📄 bumpmap.cpp
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/*******************************************************************************
*
* ViP model for FIMGSE
* version 1.0
*
* BumpMap.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. 27 by cheolkyoo.kim
*
* Description
*
* $RCSfile: BumpMap.cpp,v $
* $Revision: 1.6 $
* $Author: cheolkyoo.kim $
* $Date: 2006/05/08 05:34:30 $
* $Locker: $
*
* $Source: C:/CVS/CVSrepository/FIMG-3DSE_SW/fimg3dse_fpga/fimg3d/src/BumpMap.cpp,v $
* $State: Exp $
* $Log: BumpMap.cpp,v $
* Revision 1.6 2006/05/08 05:34:30 cheolkyoo.kim
* no message
*
* Revision 1.5 2006/04/13 11:53:44 cheolkyoo.kim
* no message
*
* Revision 1.4 2006/04/11 01:11:07 inhosens.lee
* updated with fimg_ra and fimg_tu codes
*
* 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 04:27:42 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 "Debug.h"
#include "Fimg3DTest.h"
#include "BumpMap.vsa.h"
#include "BumpMap.psa.h"
/****************************************************************************
* DEFINES
****************************************************************************/
int BumpMap(void)
{
//unsigned int i;
unsigned int nNumOfVertices;
unsigned int nNumofData;
//unsigned int *pMatrix;
//unsigned int ConstFloatAddr;
FGL_TexUnitParams tuParams;
float retangle[] =
{
// x y z w nx ny nz nw r g b a s t r q
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.7f, 0.7f, 0.7f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.7f, 0.7f, 0.7f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.7f, 0.7f, 0.7f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.7f, 0.7f, 0.7f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.7f, 0.7f, 0.7f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.7f, 0.7f, 0.7f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
Matrix4 matMVP;
float Identity[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
float eyePosition[4] = {0.0f, 0.0f, 5.0f, 1.0f};
float lightPosition[4] = {0.5f, 0.5f, 3.0f, 0.0f};
if (fglLoadVShader(BumpMap_vsa) != FGL_ERR_NO_ERROR) {
return ERROR;
}
if (fglLoadPShader(BumpMap_psa) != FGL_ERR_NO_ERROR) {
return ERROR;
}
/*
ConstFloatAddr =(unsigned int)FGVS_CFLOAT_SADDR;
ConstFloatAddr = matMVP.WriteMatrix4(ConstFloatAddr);
pMatrix = (unsigned int *)&Identity[0];
for(i=0; i < 12; i++)
{
WRITEREG(ConstFloatAddr, *pMatrix);
pMatrix++;
ConstFloatAddr += 4;
}
pMatrix = (unsigned int *)&eyePosition[0];
for(i=0; i < 4; i++)
{
WRITEREG(ConstFloatAddr, *pMatrix);
pMatrix++;
ConstFloatAddr += 4;
}
pMatrix = (unsigned int *)&lightPosition[0];
for(i=0; i < 4; i++)
{
WRITEREG(ConstFloatAddr, *pMatrix);
pMatrix++;
ConstFloatAddr += 4;
}
*/
unsigned int Offset = fglWriteVertexShaderConstFloat(0, 16, matMVP.m[0]);
Offset = fglWriteVertexShaderConstFloat(Offset, 12, Identity);
Offset = fglWriteVertexShaderConstFloat(Offset, 4, eyePosition);
Offset = fglWriteVertexShaderConstFloat(Offset, 4, lightPosition);
drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0x0);
//fglSysPollingMask(FG_PIPELINE_STATUS, 0x0, 0x0003371F); // Pipeline status
// Pipeline status
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
/*
// Vertex Shader SFR set
WRITEREG(FGVS_ATTRIB_NUM, 0x00040004); // Attribute counter of VS output & input
WRITEREG(FGVS_CONFIG, 0x00000001); // Configuration register
WRITEREG(FGVS_OUT_ATTRIB_IDX0, 0x03020100);
// Pixel Shader SFR set
WRITEREG(FGIB_EXE_MODE, 0x00000000); // Pixel shader execution mode control register
WRITEREG(FGIB_PC_COPY, 0x00000001); // Copy PSPCS_ADDR value to program counter
WRITEREG(FGIB_ATTRIB_NUM, 0x00000003); // Number of attribute of current context
fglSysPollingMask(FGIB_INBUF_STATUS, 0x0, 0x00000001); // Status signal of pixel shader input buffer
WRITEREG(FGIB_EXE_MODE, 0x00000001); // 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(4);
fglPSSetAttributeNum(3);
// Pawn Model test main
{
// 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
// Raster SFR set
#if 0
fglSetLODControl(0x0) );
#else
fglSetLODRegister(FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_DISABLE,
FGL_LODCOEFF_DISABLE);
#endif
// 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_ARGB8888;
tuParams.eUMode = FGL_TEX_WRAP_REPEAT;
tuParams.eVMode = FGL_TEX_WRAP_REPEAT;
tuParams.bIsNonparametric = FGL_FALSE;
tuParams.bUseMagFilter = FGL_FALSE;
tuParams.bUseMinFilter = FGL_FALSE;
tuParams.eMipMapFilter = FGL_FILTER_DISABLE;
tuParams.uUSize = 256;
tuParams.uVSize = 256;
tuParams.uPSize = 1;
// Sampler0
fglSetTexUnitParams(0, &tuParams);
fglSetTexBaseAddr(0, FIMG_TEXTURE_MEMORY);
//Sampler1
fglSetTexUnitParams(1, &tuParams);
fglSetTexBaseAddr(1, FIMG_TEXTURE_MEMORY + 0x40000);
// 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 = 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);
fglSetAttribute(2, &HIAttr);
HIAttr.bEndFlag = FGL_TRUE;
fglSetAttribute(3, &HIAttr);
nNumOfVertices = 6;
nNumofData = 16 * nNumOfVertices;
unsigned int uiDummy = 0xFFFFFFFF;
fglSendToFIFO(4, &nNumOfVertices);
fglSendToFIFO(4, &uiDummy);
fglSysTransferToPort(
(unsigned int *)retangle,
/*(volatile unsigned int *)(FGHI_FIFO_ENTRY),*/
nNumofData
);
//fglSysPollingMask(FG_PIPELINE_STATUS, 0x0, 0x0003371F); // Pipeline status
// Pipeline status
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
// Cache flush
//fglSysCacheFlush();
fglClearCache(FGL_CACHECTL_INIT_ALL);
//fglSysDelay(50);
}
// drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0x0);
//const char* pFileName_SFR_Dump = "SFR.txt";
//fglDumpContext(pFileName_SFR_Dump);
return NO_ERROR;
}
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