250 lines
6.7 KiB
C
250 lines
6.7 KiB
C
/*
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* SVGA3D example: Simple Shaders.
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*
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* This is a simple example to demonstrate the programmable pixel
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* and vertex pipelines. A vertex shader animates a rippling surface,
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* and a pixel shader generates a procedural checkerboard pattern.
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*
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* For simplicity, this example generates shader bytecode at
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* compile-time using the Microsoft HLSL compiler.
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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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typedef uint32 DWORD;
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#include "simple_vs.h"
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#include "simple_ps.h"
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/*
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* Small integers to identify our shaders.
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*/
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#define MY_VSHADER_ID 0
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#define MY_PSHADER_ID 0
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/*
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* Shader constants. These must match the constant registers in the
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* bytecode we send the device, so in this example the constants are
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* actually assigned by the Microsoft HLSL compiler.
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*/
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#define CONST_MAT_WORLDVIEWPROJ 0
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#define CONST_TIMESTEP 4
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/*
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* Macros for the simple mesh we generate as input for the vertex
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* shader. It's a static grid in the XY plane.
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*/
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#define MESH_WIDTH 256
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#define MESH_HEIGHT 256
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#define MESH_NUM_VERTICES (MESH_WIDTH * MESH_HEIGHT)
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#define MESH_NUM_QUADS ((MESH_WIDTH-1) * (MESH_HEIGHT-1))
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#define MESH_NUM_TRIANGLES (MESH_NUM_QUADS * 2)
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#define MESH_NUM_INDICES (MESH_NUM_TRIANGLES * 3)
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#define MESH_ELEMENT(x, y) (MESH_WIDTH * (y) + (x))
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typedef struct {
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float position[3];
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} MyVertex;
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typedef uint16 IndexType;
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uint32 vertexSid, indexSid;
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FPSCounterState gFPS;
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/*
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* render --
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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 render the scene.
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*/
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void
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render(void)
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{
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SVGA3dVertexDecl *decls;
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SVGA3dPrimitiveRange *ranges;
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SVGA3dRenderState *rs;
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float shaderTimestep[4] = { gFPS.frame * 0.01 };
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SVGA3D_SetShaderConst(CID, CONST_TIMESTEP, SVGA3D_SHADERTYPE_VS,
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SVGA3D_CONST_TYPE_FLOAT, shaderTimestep);
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SVGA3D_BeginSetRenderState(CID, &rs, 4);
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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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}
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SVGA_FIFOCommitAll();
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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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SVGA3D_BeginDrawPrimitives(CID, &decls, 1, &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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ranges[0].primType = SVGA3D_PRIMITIVE_TRIANGLELIST;
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ranges[0].primitiveCount = MESH_NUM_TRIANGLES;
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ranges[0].indexArray.surfaceId = indexSid;
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ranges[0].indexArray.stride = sizeof(IndexType);
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ranges[0].indexWidth = sizeof(IndexType);
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}
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SVGA_FIFOCommitAll();
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SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_VS, SVGA3D_INVALID_ID);
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SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_PS, SVGA3D_INVALID_ID);
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}
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/*
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* createIndexBuffer --
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*
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* Create a static index buffer that renders our vertices as a 2D
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* mesh. For simplicity, we use a triangle list rather than a
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* triangle strip.
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*/
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uint32
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createIndexBuffer(void)
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{
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IndexType *indexBuffer;
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const uint32 bufferSize = MESH_NUM_INDICES * sizeof *indexBuffer;
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SVGAGuestPtr gPtr;
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uint32 sid;
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int x, y;
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sid = SVGA3DUtil_DefineSurface2D(bufferSize, 1, SVGA3D_BUFFER);
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indexBuffer = SVGA3DUtil_AllocDMABuffer(bufferSize, &gPtr);
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for (y = 0; y < (MESH_HEIGHT - 1); y++) {
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for (x = 0; x < (MESH_WIDTH - 1); x++) {
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indexBuffer[0] = MESH_ELEMENT(x, y );
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indexBuffer[1] = MESH_ELEMENT(x+1, y );
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indexBuffer[2] = MESH_ELEMENT(x+1, y+1);
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indexBuffer[3] = MESH_ELEMENT(x+1, y+1);
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indexBuffer[4] = MESH_ELEMENT(x, y+1);
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indexBuffer[5] = MESH_ELEMENT(x, y );
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indexBuffer += 6;
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}
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}
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SVGA3DUtil_SurfaceDMA2D(sid, &gPtr, SVGA3D_WRITE_HOST_VRAM, bufferSize, 1);
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return sid;
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}
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/*
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* createVertexBuffer --
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*
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* Create a static vertex buffer that renders a mesh on thee XY
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* plane. For simplicity, we use a triangle list rather than a
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* triangle strip.
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*/
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uint32
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createVertexBuffer(void)
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{
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MyVertex *vert;
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const uint32 bufferSize = MESH_NUM_VERTICES * sizeof(MyVertex);
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SVGAGuestPtr gPtr;
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uint32 sid;
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int x, y;
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sid = SVGA3DUtil_DefineSurface2D(bufferSize, 1, SVGA3D_BUFFER);
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vert = SVGA3DUtil_AllocDMABuffer(bufferSize, &gPtr);
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for (y = 0; y < MESH_HEIGHT; y++) {
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for (x = 0; x < MESH_WIDTH; x++) {
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vert->position[0] = x * (2.0 / MESH_WIDTH) - 1.0;
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vert->position[1] = y * (2.0 / MESH_HEIGHT) - 1.0;
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vert->position[2] = 0.0f;
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vert++;
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}
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}
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SVGA3DUtil_SurfaceDMA2D(sid, &gPtr, SVGA3D_WRITE_HOST_VRAM, bufferSize, 1);
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return sid;
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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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Matrix worldViewProj, proj;
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SVGA3DUtil_InitFullscreen(CID, 800, 600);
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SVGA3DText_Init();
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vertexSid = createVertexBuffer();
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indexSid = createIndexBuffer();
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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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/*
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* Compute a single matrix for the world, view, and projection
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* transforms, then upload that to the shader.
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*/
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Matrix_Copy(worldViewProj, gIdentityMatrix);
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Matrix_RotateX(worldViewProj, 60.0 * PI_OVER_180);
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Matrix_Translate(worldViewProj, 0, 0, 3);
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Matrix_Perspective(proj, 45.0f, gSVGA.width / (float)gSVGA.height, 0.1f, 100.0f);
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Matrix_Multiply(worldViewProj, proj);
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SVGA3DUtil_SetShaderConstMatrix(CID, CONST_MAT_WORLDVIEWPROJ,
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SVGA3D_SHADERTYPE_VS, worldViewProj);
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while (1) {
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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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"Simple Shaders.\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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render();
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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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