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📄 vbmixedidx.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
 *
 *	VBMixedIdx.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. 2. 7  by cheolkyoo.kim
 *
 *  Description -
 *
 *	$RCSfile: VBMixedIdx.cpp,v $
 *	$Revision: 1.7 $
 *	$Author: cheolkyoo.kim $
 *	$Date: 2006/05/08 05:37:06 $
 *	$Locker:  $
 *
 *	$Source: C:/CVS/CVSrepository/FIMG-3DSE_SW/fimg3dse_fpga/fimg3d/src/VBMixedIdx.cpp,v $
 *	$State: Exp $
 *	$Log: VBMixedIdx.cpp,v $
 *	Revision 1.7  2006/05/08 05:37:06  cheolkyoo.kim
 *	no message
 *	
 *	Revision 1.6  2006/04/13 11:53:57  cheolkyoo.kim
 *	no message
 *
 *	Revision 1.5  2006/04/08 07:12:28  inhosens.lee
 *	updated with fimg_ra code
 *
 *	Revision 1.4  2006/04/05 04:06:12  cheolkyoo.kim
 *	Replaced ~_XCORD and ~_YCORD to ~_XCOORD and ~_YCOORD.
 *
 *	Revision 1.3  2006/03/30 04:27:46  cheolkyoo.kim
 *	Thomas-20060330@comment: Add to code using directive WIN32_VIP for VIP
 *
 *	Revision 1.2  2006/03/30 03:25:16  cheolkyoo.kim
 *	Thomas-20060330@comment: Add to code using directive WIN32_VIP for VIP
 *
 *	Revision 1.1  2006/03/10 08:29:08  cheolkyoo.kim
 *	Initial import of FIMG-3DSE_SW package
 *
 *
 ******************************************************************************/
/****************************************************************************
 *  INCLUDES
 ****************************************************************************/

#include "Fimg3DTest.h"


#include "Lighting.vsa.h"
#include "mov_v2o.psa.h"
#include "Diffuse.vsa.h"

/****************************************************************************
 *  DEFINES
 ****************************************************************************/
//static unsigned int nNumTrisCube_HI2 = 12;

int VBMixedIdx(void)

{
	unsigned int i;
	unsigned int j;
	unsigned int nNumOfVertices;
	unsigned int *pVtxBufAddr;
	unsigned int DataSize;
	unsigned int IdxSize;
	//unsigned int ConstFloatAddr;
	unsigned int nEmptySpace;
    unsigned int nNumTrisCube_HI2 = 12;
	
	float CubePos[] =
	{
		//  x      y      z
		// FRONT
		-0.2f, -0.2f,  0.2f,  1.0f,
		 0.2f, -0.2f,  0.2f,  1.0f,
		-0.2f,  0.2f,  0.2f,  1.0f,
		 0.2f, -0.2f,  0.2f,  1.0f,
		-0.2f,  0.2f,  0.2f,  1.0f,
		 0.2f,  0.2f,  0.2f,  1.0f,
		// BACK
		-0.2f, -0.2f, -0.2f,  1.0f,
		-0.2f,  0.2f, -0.2f,  1.0f,
		 0.2f, -0.2f, -0.2f,  1.0f,
		-0.2f,  0.2f, -0.2f,  1.0f,
		 0.2f, -0.2f, -0.2f,  1.0f,
		 0.2f,  0.2f, -0.2f,  1.0f,
		// LEFT
		-0.2f, -0.2f,  0.2f,  1.0f,
		-0.2f,  0.2f,  0.2f,  1.0f,
		-0.2f, -0.2f, -0.2f,  1.0f,
		-0.2f,  0.2f,  0.2f,  1.0f,
		-0.2f, -0.2f, -0.2f,  1.0f,
		-0.2f,  0.2f, -0.2f,  1.0f,
		// RIGHT
		 0.2f, -0.2f, -0.2f,  1.0f,
		 0.2f,  0.2f, -0.2f,  1.0f,
		 0.2f, -0.2f,  0.2f,  1.0f,
		 0.2f,  0.2f, -0.2f,  1.0f,
		 0.2f, -0.2f,  0.2f,  1.0f,
		 0.2f,  0.2f,  0.2f,  1.0f,
	};

	float CubeColor[] =
	{
		// r      g      b
		// FRONT
		1.0f,  0.0f,  0.0f,  1.0f,
		1.0f,  0.0f,  0.0f,  1.0f,
		1.0f,  0.0f,  0.0f,  1.0f,
		1.0f,  0.0f,  0.0f,  1.0f,
		1.0f,  0.0f,  0.0f,  1.0f,
		1.0f,  0.0f,  0.0f,  1.0f,
		// BACK
		0.0f,  1.0f,  0.0f,  1.0f,
		0.0f,  1.0f,  0.0f,  1.0f,
		0.0f,  1.0f,  0.0f,  1.0f,
		0.0f,  1.0f,  0.0f,  1.0f,
		0.0f,  1.0f,  0.0f,  1.0f,
		0.0f,  1.0f,  0.0f,  1.0f,
		// LEFT
		0.0f,  0.0f,  1.0f,  1.0f,
		0.0f,  0.0f,  1.0f,  1.0f,
		0.0f,  0.0f,  1.0f,  1.0f,
		0.0f,  0.0f,  1.0f,  1.0f,
		0.0f,  0.0f,  1.0f,  1.0f,
		0.0f,  0.0f,  1.0f,  1.0f,
		// RIGHT
		1.0f,  1.0f,  0.0f,  1.0f,
		1.0f,  1.0f,  0.0f,  1.0f,
		1.0f,  1.0f,  0.0f,  1.0f,
		1.0f,  1.0f,  0.0f,  1.0f,
		1.0f,  1.0f,  0.0f,  1.0f,
		1.0f,  1.0f,  0.0f,  1.0f,
	};

	float CubeNormal[] =
	{
		// nx     ny     nz
		// FRONT
		 0.0f,  0.0f,  1.0f,  1.0f,
		 0.0f,  0.0f,  1.0f,  1.0f,
		 0.0f,  0.0f,  1.0f,  1.0f,
		 0.0f,  0.0f,  1.0f,  1.0f,
		 0.0f,  0.0f,  1.0f,  1.0f,
		 0.0f,  0.0f,  1.0f,  1.0f,
		// BACK
		 0.0f,  0.0f, -1.0f,  1.0f,
		 0.0f,  0.0f, -1.0f,  1.0f,
		 0.0f,  0.0f, -1.0f,  1.0f,
		 0.0f,  0.0f, -1.0f,  1.0f,
		 0.0f,  0.0f, -1.0f,  1.0f,
		 0.0f,  0.0f, -1.0f,  1.0f,
		// LEFT
		 1.0f,  0.0f,  0.0f,  1.0f,
		 1.0f,  0.0f,  0.0f,  1.0f,
		 1.0f,  0.0f,  0.0f,  1.0f,
		 1.0f,  0.0f,  0.0f,  1.0f,
		 1.0f,  0.0f,  0.0f,  1.0f,
		 1.0f,  0.0f,  0.0f,  1.0f,
		// RIGHT
		-1.0f,  0.0f,  0.0f,  1.0f,
		-1.0f,  0.0f,  0.0f,  1.0f,
		-1.0f,  0.0f,  0.0f,  1.0f,
		-1.0f,  0.0f,  0.0f,  1.0f,
		-1.0f,  0.0f,  0.0f,  1.0f,
		-1.0f,  0.0f,  0.0f,  1.0f,
	};

	float RemainData0[] =
	{
		// TOP
		-0.2f,  0.2f,  0.2f,  1.0f,  1.0f,  0.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f,  1.0f,
		 0.2f,  0.2f,  0.2f,  1.0f,  1.0f,  0.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f,  1.0f,
		-0.2f,  0.2f, -0.2f,  1.0f,  1.0f,  0.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f,  1.0f,
		 0.2f,  0.2f,  0.2f,  1.0f,  1.0f,  0.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f,  1.0f,
		-0.2f,  0.2f, -0.2f,  1.0f,  1.0f,  0.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f,  1.0f,
		 0.2f,  0.2f, -0.2f,  1.0f,  1.0f,  0.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f,  1.0f,
		// BOTTOM
		-0.2f, -0.2f,  0.2f,  1.0f,  0.0f,  1.0f,  1.0f,  1.0f,  0.0f, -1.0f,  0.0f,  1.0f,
		-0.2f, -0.2f, -0.2f,  1.0f,  0.0f,  1.0f,  1.0f,  1.0f,  0.0f, -1.0f,  0.0f,  1.0f,
		 0.2f, -0.2f,  0.2f,  1.0f,  0.0f,  1.0f,  1.0f,  1.0f,  0.0f, -1.0f,  0.0f,  1.0f,
		-0.2f, -0.2f, -0.2f,  1.0f,  0.0f,  1.0f,  1.0f,  1.0f,  0.0f, -1.0f,  0.0f,  1.0f,
		 0.2f, -0.2f,  0.2f,  1.0f,  0.0f,  1.0f,  1.0f,  1.0f,  0.0f, -1.0f,  0.0f,  1.0f,
		 0.2f, -0.2f, -0.2f,  1.0f,  0.0f,  1.0f,  1.0f,  1.0f,  0.0f, -1.0f,  0.0f,  1.0f
	};

	// #24
	float BoxPos[] =
	{
		-0.2f,  -0.2f,  -0.2f,   1.0f, // 0
		-0.2f,  -0.2f,  -0.2f,   1.0f, // 1
		-0.2f,  -0.2f,  -0.2f,   1.0f, // 2
		 0.2f,  -0.2f,  -0.2f,   1.0f, // 3
		 0.2f,  -0.2f,  -0.2f,   1.0f, // 4
		 0.2f,  -0.2f,  -0.2f,   1.0f, // 5
		 0.2f,  -0.2f,   0.2f,   1.0f, // 6
		 0.2f,  -0.2f,   0.2f,   1.0f, // 7
		 0.2f,  -0.2f,   0.2f,   1.0f, // 8
		-0.2f,  -0.2f,   0.2f,   1.0f, // 9
		-0.2f,  -0.2f,   0.2f,   1.0f, // 10
		-0.2f,  -0.2f,   0.2f,   1.0f, // 11
		-0.2f,   0.2f,  -0.2f,   1.0f, // 12
		-0.2f,   0.2f,  -0.2f,   1.0f, // 13
		-0.2f,   0.2f,  -0.2f,   1.0f, // 14
		 0.2f,   0.2f,  -0.2f,   1.0f, // 15
		 0.2f,   0.2f,  -0.2f,   1.0f, // 16
		 0.2f,   0.2f,  -0.2f,   1.0f, // 17
		 0.2f,   0.2f,   0.2f,   1.0f, // 18
		 0.2f,   0.2f,   0.2f,   1.0f, // 19
		 0.2f,   0.2f,   0.2f,   1.0f, // 20
		-0.2f,   0.2f,   0.2f,   1.0f, // 21
	};

	// #24
   float BoxNormal[] =
   {
		 0.0f,  -1.0f,   0.0f,   1.0f,  // 0
		 0.0f,   0.0f,  -1.0f,   1.0f,  // 1
		-1.0f,   0.0f,   0.0f,   1.0f,  // 2
		 0.0f,  -1.0f,   0.0f,   1.0f,  // 3
		 0.0f,   0.0f,  -1.0f,   1.0f,  // 4
		 1.0f,   0.0f,   0.0f,   1.0f,  // 5
		 0.0f,  -1.0f,   0.0f,   1.0f,  // 6
		 1.0f,   0.0f,   0.0f,   1.0f,  // 7
		 0.0f,   0.0f,   1.0f,   1.0f,  // 8
		 0.0f,   0.0f,   1.0f,   1.0f,  // 9
		 0.0f,  -1.0f,   0.0f,   1.0f,  // 10
		-1.0f,   0.0f,   0.0f,   1.0f,  // 11
		-1.0f,   0.0f,   0.0f,   1.0f,  // 12
		 0.0f,   1.0f,   0.0f,   1.0f,  // 13
		 0.0f,   0.0f,  -1.0f,   1.0f,  // 14
		 0.0f,   0.0f,  -1.0f,   1.0f,  // 15
		 0.0f,   1.0f,   0.0f,   1.0f,  // 16
		 1.0f,   0.0f,   0.0f,   1.0f,  // 17
		 1.0f,   0.0f,   0.0f,   1.0f,  // 18
		 0.0f,   0.0f,   1.0f,   1.0f,  // 19
         0.0f,   1.0f,   0.0f,   1.0f,  // 20
		 0.0f,   0.0f,   1.0f,   1.0f,  // 21
	};

	float AppendIdx22[] = {
		-0.2f,   0.2f,   0.2f,   1.0f,  -1.0f,   0.0f,   0.0f,   1.0f };

	float AppendIdx23[] = {
		-0.2f,   0.2f,   0.2f,   1.0f,  0.0f,   1.0f,   0.0f,   1.0f };


	int IdxBox0[] = {  0,  3,  6,    1, 15,  4,    5, 18,  7,    9, 19, 21,    2 };
	unsigned int IdxBox0Short[] = { 0x00030000, 0x00010006, 0x0004000F, 0x00120005,
		                            0x00090007, 0x00150013, 0x00160002 };
	unsigned int IdxBox0Byte[] = { 0x01060300, 0x1205040F, 0x15130907, 0x0D0C1602 };

	int IdxBox1[] = { 12,    13, 20, 16,    0,  6, 10,   1,  14,  15,     5,  17,  18,     9,   8,  19,    2,  11 };
	unsigned int IdxBox1Short[] = { 0x000D000C, 0x00100014, 0x00060000, 0x0001000A,
		                            0x000F000E, 0x00110005, 0x00090012, 0x00130008,
									0x000B0002, 0x000D0016 };
	unsigned int IdxBox1Byte[] = { 0x06001014, 0x0F0E010A, 0x09121105, 0x0B021308, 0x14170D16};		// Fixed by yhim

	Matrix4 matMVP(1.707107f,  0.0f,       1.707107f, 0.0f,
			1.207107f,  1.707107f, -1.207107f, 0.0f,
			0.501001f, -0.708522f, -0.501001f, 1.302803f,
			0.5f,      -0.707107f, -0.5f,      1.5f);

	if (fglLoadVShader(Lighting_vsa) != FGL_ERR_NO_ERROR)
	{
		return ERROR;
	}

	if (fglLoadPShader(mov_v2o_psa) != FGL_ERR_NO_ERROR)
	{
		return ERROR;
	}

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

	drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0x00FFFFFF);
	drvsys_clear_buf((unsigned int*)FIMG_COLOR_BUFFER, CLEAR_SCREEN_SIZE, 0);


	fglFlush(FGL_PIPESTATE_ALL);	// Pipeline status

	fglVSSetAttribNum(3);
	fglPSSetAttributeNum(1);

	fglSetZBufBaseAddr(FIMG_DEPTH_BUFFER);
	fglSetDepthParams(FGL_COMP_LESS);
	fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_TRUE);

	/*
	 * Transfer the data of geometry to Vertex Buffer
	 */
 	pVtxBufAddr = 0;
	FGL_VtxBufAttrib VtxAttrib;
	
	// Attribute 0 for Vertex Buffer
	fglSetVtxBufferAddr((unsigned int)pVtxBufAddr);		// Vetex buffer address
	VtxAttrib.stride = 16;								// Attribute n vertex buffer control
	VtxAttrib.addr = (unsigned int)pVtxBufAddr;			// Vertex buffer attribute0 base address
	VtxAttrib.num = 0x18;
	fglSetVtxBufAttrib(0, &VtxAttrib);

	DataSize = sizeof(CubePos)/sizeof(float);

	for(i=0; i<DataSize; i++)
	{
		fglSendToVtxBuffer(*(unsigned int*)&CubePos[i]);	
		pVtxBufAddr++;
	}

	// Attribute 1 for Vertex Buffer
	fglSetVtxBufferAddr((unsigned int)pVtxBufAddr);		// Vetex buffer address
	VtxAttrib.stride = 16;								// Attribute n vertex buffer control
	VtxAttrib.addr = (unsigned int)pVtxBufAddr;			// Vertex buffer attribute0 base address
	VtxAttrib.num = 0x18;
	fglSetVtxBufAttrib(1, &VtxAttrib);

	for(i=0; i<DataSize; i++)
	{
		fglSendToVtxBuffer(*(unsigned int*)&CubeColor[i]);	
		pVtxBufAddr++;
	}

	// Attribute 2 for Vertex Buffer
	fglSetVtxBufferAddr((unsigned int)pVtxBufAddr);		// Vetex buffer address
	VtxAttrib.stride = 16;								// Attribute n vertex buffer control
	VtxAttrib.addr = (unsigned int)pVtxBufAddr;			// Vertex buffer attribute0 base address
	VtxAttrib.num = 0x18;
	fglSetVtxBufAttrib(2, &VtxAttrib);

	for(i=0; i<DataSize; i++)
	{
		fglSendToVtxBuffer(*(unsigned int*)&CubeNormal[i]);	
		pVtxBufAddr++;
	}

	// HI IdxOffset SFR
	fglSetIndexOffset(1);		    // Auto-Increment Mode
	
	// 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

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