view Renderer/Engine/task/CreatePolygonFromSceneGraph.cc @ 1303:0229c8ce0327 draft

minor change
author Yutaka_Kinjyo <yutaka@cr.ie.u-ryukyu.ac.jp>
date Tue, 13 Dec 2011 19:00:53 +0900
parents ab9b7d21b32b
children ada0b6ff6575
line wrap: on
line source

/**
 * SceneGraphを読み込んでpolygonの座標に変換行列を掛けて
 * 実座標のpolygonを生成する。
 *
 * 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 "texture.h"
#include "matrix_calc.h"

#define  STATUS_NUM 3

SchedDefineTask1(CreatePolygonFromSceneGraph,createPolygon);

/**
 *  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 int
compare_value(float *val, int num) {

    float max = 0;
    float min = 0;

    max = val[0];
    min = val[0];

    for (int i = 1; i < num; i++) {
        if (max < val[i]) {
            max = val[i];
        } else if (min > val[i]) {
            min = val[i];
        }
    }

    return (max - min);

}

static int 
createPolygon(SchedTask *smanager, void *rbuf, void *wbuf)
{


    float xyz1[4], xyz2[4], xyz3[4];
    float normal1[4],normal2[4],normal3[4];

    //pp, matrix, を受け取る
    PolygonPackPtr in_pp      = (PolygonPackPtr)smanager->get_input(rbuf, 0);
    // w = world, v = view, p = perspective
    float *wvp_matrix         = (float*)smanager->get_input(rbuf, 1);
    float *m_screen           = (float*)smanager->get_input(rbuf, 2);

    float normal_matrix[16]; 
  
    for (int i = 0; i<16; i++) normal_matrix[i] = wvp_matrix[i];
    normal_matrix[4*0+3] = normal_matrix[4*1+3] = normal_matrix[4*2+3] = 0;
    normal_matrix[4*3] = normal_matrix[4*3+1] = normal_matrix[4*3+2] = 0;
    normal_matrix[4*3+3] = 1;

    float matrix[16];
    matrix4x4(matrix, wvp_matrix, m_screen);

    texture_list *tritexinfo  = (texture_list*)smanager->get_input(rbuf, 3);
    
    PolygonPackPtr next = (PolygonPackPtr)smanager->get_param(0);

    PolygonPackPtr out_pp = (PolygonPackPtr)smanager->get_output(wbuf, 0);
    out_pp->info.size = in_pp->info.size;
    out_pp->next = next;

    if (in_pp->info.size == 0) {
      printf("in_pp->info.size = 0\n");
    }

    for (int i = 0; i < in_pp->info.size; i++) {

      TrianglePack tri = in_pp->tri[i];
      
      xyz1[0] = tri.ver1.x;
      xyz1[1] = tri.ver1.y;
      xyz1[2] = tri.ver1.z * -1.0f;
      xyz1[3] = 1.0f;
      
      xyz2[0] = tri.ver2.x;
      xyz2[1] = tri.ver2.y;
      xyz2[2] = tri.ver2.z * -1.0f;
      xyz2[3] = 1.0f;
      
      xyz3[0] = tri.ver3.x;
      xyz3[1] = tri.ver3.y;
      xyz3[2] = tri.ver3.z * -1.0f;
      xyz3[3] = 1.0f;
      
      // matrix = ビュー座標変換行列*射影変換行列
      ApplyMatrix(xyz1, matrix);
      ApplyMatrix(xyz2, matrix);
      ApplyMatrix(xyz3, matrix);

      // このif文は、視錐台カリングに変えられる. 違うやり方があるはず
      //if (xyz1[2] > 100 && xyz2[2] > 100 && xyz3[2] > 100) {

          /*
           * 同次座標で除算、同次クリップ空間に変換する
           *
           */

          xyz1[0] /= xyz1[3];
          xyz1[1] /= xyz1[3];
          xyz1[2] /= xyz1[3];

          xyz2[0] /= xyz2[3];
          xyz2[1] /= xyz2[3];
          xyz2[2] /= xyz2[3];

          xyz3[0] /= xyz3[3];
          xyz3[1] /= xyz3[3];
          xyz3[2] /= xyz3[3];


          /*} else {
          
          xyz1[0] = 0; 
          xyz1[1] = 0;
          xyz1[2] = 0;

          xyz2[0] = 0;
          xyz2[1] = 0; 
          xyz2[2] = 0;

          xyz3[0] = 0; 
          xyz3[1] = 0;
          xyz3[2] = 0;
          
          }*/

   
      TrianglePackPtr triangle = &out_pp->tri[i];

      triangle->ver1.x = xyz1[0];
      triangle->ver1.y = xyz1[1];
      triangle->ver1.z = xyz1[2];
      triangle->ver1.tex_x = tri.ver1.tex_x;
      triangle->ver1.tex_y = tri.ver1.tex_y;
      
      triangle->ver2.x = xyz2[0];
      triangle->ver2.y = xyz2[1];
      triangle->ver2.z = xyz2[2];
      triangle->ver2.tex_x = tri.ver2.tex_x;
      triangle->ver2.tex_y = tri.ver2.tex_y;
      
      triangle->ver3.x = xyz3[0];
      triangle->ver3.y = xyz3[1];
      triangle->ver3.z = xyz3[2];
      triangle->ver3.tex_x = tri.ver3.tex_x;
      triangle->ver3.tex_y = tri.ver3.tex_y;
      
      normal1[0] = tri.normal1.x;
      normal1[1] = tri.normal1.y;
      normal1[2] = tri.normal1.z * -1.0f;
      //normal1[3] = 1.0f;
      normal1[3] = 0.0f;
      
      normal2[0] = tri.normal2.x;
      normal2[1] = tri.normal2.y;
      normal2[2] = tri.normal2.z * -1.0f;
      //normal2[3] = 1.0f;
      normal2[3] = 0.0f;
      
      normal3[0] = tri.normal3.x;
      normal3[1] = tri.normal3.y;
      normal3[2] = tri.normal3.z * -1.0f;
      //normal3[3] = 1.0f;
      normal3[3] = 0.0f;

      ApplyMatrix(normal1,normal_matrix);
      ApplyMatrix(normal2,normal_matrix);
      ApplyMatrix(normal3,normal_matrix);

      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];
      
      triangle->tex_info.addr   = tritexinfo->pixels;
      triangle->tex_info.width  = tritexinfo->t_w;
      triangle->tex_info.height = tritexinfo->t_h;
      triangle->tex_info.scale_max = tritexinfo->scale_max;

      //spanの数を先に計算しておくと、CreateSpanの時に静的にoutputが割り振れる(Taskの内の dma load がなくせるよ)
      //polygonの高さが、spanの数と一緒になるはず。

      float y[STATUS_NUM] = { xyz1[1], xyz2[1], xyz3[1] };
      int span_num = 0;
      span_num = compare_value(y, STATUS_NUM);
      out_pp->info.span_num += span_num;

    }

    return 0;
}