📄 pointsprite.cpp
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/*******************************************************************************
*
* ViP model for FIMGSE
* version 1.0
*
* PointSprite.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. 3. 24 by cheolkyoo.kim
*
* Description
*
* $Revision: $
* $Author: $
* $Date: $
* $Locker: $
*
* $Source: $
* $State: $
* $Log: $
******************************************************************************/
/****************************************************************************
* INCLUDES
****************************************************************************/
#include "Fimg3DTest.h"
#include "PointSprite.vsa.h"
#include "PointSprite.psa.h"
//#include "PointSprite.h"
/****************************************************************************
* DEFINES
****************************************************************************/
//#define SPRITE_TEX_BADDR 0x63000080
int PointSprite(void)
{
FGL_TexUnitParams tuParams;
FGL_BlendParam BlendParam;
if (fglLoadVShader(PointSprite_vsa) != FGL_ERR_NO_ERROR) {
return ERROR;
}
if (fglLoadPShader(PointSprite_psa) != FGL_ERR_NO_ERROR) {
return ERROR;
}
drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0x0);
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
Matrix4 matMV, matProj, matMVP;
//matProj.SetAsPerspectiveMatrix(45.0, 0.75, 1.0, 20.0);
matProj.SetAsPerspectiveMatrix(45.0, 1.67, 1.0, 20.0);
/* Build projection matrix once. */
/*
// Vertex Shader SFR set
WRITEREG(FGVS_ATTRIB_NUM, 0x00040003); // Attribute counter of VS input & output
WRITEREG(FGVS_CONFIG, 0x00000001); // Configuration register
WRITEREG(FGVS_OUT_ATTRIB_IDX0, 0x03020100); // Output attribute index control
// 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, 0x1); // Status signal of pixel shader input buffer
WRITEREG(FGPS_EXE_MODE, 0x1); // Pixel shader execution mode control register
*/
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX0, 0x03020100);
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX1, 0x07060504);
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX2, 0x0B0A0908);
fglVSSetAttribNum(3);
fglPSSetAttributeNum(2);
// Point Sprite test main
{
matMV.Translate(0., 0., -4.5);
matMVP = matProj * matMV;
//unsigned int pShaderParam = 0x6FD14000;
//matMVP.WriteMatrix4(pShaderParam);
fglWriteVertexShaderConstFloat(0, 16, matMVP.m[0]);
// Point sprite coordinates replace register set
//attribute 1 will be replaced with texture coord.
fglSetCoordReplace(1);
// Point min/max size set
fglSetMinimumPointWidth(1.0f);
fglSetMaximumPointWidth(1024.0f);
//point size set
//WRITEREGF(FGRA_POINT_WIDTH, 1.0f);
fglSetPointWidth(1.0f);
// Primitive Engine SRF Set
FGL_Vertex Vtx;
Vtx.prim = FGL_PRIM_POINT_SPRITE;
Vtx.enablePointSize = FGL_TRUE;
Vtx.numVSOut = 3;
Vtx.shadeModel = FGL_SHADING_SMOOTH;
Vtx.colorAttribIdx = 0;
fglSetVertex(&Vtx); // Vertex context register
// Raster SFR set
// Level of detail attribute1 set
fglSetLODRegister(FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_ENABLE_ALL,
FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_DISABLE);
// Blend set
//WRITEREG(FGPF_BLEND, 0x000022CD);
BlendParam.colorEqua = FGL_EQ_ADD;
BlendParam.alphaEqua = FGL_EQ_ADD;
BlendParam.dstAlpha = FGL_BLEND_ONE;
BlendParam.dstColor = FGL_BLEND_ONE;
BlendParam.srcAlpha = FGL_BLEND_SRC_ALPHA;
BlendParam.srcColor = FGL_BLEND_SRC_ALPHA;
BlendParam.constColor = 0x0;
fglSetBlendParams(&BlendParam);
fglEnablePerFragUnit(FGL_PF_BLENDING, FGL_TRUE);
// 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_CLAMP;
tuParams.eVMode = FGL_TEX_WRAP_CLAMP;
tuParams.bIsNonparametric = FGL_FALSE;
tuParams.bUseMagFilter = FGL_TRUE;
tuParams.bUseMinFilter = FGL_TRUE;
//tuParams.bUseMagFilter = FGL_FALSE;
//tuParams.bUseMinFilter = FGL_FALSE;
tuParams.eMipMapFilter = FGL_FILTER_DISABLE;
tuParams.uUSize = 256;
tuParams.uVSize = 256;
tuParams.uPSize = 1;
fglSetTexUnitParams(0, &tuParams);
fglSetTexBaseAddr(0, FIMG_TEXTURE_MEMORY+0x80);
// 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 = 4;
fglSetHInterface(&HInterface);
FGL_Attribute HIAttr;
HIAttr.bEndFlag = FGL_FALSE;
HIAttr.type = FGL_ATTRIB_DATA_FLOAT;
HIAttr.numComp = 3;
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);
HIAttr.numComp = 1;
fglSetAttribute(1, &HIAttr);
HIAttr.bEndFlag = FGL_TRUE;
HIAttr.numComp = 4;
fglSetAttribute(2, &HIAttr);
//unsigned int nNumOfData = sizeof(PointSprite_Data)/sizeof(float);
//unsigned int nNumOfVertices = nNumOfData/8;
unsigned int nNumOfData = 800;
unsigned int nNumOfVertices = 100;
unsigned int uiDummy = 0xFFFFFFFF;
fglSendToFIFO(4, &nNumOfVertices);
fglSendToFIFO(4, &uiDummy);
fglSysTransferToPort(
/*(unsigned int *)PointSprite_Data,*/
(unsigned int *)FIMG_GEOMETRY_MEMORY,
/*(volatile unsigned int *)(FGHI_FIFO_ENTRY),*/
nNumOfData
);
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
//fglSysCacheFlush();
fglClearCache(FGL_CACHECTL_INIT_ALL);
fglSysDelay(50);
}
/*
if(m_SwapBackBuffer == FALSE)
{
fglSwapBuffer(0);
drvsys_clear_buf((unsigned int*)(m_FrontFBAddr+m_FBOffsize), CLEAR_SCREEN_SIZE, 0x00000000);
fglSetColorBufBaseAddr(m_FrontFBAddr);
m_SwapBackBuffer = TRUE;
}
else
{
fglSwapBuffer(1);
drvsys_clear_buf((unsigned int*)(m_BackFBAddr+m_FBOffsize), CLEAR_SCREEN_SIZE, 0x00000000);
fglSetColorBufBaseAddr(m_BackFBAddr);
m_SwapBackBuffer = FALSE;
}
*/
//const char* pFileName_SFR_Dump = "PointSprite_SFRA.txt";
//fglDumpContext(pFileName_SFR_Dump);
fglSetLODControl(0x0);
fglEnablePerFragUnit(FGL_PF_BLENDING, FGL_FALSE);
return NO_ERROR;
}
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