vmware-svga/examples/simple-shaders/main.c

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2009-04-13 02:05:42 -05:00
/*
* SVGA3D example: Simple Shaders.
*
* This is a simple example to demonstrate the programmable pixel
* and vertex pipelines. A vertex shader animates a rippling surface,
* and a pixel shader generates a procedural checkerboard pattern.
*
* For simplicity, this example generates shader bytecode at
* compile-time using the Microsoft HLSL compiler.
*
* Copyright (C) 2008-2009 VMware, Inc. Licensed under the MIT
* License, please see the README.txt. All rights reserved.
*/
#include "svga3dutil.h"
#include "svga3dtext.h"
#include "matrix.h"
#include "math.h"
typedef uint32 DWORD;
#include "simple_vs.h"
#include "simple_ps.h"
/*
* Small integers to identify our shaders.
*/
#define MY_VSHADER_ID 0
#define MY_PSHADER_ID 0
/*
* Shader constants. These must match the constant registers in the
* bytecode we send the device, so in this example the constants are
* actually assigned by the Microsoft HLSL compiler.
*/
#define CONST_MAT_WORLDVIEWPROJ 0
#define CONST_TIMESTEP 4
/*
* Macros for the simple mesh we generate as input for the vertex
* shader. It's a static grid in the XY plane.
*/
#define MESH_WIDTH 256
#define MESH_HEIGHT 256
#define MESH_NUM_VERTICES (MESH_WIDTH * MESH_HEIGHT)
#define MESH_NUM_QUADS ((MESH_WIDTH-1) * (MESH_HEIGHT-1))
#define MESH_NUM_TRIANGLES (MESH_NUM_QUADS * 2)
#define MESH_NUM_INDICES (MESH_NUM_TRIANGLES * 3)
#define MESH_ELEMENT(x, y) (MESH_WIDTH * (y) + (x))
typedef struct {
float position[3];
} MyVertex;
typedef uint16 IndexType;
uint32 vertexSid, indexSid;
FPSCounterState gFPS;
/*
* render --
*
* Set up render state that we load once per frame (because
* SVGA3DText clobbered it) and render the scene.
*/
void
render(void)
{
SVGA3dVertexDecl *decls;
SVGA3dPrimitiveRange *ranges;
SVGA3dRenderState *rs;
float shaderTimestep[4] = { gFPS.frame * 0.01 };
SVGA3D_SetShaderConst(CID, CONST_TIMESTEP, SVGA3D_SHADERTYPE_VS,
SVGA3D_CONST_TYPE_FLOAT, shaderTimestep);
SVGA3D_BeginSetRenderState(CID, &rs, 4);
{
rs[0].state = SVGA3D_RS_BLENDENABLE;
rs[0].uintValue = FALSE;
rs[1].state = SVGA3D_RS_ZENABLE;
rs[1].uintValue = TRUE;
rs[2].state = SVGA3D_RS_ZWRITEENABLE;
rs[2].uintValue = TRUE;
rs[3].state = SVGA3D_RS_ZFUNC;
rs[3].uintValue = SVGA3D_CMP_LESS;
}
SVGA_FIFOCommitAll();
SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_VS, MY_VSHADER_ID);
SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_PS, MY_PSHADER_ID);
SVGA3D_BeginDrawPrimitives(CID, &decls, 1, &ranges, 1);
{
decls[0].identity.type = SVGA3D_DECLTYPE_FLOAT3;
decls[0].identity.usage = SVGA3D_DECLUSAGE_POSITION;
decls[0].array.surfaceId = vertexSid;
decls[0].array.stride = sizeof(MyVertex);
decls[0].array.offset = offsetof(MyVertex, position);
ranges[0].primType = SVGA3D_PRIMITIVE_TRIANGLELIST;
ranges[0].primitiveCount = MESH_NUM_TRIANGLES;
ranges[0].indexArray.surfaceId = indexSid;
ranges[0].indexArray.stride = sizeof(IndexType);
ranges[0].indexWidth = sizeof(IndexType);
}
SVGA_FIFOCommitAll();
SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_VS, SVGA3D_INVALID_ID);
SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_PS, SVGA3D_INVALID_ID);
}
/*
* createIndexBuffer --
*
* Create a static index buffer that renders our vertices as a 2D
* mesh. For simplicity, we use a triangle list rather than a
* triangle strip.
*/
uint32
createIndexBuffer(void)
{
IndexType *indexBuffer;
const uint32 bufferSize = MESH_NUM_INDICES * sizeof *indexBuffer;
SVGAGuestPtr gPtr;
uint32 sid;
int x, y;
sid = SVGA3DUtil_DefineSurface2D(bufferSize, 1, SVGA3D_BUFFER);
indexBuffer = SVGA3DUtil_AllocDMABuffer(bufferSize, &gPtr);
for (y = 0; y < (MESH_HEIGHT - 1); y++) {
for (x = 0; x < (MESH_WIDTH - 1); x++) {
indexBuffer[0] = MESH_ELEMENT(x, y );
indexBuffer[1] = MESH_ELEMENT(x+1, y );
indexBuffer[2] = MESH_ELEMENT(x+1, y+1);
indexBuffer[3] = MESH_ELEMENT(x+1, y+1);
indexBuffer[4] = MESH_ELEMENT(x, y+1);
indexBuffer[5] = MESH_ELEMENT(x, y );
indexBuffer += 6;
}
}
SVGA3DUtil_SurfaceDMA2D(sid, &gPtr, SVGA3D_WRITE_HOST_VRAM, bufferSize, 1);
return sid;
}
/*
* createVertexBuffer --
*
* Create a static vertex buffer that renders a mesh on thee XY
* plane. For simplicity, we use a triangle list rather than a
* triangle strip.
*/
uint32
createVertexBuffer(void)
{
MyVertex *vert;
const uint32 bufferSize = MESH_NUM_VERTICES * sizeof(MyVertex);
SVGAGuestPtr gPtr;
uint32 sid;
int x, y;
sid = SVGA3DUtil_DefineSurface2D(bufferSize, 1, SVGA3D_BUFFER);
vert = SVGA3DUtil_AllocDMABuffer(bufferSize, &gPtr);
for (y = 0; y < MESH_HEIGHT; y++) {
for (x = 0; x < MESH_WIDTH; x++) {
vert->position[0] = x * (2.0 / MESH_WIDTH) - 1.0;
vert->position[1] = y * (2.0 / MESH_HEIGHT) - 1.0;
vert->position[2] = 0.0f;
vert++;
}
}
SVGA3DUtil_SurfaceDMA2D(sid, &gPtr, SVGA3D_WRITE_HOST_VRAM, bufferSize, 1);
return sid;
}
/*
* main --
*
* Our example's entry point, invoked directly by the bootloader.
*/
int
main(void)
{
Matrix worldViewProj, proj;
SVGA3DUtil_InitFullscreen(CID, 800, 600);
SVGA3DText_Init();
vertexSid = createVertexBuffer();
indexSid = createIndexBuffer();
SVGA3D_DefineShader(CID, MY_VSHADER_ID, SVGA3D_SHADERTYPE_VS,
g_vs20_MyVertexShader, sizeof g_vs20_MyVertexShader);
SVGA3D_DefineShader(CID, MY_PSHADER_ID, SVGA3D_SHADERTYPE_PS,
g_ps20_MyPixelShader, sizeof g_ps20_MyPixelShader);
/*
* Compute a single matrix for the world, view, and projection
* transforms, then upload that to the shader.
*/
Matrix_Copy(worldViewProj, gIdentityMatrix);
Matrix_RotateX(worldViewProj, 60.0 * PI_OVER_180);
Matrix_Translate(worldViewProj, 0, 0, 3);
Matrix_Perspective(proj, 45.0f, gSVGA.width / (float)gSVGA.height, 0.1f, 100.0f);
Matrix_Multiply(worldViewProj, proj);
SVGA3DUtil_SetShaderConstMatrix(CID, CONST_MAT_WORLDVIEWPROJ,
SVGA3D_SHADERTYPE_VS, worldViewProj);
while (1) {
if (SVGA3DUtil_UpdateFPSCounter(&gFPS)) {
Console_Clear();
Console_Format("VMware SVGA3D Example:\n"
"Simple Shaders.\n\n%s",
gFPS.text);
SVGA3DText_Update();
}
SVGA3DUtil_ClearFullscreen(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
0x113366, 1.0f, 0);
render();
SVGA3DText_Draw();
SVGA3DUtil_PresentFullscreen();
}
return 0;
}