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📄 transform.cpp

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/*******************************************************************************
 *
 *	ViP model for FIMGSE
 *		version 1.0
 *
 *	Transform.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 -
 *    Minimum primitive engine diagnostic tests:
 *
 *	$RCSfile: Transform.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/Transform.cpp,v $
 *	$State: Exp $
 *	$Log: Transform.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 04:33:11  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 04:27:45  cheolkyoo.kim
 *	Thomas-20060330@comment: Add to code using directive WIN32_VIP for VIP
 *
 *	Revision 1.1  2006/03/10 08:29:07  cheolkyoo.kim
 *	Initial import of FIMG-3DSE_SW package
 *
 *
 ******************************************************************************/

#if 0
 
/****************************************************************************
 *  INCLUDES
 ****************************************************************************/
#if TARGET_PLATFORM == FPGA_BOARD
#include "Fimg3DTest.h"
#endif

#include "Transform.vsa.h"
#include "Transform.psa.h"

/****************************************************************************
 *  DEFINES
 ****************************************************************************/
//static unsigned int nNumTrisCube = 12;
//static unsigned int nNumAttributesCube = 12;

int Transform(void)

{	
	unsigned int nNumOfVertices;
	unsigned int nNumofData;
	//unsigned int ConstFloatAddr;
	FGL_TexUnitParams tuParams;
    unsigned int nNumTrisCube = 12;
    unsigned int nNumAttributesCube = 12;
    
	float Cube_Data[] =
	{
		//  x      y      z     w     r     g     b     a     s     t     r     q
		/*
		// FRONT
		-0.2f, -0.2f,  0.2f,  1.f,  1.f,  0.f,  0.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		 0.2f, -0.2f,  0.2f,  1.f,  1.f,  0.f,  0.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		-0.2f,  0.2f,  0.2f,  1.f,  1.f,  0.f,  0.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		 0.2f, -0.2f,  0.2f,  1.f,  1.f,  0.f,  0.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		 0.2f,  0.2f,  0.2f,  1.f,  1.f,  0.f,  0.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		-0.2f,  0.2f,  0.2f,  1.f,  1.f,  0.f,  0.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		// BACK
		-0.2f, -0.2f, -0.2f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		-0.2f,  0.2f, -0.2f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		 0.2f, -0.2f, -0.2f,  1.f,  0.f,  1.f,  0.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		-0.2f,  0.2f, -0.2f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		 0.2f,  0.2f, -0.2f,  1.f,  0.f,  1.f,  0.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		 0.2f, -0.2f, -0.2f,  1.f,  0.f,  1.f,  0.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		// LEFT
		-0.2f, -0.2f,  0.2f,  1.f,  0.f,  0.f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		-0.2f,  0.2f,  0.2f,  1.f,  0.f,  0.f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		-0.2f, -0.2f, -0.2f,  1.f,  0.f,  0.f,  1.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		-0.2f,  0.2f,  0.2f,  1.f,  0.f,  0.f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		-0.2f,  0.2f, -0.2f,  1.f,  0.f,  0.f,  1.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		-0.2f, -0.2f, -0.2f,  1.f,  0.f,  0.f,  1.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		// RIGHT
		 0.2f, -0.2f, -0.2f,  1.f,  1.f,  1.f,  0.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		 0.2f,  0.2f, -0.2f,  1.f,  1.f,  1.f,  0.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		 0.2f, -0.2f,  0.2f,  1.f,  1.f,  1.f,  0.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		 0.2f,  0.2f, -0.2f,  1.f,  1.f,  1.f,  0.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		 0.2f,  0.2f,  0.2f,  1.f,  1.f,  1.f,  0.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		 0.2f, -0.2f,  0.2f,  1.f,  1.f,  1.f,  0.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		// TOP
		-0.2f,  0.2f,  0.2f,  1.f,  1.f,  0.f,  1.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		 0.2f,  0.2f,  0.2f,  1.f,  1.f,  0.f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		-0.2f,  0.2f, -0.2f,  1.f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		 0.2f,  0.2f,  0.2f,  1.f,  1.f,  0.f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		 0.2f,  0.2f, -0.2f,  1.f,  1.f,  0.f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		-0.2f,  0.2f, -0.2f,  1.f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		// BOTTOM
		-0.2f, -0.2f,  0.2f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		-0.2f, -0.2f, -0.2f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		 0.2f, -0.2f,  0.2f,  1.f,  0.f,  1.f,  1.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		-0.2f, -0.2f, -0.2f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		 0.2f, -0.2f, -0.2f,  1.f,  0.f,  1.f,  1.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		 0.2f, -0.2f,  0.2f,  1.f,  0.f,  1.f,  1.f,  0.f,  0.f,  0.f,  0.f,  1.f
		 */
		 
		// FRONT
		-0.3f, -0.3f,  0.3f,  1.f,  1.f,  0.f,  0.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		 0.3f, -0.3f,  0.3f,  1.f,  1.f,  0.f,  0.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		-0.3f,  0.3f,  0.3f,  1.f,  1.f,  0.f,  0.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		 0.3f, -0.3f,  0.3f,  1.f,  1.f,  0.f,  0.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		 0.3f,  0.3f,  0.3f,  1.f,  1.f,  0.f,  0.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		-0.3f,  0.3f,  0.3f,  1.f,  1.f,  0.f,  0.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		// 3ACK   3      3
		-0.3f, -0.3f, -0.3f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		-0.3f,  0.3f, -0.3f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		 0.3f, -0.3f, -0.3f,  1.f,  0.f,  1.f,  0.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		-0.3f,  0.3f, -0.3f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		 0.3f,  0.3f, -0.3f,  1.f,  0.f,  1.f,  0.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		 0.3f, -0.3f, -0.3f,  1.f,  0.f,  1.f,  0.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		// 3EFT   3      3
		-0.3f, -0.3f,  0.3f,  1.f,  0.f,  0.f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		-0.3f,  0.3f,  0.3f,  1.f,  0.f,  0.f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		-0.3f, -0.3f, -0.3f,  1.f,  0.f,  0.f,  1.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		-0.3f,  0.3f,  0.3f,  1.f,  0.f,  0.f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		-0.3f,  0.3f, -0.3f,  1.f,  0.f,  0.f,  1.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		-0.3f, -0.3f, -0.3f,  1.f,  0.f,  0.f,  1.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		// 3IGHT  3      3
		 0.3f, -0.3f, -0.3f,  1.f,  1.f,  1.f,  0.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		 0.3f,  0.3f, -0.3f,  1.f,  1.f,  1.f,  0.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		 0.3f, -0.3f,  0.3f,  1.f,  1.f,  1.f,  0.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		 0.3f,  0.3f, -0.3f,  1.f,  1.f,  1.f,  0.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		 0.3f,  0.3f,  0.3f,  1.f,  1.f,  1.f,  0.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		 0.3f, -0.3f,  0.3f,  1.f,  1.f,  1.f,  0.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		// 3OP    3      3
		-0.3f,  0.3f,  0.3f,  1.f,  1.f,  0.f,  1.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		 0.3f,  0.3f,  0.3f,  1.f,  1.f,  0.f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		-0.3f,  0.3f, -0.3f,  1.f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		 0.3f,  0.3f,  0.3f,  1.f,  1.f,  0.f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		 0.3f,  0.3f, -0.3f,  1.f,  1.f,  0.f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		-0.3f,  0.3f, -0.3f,  1.f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		// 3OTTOM 3    M 3
		-0.3f, -0.3f,  0.3f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,  0.f,  0.f,  1.f,
		-0.3f, -0.3f, -0.3f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		 0.3f, -0.3f,  0.3f,  1.f,  0.f,  1.f,  1.f,  0.f,  0.f,  0.f,  0.f,  1.f,
		-0.3f, -0.3f, -0.3f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,  1.f,  0.f,  1.f,
		 0.3f, -0.3f, -0.3f,  1.f,  0.f,  1.f,  1.f,  0.f,  0.f,  1.f,  0.f,  1.f,
		 0.3f, -0.3f,  0.3f,  1.f,  0.f,  1.f,  1.f,  0.f,  0.f,  0.f,  0.f,  1.f

	};

	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);

    if (fglLoadVShader(Transform_vsa) != FGL_ERR_NO_ERROR) {
		return ERROR;
    }

    if (fglLoadPShader(Transform_psa) != FGL_ERR_NO_ERROR) {
		return ERROR;
    }

    //ConstFloatAddr = FGVS_CFLOAT_SADDR;
    //matMVP.WriteMatrix4(ConstFloatAddr);
    
    fglWriteVertexShaderConstFloat(0, 16, matMVP.m[0]);

	drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0xFFFFFFFF);
	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 output & input
	WRITEREG(FGVS_OUT_ATTRIB_IDX0, 0x02020100); // Output attribute index control
	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, 0x00000002); // 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
*/
    fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX0, 0x02020100);
    fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX1, 0x07060504);
    fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX2, 0x0B0A0908);

    fglVSSetAttribNum(3);
    fglPSSetAttributeNum(2);


	// Raster engine SFR set
	fglSetFaceCullControl(FGL_TRUE, FGL_FALSE/*CCW*/, FGL_FACE_BACK);
	//FGL_DPFAPI( fglSetLODControl(0x0000003F) );
	fglSetLODRegister(FGL_LODCOEFF_ENABLE_ALL,
					FGL_LODCOEFF_ENABLE_ALL,
					FGL_LODCOEFF_DISABLE,
					FGL_LODCOEFF_DISABLE,
					FGL_LODCOEFF_DISABLE,
					FGL_LODCOEFF_DISABLE,
					FGL_LODCOEFF_DISABLE,
					FGL_LODCOEFF_DISABLE);


	// 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);

	{
		// Primitive Engine SRF Set
		FGL_Vertex Vtx;
		Vtx.prim = FGL_PRIM_TRIANGLES;
		Vtx.enablePointSize = FGL_FALSE;
		Vtx.numVSOut = 2;
		Vtx.shadeModel = FGL_SHADING_SMOOTH;
		Vtx.colorAttribIdx = 0;
		
		fglSetVertex(&Vtx); // Vertex context register

#ifdef _FIMG3DSE_VER_1_2
    	// Texture Unit SFR Setting
    	tuParams.eType = FGL_TEX_2D;
    	tuParams.eColorkey = FGL_CKEY_DISABLE;
    	tuParams.bUseExpansion = FGL_FALSE;
    	tuParams.ePaletteFormat = FGL_PALETTE_ARGB8888;
    	tuParams.eFormat = FGL_TEXEL_ARGB1555;
    	tuParams.eUMode = FGL_TEX_WRAP_REPEAT;
    	tuParams.eVMode = FGL_TEX_WRAP_REPEAT;
    	tuParams.bIsNonparametric = FGL_FALSE;
    	tuParams.bUseMagFilter = FGL_TRUE;
    	tuParams.bUseMinFilter = FGL_TRUE;    	
    	tuParams.eMipMapFilter = FGL_FILTER_LINEAR;
    	tuParams.uUSize = 256;
    	tuParams.uVSize = 256;
    	tuParams.uPSize = 1;

    	fglSetTexUnitParams(0, &tuParams);
    	fglSetTexBaseAddr(0, FIMG_TEXTURE_MEMORY);

#else
		// Texture Unit SFR Setting
		WRITEREG(FGTU_TEX0_CTRL, 0x08150088); 	// FIMG_TUSFR_TEX0_STATUS
		WRITEREG(FGTU_TEX0_BASE_LEVEL, 0x00000000); 	// FIMG_TUSFR_TEX0_BASE_LEVEL
		WRITEREG(FGTU_TEX0_MAX_LEVEL, 0x00000008); 	// FIMG_TUSFR_TEX0_MAX_LEVEL
		WRITEREG(FGTU_TEX0_BASE_ADDR, FIMG_TEXTURE_MEMORY); 	// FIMG_TUSFR_TEX0_BASE_ADDRESS
#endif
		// Host Interface SFR Set
		FGL_HInterface HInterface;
		HInterface.enableAutoInc = FGL_TRUE;
		HInterface.enableVtxBuffer = FGL_FALSE;
		HInterface.enableVtxCache = FGL_FALSE;	
		HInterface.idxType = FGL_INDEX_DATA_UINT;
		HInterface.numVSOut = 3;
		fglSetHInterface(&HInterface);

		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);

		nNumOfVertices = nNumTrisCube * 3;
		nNumofData = nNumAttributesCube * nNumOfVertices;

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