📄 vbmixedidx.cpp
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/*******************************************************************************
*
* ViP model for FIMGSE
* version 1.0
*
* VBMixedIdx.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. 2. 7 by cheolkyoo.kim
*
* Description -
*
* $RCSfile: VBMixedIdx.cpp,v $
* $Revision: 1.7 $
* $Author: cheolkyoo.kim $
* $Date: 2006/05/08 05:37:06 $
* $Locker: $
*
* $Source: C:/CVS/CVSrepository/FIMG-3DSE_SW/fimg3dse_fpga/fimg3d/src/VBMixedIdx.cpp,v $
* $State: Exp $
* $Log: VBMixedIdx.cpp,v $
* Revision 1.7 2006/05/08 05:37:06 cheolkyoo.kim
* no message
*
* Revision 1.6 2006/04/13 11:53:57 cheolkyoo.kim
* no message
*
* Revision 1.5 2006/04/08 07:12:28 inhosens.lee
* updated with fimg_ra code
*
* Revision 1.4 2006/04/05 04:06:12 cheolkyoo.kim
* Replaced ~_XCORD and ~_YCORD to ~_XCOORD and ~_YCOORD.
*
* Revision 1.3 2006/03/30 04:27:46 cheolkyoo.kim
* Thomas-20060330@comment: Add to code using directive WIN32_VIP for VIP
*
* Revision 1.2 2006/03/30 03:25:16 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"
#include "Diffuse.vsa.h"
/****************************************************************************
* DEFINES
****************************************************************************/
//static unsigned int nNumTrisCube_HI2 = 12;
int VBMixedIdx(void)
{
unsigned int i;
unsigned int j;
unsigned int nNumOfVertices;
unsigned int *pVtxBufAddr;
unsigned int DataSize;
unsigned int IdxSize;
//unsigned int ConstFloatAddr;
unsigned int nEmptySpace;
unsigned int nNumTrisCube_HI2 = 12;
float CubePos[] =
{
// x y z
// FRONT
-0.2f, -0.2f, 0.2f, 1.0f,
0.2f, -0.2f, 0.2f, 1.0f,
-0.2f, 0.2f, 0.2f, 1.0f,
0.2f, -0.2f, 0.2f, 1.0f,
-0.2f, 0.2f, 0.2f, 1.0f,
0.2f, 0.2f, 0.2f, 1.0f,
// BACK
-0.2f, -0.2f, -0.2f, 1.0f,
-0.2f, 0.2f, -0.2f, 1.0f,
0.2f, -0.2f, -0.2f, 1.0f,
-0.2f, 0.2f, -0.2f, 1.0f,
0.2f, -0.2f, -0.2f, 1.0f,
0.2f, 0.2f, -0.2f, 1.0f,
// LEFT
-0.2f, -0.2f, 0.2f, 1.0f,
-0.2f, 0.2f, 0.2f, 1.0f,
-0.2f, -0.2f, -0.2f, 1.0f,
-0.2f, 0.2f, 0.2f, 1.0f,
-0.2f, -0.2f, -0.2f, 1.0f,
-0.2f, 0.2f, -0.2f, 1.0f,
// RIGHT
0.2f, -0.2f, -0.2f, 1.0f,
0.2f, 0.2f, -0.2f, 1.0f,
0.2f, -0.2f, 0.2f, 1.0f,
0.2f, 0.2f, -0.2f, 1.0f,
0.2f, -0.2f, 0.2f, 1.0f,
0.2f, 0.2f, 0.2f, 1.0f,
};
float CubeColor[] =
{
// r g b
// FRONT
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
// BACK
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
// LEFT
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
// RIGHT
1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
};
float CubeNormal[] =
{
// nx ny nz
// FRONT
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
// BACK
0.0f, 0.0f, -1.0f, 1.0f,
0.0f, 0.0f, -1.0f, 1.0f,
0.0f, 0.0f, -1.0f, 1.0f,
0.0f, 0.0f, -1.0f, 1.0f,
0.0f, 0.0f, -1.0f, 1.0f,
0.0f, 0.0f, -1.0f, 1.0f,
// LEFT
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
// RIGHT
-1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 0.0f, 0.0f, 1.0f,
};
float RemainData0[] =
{
// TOP
-0.2f, 0.2f, 0.2f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
0.2f, 0.2f, 0.2f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.2f, 0.2f, -0.2f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
0.2f, 0.2f, 0.2f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.2f, 0.2f, -0.2f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
0.2f, 0.2f, -0.2f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
// BOTTOM
-0.2f, -0.2f, 0.2f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-0.2f, -0.2f, -0.2f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f,
0.2f, -0.2f, 0.2f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-0.2f, -0.2f, -0.2f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f,
0.2f, -0.2f, 0.2f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f,
0.2f, -0.2f, -0.2f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f
};
// #24
float BoxPos[] =
{
-0.2f, -0.2f, -0.2f, 1.0f, // 0
-0.2f, -0.2f, -0.2f, 1.0f, // 1
-0.2f, -0.2f, -0.2f, 1.0f, // 2
0.2f, -0.2f, -0.2f, 1.0f, // 3
0.2f, -0.2f, -0.2f, 1.0f, // 4
0.2f, -0.2f, -0.2f, 1.0f, // 5
0.2f, -0.2f, 0.2f, 1.0f, // 6
0.2f, -0.2f, 0.2f, 1.0f, // 7
0.2f, -0.2f, 0.2f, 1.0f, // 8
-0.2f, -0.2f, 0.2f, 1.0f, // 9
-0.2f, -0.2f, 0.2f, 1.0f, // 10
-0.2f, -0.2f, 0.2f, 1.0f, // 11
-0.2f, 0.2f, -0.2f, 1.0f, // 12
-0.2f, 0.2f, -0.2f, 1.0f, // 13
-0.2f, 0.2f, -0.2f, 1.0f, // 14
0.2f, 0.2f, -0.2f, 1.0f, // 15
0.2f, 0.2f, -0.2f, 1.0f, // 16
0.2f, 0.2f, -0.2f, 1.0f, // 17
0.2f, 0.2f, 0.2f, 1.0f, // 18
0.2f, 0.2f, 0.2f, 1.0f, // 19
0.2f, 0.2f, 0.2f, 1.0f, // 20
-0.2f, 0.2f, 0.2f, 1.0f, // 21
};
// #24
float BoxNormal[] =
{
0.0f, -1.0f, 0.0f, 1.0f, // 0
0.0f, 0.0f, -1.0f, 1.0f, // 1
-1.0f, 0.0f, 0.0f, 1.0f, // 2
0.0f, -1.0f, 0.0f, 1.0f, // 3
0.0f, 0.0f, -1.0f, 1.0f, // 4
1.0f, 0.0f, 0.0f, 1.0f, // 5
0.0f, -1.0f, 0.0f, 1.0f, // 6
1.0f, 0.0f, 0.0f, 1.0f, // 7
0.0f, 0.0f, 1.0f, 1.0f, // 8
0.0f, 0.0f, 1.0f, 1.0f, // 9
0.0f, -1.0f, 0.0f, 1.0f, // 10
-1.0f, 0.0f, 0.0f, 1.0f, // 11
-1.0f, 0.0f, 0.0f, 1.0f, // 12
0.0f, 1.0f, 0.0f, 1.0f, // 13
0.0f, 0.0f, -1.0f, 1.0f, // 14
0.0f, 0.0f, -1.0f, 1.0f, // 15
0.0f, 1.0f, 0.0f, 1.0f, // 16
1.0f, 0.0f, 0.0f, 1.0f, // 17
1.0f, 0.0f, 0.0f, 1.0f, // 18
0.0f, 0.0f, 1.0f, 1.0f, // 19
0.0f, 1.0f, 0.0f, 1.0f, // 20
0.0f, 0.0f, 1.0f, 1.0f, // 21
};
float AppendIdx22[] = {
-0.2f, 0.2f, 0.2f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f };
float AppendIdx23[] = {
-0.2f, 0.2f, 0.2f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f };
int IdxBox0[] = { 0, 3, 6, 1, 15, 4, 5, 18, 7, 9, 19, 21, 2 };
unsigned int IdxBox0Short[] = { 0x00030000, 0x00010006, 0x0004000F, 0x00120005,
0x00090007, 0x00150013, 0x00160002 };
unsigned int IdxBox0Byte[] = { 0x01060300, 0x1205040F, 0x15130907, 0x0D0C1602 };
int IdxBox1[] = { 12, 13, 20, 16, 0, 6, 10, 1, 14, 15, 5, 17, 18, 9, 8, 19, 2, 11 };
unsigned int IdxBox1Short[] = { 0x000D000C, 0x00100014, 0x00060000, 0x0001000A,
0x000F000E, 0x00110005, 0x00090012, 0x00130008,
0x000B0002, 0x000D0016 };
unsigned int IdxBox1Byte[] = { 0x06001014, 0x0F0E010A, 0x09121105, 0x0B021308, 0x14170D16}; // Fixed by yhim
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(Lighting_vsa) != FGL_ERR_NO_ERROR)
{
return ERROR;
}
if (fglLoadPShader(mov_v2o_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, 0x00FFFFFF);
drvsys_clear_buf((unsigned int*)FIMG_COLOR_BUFFER, CLEAR_SCREEN_SIZE, 0);
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
// Per-fragment Unit SFR set
WRITEREG(FGPF_DEPTHBUF_ADDR, FIMG_DEPTH_BUFFER); // Depth/Stencil buffer base address
WRITEREG(FGPF_DEPTH, 0x00000005); // Depth test control
*/
fglVSSetAttribNum(3);
fglPSSetAttributeNum(1);
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 = 0x18;
fglSetVtxBufAttrib(0, &VtxAttrib);
DataSize = sizeof(CubePos)/sizeof(float);
for(i=0; i<DataSize; i++)
{
fglSendToVtxBuffer(*(unsigned int*)&CubePos[i]);
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 = 0x18;
fglSetVtxBufAttrib(1, &VtxAttrib);
for(i=0; i<DataSize; i++)
{
fglSendToVtxBuffer(*(unsigned int*)&CubeColor[i]);
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 = 0x18;
fglSetVtxBufAttrib(2, &VtxAttrib);
for(i=0; i<DataSize; i++)
{
fglSendToVtxBuffer(*(unsigned int*)&CubeNormal[i]);
pVtxBufAddr++;
}
// HI IdxOffset SFR
fglSetIndexOffset(1); // Auto-Increment Mode
// Primitive Engine SRF Set
FGL_Vertex Vtx;
Vtx.prim = FGL_PRIM_TRIANGLES;
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