📄 transform.cpp
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/*******************************************************************************
*
* ViP model for FIMGSE
* version 1.0
*
* Transform.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 -
* Minimum primitive engine diagnostic tests:
*
* $RCSfile: Transform.cpp,v $
* $Revision: 1.6 $
* $Author: cheolkyoo.kim $
* $Date: 2006/05/08 05:37:06 $
* $Locker: $
*
* $Source: C:/CVS/CVSrepository/FIMG-3DSE_SW/fimg3dse_fpga/fimg3d/src/Transform.cpp,v $
* $State: Exp $
* $Log: Transform.cpp,v $
* Revision 1.6 2006/05/08 05:37:06 cheolkyoo.kim
* no message
*
* Revision 1.5 2006/04/13 11:53:57 cheolkyoo.kim
* no message
*
* Revision 1.4 2006/04/08 04:33:11 inhosens.lee
* updated with fimg_ra code
*
* Revision 1.3 2006/04/05 04:06:11 cheolkyoo.kim
* Replaced ~_XCORD and ~_YCORD to ~_XCOORD and ~_YCOORD.
*
* Revision 1.2 2006/03/30 04:27:45 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
*
*
******************************************************************************/
#if 1
/****************************************************************************
* INCLUDES
****************************************************************************/
#include "Fimg3DTest.h"
#include "Transform.vsa.h"
#include "Transform.psa.h"
#define FRAMECOUNT 200
int Transform(void)
{
int iLoop=0;
unsigned int nNumOfVertices;
unsigned int nNumofData;
//unsigned int ConstFloatAddr;
bool bSwapBackBuffer = false;
unsigned int nNumTrisCube = 12;
unsigned int nNumAttributesCube = 12;
FGL_TexUnitParams tuParams;
Matrix4 matMV, matProj, matMVP;
//float fXAng = 0.0f;
float fXAng = 45.0f;
float fYAng = 45.0f;
float Cube_Data[] =
{
// x y z w r g b a s t r q
// FRONT
-0.3f, -0.3f, 0.3f, 1.f, 1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f,
0.3f, -0.3f, 0.3f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f,
-0.3f, 0.3f, 0.3f, 1.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 1.f,
0.3f, -0.3f, 0.3f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f,
0.3f, 0.3f, 0.3f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f,
-0.3f, 0.3f, 0.3f, 1.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 1.f,
// BACK
-0.3f, -0.3f, -0.3f, 1.f, 0.f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f,
-0.3f, 0.3f, -0.3f, 1.f, 0.f, 1.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f,
0.3f, -0.3f, -0.3f, 1.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f,
-0.3f, 0.3f, -0.3f, 1.f, 0.f, 1.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f,
0.3f, 0.3f, -0.3f, 1.f, 0.f, 1.f, 0.f, 0.f, 0.f, 1.f, 0.f, 1.f,
0.3f, -0.3f, -0.3f, 1.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f,
// LEFT
-0.3f, -0.3f, 0.3f, 1.f, 0.f, 0.f, 1.f, 0.f, 1.f, 0.f, 0.f, 1.f,
-0.3f, 0.3f, 0.3f, 1.f, 0.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
-0.3f, -0.3f, -0.3f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f,
-0.3f, 0.3f, 0.3f, 1.f, 0.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
-0.3f, 0.3f, -0.3f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f, 0.f, 1.f,
-0.3f, -0.3f, -0.3f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f,
// RIGHT
0.3f, -0.3f, -0.3f, 1.f, 1.f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f,
0.3f, 0.3f, -0.3f, 1.f, 1.f, 1.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f,
0.3f, -0.3f, 0.3f, 1.f, 1.f, 1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f,
0.3f, 0.3f, -0.3f, 1.f, 1.f, 1.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f,
0.3f, 0.3f, 0.3f, 1.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 0.f, 1.f,
0.3f, -0.3f, 0.3f, 1.f, 1.f, 1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f,
// TOP
-0.3f, 0.3f, 0.3f, 1.f, 1.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f,
0.3f, 0.3f, 0.3f, 1.f, 1.f, 0.f, 1.f, 0.f, 1.f, 0.f, 0.f, 1.f,
-0.3f, 0.3f, -0.3f, 1.f, 1.f, 0.f, 1.f, 0.f, 0.f, 1.f, 0.f, 1.f,
0.3f, 0.3f, 0.3f, 1.f, 1.f, 0.f, 1.f, 0.f, 1.f, 0.f, 0.f, 1.f,
0.3f, 0.3f, -0.3f, 1.f, 1.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
-0.3f, 0.3f, -0.3f, 1.f, 1.f, 0.f, 1.f, 0.f, 0.f, 1.f, 0.f, 1.f,
// BOTTOM
-0.3f, -0.3f, 0.3f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f, 0.f, 0.f, 1.f,
-0.3f, -0.3f, -0.3f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
0.3f, -0.3f, 0.3f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f,
-0.3f, -0.3f, -0.3f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
0.3f, -0.3f, -0.3f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 1.f, 0.f, 1.f,
0.3f, -0.3f, 0.3f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f
};
matProj.SetAsPerspectiveMatrix(60, 800./480., 0.1, 100);
UART_Printf("Transform Demo Test~~~\n");
if (fglLoadVShader(Transform_vsa) != FGL_ERR_NO_ERROR)
{
return ERROR;
}
if (fglLoadPShader(Transform_psa) != 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, 0x0);
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX0, 0x02020100);
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX1, 0x07060504);
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX2, 0x0B0A0908);
fglVSSetAttribNum(3);
fglPSSetAttributeNum(2);
// Raster engine SFR set
fglSetFaceCullControl(FGL_TRUE, FGL_FALSE/*CCW*/, FGL_FACE_BACK);
fglSetLODRegister(FGL_LODCOEFF_ENABLE_ALL, FGL_LODCOEFF_ENABLE_ALL,
FGL_LODCOEFF_DISABLE, FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_DISABLE, FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_DISABLE, FGL_LODCOEFF_DISABLE);
// Per-fragment Unit SFR set
fglSetZBufBaseAddr(FIMG_DEPTH_BUFFER);
fglSetDepthParams(FGL_COMP_LESS);
fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_TRUE);
// 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
// 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_ARGB1555;
tuParams.eUMode = FGL_TEX_WRAP_REPEAT;
tuParams.eVMode = FGL_TEX_WRAP_REPEAT;
tuParams.bIsNonparametric = FGL_FALSE;
tuParams.bUseMagFilter = FGL_TRUE;
tuParams.bUseMinFilter = FGL_TRUE;
//tuParams.bUseMinFilter = FGL_FALSE;
tuParams.eMipMapFilter = FGL_FILTER_LINEAR;
tuParams.uUSize = 256;
tuParams.uVSize = 256;
tuParams.uPSize = 1;
fglSetTexUnitParams(0, &tuParams);
fglSetTexBaseAddr(0, FIMG_TEXTURE_MEMORY);
// 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);
HIAttr.bEndFlag = FGL_TRUE;
fglSetAttribute(2, &HIAttr);
nNumOfVertices = nNumTrisCube * 3;
nNumofData = nNumAttributesCube * nNumOfVertices;
while(iLoop < FRAMECOUNT)
{
matMV.LoadIdentity();
matMVP.LoadIdentity();
matMV.Rotate(1,0,0,fXAng);
matMV.Rotate(0,1,0,fYAng);
matMV.Translate(0, 0, -1.1);
matMVP = matProj*matMV;
fglWriteVertexShaderConstFloat(0, 16, matMVP.m[0]);
unsigned int uiDummy = 0xFFFFFFFF;
fglSendToFIFO(4, &nNumOfVertices);
fglSendToFIFO(4, &uiDummy);
fglSysTransferToPort((unsigned int *)Cube_Data, nNumofData);
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
fglClearCache(FGL_CACHECTL_INIT_ALL);
fXAng += 2.0f; // 5 degree
fYAng += 5.0f; // 10 degree
if(fXAng > 360.f) fXAng = 0.0f;
if(fYAng > 360.f) fYAng = 0.0f;
if(bSwapBackBuffer == false)
{
fglSwapBuffer(1);
drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0xFFFFFFFF);
drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0xFF000000);
fglSetColorBufBaseAddr(FIMG_COLOR_BUFFER);
bSwapBackBuffer = true;
}
else
{
fglSwapBuffer(0);
drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0xFFFFFFFF);
drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER+CLEAR_SCREEN_SIZE), CLEAR_SCREEN_SIZE, 0xFF000000);
fglSetColorBufBaseAddr(FIMG_COLOR_BUFFER+(CLEAR_SCREEN_SIZE));
bSwapBackBuffer = false;
}
iLoop++;
}
iLoop = 0;
fglSetFaceCullControl(FGL_FALSE, FGL_FALSE, FGL_FACE_BACK);
fglSetLODControl(0x0);
fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_FALSE);
return NO_ERROR;
}
#elif 1 // touch screen
/****************************************************************************
* INCLUDES
****************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include "def.h"
#include "option.h"
#include "library.h"
#include "sfr6410.h"
#include "system.h"
#include "intc.h"
#include "gpio.h"
#include "adcts.h"
#include "Fimg3DTest.h"
#include "Transform.vsa.h"
#include "Transform.psa.h"
float uXDat;
float uYDat;
extern volatile ADCTS_oInform g_oADCTSInform;
void __irq ADCTS_ISR(void)
{
#if 1 // ORI
if ( ADCTS_GetXPStylusIntState() == STYLUS_DOWN )
{
g_oADCTSInform.ucTouchStatus = ADCTS_TOUCH_DOWN;
}
else
{
g_oADCTSInform.ucTouchStatus = ADCTS_TOUCH_UP;
}
ADCTS_SetADCClearInt();
ADCTS_SetADCClearWKInt();
INTC_ClearVectAddr();
#else
uXDat = ADCTS_GetXPData();
uYDat = ADCTS_GetYPData();
UART_Printf("X : %f, Y : %f\n",uXDat,uYDat);
#endif
}
void Capture_XY(void)
{
//u32 uXDat = 0;
//u32 uYDat = 0;
UART_Printf("\n\n[ADCTS touch screen Tracking test.]\n");
ADCTS_Init();
g_oADCTSInform.ucTouchStatus = ADCTS_TOUCH_INIT;
ADC_InitADCCON();
ADCTS_SetDelay(50000);
ADCTS_SetMeasureMode(eADCTS_MEASURE_FOR_STYLUS);
Delay(10000);
INTC_SetVectAddr(NUM_PENDNUP, ADCTS_ISR);
INTC_Enable(NUM_PENDNUP);
UART_Printf("\nPress any key to exit!!!\n");
UART_Printf("\nStylus Down, please...... \n");
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