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📄 pawn.cpp

📁 SMDK6410 Test Code Revision 02. s3c6410 official test code, shifting all the controller functional
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/*******************************************************************************
 *
 *	ViP model for FIMGSE
 *		version 1.0
 *
 *	Pawn.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. 6	by cheolkyoo.kim
 *
 *  Description
 *
 *	$RCSfile: Pawn.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/Pawn.cpp,v $
 *	$State: Exp $
 *	$Log: Pawn.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  2006/04/08 04:00:10  inhosens.lee
 *	updated with fimg_ra code
 *
 *	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 "Matrix4.h"
#include "Models.vsa.h"
#include "Models.psa.h"
//#include "Pawn.h"

/****************************************************************************
 *  DEFINES
 ****************************************************************************/

int Pawn(void)

{
	unsigned int nNumOfVertices;
	unsigned int nNumofData;
	const unsigned int *pVS;
	const unsigned int *pPS;
	//unsigned int ConstFloatAddr;
	//float 	fXAng = 45.0f;
	//float 	fYAng = 45.0f;

	Matrix4 matMVP, matMV, matProj;
	//matProj.SetAsPerspectiveMatrix(60,240./320., 0.1, 100);
	matProj.SetAsPerspectiveMatrix(45, 1.67, 1.0, 20.0);

	pVS = &Models_vsa[0];
	pPS = &Models_psa[0];

    if (fglLoadVShader(pVS) != FGL_ERR_NO_ERROR) {
		return ERROR;
    }
    if (fglLoadPShader(pPS) != FGL_ERR_NO_ERROR) {
		return ERROR;
    }

	drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0xFFFFFFFF);
	drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0xFF000000);


	fglFlush(FGL_PIPESTATE_ALL);	// Pipeline status

	fglVSSetAttribNum(3);
	fglPSSetAttributeNum(1);

	// Raster Engine SFR set
	fglSetFaceCullControl(FGL_TRUE, FGL_FALSE/* CCW */, FGL_FACE_BACK);

	// Per-fragment Unit SFR set
	fglSetZBufBaseAddr(FIMG_DEPTH_BUFFER);
	fglSetDepthParams(FGL_COMP_LESS);
	fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_TRUE);

	// Pawn Model test main
	{
		matMV.Rotate(1,0,0,45);
		matMV.Rotate(0,1,0,15);
		matMV.Translate(0, 0, -12);
		//matMV.LookAtMatrix(0,1,0,0,0,0,0,0,1);
		matMVP = matProj * matMV;

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

		// Primitive Engine SRF Set
		FGL_Vertex Vtx;
		Vtx.prim = FGL_PRIM_TRIANGLES;
		Vtx.enablePointSize = FGL_FALSE;
		Vtx.numVSOut = 1;
		Vtx.shadeModel = FGL_SHADING_SMOOTH;
		Vtx.colorAttribIdx = 0;
		
		fglSetVertex(&Vtx); // Vertex context register

		// 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 = 2;
		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);

        	//const int nNumTrisPawn = 304;
        	//const int nNumAttributesPawn = 12;
		//nNumOfVertices = nNumTrisPawn * 3;
		//nNumofData = nNumAttributesPawn * nNumOfVertices;
		nNumOfVertices = 304 * 3;
		nNumofData = 12 * nNumOfVertices;

		unsigned int uiDummy = 0xFFFFFFFF;
		fglSendToFIFO(4, &nNumOfVertices);
		fglSendToFIFO(4, &uiDummy);

		fglSysTransferToPort((unsigned int *)FIMG_GEOMETRY_MEMORY, nNumofData);

		fglFlush(FGL_PIPESTATE_ALL);	// Pipeline status

		// Cache flush
		//fglSysCacheFlush();
		fglClearCache(FGL_CACHECTL_FLUSH_ZCACHE | FGL_CACHECTL_FLUSH_CCACHE);

		fglSysDelay(100);

#if 0
		fXAng += 0.0872664f;  // 5 degree
		fYAng += 0.1745328f;  // 10 degree
		
		if(fXAng > 2*PI) fXAng = 0.0f;
		if(fYAng > 2*PI) fYAng = 0.0f;	
#endif

		drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0x0);
 	}

 	fglSetFaceCullControl(FGL_FALSE, FGL_FALSE, FGL_FACE_BACK);
	fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_FALSE);

    return NO_ERROR;
}


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