📄 multitex.cpp
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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);
fglSetAttribute(2, &HIAttr);
HIAttr.bEndFlag = FGL_TRUE;
fglSetAttribute(3, &HIAttr);
//nNumOfVertices = nNumTrisSphere * 3;
//nNumofData = nNumAttributesSphere * nNumOfVertices;
nNumOfVertices = 1024 * 3;
nNumofData = 16 * nNumOfVertices;
unsigned int uiDummy = 0xFFFFFFFF;
fglSendToFIFO(4, &nNumOfVertices);
fglSendToFIFO(4, &uiDummy);
fglSysTransferToPort(
/*(unsigned int *)Sphere_Data,*/
(unsigned int *)FIMG_GEOMETRY_MEMORY,
/*(volatile unsigned int *)(FGHI_FIFO_ENTRY),*/
nNumofData
);
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
// Cache flush
// fglSysCacheFlush();
fglClearCache(FGL_CACHECTL_INIT_ALL);
fglSysDelay(50);
// drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0x0);
drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0x0);
}
fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_FALSE);
return NO_ERROR;
}
#else
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
1.2f, 0.0f, 0.0f, 0.0f,
0.0f, 1.2f, 0.0f, 0.0f,
0.0f, 0.0f, 1.2f, 0.0f,
0.0f, 0.0f, 0.0f, 1.2f
};
float eyePosition[4] = {0.0f, 0.0f, 3.0f, 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;
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
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) );
// 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) );
#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);
fglSetAttribute(2, &HIAttr);
HIAttr.bEndFlag = FGL_TRUE;
fglSetAttribute(3, &HIAttr);
//nNumOfVertices = nNumTrisSphere * 3;
//nNumofData = nNumAttributesSphere * nNumOfVertices;
nNumOfVertices = 1024 * 3;
nNumofData = 16 * nNumOfVertices;
unsigned int uiDummy = 0xFFFFFFFF;
fglSendToFIFO(4, &nNumOfVertices);
fglSendToFIFO(4, &uiDummy);
fglSysTransferToPort(
/*(unsigned int *)Sphere_Data,*/
(unsigned int *)FIMG_GEOMETRY_MEMORY,
/*(volatile unsigned int *)(FGHI_FIFO_ENTRY),*/
nNumofData
);
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
// Cache flush
// fglSysCacheFlush();
fglClearCache(FGL_CACHECTL_INIT_ALL);
fglSysDelay(50);
// drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0x0);
drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0x0);
}
fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_FALSE);
return NO_ERROR;
}
#endif
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