Mercurial > hg > Game > Cerium
view Renderer/Engine/SceneGraphRoot.cc @ 1479:163220e54cc0 draft
remove hard code for TaskLog
author | Daichi TOMA <toma@cr.ie.u-ryukyu.ac.jp> |
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date | Tue, 24 Jul 2012 17:15:15 +0900 |
parents | f40558ec00a8 |
children |
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#include <iostream> #include <SDL_image.h> #include <libxml/parser.h> #include "SceneGraphRoot.h" #include "xml.h" #include "matrix_calc.h" #include "TextureHash.h" #include "texture.h" #include "Application.h" #include "polygon.h" static int cnt = 0; static const int SGLIST_LENGTH = 138; static int sg_src_size = SGLIST_LENGTH ; static int sg_src_id = -1; static SceneGraphPtr *sg_src; static TextureHash sgid_hash; SceneGraphRoot *sgroot; SceneGraphRoot::SceneGraphRoot(float w, float h, TaskManager *manager) { sgroot = this; sgroot->tmanager = manager; // SGLIST_LENGTH 決め打ちかぁ、動的生成にする場合上限決めておいた方がいいのかな sg_src = (SceneGraphPtr*) malloc(sizeof(SceneGraphPtr)*SGLIST_LENGTH); camera = new Camera(w, h, this, sgroot->tmanager); iterator = new SceneGraphIterator; controller = create_controller(); sg_exec_tree = NULL; sg_draw_tree = NULL; sg_available_list = NULL; sg_remove_list = NULL; screen_w = (int)w; screen_h = (int)h; light_init(); move_finish_flag = 0; gtask_array = NULL; // TODO // 今はとりあえず camera を Root にしています // 今はそれすらもしてません //sg_exec_tree = camera; } SceneGraphRoot::~SceneGraphRoot() { SceneGraphPtr p = sg_available_list; while (p) { SceneGraphPtr tmp = p->next; delete p; p = tmp; cnt--; } p = sg_remove_list; while (p) { SceneGraphPtr tmp = p->next; delete p; p = tmp; cnt--; } free(sg_src); delete camera; int light_num = 4; for (int i = 0; i < light_num; i++) { delete light[i]; } delete iterator; delete controller; if (gtask_array != NULL) { delete gtask_array; } } void SceneGraphRoot::light_init() { int light_num = 4; light_sysswitch = 0; for (int i = 0; i < light_num; i++) { light[i] = new SceneGraph(sgroot->tmanager); light[i]->xyz[0] = 0; light[i]->xyz[1] = 0; light[i]->xyz[2] = 0; light[i]->xyz[3] = 1.0f; light_switch[i] = 0; } for (int i = 0; i < 4; i++) { light_vector[i*4] = 0.0f; light_vector[i*4+1] = 0.0f; light_vector[i*4+2] = 0.0f; light_vector[i*4+3] = 1.0f; } } /** * xml ファイルから生成された SceneGraph を sg_src に登録する。 * * @param sg SceneGraph created by xmlfile */ void SceneGraphRoot::registSceneGraph(SceneGraphPtr sg) { int dup; if ((dup = getSgid(sg->name))>=0) { // while... sg_src[dup]->name = ""; // we should remove this. but some one may use it... } if (sg_src_id+1> sg_src_size) { sg_src_size *= 2; sg_src = (SceneGraphPtr*)realloc(sg_src, sg_src_size*sizeof(SceneGraphPtr)); } sg->sgid = ++sg_src_id; sg_src[sg->sgid] = sg; sgid_hash.sg_hash_regist((const char*)sg->name, sg->sgid); } void SceneGraphRoot::addNext(SceneGraphPtr sg) { SceneGraphPtr last = sg_available_list; if (!last) { sg_available_list = sg; } else { while (last->next) { last = last->next; } last->next = sg; sg->prev = last; } cnt++; } /*文字列の生成*/ void SceneGraphRoot::createStringFont(TaskManager *manager, SceneGraphPtr root, const char *string,int pixels,int screen_w, int screen_h,Uint32 color) { SceneGraphPtr text; float width_shift = 0; int i; int length = strlen(string); for (i = 0; i < length;) { int len = 0; unsigned char initial = string[i]; while (1) { unsigned char mask = 0x80; if (mask & initial) { len++; } else { if (len == 0) len++; break; } initial <<= 1; } char *obj_name; float scale[] = {1,1,1}; sgroot->createFont(manager,"/Library/Fonts/Osaka.ttf", pixels, color, &string[i], len, &obj_name); text = sgroot->createSceneGraph(obj_name); text->xyz[0] = screen_w/2 + width_shift -100; text->xyz[1] = screen_h/2; text->xyz[2] = -100; width_shift += text->seq; root->addChild(text); get_matrix_scale(text->matrix, text->angle, text->xyz, scale, root->matrix); i += len; } } void SceneGraphRoot::createFont(TaskManager *manager,const char *font, int pixels, Uint32 color,const char *string_name, int len, char **obj_name) { *obj_name = (char *)malloc(sizeof(char) * 12); char sname[] = "char:"; memcpy(*obj_name, sname, 5); memcpy(*obj_name + 5, string_name, len); (*obj_name)[5+len] = '\0'; printf("%d",sgid_hash.get_sgid(*obj_name)); if (sgid_hash.get_sgid(*obj_name) != -1) { return; } SceneGraphPtr tmp = new SceneGraph(manager, font, pixels, color, *obj_name); registSceneGraph(tmp); } /* XMLファイルからポリゴンを作成 */ void SceneGraphRoot::createFromXMLfile(TaskManager *manager, const char *xmlfile) { xmlDocPtr doc; xmlNodePtr cur; SceneGraphPtr tmp; /* パース DOM生成 xmlParseFile:ファイルに含まれるXML文書を分析する xmlDocGetRootElement:ドキュメントルートを指定する。 よって、以下のcurにはドキュメントルートの位置が入っている */ doc = xmlParseFile(xmlfile); cur = xmlDocGetRootElement(doc); /* XMLのノードを一つずつ解析 */ for (cur=cur->children; cur; cur=cur->next) { /*初期化:curをドキュメントルートの一個下に設定 継続条件:curが真である 再初期化:次のノードへ */ /* 扱うのはsurfaceオンリーなので、ノードの名前がsurfaceでないなら 以下の処理を行なわずにスキップする */ if (xmlStrcmp(cur->name,(xmlChar*)"surface") != 0) { continue; } /* ポリゴン(SceneGraph)生成 SceneGraph:SceneGraph.cc、L186 */ tmp = new SceneGraph(manager, cur); //シーングラフを登録 registSceneGraph(tmp); } //解放 xmlFreeDoc(doc); } void SceneGraphRoot::createFromXMLmemory(TaskManager *manager, SceneGraph *node, char *data, int len) { xmlDocPtr doc; xmlNodePtr cur; // size は取れるはず、テスト用に mmap したデータを使う /* パース DOM生成 */ doc = xmlParseMemory(data, len); cur = xmlDocGetRootElement(doc); /* XMLのノードを一つずつ解析 */ for (cur=cur->children; cur; cur=cur->next) { /* 扱うのはsurfaceオンリー */ if (xmlStrcmp(cur->name,(xmlChar*)"surface") != 0) { continue; } /* ポリゴン(SceneGraph)生成 */ SceneGraphPtr original = new SceneGraph(manager, cur); registSceneGraph(original); SceneGraphPtr clone = createSceneGraph(original->sgid); node->addChild(clone); } xmlFreeDoc(doc); } SceneGraphPtr SceneGraphRoot::createSceneGraph(int id) { SceneGraphPtr src; SceneGraphPtr p; if (id < 0 || id > sg_src_size) { printf("error: createSceneGraph(int id): id not found.\n"); return NULL; } /* オリジナルの SceneGraph */ src = sg_src[id]; /* ユーザーにはオリジナルの clone を返す */ p = src->clone(this->tmanager); /* move, collision に sgroot を渡したいのでここで sgroot を渡しておく*/ p->sgroot = (void *)this; addNext(p); return p; } SceneGraphPtr SceneGraphRoot::createSceneGraph(const char *name) { SceneGraphPtr src; SceneGraphPtr p; int id = getSgid(name); if (id < 0) { printf("error: createSceneGraph(name): name object not found.\n"); return NULL; } /* オリジナルの SceneGraph */ src = sg_src[id]; /* ユーザーにはオリジナルの clone を返す */ p = src->clone(this->tmanager); /* move, collision に sgroot を渡したいのでここで sgroot を渡しておく*/ p->sgroot = (void *)this; addNext(p); return p; } int SceneGraphRoot::getSgid(const char *name) { return sgid_hash.get_sgid(name); } int SceneGraphRoot::getLast() { if (sg_src_id>=0) return sg_src[sg_src_id]->sgid; return -1; } /** * 何も表示しない、move,collision もしない SceneGraph を生成 * いずれ、Transform3D 的なものに回す予定 */ SceneGraphPtr SceneGraphRoot::createSceneGraph() { SceneGraphPtr p = new SceneGraph(sgroot->tmanager); /* move, collision に sgroot を渡したいのでここで sgroot を渡しておく*/ p->sgroot = (void *)this; addNext(p); p->flag_drawable = 0; return p; } // light Object も SceneGraph の一部としてしまえば、別個に計算しなくていい void SceneGraphRoot::lightCalc(SceneGraphPtr cur_parent) { int light_num = 4; float light_vector_tmp[16]; for (int i = 0; i < 4; i++) { light_vector_tmp[i*4] = 0.0f; light_vector_tmp[i*4+1] = 0.0f; light_vector_tmp[i*4+2] = 0.0f; light_vector_tmp[i*4+3] = 1.0f; } for (int i = 0; i < light_num; i++) { get_matrix(light[i]->matrix, light[i]->angle, light[i]->xyz, cur_parent->matrix); ApplyMatrix(&light_vector_tmp[i*4], light[i]->matrix); light_vector_tmp[i*4] /= light_vector_tmp[i*4+3]; light_vector_tmp[i*4+1] /= light_vector_tmp[i*4+3]; light_vector_tmp[i*4+2] /= light_vector_tmp[i*4+3]; /*SIMD演算のため*/ light_vector_tmp[i*4+2] *= -1; light_vector_tmp[i*4+3] *= -1; for (int i = 0; i < 4; i++) { light_vector[i*4] = light_vector_tmp[i*4]; light_vector[i*4+1] = light_vector_tmp[i*4+1]; light_vector[i*4+2] = light_vector_tmp[i*4+2]; light_vector[i*4+3] = light_vector_tmp[i*4+3]; } } } void SceneGraphRoot::flip() { // 前フレームで描画した SceneGraph は削除 allRemove(sg_remove_list); // 前フレームに作られた SceneGraph は描画用に移行 // 現フレームでの操作は以下の tree,list には適用されない sg_draw_tree = sg_exec_tree; sg_remove_list = sg_available_list; // 現フレームで新しく SceneGraph がコピーされるので初期化 sg_exec_tree = NULL; sg_available_list = NULL; } void SceneGraphRoot::allExecute(int screen_w, int screen_h) { SceneGraphPtr list = sg_available_list; flip(); camera->move_execute(screen_w, screen_h); camera->update(screen_w, screen_h); camera->children = NULL; camera->lastChild = NULL; /*まずは全部動作させる*/ while (list) { list->move_execute(screen_w, screen_h); list->collision_check(screen_w, screen_h, list); list->frame++; list = list->next; } if(sg_exec_tree != NULL) { return; } /* ここで、scenegraph node の matrix に演算する座標変換は、 * world->view->perspective まで。 * * CreatePolygonFromSceneGraph で perspective の座標系で lighting の演算を行い、その後 * screen 変換をするので。 * * その際に、camera がもつ screen matrix を Task に渡す必要がある * Task に screen matrix を渡す部分は viewer.cc にある * * world 変換は node が持つ matrix で行う * view->perspective 変換は camera が持つ matrix で行う * * * (w) = world matrix * (v) = view matrix * (p) = perspective matrix * (s) = screen matrix * * --- copyTree --- * * node->(wvp) = node->(w) * node->parent->(w) * ..... camera->(v) * camera->(p) * * --- CreatePolygonFromSceneGraph --- * * (polygon_vertex) * node->(wvp) * (light_position) * node->(wvp) * (normal_vector) * normal_matrix * * lighting(polygon_vertex, light_position, normal_vector) * * (polygon_vertex) * camera->(s) */ matrix4x4(camera->out_matrix, camera->m_view, camera->m_pers); lightCalc(camera); copyTree(sg_draw_tree, camera); // 現在、allExecute が終わった時点では // camera->children が User SceneGraph の root になる /** * NULL じゃなかったら、setSceneData が呼ばれてるから * そっちを次の Scene にする */ sg_exec_tree = camera->children; } struct st_matrix { float *m; st_matrix *next; st_matrix *prev; }; typedef struct matrix_list { int length; st_matrix *first; st_matrix *end; }matrix_list, *matrix_listp; static void initList(matrix_list *list) { list->first = NULL; list->end = NULL; list->length = 0; } static void addMatrix(matrix_list *list, float *matrix) { ++list->length; st_matrix *sm = new st_matrix; sm->m = matrix; sm->next = NULL; sm->prev = NULL; if (list->first == NULL && list->end == NULL) { list->first = list->end = sm; return; } list->end->next = sm; sm->prev = list->end; list->end = sm; } static void popMatrix(matrix_list *list) { st_matrix *end = list->end; --list->length; if (end != list->first) { st_matrix *new_end = end->prev; new_end->next = NULL; list->end = new_end; } else { list->first = NULL; list->end = NULL; } delete end; } static void removeMatrix(matrix_list *list) { st_matrix *p = list->first; while (p) { st_matrix *p1 = p->next; delete p; p = p1; } } void SceneGraphRoot::copyTree(SceneGraphPtr t, SceneGraphPtr cur_parent) { // SceneGraphPtr t = sg_draw_tree; // //int matrix_size = 16; // 4x4の行列の大きさ matrix_list *mlist = new matrix_list; initList(mlist); /* * Task の引数として設定するため、 * ひとつの SceneGraphNode に必要な matrix を、 * Tree を辿ると同時にリストに登録していく */ addMatrix(mlist, cur_parent->matrix); /*removeのflagをもとにtreeを形成*/ while (t) { SceneGraphPtr c = NULL; if (!t->isRemoved()) { c = t->clone(this->tmanager); addNext(c); cur_parent->addChild(c); c->frame = t->frame; /*親の回転、座標から、子の回転、座標を算出*/ //get_matrix(c->matrix, c->angle, c->xyz, cur_parent->matrix); /***** // うーん、SceneGraphRoot内で task create しちゃっていいのか? HTaskPtr cmat = create_task_array(CALC_MATRIX, 1, 1, mlist->length+1, 1); // +1は自分の分 int index = 0; for (st_matrixp m = list->fisrt; m != NULL; m = m->next) { cmat->set_inData(index, m->matrix, sizeof(float)*matrix_size); index++; } cmat->set_inData(index, t->matrix, sizeof(float)*matrix_size); cmat->set_outData(0, c->out_matrix, sizeof(float)*matrix_size); cmat->set_cpu(SPE_ANY); task_next->wait_for(cmat); cmat->spawn_task_array(cmat->next()); cmat->spawn(); // きちんと matrix を list にできるかテストしなきゃ ******/ float m[16]; unitMatrix(m); // matrix を直接いじるAPI と, xyz,angle を使った座標変換を共存させる get_matrix(m, c->angle, c->xyz, c->matrix); matrix4x4(c->out_matrix, m, cur_parent->out_matrix); } if (t->children != NULL && c != NULL) { addMatrix(mlist, t->matrix); cur_parent = c; t = t->children; } else if (t->brother != NULL) { t = t->brother; } else { while (t) { if (t->brother != NULL) { t = t->brother; break; } else { if (t->parent == NULL) { t = NULL; break; } else { popMatrix(mlist); cur_parent = cur_parent->parent; t = t->parent; } } } } } removeMatrix(mlist); delete mlist; } void SceneGraphRoot::treeApply(int screen_w, int screen_h) { matrix4x4(camera->out_matrix, camera->m_view, camera->m_pers); // don't calcurate sg_draw_tree's brother transTree(sg_draw_tree, camera); } /** * 破壊的に変換行列の親子関係を計算する */ void SceneGraphRoot::transTree(SceneGraphPtr t, SceneGraphPtr cur_parent) { /*removeのflagをもとにtreeを形成*/ while (t) { if (!t->isRemoved()) { /*親の回転、座標から、子の回転、座標を算出*/ matrix4x4(t->out_matrix,t->matrix,cur_parent->out_matrix); } if (t->children != NULL) { cur_parent = t; t = t->children; } else if (t->brother != NULL) { t = t->brother; } else { while (t) { if (t->brother != NULL) { t = t->brother; break; } else { if (t->parent == NULL) { t = NULL; break; } else { cur_parent = cur_parent->parent; t = t->parent; } } } } } } /* ExecMove task の post func として呼んでやる */ void SceneGraphRoot::move_finish() { list->collision_check(screen_w, screen_h, list); list->frame++; //list = list->next; int light_num = 4; for (int i = 0; i < light_num; i++) { get_matrix(light[i]->matrix, light[i]->angle, light[i]->xyz, camera->matrix); ApplyMatrix(&light_vector[i*4], light[i]->matrix); light_vector[i*4] /= light_vector[i*4+3]; light_vector[i*4+1] /= light_vector[i*4+3]; light_vector[i*4+2] /= light_vector[i*4+3]; light_vector[i*4+2] *= -1; light_vector[i*4+3] *= -1; } //sgchange->viewer->light_xyz_stock = getLightVector(); } void SceneGraphRoot::appTaskRegist(regist_func new_register) { this->regist = new_register; } void SceneGraphRoot::regist_execute() { (*regist)(this); } void SceneGraphRoot::allRemove(SceneGraphPtr list) { SceneGraphPtr p = list; while (p) { SceneGraphPtr p1 = p->next; delete p; p = p1; cnt--; } } // 呼ばれてない void SceneGraphRoot::checkRemove() { SceneGraphPtr p = sg_available_list; SceneGraphPtr p1; while (p) { p1 = p->next; if (p->isRemoved()) { sg_exec_tree = p->realRemoveFromTree(sg_exec_tree); sg_available_list = p->realRemoveFromList(sg_available_list); } delete p; p = p1; } } SceneGraphPtr SceneGraphRoot::getExecuteSceneGraph() { return sg_exec_tree; } void printSceneGraph(SceneGraphPtr t) { while (t) { if (!t->isRemoved()) { if (t->name) printf("name: %s ",t->name); printf("x=%g y=%g z=%g\n",t->xyz[0],t->xyz[1],t->xyz[2]); } if (t->children != NULL) { t = t->children; } else if (t->brother != NULL) { t = t->brother; } else { while (t) { if (t->brother != NULL) { t = t->brother; break; } else { if (t->parent == NULL) { t = NULL; break; } else { t = t->parent; } } } } } } SceneGraphPtr SceneGraphRoot::getDrawSceneGraph() { return sg_draw_tree; } void SceneGraphRoot::updateControllerState() { controller->check(); } void SceneGraphRoot::setSceneData(SceneGraphPtr sg) { sg_exec_tree = sg; } Pad* SceneGraphRoot::getController() { return controller; } SceneGraphIteratorPtr SceneGraphRoot::getIterator() { iterator->set(sg_remove_list); return iterator; } SceneGraphIteratorPtr SceneGraphRoot::getIterator(SceneGraphPtr list) { iterator->set(list); return iterator; } CameraPtr SceneGraphRoot::getCamera() { return camera; } SceneGraphPtr SceneGraphRoot::getLight(int id) { return light[id]; } float* SceneGraphRoot::getLightVector() { return light_vector; } int* SceneGraphRoot::getLightSwitch() { return light_switch; } int SceneGraphRoot::getLightSysSwitch() { return light_sysswitch; } void SceneGraphRoot::OnLightSwitch(int id) { light_switch[id] = 1; } void SceneGraphRoot::OffLightSwitch(int id) { light_switch[id] = 0; } void SceneGraphRoot::OnLightSysSwitch() { light_sysswitch = 1; } void SceneGraphRoot::OffLightSysSwitch() { light_sysswitch = 0; } void SceneGraphRoot::task_array_init(int id, int task_num, int param, int inData_num, int outData_num) { gtask_array = new GTaskArray; gtask_array->init(id, task_num, param, inData_num, outData_num); } void SceneGraphRoot::create_task_array() { gtask_array->create_task_array(this->tmanager); } void SceneGraphRoot::task_array_finish() { gtask_array->finish(); } void SceneGraphRoot::set_gtask_array(int id, void *property, int size, PostFunction post_func) { gtask_array->next_task_array(id); gtask_array->game_task->set_inData(0, property, size); gtask_array->game_task->set_outData(0, property, size); } void SceneGraphRoot::set_gtask_array(int id, void *property, void *pad, int size, PostFunction post_func) { gtask_array->next_task_array(id); gtask_array->game_task->set_inData(0, property, size); gtask_array->game_task->set_inData(1, pad, sizeof(Pad)); gtask_array->game_task->set_outData(0, property, size); } void SceneGraphRoot::set_game_task(int id, void *property, int size) { HTask *task = sgroot->tmanager->create_task(id); task->set_cpu(SPE_ANY); task->set_inData(0,property, size); task->set_outData(0,property, size); task->spawn(); } void SceneGraphRoot::set_game_task(int id, void *property, void *pad, int size) { HTask *task = sgroot->tmanager->create_task(id); task->set_cpu(SPE_ANY); task->set_inData(0,property, size); task->set_inData(1,pad, sizeof(Pad)); task->set_outData(0,property, size); task->spawn(); } void main_task_move(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h) { int size = node->property_size; void *e = node->propertyptr; int move = node->move_id; SceneGraphRoot *sgroottmp = (SceneGraphRoot*)sgroot_; /* ObjPropertyPtr property = (ObjPropertyPtr)node->propertyptr; node->xyz[0] = property->x; node->xyz[1] = property->y; */ sgroottmp->set_game_task(move, (void*)e, size); } void pad_task_move(SceneGraphPtr node, void *sgroot_, int screen_w, int screen_h) { int size = node->property_size; void *e = node->propertyptr; int move = node->move_id; SceneGraphRoot *sgroottmp = (SceneGraphRoot*)sgroot_; void *pad = (void*)sgroottmp->getController(); /* ObjPropertyPtr property = (ObjPropertyPtr)node->propertyptr; property->root = node; node->xyz[0] = property->x; node->xyz[1] = property->y; */ sgroottmp->set_game_task(move, (void*)e, pad, size); } void SceneGraphRoot::set_move_task(SceneGraphPtr node, int move, void *property, int size) { node->move = main_task_move; node->move_id = move; node->propertyptr = property; node->property_size = size; } void SceneGraphRoot::set_pad_task(SceneGraphPtr node, int move, void *property, int size) { node->move = pad_task_move; node->move_id = move; node->propertyptr = property; node->property_size = size; } /* end */