📄 pawn.cpp
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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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