vmware-svga/examples/bunnies/main.c
Micah Dowty 4a5a01ab57 Patch from Jose Fonseca: Specify a nonzero light range in the bunnies example
Otherwise the bunnies are all black with the D3D backend and the
software renderer backend.

GL backend apparently interprets a zero light range differently, and
draws them white even without this change.
2010-08-16 16:46:29 +00:00

210 lines
5.6 KiB
C

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