vmware-svga/examples/rt-gamma-test/main.c

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2009-10-29 14:36:41 -05:00
/*
* Test SVGA3D_RS_OUTPUTGAMMA.
*
* Copyright (C) 2008-2009 VMware, Inc. Licensed under the MIT
* License, please see the README.txt. All rights reserved.
*/
#include "svga3dutil.h"
#include "matrix.h"
#include "math.h"
typedef uint32 DWORD;
#include "cube_vs.h"
#include "cube_ps.h"
#define MY_VSHADER_ID 0
#define MY_PSHADER_ID 0
#define CONST_MAT_VIEW 0
#define CONST_MAT_PROJ 4
typedef struct {
float position[3];
uint32 color;
} MyVertex;
/*
* Cubes are drawn with a gradient from black to white.
*/
#define COLOR1 0x000000
#define COLOR2 0xFFFFFF
/*
* This defines the grid spacing, as well as the total number of cubes we draw.
*/
#define GRID_STEP 2
#define GAMMA_STEP 0.1f
#define GRID_X_COUNT 5
#define GRID_Y_COUNT 5
static const MyVertex vertexData[] = {
{ {-1, -1, -1}, COLOR1 },
{ {-1, -1, 1}, COLOR1 },
{ {-1, 1, -1}, COLOR1 },
{ {-1, 1, 1}, COLOR1 },
{ { 1, -1, -1}, COLOR2 },
{ { 1, -1, 1}, COLOR2 },
{ { 1, 1, -1}, COLOR2 },
{ { 1, 1, 1}, COLOR2 },
};
#define QUAD(a,b,c,d) a, b, d, d, c, a
static const uint16 indexData[] = {
QUAD(0,1,2,3), // -X
QUAD(4,5,6,7), // +X
QUAD(0,1,4,5), // -Y
QUAD(2,3,6,7), // +Y
QUAD(0,2,4,6), // -Z
QUAD(1,3,5,7), // +Z
};
#undef QUAD
const uint32 numTriangles = sizeof indexData / sizeof indexData[0] / 3;
uint32 vertexSid, indexSid;
Matrix perspectiveMat;
VMMousePacket lastMouseState;
/*
* render --
*
* Set up common render state and matrices, then enter a loop
* drawing many cubes with individual draw commands.
*/
void
render(void)
{
SVGA3dRenderState *rs;
SVGA3dVertexDecl *decls;
SVGA3dPrimitiveRange *ranges;
static Matrix view, instance;
static uint32 frame = 0;
float x, y;
2009-10-29 14:36:41 -05:00
Matrix_Copy(view, gIdentityMatrix);
Matrix_Scale(view, 0.5, 0.5, 0.5, 1.0);
Matrix_RotateY(view, 30.0 * M_PI / 180.0);
Matrix_RotateX(view, ++frame * 0.001f);
Matrix_Translate(view, 0, 0, 15);
for (y = 0; y < GRID_Y_COUNT; y++) {
for (x = 0; x < GRID_X_COUNT; x++) {
float gamma = (x + y * GRID_X_COUNT) * GAMMA_STEP;
Matrix_Copy(instance, view);
Matrix_Translate(instance,
(x - GRID_X_COUNT / 2.0f + 0.5f) * GRID_STEP,
-(y - GRID_Y_COUNT / 2.0f + 0.5f) * GRID_STEP,
0);
SVGA3DUtil_SetShaderConstMatrix(CID, CONST_MAT_VIEW,
SVGA3D_SHADERTYPE_VS, instance);
SVGA3D_BeginSetRenderState(CID, &rs, 4);
{
rs[0].state = SVGA3D_RS_OUTPUTGAMMA;
rs[0].floatValue = gamma;
}
SVGA_FIFOCommitAll();
SVGA3D_BeginDrawPrimitives(CID, &decls, 2, &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);
decls[1].identity.type = SVGA3D_DECLTYPE_D3DCOLOR;
decls[1].identity.usage = SVGA3D_DECLUSAGE_COLOR;
decls[1].array.surfaceId = vertexSid;
decls[1].array.stride = sizeof(MyVertex);
decls[1].array.offset = offsetof(MyVertex, color);
ranges[0].primType = SVGA3D_PRIMITIVE_TRIANGLELIST;
ranges[0].primitiveCount = numTriangles;
ranges[0].indexArray.surfaceId = indexSid;
ranges[0].indexArray.stride = sizeof(uint16);
ranges[0].indexWidth = sizeof(uint16);
}
SVGA_FIFOCommitAll();
}
}
}
/*
* main --
*
* Our example's entry point, invoked directly by the bootloader.
*/
int
main(void)
{
SVGA3dRenderState *rs;
SVGA3DUtil_InitFullscreen(CID, 800, 600);
vertexSid = SVGA3DUtil_DefineStaticBuffer(vertexData, sizeof vertexData);
indexSid = SVGA3DUtil_DefineStaticBuffer(indexData, sizeof indexData);
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);
Matrix_Perspective(perspectiveMat, 45.0f,
gSVGA.width / (float)gSVGA.height, 10.0f, 100.0f);
SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_WORLD, gIdentityMatrix);
SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_PROJECTION, perspectiveMat);
SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_VS, MY_VSHADER_ID);
SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_PS, MY_PSHADER_ID);
SVGA3DUtil_SetShaderConstMatrix(CID, CONST_MAT_PROJ,
SVGA3D_SHADERTYPE_VS, perspectiveMat);
SVGA3D_BeginSetRenderState(CID, &rs, 5);
{
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;
rs[4].state = SVGA3D_RS_CULLMODE;
rs[4].uintValue = SVGA3D_FACE_FRONT;
}
SVGA_FIFOCommitAll();
while (1) {
SVGA3DUtil_ClearFullscreen(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
0x000000, 1.0f, 0);
render();
SVGA3DUtil_PresentFullscreen();
}
return 0;
}