Mercurial > hg > Game > Cerium
comparison Renderer/Engine/spe/CreatePolygonFromSceneGraph.cc @ 1013:34bb008fab4d draft
spe/CreatePolygonFromSceneGraph add. not done.
author | tkaito |
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date | Fri, 05 Nov 2010 01:05:39 +0900 |
parents | |
children | 3a6766377905 |
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1011:3a648f8f5d77 | 1013:34bb008fab4d |
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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 } |