📄 cow.cpp
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/*******************************************************************************
*
* ViP model for FIMGSE
* version 1.0
*
* Cow.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. 25 by cheolkyoo.kim
*
* Description
*
* $RCSfile: Cow.cpp,v $
* $Revision: 1.6 $
* $Author: cheolkyoo.kim $
* $Date: 2006/05/08 05:34:29 $
* $Locker: $
*
* $Source: C:/CVS/CVSrepository/FIMG-3DSE_SW/fimg3dse_fpga/fimg3d/src/Cow.cpp,v $
* $State: Exp $
* $Log: Cow.cpp,v $
* Revision 1.6 2006/05/08 05:34:29 cheolkyoo.kim
* no message
*
* Revision 1.5 2006/04/13 11:53:45 cheolkyoo.kim
* no message
*
* Revision 1.4 2006/04/08 00:45:56 inhosens.lee
* updated with fimg_ra code
*
* Revision 1.3 2006/04/05 04:06:07 cheolkyoo.kim
* Replaced ~_XCORD and ~_YCORD to ~_XCOORD and ~_YCOORD.
*
* Revision 1.2 2006/03/30 04:27:43 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 "Models.vsa.h"
#include "Models.psa.h"
//#include "Cow.h"
/****************************************************************************
* DEFINES
****************************************************************************/
int Cow(void)
{
//unsigned int i;
unsigned int nNumOfVertices;
unsigned int nNumofData;
const unsigned int *pVS;
const unsigned int *pPS;
//unsigned int *pMatrix;
//unsigned int ConstFloatAddr;
Matrix4 matMVP(1.224745f, 1.224745f, 0.0f, -5.196152f,
0.0f, 0.0f, 1.732051f, -1.732051f,
-0.708522f, 0.708522f, 0.0f, 16.833834f,
-0.707107f, 0.707107f, 0.0f, 17.0f);
float lightVector[8] =
{
0.0f, 0.0f, 0.0f, 0.0f, // ambient color
-1.558f, -1.516f, 0.775f, 0.258f // light position
};
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;
}
/*
ConstFloatAddr = FGVS_CFLOAT_SADDR;
ConstFloatAddr = matMVP.WriteMatrix4(ConstFloatAddr);
pMatrix = (unsigned int *)&lightVector[0];
for(i=0; i < 8; i++)
{
WRITEREG(ConstFloatAddr, *pMatrix);
pMatrix++;
ConstFloatAddr += 4;
}
*/
unsigned int Offset = fglWriteVertexShaderConstFloat(0, 16, matMVP.m[0]);
Offset = fglWriteVertexShaderConstFloat(Offset, 8, lightVector);
drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0x0);
drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0xFFFFFFFF);
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
/*
// Vertex Shader SFR set
WRITEREG(FGVS_ATTRIB_NUM, 0x00020003); // Attribute counter of VS output & input
WRITEREG(FGVS_CONFIG, 0x00000001); // Configuration register
// 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, 0x00000001); // Number of attribute of current context
fglSysPollingMask(FGPS_INBUF_STATUS, 0x0, 0x00000001); // Status signal of pixel shader input buffer
WRITEREG(FGPS_EXE_MODE, 0x00000001); // Pixel shader execution mode control register
*/
fglVSSetAttribNum(3);
fglPSSetAttributeNum(1);
// Per-fragment Unit SFR set
//WRITEREG(FGPF_DEPTHBUF_ADDR, FIMG_DEPTH_BUFFER); // Depth/Stencil buffer base address
//WRITEREG(FGPF_DEPTH, 0x00000005); // Depth test LESS function & enable set
fglSetZBufBaseAddr(FIMG_DEPTH_BUFFER);
fglSetDepthParams(FGL_COMP_LESS);
fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_TRUE);
// Pawn Model test main
{
// 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);
//nNumOfVertices = nNumTrisCow * 3;
//nNumofData = nNumAttributesCow * nNumOfVertices;
//const int nNumTrisCow = 1500;
//const int nNumAttributesCow = 12;
nNumOfVertices = 1500 * 3;
nNumofData = 12 * nNumOfVertices;
unsigned int uiDummy = 0xFFFFFFFF;
fglSendToFIFO(4, &nNumOfVertices);
fglSendToFIFO(4, &uiDummy);
fglSysTransferToPort(
/*(unsigned int *)Cow_Data,*/
(unsigned int *)FIMG_GEOMETRY_MEMORY,
/*(volatile unsigned int *)(FGHI_FIFO_ENTRY),*/
nNumofData
);
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
// Cache flush
//fglSysCacheFlush();
fglClearCache(FGL_CACHECTL_FLUSH_ZCACHE | FGL_CACHECTL_FLUSH_CCACHE);
//fglSysDelay(50);
// drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0x0);
drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, 0x4B000, 0x0);
}
return NO_ERROR;
}
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