2009-04-13 02:05:42 -05:00
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/*
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* SVGA3D example: Bunnies.
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*
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* This example loads the famous Stanford Bunny model, and draws many
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* copies of it. This demonstrates large models and fixed-function
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* lighting.
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*
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* Copyright (C) 2008-2009 VMware, Inc. Licensed under the MIT
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* License, please see the README.txt. All rights reserved.
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*/
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#include "svga3dutil.h"
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#include "svga3dtext.h"
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#include "matrix.h"
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#include "math.h"
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DECLARE_DATAFILE(ibFile, bunny_ib_z);
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DECLARE_DATAFILE(vbFile, bunny_vb_z);
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uint32 vertexSid, indexSid;
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uint32 ibSize, vbSize;
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Matrix perspectiveMat;
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FPSCounterState gFPS;
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/*
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* setupFrame --
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*
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* Set up render state that we load once per frame (because
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* SVGA3DText clobbered it) and perform matrix calculations that we
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* only need once per frame.
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*/
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void
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setupFrame(void)
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{
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static Matrix world;
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SVGA3dTextureState *ts;
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SVGA3dRenderState *rs;
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static const SVGA3dLightData light = {
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.type = SVGA3D_LIGHTTYPE_POINT,
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.inWorldSpace = TRUE,
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.diffuse = { 10.0f, 10.0f, 10.0f, 1.0f },
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.ambient = { 0.05f, 0.05f, 0.1f, 1.0f },
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.position = { -5.0f, 5.0f, 0.0f, 1.0f },
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2010-08-16 11:46:29 -05:00
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.range = 1000.0f,
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2009-04-13 02:05:42 -05:00
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.attenuation0 = 1.0f,
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.attenuation1 = 0.0f,
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.attenuation2 = 0.0f,
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};
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static const SVGA3dMaterial mat = {
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.diffuse = { 1.0f, 0.9f, 0.9f, 1.0f },
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.ambient = { 1.0f, 1.0f, 1.0f, 1.0f },
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};
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Matrix_Copy(world, gIdentityMatrix);
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Matrix_Scale(world, 10, 10, 10, 1);
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Matrix_RotateY(world, gFPS.frame * 0.001f);
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SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_WORLD, world);
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SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_PROJECTION, perspectiveMat);
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SVGA3D_SetMaterial(CID, SVGA3D_FACE_FRONT_BACK, &mat);
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SVGA3D_SetLightData(CID, 0, &light);
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SVGA3D_SetLightEnabled(CID, 0, TRUE);
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SVGA3D_BeginSetRenderState(CID, &rs, 8);
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{
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rs[0].state = SVGA3D_RS_BLENDENABLE;
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rs[0].uintValue = FALSE;
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rs[1].state = SVGA3D_RS_ZENABLE;
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rs[1].uintValue = TRUE;
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rs[2].state = SVGA3D_RS_ZWRITEENABLE;
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rs[2].uintValue = TRUE;
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rs[3].state = SVGA3D_RS_ZFUNC;
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rs[3].uintValue = SVGA3D_CMP_LESS;
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rs[4].state = SVGA3D_RS_LIGHTINGENABLE;
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rs[4].uintValue = TRUE;
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rs[5].state = SVGA3D_RS_VERTEXMATERIALENABLE;
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rs[5].uintValue = FALSE;
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rs[6].state = SVGA3D_RS_CULLMODE;
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rs[6].uintValue = SVGA3D_FACE_FRONT;
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rs[7].state = SVGA3D_RS_AMBIENT;
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rs[7].uintValue = 0x00000000;
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}
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SVGA_FIFOCommitAll();
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SVGA3D_BeginSetTextureState(CID, &ts, 4);
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{
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ts[0].stage = 0;
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ts[0].name = SVGA3D_TS_BIND_TEXTURE;
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ts[0].value = SVGA3D_INVALID_ID;
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ts[1].stage = 0;
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ts[1].name = SVGA3D_TS_COLOROP;
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ts[1].value = SVGA3D_TC_SELECTARG1;
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ts[2].stage = 0;
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ts[2].name = SVGA3D_TS_COLORARG1;
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ts[2].value = SVGA3D_TA_DIFFUSE;
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ts[3].stage = 0;
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ts[3].name = SVGA3D_TS_ALPHAARG1;
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ts[3].value = SVGA3D_TA_DIFFUSE;
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}
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SVGA_FIFOCommitAll();
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}
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/*
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* drawMesh --
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*
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* Draw our bunny mesh at a particular position.
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*/
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void
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drawMesh(float posX, float posY, float posZ)
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{
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SVGA3dVertexDecl *decls;
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SVGA3dPrimitiveRange *ranges;
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static Matrix view;
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Matrix_Copy(view, gIdentityMatrix);
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Matrix_Translate(view, posX, posY, posZ);
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SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_VIEW, view);
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SVGA3D_BeginDrawPrimitives(CID, &decls, 2, &ranges, 1);
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{
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decls[0].identity.type = SVGA3D_DECLTYPE_FLOAT3;
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decls[0].identity.usage = SVGA3D_DECLUSAGE_POSITION;
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decls[0].array.surfaceId = vertexSid;
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decls[0].array.stride = 6 * sizeof(float);
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decls[1].identity.type = SVGA3D_DECLTYPE_FLOAT3;
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decls[1].identity.usage = SVGA3D_DECLUSAGE_NORMAL;
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decls[1].array.surfaceId = vertexSid;
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decls[1].array.stride = 6 * sizeof(float);
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decls[1].array.offset = 3 * sizeof(float);
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ranges[0].primType = SVGA3D_PRIMITIVE_TRIANGLELIST;
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ranges[0].primitiveCount = ibSize / sizeof(uint32) / 3;
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ranges[0].indexArray.surfaceId = indexSid;
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ranges[0].indexArray.stride = sizeof(uint32);
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ranges[0].indexWidth = sizeof(uint32);
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}
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SVGA_FIFOCommitAll();
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}
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/*
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* main --
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*
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* Our example's entry point, invoked directly by the bootloader.
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*/
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int
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main(void)
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{
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SVGA3DUtil_InitFullscreen(CID, 800, 600);
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SVGA3DText_Init();
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2010-02-10 16:16:35 -06:00
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vertexSid = SVGA3DUtil_LoadCompressedBuffer(vbFile,
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(SVGA3D_SURFACE_HINT_VERTEXBUFFER |
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SVGA3D_SURFACE_HINT_STATIC),
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&vbSize);
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indexSid = SVGA3DUtil_LoadCompressedBuffer(ibFile,
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(SVGA3D_SURFACE_HINT_INDEXBUFFER |
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SVGA3D_SURFACE_HINT_STATIC),
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&ibSize);
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2009-04-13 02:05:42 -05:00
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Matrix_Perspective(perspectiveMat, 45.0f,
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gSVGA.width / (float)gSVGA.height, 0.1f, 100.0f);
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while (1) {
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int i;
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if (SVGA3DUtil_UpdateFPSCounter(&gFPS)) {
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Console_Clear();
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Console_Format("VMware SVGA3D Example:\n"
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"Bunnies: Drawing 4 copies of the Stanford Bunny,"
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" at 65K triangles each.\n\n%s",
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gFPS.text);
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SVGA3DText_Update();
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}
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SVGA3DUtil_ClearFullscreen(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
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0x113366, 1.0f, 0);
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setupFrame();
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for (i = 0; i < 4; i++) {
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drawMesh(0.8 - i * 1.0f, -1, 3 + i * 1.0f);
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}
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SVGA3DText_Draw();
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SVGA3DUtil_PresentFullscreen();
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}
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return 0;
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}
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