2009-10-29 14:36:41 -05:00
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/*
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* Test SVGA3D_RS_OUTPUTGAMMA.
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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 "matrix.h"
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#include "math.h"
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typedef uint32 DWORD;
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#include "cube_vs.h"
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#include "cube_ps.h"
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#define MY_VSHADER_ID 0
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#define MY_PSHADER_ID 0
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#define CONST_MAT_VIEW 0
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#define CONST_MAT_PROJ 4
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typedef struct {
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float position[3];
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uint32 color;
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} MyVertex;
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/*
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* Cubes are drawn with a gradient from black to white.
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*/
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#define COLOR1 0x000000
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#define COLOR2 0xFFFFFF
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/*
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* This defines the grid spacing, as well as the total number of cubes we draw.
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*/
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#define GRID_STEP 2
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#define GAMMA_STEP 0.1f
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#define GRID_X_COUNT 5
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#define GRID_Y_COUNT 5
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static const MyVertex vertexData[] = {
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{ {-1, -1, -1}, COLOR1 },
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{ {-1, -1, 1}, COLOR1 },
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{ {-1, 1, -1}, COLOR1 },
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{ {-1, 1, 1}, COLOR1 },
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{ { 1, -1, -1}, COLOR2 },
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{ { 1, -1, 1}, COLOR2 },
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{ { 1, 1, -1}, COLOR2 },
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{ { 1, 1, 1}, COLOR2 },
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};
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#define QUAD(a,b,c,d) a, b, d, d, c, a
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static const uint16 indexData[] = {
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QUAD(0,1,2,3), // -X
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QUAD(4,5,6,7), // +X
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QUAD(0,1,4,5), // -Y
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QUAD(2,3,6,7), // +Y
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QUAD(0,2,4,6), // -Z
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QUAD(1,3,5,7), // +Z
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};
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#undef QUAD
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const uint32 numTriangles = sizeof indexData / sizeof indexData[0] / 3;
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uint32 vertexSid, indexSid;
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Matrix perspectiveMat;
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VMMousePacket lastMouseState;
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/*
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* render --
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*
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* Set up common render state and matrices, then enter a loop
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* drawing many cubes with individual draw commands.
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*/
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void
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render(void)
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{
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SVGA3dRenderState *rs;
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SVGA3dVertexDecl *decls;
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SVGA3dPrimitiveRange *ranges;
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static Matrix view, instance;
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static uint32 frame = 0;
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2011-07-22 03:11:15 -05:00
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float x, y;
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2009-10-29 14:36:41 -05:00
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Matrix_Copy(view, gIdentityMatrix);
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Matrix_Scale(view, 0.5, 0.5, 0.5, 1.0);
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Matrix_RotateY(view, 30.0 * M_PI / 180.0);
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Matrix_RotateX(view, ++frame * 0.001f);
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Matrix_Translate(view, 0, 0, 15);
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for (y = 0; y < GRID_Y_COUNT; y++) {
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for (x = 0; x < GRID_X_COUNT; x++) {
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float gamma = (x + y * GRID_X_COUNT) * GAMMA_STEP;
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Matrix_Copy(instance, view);
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Matrix_Translate(instance,
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(x - GRID_X_COUNT / 2.0f + 0.5f) * GRID_STEP,
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-(y - GRID_Y_COUNT / 2.0f + 0.5f) * GRID_STEP,
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0);
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SVGA3DUtil_SetShaderConstMatrix(CID, CONST_MAT_VIEW,
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SVGA3D_SHADERTYPE_VS, instance);
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SVGA3D_BeginSetRenderState(CID, &rs, 4);
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{
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rs[0].state = SVGA3D_RS_OUTPUTGAMMA;
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rs[0].floatValue = gamma;
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}
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SVGA_FIFOCommitAll();
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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 = sizeof(MyVertex);
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decls[0].array.offset = offsetof(MyVertex, position);
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decls[1].identity.type = SVGA3D_DECLTYPE_D3DCOLOR;
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decls[1].identity.usage = SVGA3D_DECLUSAGE_COLOR;
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decls[1].array.surfaceId = vertexSid;
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decls[1].array.stride = sizeof(MyVertex);
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decls[1].array.offset = offsetof(MyVertex, color);
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ranges[0].primType = SVGA3D_PRIMITIVE_TRIANGLELIST;
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ranges[0].primitiveCount = numTriangles;
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ranges[0].indexArray.surfaceId = indexSid;
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ranges[0].indexArray.stride = sizeof(uint16);
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ranges[0].indexWidth = sizeof(uint16);
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}
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SVGA_FIFOCommitAll();
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}
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}
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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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SVGA3dRenderState *rs;
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SVGA3DUtil_InitFullscreen(CID, 800, 600);
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vertexSid = SVGA3DUtil_DefineStaticBuffer(vertexData, sizeof vertexData);
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indexSid = SVGA3DUtil_DefineStaticBuffer(indexData, sizeof indexData);
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SVGA3D_DefineShader(CID, MY_VSHADER_ID, SVGA3D_SHADERTYPE_VS,
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g_vs20_MyVertexShader, sizeof g_vs20_MyVertexShader);
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SVGA3D_DefineShader(CID, MY_PSHADER_ID, SVGA3D_SHADERTYPE_PS,
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g_ps20_MyPixelShader, sizeof g_ps20_MyPixelShader);
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Matrix_Perspective(perspectiveMat, 45.0f,
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gSVGA.width / (float)gSVGA.height, 10.0f, 100.0f);
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SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_WORLD, gIdentityMatrix);
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SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_PROJECTION, perspectiveMat);
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SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_VS, MY_VSHADER_ID);
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SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_PS, MY_PSHADER_ID);
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SVGA3DUtil_SetShaderConstMatrix(CID, CONST_MAT_PROJ,
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SVGA3D_SHADERTYPE_VS, perspectiveMat);
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SVGA3D_BeginSetRenderState(CID, &rs, 5);
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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_CULLMODE;
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rs[4].uintValue = SVGA3D_FACE_FRONT;
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}
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SVGA_FIFOCommitAll();
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while (1) {
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SVGA3DUtil_ClearFullscreen(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
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0x000000, 1.0f, 0);
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render();
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SVGA3DUtil_PresentFullscreen();
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}
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return 0;
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}
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