URL
https://opencores.org/ocsvn/wf3d/wf3d/trunk
Subversion Repositories wf3d
[/] [wf3d/] [trunk/] [clib/] [mp_lib.c] - Rev 8
Go to most recent revision | Compare with Previous | Blame | View Log
//======================================================================= // Project Monophony // Wire-Frame 3D Graphics Accelerator IP Core // // File: // mp_lib.c // // Abstract: // C library implementation // // Author: // Kenji Ishimaru (info.wf3d@gmail.com) // //====================================================================== // // Copyright (c) 2015, Kenji Ishimaru // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // -Redistributions of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // -Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, // THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; // OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR // OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Revision History #include <math.h> #include "mp_lib.h" #include "mp_vector4.h" #include "mp_matrix3.h" #include "mp_matrix4.h" extern volatile int fb_front; #define MP_CONFIG_MAX_MSTACK 8 // static objects mp_matrix4 cur_pm; // current projection matrix mp_matrix4 cur_mm; // current model matrix mp_matrix4 cur_vm; // current view matrix mp_matrix4* cur_matrix; // current matrix stack mp_matrix4 matrix_stack[MP_CONFIG_MAX_MSTACK]; int matrix_stack_ptr; int m_vertex_array_en; float* p_vertex_array; // clear unsigned char clear_color[3]; unsigned char render_color; // conversion function unsigned int wb[16]; t_fui u_fui; void ftoui(int n, float bi[]) { int i; for (i = 0; i < n; i++) { u_fui.f = bi[i]; wb[i] = u_fui.ui; } if (n <4) { u_fui.f = 1.0; wb[i] = u_fui.ui; } } void mpInit() { hw_init(); video_init(); mp_matrix4_identity(&cur_pm); mp_matrix4_identity(&cur_mm); mp_matrix4_identity(&cur_vm); matrix_stack_ptr = 0; cur_matrix = &cur_mm; // initial matrix mode is model-view // vertex processor state init m_vertex_array_en = 1; p_vertex_array = 0; render_color = 0xff; } void mpViewport(int width, int height ) { // screen width/height u_fui.f = (float)width; D3D_FSCR_W = u_fui.ui; u_fui.f = (float)height; D3D_FSCR_H = u_fui.ui; D3D_ISCR_W_M1 = (width-1); D3D_ISCR_H_M1 = (height-1); D3D_ISCR_W = (width); } void mpFrustum ( float left, float right, float bottom, float top, float near_val, float far_val ) { // | a[0] a[1] a[2] a[3] | // | a[4] a[5] a[6] a[7] | // | a[8] a[9] a[10] a[11]| // | a[12] a[13] a[14] a[15]| mp_matrix4 m; float a[16]; int i; for (i=0; i<16; i++) a[i] = 0.0; a[0] = 2.0F*near_val/(right - left); a[2] = (right + left)/(right - left); a[5] = 2.0F*near_val/(top -bottom); a[6] = (top + bottom)/(top - bottom); a[10] = -(far_val + near_val)/(far_val - near_val); a[11] = -2.0F*near_val*far_val/(far_val - near_val); a[14] = -1.0F; mp_matrix4_set0(&m, a); mp_matrix4_multiply_matrix4i(cur_matrix, cur_matrix, &m); } void mpOrtho( float left, float right, float bottom, float top, float near_val, float far_val ) { // | a[0] a[1] a[2] a[3] | // | a[4] a[5] a[6] a[7] | // | a[8] a[9] a[10] a[11]| // | a[12] a[13] a[14] a[15]| mp_matrix4 m; float a[16]; int i; for (i=0; i<16; i++) a[i] = 0.0; a[0] = 2.0F/(right - left); a[3] = -(right + left)/(right - left); a[5] = 2.0F/(top -bottom); a[7] = -(top + bottom)/(top - bottom); a[10] = -2.0F/(far_val - near_val); a[11] = -(near_val+far_val)/(far_val - near_val); a[15] = 1.0F; mp_matrix4_set0(&m, a); mp_matrix4_multiply_matrix4i(cur_matrix, cur_matrix, &m); } void mpMatrixMode( int mode ) { switch (mode) { case MP_MODELVIEW: cur_matrix = &cur_mm; break; case MP_PROJECTION: cur_matrix = &cur_pm; break; default: break; } } void mpLoadIdentity( void ) { mp_matrix4_identity(cur_matrix); } void mpTranslate( float x, float y, float z ) { mp_vector4 v; v.x = x; v.y = y; v.z = z; v.w = 1.0; mp_matrix4_multiply_vector4(&v, cur_matrix, &v); cur_matrix->a[3] = v.x; cur_matrix->a[7] = v.y; cur_matrix->a[11] = v.z; } void mpScale( float x, float y, float z ) { // | a[0] a[1] a[2] a[3] | // | a[4] a[5] a[6] a[7] | // | a[8] a[9] a[10] a[11]| // | a[12] a[13] a[14] a[15]| mp_matrix4 m; mp_matrix4_identity(&m); m.a[0] = x; m.a[5] = y; m.a[10] = z; mp_matrix4_multiply_matrix4i(cur_matrix, cur_matrix, &m); } void mpRotate( float angle, float x, float y, float z ){ float theta = angle /180.0 * M_PI; mp_vector3 v; mp_vector3_set0(&v, x,y,z); mp_matrix4 m2; mp_matrix4_rotate(&m2, &v, theta); mp_matrix4_multiply_matrix4i(cur_matrix, cur_matrix, &m2); } void mpClearColor( float red, float green, float blue) { clear_color[0] = (int)(red*255.0); clear_color[1] = (int)(green*255.0); clear_color[2] = (int)(blue*255.0); } void mpRenderColor (float red, float green, float blue) { unsigned char r,g,b; r = (int)(red*255.0); g = (int)(green*255.0); b = (int)(blue*255.0); render_color = ((r & 0x3) << 6) | ((g & 0x7) << 3)| (b & 0x7);// rgb = 233 } void mpRenderColorU (unsigned char c) { render_color = c; } void mpClear() { unsigned char c; unsigned int c4; c = ((clear_color[0] & 0x3) << 6) | ((clear_color[1] & 0x7) << 3)| (clear_color[2] & 0x7);// rgb = 233 c4 = (c << 24)|(c << 16)|(c << 8)|c; buffer_clear(c4,fb_front ? 0 : 1); } void mpVertexPointer (const float *pointer) { p_vertex_array = (float*)pointer; } void mpDrawArrays(int count) { unsigned int d[3]; int i; unsigned int a; static int load = 0; mp_matrix4 mv,mvp; // generate model-view matrix mp_matrix4_multiply_matrix4(&mv, &cur_mm, &cur_vm); // generate model-view-projection matrix mp_matrix4_multiply_matrix4(&mvp, &mv, &cur_pm); ftoui(16, mvp.a); D3D_COL_ADRS = fb_front ?FRAME_BUFFER_0 : FRAME_BUFFER_1; D3D_COL_VAL = render_color | 0x100; // y flip //alt_dcache_flush(a,count*3*4); // set matrix D3D_MATRIX_M00 = wb[0]; D3D_MATRIX_M01 = wb[1]; D3D_MATRIX_M02 = wb[2]; D3D_MATRIX_M03 = wb[3]; D3D_MATRIX_M10 = wb[4]; D3D_MATRIX_M11 = wb[5]; D3D_MATRIX_M12 = wb[6]; D3D_MATRIX_M13 = wb[7]; D3D_MATRIX_M20 = wb[8]; D3D_MATRIX_M21 = wb[9]; D3D_MATRIX_M22 = wb[10]; D3D_MATRIX_M23 = wb[11]; D3D_MATRIX_M30 = wb[12]; D3D_MATRIX_M31 = wb[13]; D3D_MATRIX_M32 = wb[14]; D3D_MATRIX_M33 = wb[15]; D3D_DMA_SIZE = count*3; // num vertex * x,y,z if (count*3 > 0xffff) { printf("draw array size over!!\n"); while(1); } #ifdef __DE0_NANO_SOC__ D3D_DMA_ADRS = ((unsigned int)p_vertex_array | 0x80000000); //ACP offset // D3D_DMA_ADRS = p_vertex_array; #else D3D_DMA_ADRS = p_vertex_array; #endif D3D_DMA_STATUS = 0; // int mask clear D3D_DMA_START = 0x00010101; // default CCW while(1) { if (D3D_DMA_STATUS & 1) { D3D_DMA_STATUS = 0; break; } } } void mpPopMatrix () { if (matrix_stack_ptr == 0) { printf("Empty matrix stack is poped\n"); } else { matrix_stack_ptr--; *cur_matrix = matrix_stack[matrix_stack_ptr]; } } void mpPushMatrix () { if (matrix_stack_ptr >= MP_CONFIG_MAX_MSTACK-1) printf("Stack over\n"); matrix_stack[matrix_stack_ptr] = *cur_matrix; matrix_stack_ptr++; } void mpLookAt (float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) { // the result is stored in view matrix float a[16]; int i; mp_vector3 forward, side, up; mp_matrix4 m; forward.x = (float)(centerX - eyeX); forward.y = (float)(centerY - eyeY); forward.z = (float)(centerZ - eyeZ); up.x = (float)upX; up.y = (float)upY; up.z = (float)upZ; mp_vector3_normalize(&forward); mp_vector3_cross_product0(&side, &forward, &up); mp_vector3_normalize(&side); mp_vector3_cross_product0(&up, &side, &forward); for (i=0; i<16; i++) a[i] = 0.0; a[0] /*m[0][0]*/ = side.x; a[4] /*m[1][0]*/ = side.y; a[8] /*m[2][0]*/ = side.z; a[1] /*m[0][1]*/ = up.x; a[5] /*m[1][1]*/ = up.y; a[9] /*m[2][1]*/ = up.z; a[2] /*m[0][2]*/ = -forward.x; a[6] /*m[1][2]*/ = -forward.y; a[10] /*m[2][2]*/ = -forward.z; a[15] = 1.0; mp_matrix4_set0(&m, a); mp_matrix4_multiply_matrix4i(cur_matrix, cur_matrix, &m); mpTranslate(-eyeX, -eyeY, -eyeZ); } void mpPerspective(float fovy, float aspect, float zNear, float zFar) { // float ymax = zNear * tan( fovy * M_PI / 360.0 ); float ymax = zNear * sin(fovy * M_PI / 360.0) / cos(fovy * M_PI / 360.0); float xmax = ymax * aspect; mpFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar); } void mpMultMatrix (float *m) { // for skinning mp_matrix4 mat; mp_matrix4_set0_t(&mat,m); // need matrix transpose mp_matrix4_multiply_matrix4i(cur_matrix, cur_matrix,&mat); } void mpSwapBuffers() { video_swap(); }
Go to most recent revision | Compare with Previous | Blame | View Log