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

author tkaito Fri, 05 Nov 2010 01:05:39 +0900 736a833db108
line wrap: on
line source
```
/**
* SceneGraph が増えてくると動かなくなるかもしれない。
* 一応 mainMem とかで動くようになるとは思うけど。
* だめだったら、そこら辺が怪しいと思うべき
*/

#include "CreatePolygonFromSceneGraph.h"
#include "polygon_pack.h"
#include "scene_graph_pack.h"

#define PP_STORE 13

/**
*  ベクトルに行列を乗算する
* @param[out] v vector (float[4])
* @param[in] m matrix (float[16])
*/
static void
ApplyMatrix(float *v, float *m)
{
float t[4];

t[0] = v[0];
t[1] = v[1];
t[2] = v[2];
t[3] = v[3];

for (int i = 0; i < 4; i++) {
v[i] = t[0]*m[i] + t[1]*m[i+4] + t[2]*m[i+8] + t[3]*m[i+12];
}
}

static void
ApplyNormalMatrix(float *v, float *m)
{
float t[4];

t[0] = v[0];
t[1] = v[1];
t[2] = v[2];

for (int i = 0; i < 3; i++) {
v[i] = t[0]*m[i] + t[1]*m[i+4] + t[2]*m[i+8];
}
}

static int
run(SchedTask *smanager, void *rbuf, void *wbuf)
{
float xyz1[4], xyz2[4], xyz3[4];
float normal1[4],normal2[4],normal3[4];

//coord_xyz, coord_tex, normal, matrix, real_matrix を受け取る
float *coord_xyz   = (float)smanager->get_inData(0);
float *coord_tex   = (float)smanager->get_inData(1);
float *normal      = (float)smanager->get_inData(2);
float *matrix      = (float)smanager->get_inData(3);
float *real_matrix = (float)smanager->get_inData(4);
TrianglePackPtr triangle = (TrianglePackPtr)smanager->get_inData(5);

for (int i = 0; i < sg->size; i += 3) {

xyz1[0] = coord_xyz[(i+0)*3];
xyz1[1] = coord_xyz[(i+0)*3+1];
xyz1[2] = coord_xyz[(i+0)*3+2]*-1.0f;
xyz1[3] = 1.0f;

xyz2[0] = coord_xyz[(i+1)*3];
xyz2[1] = coord_xyz[(i+1)*3+1];
xyz2[2] = coord_xyz[(i+1)*3+2]*-1.0f;
xyz2[3] = 1.0f;

xyz3[0] = coord_xyz[(i+2)*3];
xyz3[1] = coord_xyz[(i+2)*3+1];
xyz3[2] = coord_xyz[(i+2)*3+2]*-1.0f;
xyz3[3] = 1.0f;

// matrix = 回転行列*透視変換行列
ApplyMatrix(xyz1, matrix);
ApplyMatrix(xyz2, matrix);
ApplyMatrix(xyz3, matrix);

xyz1[0] /= xyz1[2];
xyz1[1] /= xyz1[2];
xyz2[0] /= xyz2[2];
xyz2[1] /= xyz2[2];
xyz3[0] /= xyz3[2];
xyz3[1] /= xyz3[2];

triangle->ver1.x = xyz1[0];
triangle->ver1.y = xyz1[1];
triangle->ver1.z = xyz1[2];
triangle->ver1.tex_x = coord_tex[(i+0)*3];
triangle->ver1.tex_y = coord_tex[(i+0)*3+1];

triangle->ver2.x = xyz2[0];
triangle->ver2.y = xyz2[1];
triangle->ver2.z = xyz2[2];
triangle->ver2.tex_x = coord_tex[(i+1)*3];
triangle->ver2.tex_y = coord_tex[(i+1)*3+1];

triangle->ver3.x = xyz3[0];
triangle->ver3.y = xyz3[1];
triangle->ver3.z = xyz3[2];
triangle->ver3.tex_x = coord_tex[(i+2)*3];
triangle->ver3.tex_y = coord_tex[(i+2)*3+1];

normal1[0] = sg->normal[(i+0)*3];
normal1[1] = sg->normal[(i+0)*3+1];
normal1[2] = sg->normal[(i+0)*3+2]*-1.0f;
//normal1[3] = 1.0f;
normal1[3] = 0.0f;

normal2[0] = sg->normal[(i+1)*3];
normal2[1] = sg->normal[(i+1)*3+1];
normal2[2] = sg->normal[(i+1)*3+2]*-1.0f;
//normal2[3] = 1.0f;
normal2[3] = 0.0f;

normal3[0] = sg->normal[(i+2)*3];
normal3[1] = sg->normal[(i+2)*3+1];
normal3[2] = normal[(i+2)*3+2]*-1.0f;
//normal3[3] = 1.0f;
normal3[3] = 0.0f;

ApplyNormalMatrix(normal1,real_matrix);
ApplyNormalMatrix(normal2,real_matrix);
ApplyNormalMatrix(normal3,real_matrix);

normal1[0] /= normal1[2];
normal1[1] /= normal1[2];

normal2[0] /= normal2[2];
normal2[1] /= normal2[2];

normal3[0] /= normal3[2];
normal3[1] /= normal3[2];

triangle->normal1.x = normal1[0];
triangle->normal1.y = normal1[1];
triangle->normal1.z = normal1[2];

triangle->normal2.x = normal2[0];
triangle->normal2.y = normal2[1];
triangle->normal2.z = normal2[2];

triangle->normal3.x = normal3[0];
triangle->normal3.y = normal3[1];
triangle->normal3.z = normal3[2];