Viewport cleanup (#233)

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Anders Jenbo 2025-06-04 22:31:38 +02:00 committed by GitHub
parent fcdcc15cc1
commit 39408b3584
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@ -84,11 +84,8 @@ static void ComputeFrameWorldMatrix(IDirect3DRMFrame* frame, D3DRMMATRIX4D out)
IDirect3DRMFrame* cur = frame; IDirect3DRMFrame* cur = frame;
while (cur) { while (cur) {
auto* impl = static_cast<Direct3DRMFrameImpl*>(cur); auto* impl = static_cast<Direct3DRMFrameImpl*>(cur);
D3DRMMATRIX4D local;
memcpy(local, impl->m_transform, sizeof(local));
D3DRMMATRIX4D tmp; D3DRMMATRIX4D tmp;
D3DRMMatrixMultiply(tmp, local, acc); D3DRMMatrixMultiply(tmp, impl->m_transform, acc);
memcpy(acc, tmp, sizeof(acc)); memcpy(acc, tmp, sizeof(acc));
if (cur == impl->m_parent) { if (cur == impl->m_parent) {
@ -99,22 +96,41 @@ static void ComputeFrameWorldMatrix(IDirect3DRMFrame* frame, D3DRMMATRIX4D out)
memcpy(out, acc, sizeof(acc)); memcpy(out, acc, sizeof(acc));
} }
inline D3DVECTOR CrossProduct(const D3DVECTOR& a, const D3DVECTOR& b)
{
return {a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x};
}
inline D3DVECTOR Normalize(const D3DVECTOR& v)
{
float len = sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
if (len > 0.0f) {
float invLen = 1.0f / len;
return {v.x * invLen, v.y * invLen, v.z * invLen};
}
return {0, 0, 0};
}
D3DVECTOR ComputeTriangleNormal(const D3DVECTOR& v0, const D3DVECTOR& v1, const D3DVECTOR& v2) D3DVECTOR ComputeTriangleNormal(const D3DVECTOR& v0, const D3DVECTOR& v1, const D3DVECTOR& v2)
{ {
D3DVECTOR u = {v1.x - v0.x, v1.y - v0.y, v1.z - v0.z}; D3DVECTOR u = {v1.x - v0.x, v1.y - v0.y, v1.z - v0.z};
D3DVECTOR v = {v2.x - v0.x, v2.y - v0.y, v2.z - v0.z}; D3DVECTOR v = {v2.x - v0.x, v2.y - v0.y, v2.z - v0.z};
D3DVECTOR normal = {u.y * v.z - u.z * v.y, u.z * v.x - u.x * v.z, u.x * v.y - u.y * v.x}; D3DVECTOR normal = CrossProduct(u, v);
float len = std::sqrt(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z); normal = Normalize(normal);
if (len > 0.0f) {
normal.x /= len;
normal.y /= len;
normal.z /= len;
}
return normal; return normal;
} }
inline D3DVECTOR TransformPoint(const D3DVECTOR& p, D3DRMMATRIX4D& m) inline D3DVECTOR TransformNormal(const D3DVECTOR& v, const Matrix3x3& m)
{
return {
v.x * m[0][0] + v.y * m[1][0] + v.z * m[2][0],
v.x * m[0][1] + v.y * m[1][1] + v.z * m[2][1],
v.x * m[0][2] + v.y * m[1][2] + v.z * m[2][2]
};
}
inline D3DVECTOR TransformPoint(const D3DVECTOR& p, const D3DRMMATRIX4D& m)
{ {
return { return {
p.x * m[0][0] + p.y * m[1][0] + p.z * m[2][0] + m[3][0], p.x * m[0][0] + p.y * m[1][0] + p.z * m[2][0] + m[3][0],
@ -125,13 +141,13 @@ inline D3DVECTOR TransformPoint(const D3DVECTOR& p, D3DRMMATRIX4D& m)
void Direct3DRMViewportImpl::CollectLightsFromFrame( void Direct3DRMViewportImpl::CollectLightsFromFrame(
IDirect3DRMFrame* frame, IDirect3DRMFrame* frame,
D3DRMMATRIX4D parentMatrix, D3DRMMATRIX4D parentToWorld,
std::vector<SceneLight>& lights std::vector<SceneLight>& lights
) )
{ {
Direct3DRMFrameImpl* frameImpl = static_cast<Direct3DRMFrameImpl*>(frame); auto* frameImpl = static_cast<Direct3DRMFrameImpl*>(frame);
D3DRMMATRIX4D worldMatrix; D3DRMMATRIX4D worldMatrix;
D3DRMMatrixMultiply(worldMatrix, parentMatrix, frameImpl->m_transform); D3DRMMatrixMultiply(worldMatrix, parentToWorld, frameImpl->m_transform);
IDirect3DRMLightArray* lightArray = nullptr; IDirect3DRMLightArray* lightArray = nullptr;
frame->GetLights(&lightArray); frame->GetLights(&lightArray);
@ -140,25 +156,21 @@ void Direct3DRMViewportImpl::CollectLightsFromFrame(
IDirect3DRMLight* light = nullptr; IDirect3DRMLight* light = nullptr;
lightArray->GetElement(li, &light); lightArray->GetElement(li, &light);
D3DCOLOR color = light->GetColor(); D3DCOLOR color = light->GetColor();
D3DRMLIGHTTYPE type = light->GetType();
SceneLight extracted; SceneLight extracted;
extracted.color.r = ((color >> 0) & 0xFF) / 255.0f; extracted.color = {
extracted.color.g = ((color >> 8) & 0xFF) / 255.0f; ((color >> 0) & 0xFF) / 255.0f,
extracted.color.b = ((color >> 16) & 0xFF) / 255.0f; ((color >> 8) & 0xFF) / 255.0f,
extracted.color.a = ((color >> 24) & 0xFF) / 255.0f; ((color >> 16) & 0xFF) / 255.0f,
((color >> 24) & 0xFF) / 255.0f
};
D3DRMLIGHTTYPE type = light->GetType();
if (type == D3DRMLIGHT_POINT || type == D3DRMLIGHT_SPOT || type == D3DRMLIGHT_PARALLELPOINT) { if (type == D3DRMLIGHT_POINT || type == D3DRMLIGHT_SPOT || type == D3DRMLIGHT_PARALLELPOINT) {
extracted.position.x = worldMatrix[3][0]; extracted.position = {worldMatrix[3][0], worldMatrix[3][1], worldMatrix[3][2]};
extracted.position.y = worldMatrix[3][1];
extracted.position.z = worldMatrix[3][2];
extracted.positional = 1.f; extracted.positional = 1.f;
} }
if (type == D3DRMLIGHT_DIRECTIONAL || type == D3DRMLIGHT_SPOT) { if (type == D3DRMLIGHT_DIRECTIONAL || type == D3DRMLIGHT_SPOT) {
extracted.direction.x = worldMatrix[2][0]; extracted.direction = {worldMatrix[2][0], worldMatrix[2][1], worldMatrix[2][2]};
extracted.direction.y = worldMatrix[2][1];
extracted.direction.z = worldMatrix[2][2];
extracted.directional = 1.f; extracted.directional = 1.f;
} }
@ -189,10 +201,11 @@ void NormalizePlane(Plane& plane)
float len = float len =
sqrtf(plane.normal.x * plane.normal.x + plane.normal.y * plane.normal.y + plane.normal.z * plane.normal.z); sqrtf(plane.normal.x * plane.normal.x + plane.normal.y * plane.normal.y + plane.normal.z * plane.normal.z);
if (len > 0.0f) { if (len > 0.0f) {
plane.normal.x /= len; float invLen = 1.0f / len;
plane.normal.y /= len; plane.normal.x *= invLen;
plane.normal.z /= len; plane.normal.y *= invLen;
plane.d /= len; plane.normal.z *= invLen;
plane.d *= invLen;
} }
} }
@ -200,31 +213,12 @@ Plane frustumPlanes[6];
void ExtractFrustumPlanes(const D3DRMMATRIX4D& m) void ExtractFrustumPlanes(const D3DRMMATRIX4D& m)
{ {
// Left static const int idx[][2] = {{0, 1}, {0, -1}, {1, 1}, {1, -1}, {2, 1}, {2, -1}};
frustumPlanes[0].normal = {m[0][3] + m[0][0], m[1][3] + m[1][0], m[2][3] + m[2][0]};
frustumPlanes[0].d = m[3][3] + m[3][0];
// Right
frustumPlanes[1].normal = {m[0][3] - m[0][0], m[1][3] - m[1][0], m[2][3] - m[2][0]};
frustumPlanes[1].d = m[3][3] - m[3][0];
// Bottom
frustumPlanes[2].normal = {m[0][3] + m[0][1], m[1][3] + m[1][1], m[2][3] + m[2][1]};
frustumPlanes[2].d = m[3][3] + m[3][1];
// Top
frustumPlanes[3].normal = {m[0][3] - m[0][1], m[1][3] - m[1][1], m[2][3] - m[2][1]};
frustumPlanes[3].d = m[3][3] - m[3][1];
// Near
frustumPlanes[4].normal = {m[0][3] + m[0][2], m[1][3] + m[1][2], m[2][3] + m[2][2]};
frustumPlanes[4].d = m[3][3] + m[3][2];
// Far
frustumPlanes[5].normal = {m[0][3] - m[0][2], m[1][3] - m[1][2], m[2][3] - m[2][2]};
frustumPlanes[5].d = m[3][3] - m[3][2];
for (int i = 0; i < 6; ++i) { for (int i = 0; i < 6; ++i) {
int axis = idx[i][0], sign = idx[i][1];
frustumPlanes[i]
.normal = {m[0][3] + sign * m[0][axis], m[1][3] + sign * m[1][axis], m[2][3] + sign * m[2][axis]};
frustumPlanes[i].d = m[3][3] + sign * m[3][axis];
NormalizePlane(frustumPlanes[i]); NormalizePlane(frustumPlanes[i]);
} }
} }
@ -234,15 +228,14 @@ bool IsBoxInFrustum(const D3DVECTOR corners[8], const Plane planes[6])
for (int i = 0; i < 6; ++i) { for (int i = 0; i < 6; ++i) {
int out = 0; int out = 0;
for (int j = 0; j < 8; ++j) { for (int j = 0; j < 8; ++j) {
const D3DVECTOR& pt = corners[j]; float dist = planes[i].normal.x * corners[j].x + planes[i].normal.y * corners[j].y +
float dist = planes[i].normal.z * corners[j].z + planes[i].d;
planes[i].normal.x * pt.x + planes[i].normal.y * pt.y + planes[i].normal.z * pt.z + planes[i].d;
if (dist < 0.0f) { if (dist < 0.0f) {
++out; ++out;
} }
} }
if (out == 8) { if (out == 8) {
return false; // All corners are outside this plane return false;
} }
} }
return true; return true;
@ -259,8 +252,9 @@ void Direct3DRMViewportImpl::CollectMeshesFromFrame(
memcpy(localMatrix, frameImpl->m_transform, sizeof(D3DRMMATRIX4D)); memcpy(localMatrix, frameImpl->m_transform, sizeof(D3DRMMATRIX4D));
D3DRMMATRIX4D worldMatrix; D3DRMMATRIX4D worldMatrix;
Matrix3x3 worldMatrixInvert;
D3DRMMatrixMultiply(worldMatrix, parentMatrix, localMatrix); D3DRMMatrixMultiply(worldMatrix, parentMatrix, localMatrix);
Matrix3x3 worldMatrixInvert;
D3DRMMatrixInvertForNormal(worldMatrixInvert, worldMatrix); D3DRMMatrixInvertForNormal(worldMatrixInvert, worldMatrix);
IDirect3DRMVisualArray* visuals = nullptr; IDirect3DRMVisualArray* visuals = nullptr;
@ -281,121 +275,95 @@ void Direct3DRMViewportImpl::CollectMeshesFromFrame(
IDirect3DRMMesh* mesh = nullptr; IDirect3DRMMesh* mesh = nullptr;
visual->QueryInterface(IID_IDirect3DRMMesh, (void**) &mesh); visual->QueryInterface(IID_IDirect3DRMMesh, (void**) &mesh);
if (mesh) { if (!mesh) {
D3DRMBOX box; visual->Release();
mesh->GetBox(&box); continue;
D3DVECTOR boxCorners[8] = {
{box.min.x, box.min.y, box.min.z},
{box.min.x, box.min.y, box.max.z},
{box.min.x, box.max.y, box.min.z},
{box.min.x, box.max.y, box.max.z},
{box.max.x, box.min.y, box.min.z},
{box.max.x, box.min.y, box.max.z},
{box.max.x, box.max.y, box.min.z},
{box.max.x, box.max.y, box.max.z},
};
for (D3DVECTOR& boxCorner : boxCorners) {
boxCorner = TransformPoint(boxCorner, worldMatrix);
}
if (!IsBoxInFrustum(boxCorners, frustumPlanes)) {
mesh->Release();
visual->Release();
continue;
}
DWORD groupCount = mesh->GetGroupCount();
for (DWORD gi = 0; gi < groupCount; ++gi) {
DWORD vtxCount, faceCount, vpf, dataSize;
mesh->GetGroup(gi, &vtxCount, &faceCount, &vpf, &dataSize, nullptr);
std::vector<D3DRMVERTEX> d3dVerts(vtxCount);
std::vector<DWORD> faces(dataSize);
mesh->GetVertices(gi, 0, vtxCount, d3dVerts.data());
mesh->GetGroup(gi, nullptr, nullptr, nullptr, nullptr, faces.data());
D3DCOLOR color = mesh->GetGroupColor(gi);
D3DRMRENDERQUALITY quality = mesh->GetGroupQuality(gi);
IDirect3DRMTexture* texture = nullptr;
mesh->GetGroupTexture(gi, &texture);
IDirect3DRMMaterial* material = nullptr;
mesh->GetGroupMaterial(gi, &material);
Uint32 texId = NO_TEXTURE_ID;
if (texture) {
texId = m_renderer->GetTextureId(texture);
texture->Release();
}
float shininess = 0.0f;
if (material) {
shininess = material->GetPower();
material->Release();
}
for (DWORD fi = 0; fi < faceCount; ++fi) {
D3DVECTOR norm;
if (quality == D3DRMRENDER_FLAT || quality == D3DRMRENDER_UNLITFLAT) {
D3DRMVERTEX& v0 = d3dVerts[faces[fi * vpf + 0]];
D3DRMVERTEX& v1 = d3dVerts[faces[fi * vpf + 1]];
D3DRMVERTEX& v2 = d3dVerts[faces[fi * vpf + 2]];
norm = ComputeTriangleNormal(v0.position, v1.position, v2.position);
}
for (int idx = 0; idx < vpf; ++idx) {
D3DRMVERTEX& dv = d3dVerts[faces[fi * vpf + idx]];
D3DVECTOR pos = dv.position;
if (quality == D3DRMRENDER_GOURAUD || quality == D3DRMRENDER_PHONG) {
norm = dv.normal;
}
D3DVECTOR worldPos;
worldPos.x = pos.x * worldMatrix[0][0] + pos.y * worldMatrix[1][0] + pos.z * worldMatrix[2][0] +
worldMatrix[3][0];
worldPos.y = pos.x * worldMatrix[0][1] + pos.y * worldMatrix[1][1] + pos.z * worldMatrix[2][1] +
worldMatrix[3][1];
worldPos.z = pos.x * worldMatrix[0][2] + pos.y * worldMatrix[1][2] + pos.z * worldMatrix[2][2] +
worldMatrix[3][2];
D3DVECTOR viewPos;
viewPos.x = worldPos.x * m_viewMatrix[0][0] + worldPos.y * m_viewMatrix[1][0] +
worldPos.z * m_viewMatrix[2][0] + m_viewMatrix[3][0];
viewPos.y = worldPos.x * m_viewMatrix[0][1] + worldPos.y * m_viewMatrix[1][1] +
worldPos.z * m_viewMatrix[2][1] + m_viewMatrix[3][1];
viewPos.z = worldPos.x * m_viewMatrix[0][2] + worldPos.y * m_viewMatrix[1][2] +
worldPos.z * m_viewMatrix[2][2] + m_viewMatrix[3][2];
D3DVECTOR viewNorm;
viewNorm.x = norm.x * worldMatrixInvert[0][0] + norm.y * worldMatrixInvert[1][0] +
norm.z * worldMatrixInvert[2][0];
viewNorm.y = norm.x * worldMatrixInvert[0][1] + norm.y * worldMatrixInvert[1][1] +
norm.z * worldMatrixInvert[2][1];
viewNorm.z = norm.x * worldMatrixInvert[0][2] + norm.y * worldMatrixInvert[1][2] +
norm.z * worldMatrixInvert[2][2];
float len = sqrtf(viewNorm.x * viewNorm.x + viewNorm.y * viewNorm.y + viewNorm.z * viewNorm.z);
if (len > 0.0f) {
float invLen = 1.0f / len;
viewNorm.x *= invLen;
viewNorm.y *= invLen;
viewNorm.z *= invLen;
}
PositionColorVertex vtx;
vtx.position = viewPos;
vtx.normals = viewNorm;
vtx.colors = {
static_cast<Uint8>((color >> 16) & 0xFF),
static_cast<Uint8>((color >> 8) & 0xFF),
static_cast<Uint8>((color >> 0) & 0xFF),
static_cast<Uint8>((color >> 24) & 0xFF)
};
vtx.shininess = shininess;
vtx.texId = texId;
vtx.texCoord = {dv.tu, dv.tv};
verts.push_back(vtx);
}
}
}
mesh->Release();
} }
D3DRMBOX box;
mesh->GetBox(&box);
D3DVECTOR boxCorners[8] = {
{box.min.x, box.min.y, box.min.z},
{box.min.x, box.min.y, box.max.z},
{box.min.x, box.max.y, box.min.z},
{box.min.x, box.max.y, box.max.z},
{box.max.x, box.min.y, box.min.z},
{box.max.x, box.min.y, box.max.z},
{box.max.x, box.max.y, box.min.z},
{box.max.x, box.max.y, box.max.z},
};
for (D3DVECTOR& boxCorner : boxCorners) {
boxCorner = TransformPoint(boxCorner, worldMatrix);
}
if (!IsBoxInFrustum(boxCorners, frustumPlanes)) {
mesh->Release();
visual->Release();
continue;
}
DWORD groupCount = mesh->GetGroupCount();
for (DWORD gi = 0; gi < groupCount; ++gi) {
DWORD vtxCount, faceCount, vpf, dataSize;
mesh->GetGroup(gi, &vtxCount, &faceCount, &vpf, &dataSize, nullptr);
std::vector<D3DRMVERTEX> d3dVerts(vtxCount);
std::vector<DWORD> faces(dataSize);
mesh->GetVertices(gi, 0, vtxCount, d3dVerts.data());
mesh->GetGroup(gi, nullptr, nullptr, nullptr, nullptr, faces.data());
D3DCOLOR color = mesh->GetGroupColor(gi);
D3DRMRENDERQUALITY quality = mesh->GetGroupQuality(gi);
IDirect3DRMTexture* texture = nullptr;
mesh->GetGroupTexture(gi, &texture);
Uint32 texId = NO_TEXTURE_ID;
if (texture) {
texId = m_renderer->GetTextureId(texture);
texture->Release();
}
IDirect3DRMMaterial* material = nullptr;
mesh->GetGroupMaterial(gi, &material);
float shininess = 0.0f;
if (material) {
shininess = material->GetPower();
material->Release();
}
for (DWORD fi = 0; fi < faceCount; ++fi) {
D3DVECTOR norm;
if (quality == D3DRMRENDER_FLAT || quality == D3DRMRENDER_UNLITFLAT) {
D3DRMVERTEX& v0 = d3dVerts[faces[fi * vpf + 0]];
D3DRMVERTEX& v1 = d3dVerts[faces[fi * vpf + 1]];
D3DRMVERTEX& v2 = d3dVerts[faces[fi * vpf + 2]];
norm = ComputeTriangleNormal(v0.position, v1.position, v2.position);
}
for (DWORD idx = 0; idx < vpf; ++idx) {
D3DRMVERTEX& dv = d3dVerts[faces[fi * vpf + idx]];
D3DVECTOR pos = dv.position;
if (quality == D3DRMRENDER_GOURAUD || quality == D3DRMRENDER_PHONG) {
norm = dv.normal;
}
D3DVECTOR worldPos = TransformPoint(pos, worldMatrix);
D3DVECTOR viewNorm = TransformNormal(norm, worldMatrixInvert);
verts.push_back(
{TransformPoint(worldPos, m_viewMatrix),
Normalize(viewNorm),
{static_cast<Uint8>((color >> 16) & 0xFF),
static_cast<Uint8>((color >> 8) & 0xFF),
static_cast<Uint8>((color >> 0) & 0xFF),
static_cast<Uint8>((color >> 24) & 0xFF)},
texId,
{dv.tu, dv.tv},
shininess}
);
}
}
}
mesh->Release();
visual->Release(); visual->Release();
} }
visuals->Release(); visuals->Release();
@ -405,7 +373,7 @@ void Direct3DRMViewportImpl::CollectSceneData()
{ {
m_backgroundColor = static_cast<Direct3DRMFrameImpl*>(m_rootFrame)->m_backgroundColor; m_backgroundColor = static_cast<Direct3DRMFrameImpl*>(m_rootFrame)->m_backgroundColor;
// Compute camera matrix // Compute view-projection matrix
D3DRMMATRIX4D cameraWorld, viewProj; D3DRMMATRIX4D cameraWorld, viewProj;
ComputeFrameWorldMatrix(m_camera, cameraWorld); ComputeFrameWorldMatrix(m_camera, cameraWorld);
D3DRMMatrixInvertOrthogonal(m_viewMatrix, cameraWorld); D3DRMMatrixInvertOrthogonal(m_viewMatrix, cameraWorld);
@ -450,7 +418,8 @@ HRESULT Direct3DRMViewportImpl::Clear()
uint8_t b = m_backgroundColor & 0xFF; uint8_t b = m_backgroundColor & 0xFF;
Uint32 color = SDL_MapRGB(SDL_GetPixelFormatDetails(DDBackBuffer->format), nullptr, r, g, b); Uint32 color = SDL_MapRGB(SDL_GetPixelFormatDetails(DDBackBuffer->format), nullptr, r, g, b);
SDL_FillSurfaceRect(DDBackBuffer, NULL, color); SDL_FillSurfaceRect(DDBackBuffer, nullptr, color);
return DD_OK; return DD_OK;
} }
@ -556,39 +525,39 @@ DWORD Direct3DRMViewportImpl::GetHeight()
return m_height; return m_height;
} }
inline float FromNDC(float ndcCoord, float dim)
{
return (ndcCoord * 0.5f + 0.5f) * dim;
}
inline void MultiplyMatrixVec4(D3DRMVECTOR4D& out, const D3DRMMATRIX4D& mat, const D3DRMVECTOR4D& vec)
{
out.x = mat[0][0] * vec.x + mat[1][0] * vec.y + mat[2][0] * vec.z + mat[3][0] * vec.w;
out.y = mat[0][1] * vec.x + mat[1][1] * vec.y + mat[2][1] * vec.z + mat[3][1] * vec.w;
out.z = mat[0][2] * vec.x + mat[1][2] * vec.y + mat[2][2] * vec.z + mat[3][2] * vec.w;
out.w = mat[0][3] * vec.x + mat[1][3] * vec.y + mat[2][3] * vec.z + mat[3][3] * vec.w;
}
HRESULT Direct3DRMViewportImpl::Transform(D3DRMVECTOR4D* screen, D3DVECTOR* world) HRESULT Direct3DRMViewportImpl::Transform(D3DRMVECTOR4D* screen, D3DVECTOR* world)
{ {
D3DRMVECTOR4D worldVec = {world->x, world->y, world->z, 1.0f}; D3DRMVECTOR4D worldVec = {world->x, world->y, world->z, 1.0f};
D3DRMVECTOR4D viewVec, projVec;
D3DRMVECTOR4D viewVec; MultiplyMatrixVec4(viewVec, m_viewMatrix, worldVec);
viewVec.x = m_viewMatrix[0][0] * worldVec.x + m_viewMatrix[1][0] * worldVec.y + m_viewMatrix[2][0] * worldVec.z + MultiplyMatrixVec4(projVec, m_projectionMatrix, viewVec);
m_viewMatrix[3][0] * worldVec.w;
viewVec.y = m_viewMatrix[0][1] * worldVec.x + m_viewMatrix[1][1] * worldVec.y + m_viewMatrix[2][1] * worldVec.z +
m_viewMatrix[3][1] * worldVec.w;
viewVec.z = m_viewMatrix[0][2] * worldVec.x + m_viewMatrix[1][2] * worldVec.y + m_viewMatrix[2][2] * worldVec.z +
m_viewMatrix[3][2] * worldVec.w;
viewVec.w = m_viewMatrix[0][3] * worldVec.x + m_viewMatrix[1][3] * worldVec.y + m_viewMatrix[2][3] * worldVec.z +
m_viewMatrix[3][3] * worldVec.w;
screen->x = viewVec.x * m_projectionMatrix[0][0] + viewVec.y * m_projectionMatrix[1][0] + *screen = projVec;
viewVec.z * m_projectionMatrix[2][0] + viewVec.w * m_projectionMatrix[3][0];
screen->y = viewVec.x * m_projectionMatrix[0][1] + viewVec.y * m_projectionMatrix[1][1] +
viewVec.z * m_projectionMatrix[2][1] + viewVec.w * m_projectionMatrix[3][1];
screen->z = viewVec.x * m_projectionMatrix[0][2] + viewVec.y * m_projectionMatrix[1][2] +
viewVec.z * m_projectionMatrix[2][2] + viewVec.w * m_projectionMatrix[3][2];
screen->w = viewVec.x * m_projectionMatrix[0][3] + viewVec.y * m_projectionMatrix[1][3] +
viewVec.z * m_projectionMatrix[2][3] + viewVec.w * m_projectionMatrix[3][3];
float invW = 1.0f / screen->w; float invW = 1.0f / projVec.w;
float ndcX = screen->x * invW; float ndcX = projVec.x * invW;
float ndcY = screen->y * invW; float ndcY = projVec.y * invW;
screen->x = (ndcX * 0.5f + 0.5f) * m_width; screen->x = FromNDC(ndcX, m_width);
screen->y = (1.0f - (ndcY * 0.5f + 0.5f)) * m_height; screen->y = FromNDC(-ndcY, m_height); // Y-flip
// Undo perspective divide // Undo perspective divide for screen-space coords
screen->x *= screen->z; screen->x *= projVec.z;
screen->y *= screen->w; screen->y *= projVec.w;
return DD_OK; return DD_OK;
} }
@ -603,35 +572,27 @@ HRESULT Direct3DRMViewportImpl::InverseTransform(D3DVECTOR* world, D3DRMVECTOR4D
float ndcX = screenX / m_width * 2.0f - 1.0f; float ndcX = screenX / m_width * 2.0f - 1.0f;
float ndcY = 1.0f - (screenY / m_height) * 2.0f; float ndcY = 1.0f - (screenY / m_height) * 2.0f;
float clipVec[4] = {ndcX * screen->w, ndcY * screen->w, screen->z, screen->w}; D3DRMVECTOR4D clipVec = {ndcX * screen->w, ndcY * screen->w, screen->z, screen->w};
float viewVec[4] = {0.0f, 0.0f, 0.0f, 0.0f}; D3DRMVECTOR4D viewVec;
for (int i = 0; i < 4; i++) { MultiplyMatrixVec4(viewVec, m_inverseProjectionMatrix, clipVec);
for (int j = 0; j < 4; j++) {
viewVec[j] += m_inverseProjectionMatrix[i][j] * clipVec[i];
}
}
D3DRMMATRIX4D inverseViewMatrix; D3DRMMATRIX4D inverseViewMatrix;
D3DRMMatrixInvertOrthogonal(inverseViewMatrix, m_viewMatrix); D3DRMMatrixInvertOrthogonal(inverseViewMatrix, m_viewMatrix);
float worldVec[4] = {0.0f, 0.0f, 0.0f, 0.0f}; D3DRMVECTOR4D worldVec;
for (int i = 0; i < 4; i++) { MultiplyMatrixVec4(worldVec, inverseViewMatrix, viewVec);
for (int j = 0; j < 4; j++) {
worldVec[j] += inverseViewMatrix[i][j] * viewVec[i];
}
}
// Perspective divide // Perspective divide
if (worldVec[3] != 0.0f) { if (worldVec.w != 0.0f) {
world->x = worldVec[0] / worldVec[3]; world->x = worldVec.x / worldVec.w;
world->y = worldVec[1] / worldVec[3]; world->y = worldVec.y / worldVec.w;
world->z = worldVec[2] / worldVec[3]; world->z = worldVec.z / worldVec.w;
} }
else { else {
world->x = worldVec[0]; world->x = worldVec.x;
world->y = worldVec[1]; world->y = worldVec.y;
world->z = worldVec[2]; world->z = worldVec.z;
} }
return DD_OK; return DD_OK;
@ -713,9 +674,7 @@ Ray BuildPickingRay(
// Normalize ray direction // Normalize ray direction
float len = sqrt(DotProduct(rayDirView, rayDirView)); float len = sqrt(DotProduct(rayDirView, rayDirView));
rayDirView.x /= len; rayDirView = Normalize(rayDirView);
rayDirView.y /= len;
rayDirView.z /= len;
// Compute camera world matrix and invert it to get view->world // Compute camera world matrix and invert it to get view->world
D3DRMMATRIX4D cameraWorld; D3DRMMATRIX4D cameraWorld;
@ -731,18 +690,11 @@ Ray BuildPickingRay(
}; };
len = sqrt(rayDirWorld.x * rayDirWorld.x + rayDirWorld.y * rayDirWorld.y + rayDirWorld.z * rayDirWorld.z); len = sqrt(rayDirWorld.x * rayDirWorld.x + rayDirWorld.y * rayDirWorld.y + rayDirWorld.z * rayDirWorld.z);
rayDirWorld.x /= len; rayDirWorld = Normalize(rayDirWorld);
rayDirWorld.y /= len;
rayDirWorld.z /= len;
return Ray{rayOriginWorld, rayDirWorld}; return Ray{rayOriginWorld, rayDirWorld};
} }
inline D3DVECTOR CrossProduct(const D3DVECTOR& a, const D3DVECTOR& b)
{
return {a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x};
}
bool RayIntersectsTriangle( bool RayIntersectsTriangle(
const Ray& ray, const Ray& ray,
const D3DVECTOR& v0, const D3DVECTOR& v0,
@ -813,12 +765,7 @@ bool RayIntersectsMeshTriangles(
D3DVECTOR tri[3]; D3DVECTOR tri[3];
for (int j = 0; j < 3; ++j) { for (int j = 0; j < 3; ++j) {
const D3DVECTOR& v = vertices[(j == 0 ? i0 : (j == 1 ? i1 : i2))].position; const D3DVECTOR& v = vertices[(j == 0 ? i0 : (j == 1 ? i1 : i2))].position;
tri[j].x = tri[j] = TransformPoint(v, worldMatrix);
v.x * worldMatrix[0][0] + v.y * worldMatrix[1][0] + v.z * worldMatrix[2][0] + worldMatrix[3][0];
tri[j].y =
v.x * worldMatrix[0][1] + v.y * worldMatrix[1][1] + v.z * worldMatrix[2][1] + worldMatrix[3][1];
tri[j].z =
v.x * worldMatrix[0][2] + v.y * worldMatrix[1][2] + v.z * worldMatrix[2][2] + worldMatrix[3][2];
} }
float dist; float dist;
@ -833,6 +780,43 @@ bool RayIntersectsMeshTriangles(
return false; return false;
} }
inline D3DVECTOR TransformVector(const D3DRMMATRIX4D& mat, const D3DVECTOR& vec)
{
return {
vec.x * mat[0][0] + vec.y * mat[1][0] + vec.z * mat[2][0] + mat[3][0],
vec.x * mat[0][1] + vec.y * mat[1][1] + vec.z * mat[2][1] + mat[3][1],
vec.x * mat[0][2] + vec.y * mat[1][2] + vec.z * mat[2][2] + mat[3][2]
};
}
D3DRMBOX ComputeTransformedAABB(const D3DRMBOX& box, const D3DRMMATRIX4D& mat)
{
D3DVECTOR corners[8] = {
{box.min.x, box.min.y, box.min.z},
{box.min.x, box.min.y, box.max.z},
{box.min.x, box.max.y, box.min.z},
{box.min.x, box.max.y, box.max.z},
{box.max.x, box.min.y, box.min.z},
{box.max.x, box.min.y, box.max.z},
{box.max.x, box.max.y, box.min.z},
{box.max.x, box.max.y, box.max.z}
};
D3DVECTOR transformed = TransformVector(mat, corners[0]);
D3DRMBOX worldBox = {transformed, transformed};
for (int i = 1; i < 8; ++i) {
D3DVECTOR v = TransformVector(mat, corners[i]);
worldBox.min.x = std::min(worldBox.min.x, v.x);
worldBox.min.y = std::min(worldBox.min.y, v.y);
worldBox.min.z = std::min(worldBox.min.z, v.z);
worldBox.max.x = std::max(worldBox.max.x, v.x);
worldBox.max.y = std::max(worldBox.max.y, v.y);
worldBox.max.z = std::max(worldBox.max.z, v.z);
}
return worldBox;
}
HRESULT Direct3DRMViewportImpl::Pick(float x, float y, LPDIRECT3DRMPICKEDARRAY* pickedArray) HRESULT Direct3DRMViewportImpl::Pick(float x, float y, LPDIRECT3DRMPICKEDARRAY* pickedArray)
{ {
if (!m_rootFrame) { if (!m_rootFrame) {
@ -855,8 +839,7 @@ HRESULT Direct3DRMViewportImpl::Pick(float x, float y, LPDIRECT3DRMPICKEDARRAY*
std::function<void(IDirect3DRMFrame*, std::vector<IDirect3DRMFrame*>&)> recurse; std::function<void(IDirect3DRMFrame*, std::vector<IDirect3DRMFrame*>&)> recurse;
recurse = [&](IDirect3DRMFrame* frame, std::vector<IDirect3DRMFrame*>& path) { recurse = [&](IDirect3DRMFrame* frame, std::vector<IDirect3DRMFrame*>& path) {
Direct3DRMFrameImpl* frameImpl = static_cast<Direct3DRMFrameImpl*>(frame); path.push_back(frame);
path.push_back(frame); // Push current frame
IDirect3DRMVisualArray* visuals = nullptr; IDirect3DRMVisualArray* visuals = nullptr;
frame->GetVisuals(&visuals); frame->GetVisuals(&visuals);
@ -882,63 +865,9 @@ HRESULT Direct3DRMViewportImpl::Pick(float x, float y, LPDIRECT3DRMPICKEDARRAY*
// Transform box corners to world space // Transform box corners to world space
D3DRMMATRIX4D worldMatrix; D3DRMMATRIX4D worldMatrix;
ComputeFrameWorldMatrix(frame, worldMatrix); ComputeFrameWorldMatrix(frame, worldMatrix);
D3DRMBOX worldBox = ComputeTransformedAABB(box, worldMatrix);
// Transform box min and max points float distance = FLT_MAX;
// Because axis-aligned box can become oriented box after transform,
// but we simplify by transforming all 8 corners and computing new AABB
D3DVECTOR corners[8] = {
{box.min.x, box.min.y, box.min.z},
{box.min.x, box.min.y, box.max.z},
{box.min.x, box.max.y, box.min.z},
{box.min.x, box.max.y, box.max.z},
{box.max.x, box.min.y, box.min.z},
{box.max.x, box.min.y, box.max.z},
{box.max.x, box.max.y, box.min.z},
{box.max.x, box.max.y, box.max.z},
};
D3DRMBOX worldBox;
{
float x = corners[0].x * worldMatrix[0][0] + corners[0].y * worldMatrix[1][0] +
corners[0].z * worldMatrix[2][0] + worldMatrix[3][0];
float y = corners[0].x * worldMatrix[0][1] + corners[0].y * worldMatrix[1][1] +
corners[0].z * worldMatrix[2][1] + worldMatrix[3][1];
float z = corners[0].x * worldMatrix[0][2] + corners[0].y * worldMatrix[1][2] +
corners[0].z * worldMatrix[2][2] + worldMatrix[3][2];
worldBox.min = {x, y, z};
worldBox.max = {x, y, z};
}
for (int c = 1; c < 8; ++c) {
float x = corners[c].x * worldMatrix[0][0] + corners[c].y * worldMatrix[1][0] +
corners[c].z * worldMatrix[2][0] + worldMatrix[3][0];
float y = corners[c].x * worldMatrix[0][1] + corners[c].y * worldMatrix[1][1] +
corners[c].z * worldMatrix[2][1] + worldMatrix[3][1];
float z = corners[c].x * worldMatrix[0][2] + corners[c].y * worldMatrix[1][2] +
corners[c].z * worldMatrix[2][2] + worldMatrix[3][2];
if (x < worldBox.min.x) {
worldBox.min.x = x;
}
if (y < worldBox.min.y) {
worldBox.min.y = y;
}
if (z < worldBox.min.z) {
worldBox.min.z = z;
}
if (x > worldBox.max.x) {
worldBox.max.x = x;
}
if (y > worldBox.max.y) {
worldBox.max.y = y;
}
if (z > worldBox.max.z) {
worldBox.max.z = z;
}
}
float distance = 0.0f;
if (RayIntersectsBox(pickRay, worldBox, distance) && if (RayIntersectsBox(pickRay, worldBox, distance) &&
RayIntersectsMeshTriangles(pickRay, mesh, worldMatrix, distance)) { RayIntersectsMeshTriangles(pickRay, mesh, worldMatrix, distance)) {
auto* arr = new Direct3DRMFrameArrayImpl(); auto* arr = new Direct3DRMFrameArrayImpl();
@ -946,10 +875,7 @@ HRESULT Direct3DRMViewportImpl::Pick(float x, float y, LPDIRECT3DRMPICKEDARRAY*
arr->AddElement(f); arr->AddElement(f);
} }
PickRecord rec; PickRecord rec = {visual, arr, {distance}};
rec.visual = visual;
rec.frameArray = arr;
rec.desc.dist = distance;
hits.push_back(rec); hits.push_back(rec);
} }
mesh->Release(); mesh->Release();