📄 fog.cpp
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/*******************************************************************************
*
* ViP model for FIMGSE
* version 1.0
*
* Fog.cpp
*
* 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. 8. 24 by cheolkyoo.kim
*
* Description
*
*
******************************************************************************/
/****************************************************************************
* INCLUDES
****************************************************************************/
#include "Fimg3DTest.h"
#include "stdio.h"
#include "library.h"
#include "Fog.vsa.h"
#include "Fog.psa.h"
//#include "Fog.h"
/****************************************************************************
* DEFINES
****************************************************************************/
//#define FIMG_TEXTURE_MESH_EARTH 0x63000080
int Fog(void)
{
unsigned int nNumOfVertices;
unsigned int nNumofData;
//unsigned int *pMat;
//unsigned int pVtxShaderParam;
//bool SwapBackBuffer = FALSE;
if (fglLoadVShader(Fog_vsa) != FGL_ERR_NO_ERROR) {
return ERROR;
}
if (fglLoadPShader(Fog_psa) != FGL_ERR_NO_ERROR) {
return ERROR;
}
//drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, 0x4B000, 0xFFFFFFFF);
drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0xFFFFFFFF);
drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0xFFFFFFFF);
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
/*
// Vertex Shader SFR set
WRITEREG(FGVS_ATTRIB_NUM, 0x00040003); // Attribute counter of VS output & input
WRITEREG(FGVS_CONFIG, 0x00000001); // Configuration register
// Pixel Shader SFR set
WRITEREG(FGPS_EXE_MODE, 0x0); // Pixel shader execution mode control register
WRITEREG(FGPS_PC_COPY, 0x1); // Copy PSPCS_ADDR value to program counter
WRITEREG(FGPS_ATTRIB_NUM, 0x3); // Number of attribute of current context
fglSysPollingMask(FGPS_INBUF_STATUS, 0x0, 0x1); // Status signal of pixel shader input buffer
WRITEREG(FGPS_EXE_MODE, 0x1); // Pixel shader execution mode control register
*/
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX0, 0x03020100);
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX1, 0x07060504);
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX2, 0x0B0A0908);
fglVSSetAttribNum(3);
fglPSSetAttributeNum(3);
// Per-fragment Unit SFR set
// Depth/Stencil buffer base address
fglSetZBufBaseAddr(FIMG_DEPTH_BUFFER);
fglSetDepthParams(FGL_COMP_LESS);
fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_TRUE);
FGL_TexUnitParams tuParams;
#ifdef _FIMG3DSE_VER_1_2
// 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_RGB565;
tuParams.eUMode = FGL_TEX_WRAP_CLAMP;
tuParams.eVMode = FGL_TEX_WRAP_CLAMP;
tuParams.bIsNonparametric = FGL_FALSE;
tuParams.bUseMagFilter = FGL_TRUE;
tuParams.bUseMinFilter = FGL_TRUE;
tuParams.eMipMapFilter = FGL_FILTER_DISABLE;
tuParams.uUSize = 256;
tuParams.uVSize = 256;
tuParams.uPSize = 1;
fglSetTexUnitParams(0, &tuParams);
fglSetTexBaseAddr(0, FIMG_TEXTURE_MEMORY+0x80);
#else
WRITEREG(FGTU_TEX0_CTRL, 0x08141A88); // FIMG_TUSFR_TEX0_STATUS
WRITEREG(FGTU_TEX0_BASE_LEVEL, 0x00000000); // FIMG_TUSFR_TEX0_BASE_LEVEL
WRITEREG(FGTU_TEX0_MAX_LEVEL, 0x00000000); // FIMG_TUSFR_TEX0_MAX_LEVEL
WRITEREG(FGTU_TEX0_BASE_ADDR, FIMG_TEXTURE_MEMORY+0x80);
#endif
/* Build projection matrix once. */
Matrix4 matProj, matV, matM, matMVP;
//matProj.SetAsPerspectiveMatrix(45.0, 0.75, 1.0, 100.0);
matProj.SetAsPerspectiveMatrix(45.0, 1.67, 1.0, 100.0);
matV.LookAtMatrix(0.0f, 0.0f, -10.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f);
matM.Rotate(0, 1, 0, 180);
//matM.Rotate(0, 1, 0, 90);
matM.Rotate(1, 0, 0, -40);
matMVP = matProj * matV * matM;
//pVtxShaderParam = FGVS_CFLOAT_SADDR;
//pVtxShaderParam = matMVP.WriteMatrix4(pVtxShaderParam);
//float FogFactor[4] = { 1.25f, -0.125f, 0.0f, 0.0f};
//float FogFactor[4] = { 1.25f, -0.075f, 0.0f, 0.0f};
float FogFactor[4] = { 1.25f, -0.095f, 0.0f, 0.0f};
/*
pMat = (unsigned int *)&FogFactor[0];
pVtxShaderParam += 8;
WRITEREG(pVtxShaderParam++, *pMat++);
WRITEREG(pVtxShaderParam++, *pMat++);
WRITEREG(pVtxShaderParam++, *pMat++);
WRITEREG(pVtxShaderParam++, *pMat++);
*/
unsigned int Offset = fglWriteVertexShaderConstFloat(0, 16, matMVP.m[0]);
Offset += 8;
Offset = fglWriteVertexShaderConstFloat(Offset, 4, FogFactor);
// Fog test main
//while(1)
{
// Primitive Engine SRF Set
FGL_Vertex Vtx;
Vtx.prim = FGL_PRIM_TRIANGLES;
Vtx.enablePointSize = FGL_FALSE;
Vtx.numVSOut = 3;
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 = 4;
fglSetHInterface(&HInterface);
FGL_Attribute HIAttr;
HIAttr.bEndFlag = FGL_FALSE;
HIAttr.type = FGL_ATTRIB_DATA_FLOAT;
HIAttr.numComp = 3;
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;
HIAttr.numComp = 2;
fglSetAttribute(2, &HIAttr);
//const int nNumTrisMeshEarth = 9672;
//const int nNumAttributesMeshEarth = 8;
//nNumOfVertices = nNumTrisMeshEarth;
//nNumofData = nNumAttributesMeshEarth * nNumOfVertices;
nNumOfVertices = 9672;
nNumofData = 8 * nNumOfVertices;
unsigned int uiDummy = 0xFFFFFFFF;
fglSendToFIFO(4, &nNumOfVertices);
fglSendToFIFO(4, &uiDummy);
fglSysTransferToPort(
/*(unsigned int *)MeshEarth_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_INIT_ALL);
//fglSysDelay(50);
}
drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0x0);
//drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0x0);
//WRITEREG(FGPF_DEPTH, 0x0);
if(fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_FALSE) != FGL_ERR_NO_ERROR) {
UART_Printf("\nDepth buffer test: The fglEnablePerFragUnit fial");
}
return NO_ERROR;
}
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