0, 0x00000001); // Status signal of pixel shader input buffer
WRITEREG(FGPS_EXE_MODE, 0x00000001); // Pixel shader execution mode control register
*/
fglVSSetAttribNum(3);
fglPSSetAttributeNum(1);
// Per-fragment Unit SFR set
//WRITEREG(FGPF_DEPTHBUF_ADDR, FIMG_DEPTH_BUFFER); // Depth/Stencil buffer base address
//WRITEREG(FGPF_DEPTH, 0x00000005); // Depth test control
fglSetZBufBaseAddr(FIMG_DEPTH_BUFFER);
fglSetDepthParams(FGL_COMP_LESS);
fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_TRUE);
/*
* Transfer the data of geometry to Vertex Buffer
*/
pVtxBufAddr = 0;
FGL_VtxBufAttrib VtxAttrib;
// Attribute 0 for Vertex Buffer
fglSetVtxBufferAddr((unsigned int)pVtxBufAddr); // Vetex buffer address
VtxAttrib.stride = 16; // Attribute n vertex buffer control
VtxAttrib.addr = (unsigned int)pVtxBufAddr; // Vertex buffer attribute0 base address
VtxAttrib.num = 0x24;
fglSetVtxBufAttrib(0, &VtxAttrib);
DataSize = (sizeof(CubePos)/sizeof(float))/3;
for(i=0; i<DataSize; i++)
{
fglSendToVtxBuffer(*(unsigned int*)&CubePos[i*3]);
pVtxBufAddr++;
fglSendToVtxBuffer(*(unsigned int*)&CubePos[i*3+1]);
pVtxBufAddr++;
fglSendToVtxBuffer(*(unsigned int*)&CubePos[i*3+2]);
pVtxBufAddr++;
fglSendToVtxBuffer(0x3F800000);
pVtxBufAddr++;
}
// Attribute 1 for Vertex Buffer
fglSetVtxBufferAddr((unsigned int)pVtxBufAddr); // Vetex buffer address
VtxAttrib.stride = 16; // Attribute n vertex buffer control
VtxAttrib.addr = (unsigned int)pVtxBufAddr; // Vertex buffer attribute0 base address
VtxAttrib.num = 0x24; // Attribute n vertex buffer control
fglSetVtxBufAttrib(1, &VtxAttrib);
for(i=0; i<DataSize; i++)
{
fglSendToVtxBuffer(*(unsigned int*)&CubeColor[i*3]);
pVtxBufAddr++;
fglSendToVtxBuffer(*(unsigned int*)&CubeColor[i*3+1]);
pVtxBufAddr++;
fglSendToVtxBuffer(*(unsigned int*)&CubeColor[i*3+2]);
pVtxBufAddr++;
fglSendToVtxBuffer(0x3F800000);
pVtxBufAddr++;
}
// Attribute 2 for Vertex Buffer
fglSetVtxBufferAddr((unsigned int)pVtxBufAddr); // Vetex buffer address
VtxAttrib.stride = 16; // Attribute n vertex buffer control
VtxAttrib.addr = (unsigned int)pVtxBufAddr; // Vertex buffer attribute0 base address
VtxAttrib.num = 0x24; // Attribute n vertex buffer control
fglSetVtxBufAttrib(2, &VtxAttrib);
for(i=0; i<DataSize; i++)
{
fglSendToVtxBuffer(*(unsigned int*)&CubeNormal[i*3]);
pVtxBufAddr++;
fglSendToVtxBuffer(*(unsigned int*)&CubeNormal[i*3+1]);
pVtxBufAddr++;
fglSendToVtxBuffer(*(unsigned int*)&CubeNormal[i*3+2]);
pVtxBufAddr++;
fglSendToVtxBuffer(0x3F800000);
pVtxBufAddr++;
}
// Question
// HI IdxOffset SFR
fglSetIndexOffset(1); // Auto-Increment Mode
// Primitive Engine SRF Set
FGL_Vertex Vtx;
Vtx.prim = FGL_PRIM_TRIANGLES;
Vtx.enablePointSize = FGL_FALSE;
Vtx.numVSOut = 1;
Vtx.shadeModel = FGL_SHADING_SMOOTH;
Vtx.colorAttribIdx = 0;
fglSetVertex(&Vtx); // Vertex context register
// Host Interface SFR Set
FGL_Attribute HIAttr;
HIAttr.bEndFlag = FGL_FALSE;
HIAttr.type = FGL_ATTRIB_DATA_FLOAT;
HIAttr.numComp = 4;
HIAttr.srcW = FGL_ATTRIB_ORDER_4TH;
HIAttr.srcZ = FGL_ATTRIB_ORDER_3RD;
HIAttr.srcY = FGL_ATTRIB_ORDER_2ND;
HIAttr.srcX = FGL_ATTRIB_ORDER_1ST;
fglSetAttribute(0, &HIAttr);
fglSetAttribute(1, &HIAttr);
HIAttr.bEndFlag = FGL_TRUE;
fglSetAttribute(2, &HIAttr);
FGL_HInterface HInterface;
HInterface.enableAutoInc = FGL_TRUE;
HInterface.enableVtxBuffer = FGL_TRUE;
HInterface.enableVtxCache = FGL_FALSE;
HInterface.idxType = FGL_INDEX_DATA_UINT;
HInterface.numVSOut = 2;
for(j=0; j<3; j++)
{
nNumOfVertices = nNumTrisCube_HI0 * 3;
if(j==0)
{
// Auto-Increment Mode: index type unsigned int
HInterface.idxType = FGL_INDEX_DATA_UINT;
fglSetHInterface(&HInterface);
unsigned int uiIndex = 0x00000000;
fglSendToFIFO(4, &nNumOfVertices);
fglSendToFIFO(4, &uiIndex);
}
else if(j==1)
{
// Auto-Increment Mode: index type short
HInterface.idxType = FGL_INDEX_DATA_USHORT;
fglSetHInterface(&HInterface);
unsigned int uiIndex = 0xFFFF0000;
fglSendToFIFO(4, &nNumOfVertices);
fglSendToFIFO(4, &uiIndex);
}
else
{
// Auto-Increment Mode: index type unsigned byte
HInterface.idxType = FGL_INDEX_DATA_UBYTE;
HInterface.enableVtxCache = FGL_TRUE;
fglSetHInterface(&HInterface);
unsigned int uiIndex = 0xFFFFFF00;
fglSendToFIFO(4, &nNumOfVertices);
fglSendToFIFO(4, &uiIndex);
}
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
// Cache flush
//fglSysCacheFlush();
fglClearCache(FGL_CACHECTL_FLUSH_ZCACHE | FGL_CACHECTL_FLUSH_CCACHE);
fglSysDelay(50);
drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0x00FFFFFF);
// drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER+m_FBOffsize), CLEAR_SCREEN_SIZE, 0);
}
//WRITEREG(FGPF_DEPTH, 0);
fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_FALSE);
return NO_ERROR;
}
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