Mercurial > hg > Game > Cerium
view Renderer/Engine/SceneGraph.cc @ 891:5e4962b28ceb draft
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author | Yutaka_Kinjyo |
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date | Thu, 15 Jul 2010 18:13:22 +0900 |
parents | 724e87b86cd3 |
children | becd6fad3ae0 |
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#include <iostream> #include <SDL.h> #include <SDL_opengl.h> #include <SDL_image.h> #include <libxml/parser.h> #include "SceneGraph.h" #include "xml.h" #include "sys.h" #include "TextureHash.h" #include "texture.h" #include "TaskManager.h" using namespace std; SceneGraphPtr scene_graph = NULL; SceneGraphPtr scene_graph_viewer = NULL; static TextureHash texture_hash; texture_list list[TABLE_SIZE]; extern int decode(char *cont, FILE *outfile); static void no_move(SceneGraphPtr self, void *sgroot_, int screen_w, int screen_h) {} static void no_collision(SceneGraphPtr self, void *sgroot_, int screen_w, int screen_h, SceneGraphPtr tree) {} /** * 事前に計算したテクスチャの最大縮小率 scale まで、 * テクスチャを 1/2 縮小していく。 * このとき、テクスチャは TEXTURE_SPLIT_PIXELx2 のブロック (Tile) で分割し、 * これらを連続したメモリ領域に格納していく。 * 以下の (1), (2), (3) を Tapestry と呼ぶ * * 例 scale = 4 の場合 * * Tapestry(1) 1/1 * +---+---+---+---+ * | 0 | 1 | 2 | 3 | * +---+---+---+---+ * | 4 | 5 | 6 | 7 | (2) 1/2 * +---+---+---+---+ +---+---+ * | 8 | 9 | 10| 11| | 16| 17| (3) 1/4 * +---+---+---+---+ +---+---+ +---+ * | 12| 13| 14| 15| | 18| 19| | 20| * +---+---+---+---+ +---+---+ +---| * * (1) (2) (3) * +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ * | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | * | * | * | 14| 15| 16| 17| 18| 19| 20| * +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ * * @param[in] tex_w Width of orignal texture * @param[in] tex_h Height of orignal texture * @param[in] tex_src Original texture * @param[in] all_pixel_num Tapestry の合計 pixel 数 * @param[in] scale テクスチャの最大縮小率 (= 2^n) * @return (1) のアドレス */ static uint32* makeTapestry(TaskManager *manager, int tex_w, int tex_h, uint32 *tex_src, int all_pixel_num, int scale_cnt) { int t = 0; int diff = TEXTURE_SPLIT_PIXEL; int p_diff = 1; uint32 *tex_dest = (uint32*)manager->allocate(sizeof(int)*all_pixel_num); while (scale_cnt) { for (int y = 0; y < tex_h; y += diff) { for (int x = 0; x < tex_w; x += diff) { for (int j = 0; j < diff; j += p_diff) { for (int i = 0; i < diff; i += p_diff) { tex_dest[t++] = tex_src[(x+i) + tex_w*(y+j)]; } } } } diff <<= 1; p_diff <<= 1; scale_cnt >>= 1; } return tex_dest; } /** * 何の情報も持ってない SceneGraph の生成 * 今のところ、とりあえず木構造の繋がりに使うぐらい */ SceneGraph::SceneGraph() { init(); finalize = &SceneGraph::finalize_copy; #if SPE_CREATE_POLYGON sg_matrix = (float*)malloc(sizeof(float)*32); matrix = sg_matrix; real_matrix = sg_matrix + 16; #endif this->name = "NULLPO"; } /** * orig のコピーとして SceneGraph を生成する */ SceneGraph::SceneGraph(SceneGraphPtr orig) { init(); memcpy(this, orig, sizeof(SceneGraph)); // コピーしない //flag_remove = 0; //flag_drawable = 1; next = NULL; prev = NULL; last = NULL; parent = NULL; brother = NULL; children = NULL; lastChild = NULL; finalize = &SceneGraph::finalize_copy; frame = 0; } /* construct polygon from xmlNode. */ SceneGraph::SceneGraph(TaskManager *manager, xmlNodePtr surface) { init(); size = atoi((char *)xmlGetProp(surface,(xmlChar *)"size")); name = (char *)xmlGetProp(surface,(xmlChar *)"name"); parent_name = (char *)xmlGetProp(surface,(xmlChar *)"parent"); //texture_info = (texture_list_ptr)manager->allocate(sizeof(texture_list)); //data = new float[size*3*3]; #if SPE_CREATE_POLYGON /* CreatePolygon を spe 側でやるために。 size は頂点の数。speに渡す場合には、16の倍数にして 16Kbyte以上の場合、16Kbyte毎に分割できるようにしなければならない。 CreatePolygonFromSceneGraphTaskをspeで動かすために、speに渡すのは TrianglePackでよい。 polygon_pack 1つには triangle が 128 になってる。polygon_pack の triangle 数に合わせる方が楽だよね。なんか変な気もするけど、polygon クラスにもTrianglePackを持たす。SceneGraph は自分の polygon 数が入る 分だけ、TrianglePackを持つ。CreatePolygonTask にはSceneGraph 側の TrianglePack を input に、polygon_pack の TriganlePack を output とする */ int tri_pack_size = sizeof(TrianglePack)*(size/3); printf("tri_pack_size %d\n", tri_pack_size); tri_pack = (TrianglePackPtr)manager->allocate(tri_pack_size); texture_info = (texture_list*)manager->allocate(sizeof(texture_list)); sg_matrix = (float*)manager->allocate(sizeof(float)*32); matrix = sg_matrix; real_matrix = sg_matrix + 16; #else coord_xyz = (float*)manager->allocate(sizeof(float)*size*3); coord_tex = (float*)manager->allocate(sizeof(float)*size*3); normal = (float*)manager->allocate(sizeof(float)*size*3); #endif get_data(manager, surface->children); finalize = &SceneGraph::finalize_original; } void SceneGraph::init() { next = NULL; prev = NULL; last = NULL; parent = NULL; brother = NULL; children = NULL; lastChild = NULL; stack_xyz[0] = 0.0f; stack_xyz[2] = 0.0f; stack_xyz[1] = 0.0f; stack_angle[0] = 0.0f; stack_angle[1] = 0.0f; stack_angle[2] = 0.0f; size = 0; //data = NULL; #if SPE_CREATE_POLYGON //tri_pack = NULL; //sg_matrix = NULL; //matrix = NULL; //real_matrix = NULL; //texture_info = NULL; #else coord_xyz = NULL; normal = NULL; coord_tex = NULL; #endif texture_id = -1; move = no_move; collision = no_collision; flag_remove = 0; flag_drawable = 1; sgid = -1; gid = -1; frame = 0; } SceneGraph::~SceneGraph() { (this->*finalize)(); } /** * xml ファイルから生成されたオリジナル SceneGraph なので * polygon data を削除 */ void SceneGraph::finalize_original() { //delete [] data; #if SPE_CREATE_POLYGON free(tri_pack); free(sg_matrix); //free(matrix); //free(real_matrix); free(texture_info); #else free(coord_xyz); free(coord_tex); free(normal); #endif } /** * SceneGraph ID から生成された、コピー SceneGraph なので * polygon data は削除しない。オリジナルの方で削除する。 */ void SceneGraph::finalize_copy() { } /** * add Children * 親の登録と、brother のリストへ加える * * @param child new child */ SceneGraphPtr SceneGraph::addChild(SceneGraphPtr child) { /* childrenのリストの最後に加える (brother として)*/ if (this->lastChild != NULL) { SceneGraphPtr last = this->lastChild; last->brother = child; //child->parent = this; //return child; } this->lastChild = child; if (this->children == NULL) { this->children = child; } child->parent = this; return child; } /** * add Brother * addChild() でも brother の操作をしないといけないので、そっちに回す * * @param bro new Brother */ SceneGraphPtr SceneGraph::addBrother(SceneGraphPtr bro) { if (this->parent) { parent->addChild(bro); } else { fprintf(stderr, "error : SceneGraph::%s : %s doesn't have parent\n", __FUNCTION__, this->name); } return bro; } /* thisの子や子孫にnameのものが存在すればそいつを返す なければNULL. */ SceneGraphPtr SceneGraph::searchSceneGraph(const char *name) { SceneGraphPtr tmp; SceneGraphPtr result; /* 本人か */ if( 0==strcmp(this->name, name) ) return this; /* 子供から再帰的に探す */ for(tmp = this->children; tmp; tmp = tmp->next) { if ((result=tmp->searchSceneGraph(name)) != NULL) return result; } /* 無かったら NULL. */ return NULL; } void SceneGraph::tree_check() { SceneGraphPtr t = this; while(t) { cout << "my_name : " << t->name << endl; if(t->children != NULL) { cout << "--move children : " << t->children->name << endl; t = t->children; } else if(t->brother != NULL) { cout << "--move brother : " << t->brother->name << endl; t = t->brother; } else { while(t) { if(t->brother != NULL) { cout << "--move brother : " << t->brother->name << endl; t = t->brother; break; } else { if(t->parent) { cout << "--move parent : " << t->parent->name << endl; } t = t->parent; } } } } } void SceneGraph::print_member() { cout << "size = " << size << endl; cout << "name = " << name << endl; cout << "parent_name = " << parent_name << endl; if (parent != NULL) { cout << "parent->name = " << parent->name << endl; } if (children != NULL) { cout << "children->name = " << children->name << endl; } } /* * surface nodeからポリゴンの情報を読み出す 再帰しない */ void SceneGraph::get_data(TaskManager *manager, xmlNodePtr cur) { //char *image_name; for(;cur;cur=cur->next) { if(!xmlStrcmp(cur->name,(xmlChar*)"coordinate")) { char *cont = (char *)xmlNodeGetContent(cur); pickup_coordinate(cont); } else if(!xmlStrcmp(cur->name,(xmlChar*)"normal")) { char *cont = (char *)xmlNodeGetContent(cur); pickup_normal(cont); } else if(!xmlStrcmp(cur->name,(xmlChar*)"model")) { char *cont = (char *)xmlNodeGetContent(cur); pickup_model(cont); } else if(!xmlStrcmp(cur->name,(xmlChar*)"texture")) { char *cont = (char *)xmlNodeGetContent(cur); pickup_texture(cont); } else if(!xmlStrcmp(cur->name,(xmlChar*)"imageflag")) { int id; char *filename = (char *)xmlGetProp(cur, (xmlChar *)"name"); texture_hash.hash_regist(filename, id); } else if(!xmlStrcmp(cur->name,(xmlChar*)"image")) { get_image(manager, cur); } } } SDL_Surface* SceneGraph::load_decode_image(char *image_name, xmlNodePtr cur) { int fd = mkstemp(image_name); FILE *outfile = fdopen(fd, "wb"); if (NULL == outfile) { cout << "error open file\n"; return 0; } char *cont = (char *)xmlNodeGetContent(cur); //decode(cont, image_name); decode(cont, outfile); fclose(outfile); /** * image を 32bit(RGBA) に変換する */ SDL_Surface *texture_image = IMG_Load(image_name); if (!texture_image) return 0; SDL_Surface *tmpImage = SDL_CreateRGBSurface(SDL_HWSURFACE, texture_image->w, texture_image->h, 32, redMask, greenMask, blueMask, alphaMask); SDL_Surface *converted; converted = SDL_ConvertSurface(texture_image, tmpImage->format, SDL_HWSURFACE); if (converted != NULL) { SDL_FreeSurface(texture_image); texture_image = converted; } return texture_image; } int SceneGraph::makeTapestries(TaskManager *manager, SDL_Surface *texture_image, int id) { uint32 *tapestry; int scale = 1; int tex_w = texture_image->w; int tex_h = texture_image->h; int all_pixel_num = 0; /** * テクスチャの w or h が 8 pixel で分割できる間、 * 1/2 の縮小画像を作る。 * ここでは、最大の scale (1/scale) を見つける * * (ex) * (128,128) => 64,64 : 32,32: 16,16 : 8,8 * scale = 16 * (128, 64) => 64,32 : 32,16: 16,8 * scale = 8 */ while (tex_w % TEXTURE_SPLIT_PIXEL == 0 && tex_h % TEXTURE_SPLIT_PIXEL == 0) { all_pixel_num += tex_w*tex_h; tex_w >>= 1; /* tex_w /= 2 */ tex_h >>= 1; scale <<= 1; /* scale *= 2 */ } scale >>= 1; tapestry = makeTapestry(manager, texture_image->w, texture_image->h, (uint32*)texture_image->pixels, all_pixel_num, scale); list[id].t_w = texture_image->w; list[id].t_h = texture_image->h; list[id].pixels_orig = (Uint32*)texture_image->pixels; list[id].pixels = tapestry; list[id].scale_max = scale; return id; } void SceneGraph::get_image(TaskManager *manager, xmlNodePtr cur) { char image_name[20] = "/tmp/image_XXXXXX"; char *filename = (char *)xmlGetProp(cur, (xmlChar *)"name"); if (filename == NULL || filename[0] == 0) { return; } /** * image_name を既に Load していれば何もしない */ int tex_id; if (!texture_hash.hash_regist(filename, tex_id)) { SDL_Surface *texture_image = load_decode_image(image_name, cur); if (texture_image==0) { printf("Can't load image %s\n",filename); exit(0); } texture_id = makeTapestries(manager, texture_image, tex_id); if (unlink(image_name)) { cout << "unlink error\n"; } } else { /** * 以前に Load されている Texture を共用 */ texture_id = tex_id; } #if SPE_CREATE_POLYGON texture_info->t_w = list[texture_id].t_w; texture_info->t_h = list[texture_id].t_h;; texture_info->pixels_orig = list[texture_id].pixels_orig; texture_info->pixels = list[texture_id].pixels; texture_info->scale_max = list[texture_id].scale_max; #else // こんなことすると list[] のいみあるのかなーと // 微妙に思う、自分で書き換えた感想 by gongo texture_info.t_w = list[texture_id].t_w; texture_info.t_h = list[texture_id].t_h;; texture_info.pixels_orig = list[texture_id].pixels_orig; texture_info.pixels = list[texture_id].pixels; texture_info.scale_max = list[texture_id].scale_max; #endif } void SceneGraph::delete_data() { SceneGraphPtr n = this->next, m; //n = this; //delete [] n->data; if (next) { while (n) { m = n->next; delete n; n = m; } } } /* move_func 実行 sgroot 渡す */ void SceneGraph::move_execute(int w, int h) { (*move)(this, this->sgroot, w, h); } void SceneGraph::collision_check(int w, int h, SceneGraphPtr tree) { (*collision)(this, this->sgroot, w, h, tree); } void SceneGraph::create_sg_execute() { (*create_sg)(this->sgroot, property, update_property); } void SceneGraph::set_move_collision(move_func new_move, collision_func new_collision) { this->move = new_move; this->collision = new_collision; } void SceneGraph::set_move_collision(move_func new_move, collision_func new_collision, void *sgroot_) { this->move = new_move; this->collision = new_collision; // add this->sgroot = sgroot_; } void SceneGraph::set_move_collision(move_func new_move, collision_func new_collision, create_sg_func new_create_sg) { this->move = new_move; this->collision = new_collision; this->create_sg = new_create_sg; } void SceneGraph::add_next(SceneGraphPtr next) { /* next のリストの最後に加える */ if (this->next != NULL) { SceneGraphPtr tmp = this->last; tmp->next = next; } else { this->next = next; } this->last = next; } /** * SceneGraph の clone * @return clone SceneGraph */ SceneGraphPtr SceneGraph::clone() { SceneGraphPtr p = new SceneGraph(this); return p; } /** * SceneGraph の clone * 予め allocate されてる領域への placement new を行う * * @param buf clone 領域 * @return clone SceneGraph */ SceneGraphPtr SceneGraph::clone(void *buf) { SceneGraphPtr p = new(buf) SceneGraph(this); return p; } void SceneGraph::remove() { this->flag_remove = 1; } /** * tree から node を削除する * * @param tree SceneGraphTree * @return node削除後の SceneGraphTree */ SceneGraphPtr SceneGraph::realRemoveFromTree(SceneGraphPtr tree) { SceneGraphPtr node = this; SceneGraphPtr parent = node->parent; SceneGraphPtr ret = tree; if (parent) { SceneGraphPtr brother = parent->children; SceneGraphPtr p, p1 = NULL; p = brother; if (p) { if (p == node) { parent->children = NULL; parent->lastChild = NULL; } else { p1 = p->brother; while (p1 && p1 != node) { p1 = p1->brother; p = p->brother; } if (p1) { p->brother = p1->brother; // node が最後尾なら、lastChild を変更 if (parent->lastChild == p1) { parent->lastChild = p; } } else { // Can't find remove node } } } } else { // 親が居ない = tree root なので // NULL を返す ret = NULL; } return ret; } /** * list から node を削除する * * @param list SceneGraphList * @return node削除後の SceneGraphList */ SceneGraphPtr SceneGraph::realRemoveFromList(SceneGraphPtr list) { SceneGraphPtr node = this; SceneGraphPtr prev = node->prev; SceneGraphPtr next = node->next; SceneGraphPtr ret = list; if (prev) { prev->next = next; } else { ret = next; } if (next) { next->prev = prev; } return ret; } int SceneGraph::isRemoved() { return flag_remove; } /** * 平行移動 * * @param x Ttranslate in the x direction * @param y Ttranslate in the y direction * @param z Ttranslate in the z direction */ void SceneGraph::translate(float x, float y, float z) { this->xyz[0] = x; this->xyz[1] = y; this->xyz[2] = z; } /** * x 軸方向への平行移動 * * @param x Ttranslate in the x direction */ void SceneGraph::translateX(float x) { this->xyz[0] = x; } /** * y 軸方向への平行移動 * * @param y Ttranslate in the y direction */ void SceneGraph::translateY(float y) { this->xyz[1] = y; } /** * z 軸方向への平行移動 * * @param z Ttranslate in the z direction */ void SceneGraph::translateZ(float z) { this->xyz[2] = z; } /* end */