📄 multitex.cpp
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/*******************************************************************************
*
* ViP model for FIMGSE
* version 1.0
*
* MultiTex.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: MultiTex.cpp,v $
* $Revision: 1.6 $
* $Author: cheolkyoo.kim $
* $Date: 2006/05/08 05:34:28 $
* $Locker: $
*
* $Source: C:/CVS/CVSrepository/FIMG-3DSE_SW/fimg3dse_fpga/fimg3d/src/MultiTex.cpp,v $
* $State: Exp $
* $Log: MultiTex.cpp,v $
* Revision 1.6 2006/05/08 05:34:28 cheolkyoo.kim
* no message
*
* Revision 1.5 2006/04/13 11:54:17 cheolkyoo.kim
* no message
*
* Revision 1.4 2006/04/10 05:34:48 inhosens.lee
* updated with fimg_ra and fimg_tu codes
*
* Revision 1.3 2006/04/05 04:06:08 cheolkyoo.kim
* Replaced ~_XCORD and ~_YCORD to ~_XCOORD and ~_YCOORD.
*
* Revision 1.2 2006/03/30 04:27:44 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
*
*
******************************************************************************/
/****************************************************************************
* INCLUDES
****************************************************************************/
#include "Fimg3DTest.h"
#include "MultiTex.vsa.h"
#include "MultiTex.psa.h"
//#include "Sphere.h"
/****************************************************************************
* DEFINES
****************************************************************************/
#if 0
int MultiTex(void)
{
//unsigned int i;
unsigned int nNumOfVertices;
unsigned int nNumofData;
//unsigned int *pMatrix;
//unsigned int ConstFloatAddr;
// unsigned int uRegVal;
FGL_TexUnitParams tuParams;
float Identity[16] = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
float eyePosition[4] = {0.0f, 0.0f, 5.0f, 1.0f};
float lightDirection[4] = {0.1f, 0.5f, 1.0f, 1.0f};
if (fglLoadVShader(MultiTex_vsa) != FGL_ERR_NO_ERROR) {
return ERROR;
}
if (fglLoadPShader(MultiTex_psa) != FGL_ERR_NO_ERROR) {
return ERROR;
}
Matrix4 matMVP, matProj;
matProj.SetAsOrthoMatrix(-2.4, 2.4, -3.2, 3.2, 0.0, 100.0);
matMVP.Translate(0, 0, -5);
matMVP = matProj * matMVP;
/*
ConstFloatAddr = FGVS_CFLOAT_SADDR;
ConstFloatAddr = matMVP.WriteMatrix4(ConstFloatAddr);
pMatrix = (unsigned int *)&Identity[0];
for(i=0; i < 12; i++)
{
WRITEREG(ConstFloatAddr, *pMatrix);
pMatrix++;
ConstFloatAddr += 4;
}
pMatrix = (unsigned int *)&eyePosition[0];
for(i=0; i < 4; i++)
{
WRITEREG(ConstFloatAddr, *pMatrix);
pMatrix++;
ConstFloatAddr += 4;
}
pMatrix = (unsigned int *)&lightDirection[0];
for(i=0; i < 4; i++)
{
WRITEREG(ConstFloatAddr, *pMatrix);
pMatrix++;
ConstFloatAddr += 4;
}
*/
unsigned int Offset = fglWriteVertexShaderConstFloat(0, 16, matMVP.m[0]);
Offset = fglWriteVertexShaderConstFloat(Offset, 12, Identity);
Offset = fglWriteVertexShaderConstFloat(Offset, 4, eyePosition);
Offset = fglWriteVertexShaderConstFloat(Offset, 4, lightDirection);
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, 0x00030004); // Attribute counter of VS output & input
WRITEREG(FGVS_CONFIG, 0x00000001); // Configuration register
WRITEREG(FGVS_OUT_ATTRIB_IDX0, 0x03020100);
// 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
// Per-fragment Unit SFR set
WRITEREG(FGPF_DEPTHBUF_ADDR, FIMG_DEPTH_BUFFER); // Depth/Stencil buffer base address
uRegVal = READREG(FGPF_DEPTH);
WRITEREG(FGPF_DEPTH, 0x00000005); // Depth test LESS function & enable set
*/
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX0, 0x03020100);
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX1, 0x07060504);
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX2, 0x0B0A0908);
fglVSSetAttribNum(4);
fglPSSetAttributeNum(2);
// Depth/Stencil buffer base address
fglSetZBufBaseAddr(FIMG_DEPTH_BUFFER);
fglSetDepthParams(FGL_COMP_LESS);
fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_TRUE);
// Pawn Model test main
{
// 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
// Raster SFR set
//WRITEREG(FGRA_LOD_CTRL, 0x00000038); // Level of detail attribute1 set
fglSetLODControl(0x0);
// WRITEREG(FGRA_LOD_CTRL, 0x00000000); // Level of detail attribute1 set
#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_RGB565;
tuParams.eUMode = FGL_TEX_WRAP_REPEAT;
tuParams.eVMode = FGL_TEX_WRAP_REPEAT;
tuParams.bIsNonparametric = FGL_FALSE;
tuParams.bUseMagFilter = FGL_FALSE;
tuParams.bUseMinFilter = FGL_FALSE;
tuParams.eMipMapFilter = FGL_FILTER_DISABLE;
tuParams.uUSize = 512;
tuParams.uVSize = 256;
tuParams.uPSize = 1;
// Sampler0
fglSetTexUnitParams(0, &tuParams);
fglSetTexBaseAddr(0, FIMG_TEXTURE_MEMORY);
//Sampler1
fglSetTexUnitParams(1, &tuParams);
fglSetTexBaseAddr(1, FIMG_TEXTURE_MEMORY + 0x40000);
#else
// Sampler0: Texture0 Unit SFR Setting
tuParams.type = FGL_TEX_2D; // 0x1
tuParams.bOnHalfDecimation = 0x0; // OFF
tuParams.deciFactor = FGL_TEX_NO_DECIMATION; //0x0
tuParams.ckey = FGL_CKEY_DISABLE; // 0x0
tuParams.bTexExp = 0x1; // 0 Expansion
tuParams.bUseMapFilter = 0x0; // don't use filter
tuParams.mipFilter = FGL_FILTER_DISABLE; // 0x0
tuParams.format = FGL_TEXEL_RGB565; // 0x1
tuParams.uMode = FGL_TEX_WRAP_REPEAT; // 0x0
tuParams.vMode = FGL_TEX_WRAP_REPEAT; // 0x0
tuParams.uSize = FGL_TEX_SIZE_512P; // 512 pixels
tuParams.vSize = FGL_TEX_SIZE_256P; // 256 pixels
fglSetTexUnitParams(0, &tuParams) );
fglSetTexMipmapLevel(0, FGL_MIPMAP_BASE_LEVEL, 0x0) );
fglSetTexMipmapLevel(0, FGL_MIPMAP_MAX_LEVEL, 0x0) );
fglSetTexBaseAddr(0, FIMG_TEXTURE_MEMORY) );
// WRITEREG(FGTU_TEX0_CTRL, 0x08101098); // FIMG_TUSFR_TEX0_STATUS
// WRITEREG(FGTU_TEX0_BASE_LEVEL, 0x00000000); // FIMG_TUSFR_TEX0_BASE_LEVEL
// WRITEREG(FGTU_TEX0_MAX_LEVEL, 0x00000000); // FIMG_TUSFR_TEX0_MAX_LEVEL
// WRITEREG(FGTU_TEX0_BASE_ADDR, FIMG_TEXTURE_MEMORY); // FIMG_TUSFR_TEX0_BASE_ADDRESS
// Sampler1: Texture1 Unit SFR Setting
fglSetTexUnitParams(1, &tuParams) );
fglSetTexMipmapLevel(1, FGL_MIPMAP_BASE_LEVEL, 0x0) );
fglSetTexMipmapLevel(1, FGL_MIPMAP_MAX_LEVEL, 0x0) );
fglSetTexBaseAddr(1, FIMG_TEXTURE_MEMORY + 0x40000) );
// WRITEREG(FGTU_TEX1_CTRL, 0x08101098); // FIMG_TUSFR_TEX0_STATUS
// WRITEREG(FGTU_TEX1_BASE_LEVEL, 0x00000000); // FIMG_TUSFR_TEX0_BASE_LEVEL
// WRITEREG(FGTU_TEX1_MAX_LEVEL, 0x00000000); // FIMG_TUSFR_TEX0_MAX_LEVEL
// WRITEREG(FGTU_TEX1_BASE_ADDR, (FIMG_TEXTURE_MEMORY + 0x40000)); // FIMG_TUSFR_TEX0_BASE_ADDRESS
#endif
// Host Interface SFR Set
FGL_HInterface HInterface;
HInterface.enableAutoInc = FGL_TRUE;
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