comparison Renderer/Engine/spe/CreatePolygonFromSceneGraph.cc @ 1013:34a9ba655fbe

spe/CreatePolygonFromSceneGraph add. not done.
author tkaito
date Fri, 05 Nov 2010 01:05:39 +0900
parents
children 736a833db108
comparison
equal deleted inserted replaced
1011:46c54dd20d1c 1013:34a9ba655fbe
1 /**
2 * SceneGraph が増えてくると動かなくなるかもしれない。
3 * 一応 mainMem とかで動くようになるとは思うけど。
4 * だめだったら、そこら辺が怪しいと思うべき
5 */
6
7 #include "CreatePolygonFromSceneGraph.h"
8 #include "polygon_pack.h"
9 #include "scene_graph_pack.h"
10
11 SchedDefineTask(CreatePolygonFromSceneGraph);
12
13 #define SG_PACK_LOAD 10
14 #define SG_NODE_LOAD 11
15 #define PP_LOAD 12
16 #define PP_STORE 13
17
18 /**
19 * ベクトルに行列を乗算する
20 * @param[out] v vector (float[4])
21 * @param[in] m matrix (float[16])
22 */
23 static void
24 ApplyMatrix(float *v, float *m)
25 {
26 float t[4];
27
28 t[0] = v[0];
29 t[1] = v[1];
30 t[2] = v[2];
31 t[3] = v[3];
32
33 for (int i = 0; i < 4; i++) {
34 v[i] = t[0]*m[i] + t[1]*m[i+4] + t[2]*m[i+8] + t[3]*m[i+12];
35 }
36 }
37
38 static void
39 ApplyNormalMatrix(float *v, float *m)
40 {
41 float t[4];
42
43 t[0] = v[0];
44 t[1] = v[1];
45 t[2] = v[2];
46
47 for (int i = 0; i < 3; i++) {
48 v[i] = t[0]*m[i] + t[1]*m[i+4] + t[2]*m[i+8];
49 }
50 }
51
52 static int
53 run(SchedTask *smanager, void *rbuf, void *wbuf)
54 {
55 float xyz1[4], xyz2[4], xyz3[4];
56 float normal1[4],normal2[4],normal3[4];
57
58 //coord_xyz, coord_tex, normal, matrix, real_matrix を受け取る
59 float *coord_xyz = (float)smanager->get_inData(0);
60 float *coord_tex = (float)smanager->get_inData(1);
61 float *normal = (float)smanager->get_inData(2);
62 float *matrix = (float)smanager->get_inData(3);
63 float *real_matrix = (float)smanager->get_inData(4);
64 TrianglePackPtr triangle = (TrianglePackPtr)smanager->get_inData(5);
65
66 for (int i = 0; i < sg->size; i += 3) {
67
68 xyz1[0] = coord_xyz[(i+0)*3];
69 xyz1[1] = coord_xyz[(i+0)*3+1];
70 xyz1[2] = coord_xyz[(i+0)*3+2]*-1.0f;
71 xyz1[3] = 1.0f;
72
73 xyz2[0] = coord_xyz[(i+1)*3];
74 xyz2[1] = coord_xyz[(i+1)*3+1];
75 xyz2[2] = coord_xyz[(i+1)*3+2]*-1.0f;
76 xyz2[3] = 1.0f;
77
78 xyz3[0] = coord_xyz[(i+2)*3];
79 xyz3[1] = coord_xyz[(i+2)*3+1];
80 xyz3[2] = coord_xyz[(i+2)*3+2]*-1.0f;
81 xyz3[3] = 1.0f;
82
83 // matrix = 回転行列*透視変換行列
84 ApplyMatrix(xyz1, matrix);
85 ApplyMatrix(xyz2, matrix);
86 ApplyMatrix(xyz3, matrix);
87
88 xyz1[0] /= xyz1[2];
89 xyz1[1] /= xyz1[2];
90 xyz2[0] /= xyz2[2];
91 xyz2[1] /= xyz2[2];
92 xyz3[0] /= xyz3[2];
93 xyz3[1] /= xyz3[2];
94
95 triangle->ver1.x = xyz1[0];
96 triangle->ver1.y = xyz1[1];
97 triangle->ver1.z = xyz1[2];
98 triangle->ver1.tex_x = coord_tex[(i+0)*3];
99 triangle->ver1.tex_y = coord_tex[(i+0)*3+1];
100
101 triangle->ver2.x = xyz2[0];
102 triangle->ver2.y = xyz2[1];
103 triangle->ver2.z = xyz2[2];
104 triangle->ver2.tex_x = coord_tex[(i+1)*3];
105 triangle->ver2.tex_y = coord_tex[(i+1)*3+1];
106
107 triangle->ver3.x = xyz3[0];
108 triangle->ver3.y = xyz3[1];
109 triangle->ver3.z = xyz3[2];
110 triangle->ver3.tex_x = coord_tex[(i+2)*3];
111 triangle->ver3.tex_y = coord_tex[(i+2)*3+1];
112
113 normal1[0] = sg->normal[(i+0)*3];
114 normal1[1] = sg->normal[(i+0)*3+1];
115 normal1[2] = sg->normal[(i+0)*3+2]*-1.0f;
116 //normal1[3] = 1.0f;
117 normal1[3] = 0.0f;
118
119 normal2[0] = sg->normal[(i+1)*3];
120 normal2[1] = sg->normal[(i+1)*3+1];
121 normal2[2] = sg->normal[(i+1)*3+2]*-1.0f;
122 //normal2[3] = 1.0f;
123 normal2[3] = 0.0f;
124
125 normal3[0] = sg->normal[(i+2)*3];
126 normal3[1] = sg->normal[(i+2)*3+1];
127 normal3[2] = normal[(i+2)*3+2]*-1.0f;
128 //normal3[3] = 1.0f;
129 normal3[3] = 0.0f;
130
131 ApplyNormalMatrix(normal1,real_matrix);
132 ApplyNormalMatrix(normal2,real_matrix);
133 ApplyNormalMatrix(normal3,real_matrix);
134
135 normal1[0] /= normal1[2];
136 normal1[1] /= normal1[2];
137
138 normal2[0] /= normal2[2];
139 normal2[1] /= normal2[2];
140
141 normal3[0] /= normal3[2];
142 normal3[1] /= normal3[2];
143
144 triangle->normal1.x = normal1[0];
145 triangle->normal1.y = normal1[1];
146 triangle->normal1.z = normal1[2];
147
148 triangle->normal2.x = normal2[0];
149 triangle->normal2.y = normal2[1];
150 triangle->normal2.z = normal2[2];
151
152 triangle->normal3.x = normal3[0];
153 triangle->normal3.y = normal3[1];
154 triangle->normal3.z = normal3[2];
155
156 triangle->tex_info.addr = sg->texture_info.pixels;
157 triangle->tex_info.width = sg->texture_info.t_w;
158 triangle->tex_info.height = sg->texture_info.t_h;
159 triangle->tex_info.scale_max = sg->texture_info.scale_max;
160 }
161 return 0;
162 }