mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-02-03 12:31:15 +00:00
Merge branch 'master' into emscripten
This commit is contained in:
commit
4d9436934f
@ -11,12 +11,12 @@ class LegoROI;
|
|||||||
struct LegoActorInfo {
|
struct LegoActorInfo {
|
||||||
// SIZE 0x18
|
// SIZE 0x18
|
||||||
struct Part {
|
struct Part {
|
||||||
MxU8* m_unk0x00; // 0x00
|
MxU8* m_partNameIndices; // 0x00
|
||||||
const char** m_unk0x04; // 0x04
|
const char** m_partName; // 0x04
|
||||||
MxU8 m_unk0x08; // 0x08
|
MxU8 m_partNameIndex; // 0x08
|
||||||
MxU8* m_unk0x0c; // 0x0c
|
MxU8* m_nameIndices; // 0x0c
|
||||||
const char** m_unk0x10; // 0x10
|
const char** m_names; // 0x10
|
||||||
MxU8 m_unk0x14; // 0x14
|
MxU8 m_nameIndex; // 0x14
|
||||||
};
|
};
|
||||||
|
|
||||||
const char* m_name; // 0x00
|
const char* m_name; // 0x00
|
||||||
@ -31,8 +31,8 @@ struct LegoActorInfo {
|
|||||||
// SIZE 0x58
|
// SIZE 0x58
|
||||||
struct LegoActorLOD {
|
struct LegoActorLOD {
|
||||||
enum {
|
enum {
|
||||||
c_flag1 = 0x01,
|
c_useTexture = 0x01,
|
||||||
c_flag2 = 0x02
|
c_useColor = 0x02
|
||||||
};
|
};
|
||||||
|
|
||||||
const char* m_name; // 0x00
|
const char* m_name; // 0x00
|
||||||
|
|||||||
@ -78,7 +78,7 @@ class LegoCharacterManager {
|
|||||||
void ReleaseActor(const char* p_name);
|
void ReleaseActor(const char* p_name);
|
||||||
void ReleaseActor(LegoROI* p_roi);
|
void ReleaseActor(LegoROI* p_roi);
|
||||||
void ReleaseAutoROI(LegoROI* p_roi);
|
void ReleaseAutoROI(LegoROI* p_roi);
|
||||||
MxBool FUN_100849a0(LegoROI* p_roi, LegoTextureInfo* p_texture);
|
MxBool SetHeadTexture(LegoROI* p_roi, LegoTextureInfo* p_texture);
|
||||||
LegoExtraActor* GetExtraActor(const char* p_name);
|
LegoExtraActor* GetExtraActor(const char* p_name);
|
||||||
LegoActorInfo* GetActorInfo(const char* p_name);
|
LegoActorInfo* GetActorInfo(const char* p_name);
|
||||||
LegoActorInfo* GetActorInfo(LegoROI* p_roi);
|
LegoActorInfo* GetActorInfo(LegoROI* p_roi);
|
||||||
@ -91,7 +91,7 @@ class LegoCharacterManager {
|
|||||||
MxU32 GetSoundId(LegoROI* p_roi, MxBool p_und);
|
MxU32 GetSoundId(LegoROI* p_roi, MxBool p_und);
|
||||||
MxU8 GetMood(LegoROI* p_roi);
|
MxU8 GetMood(LegoROI* p_roi);
|
||||||
LegoROI* CreateAutoROI(const char* p_name, const char* p_lodName, MxBool p_createEntity);
|
LegoROI* CreateAutoROI(const char* p_name, const char* p_lodName, MxBool p_createEntity);
|
||||||
MxResult FUN_10085870(LegoROI* p_roi);
|
MxResult UpdateBoundingSphereAndBox(LegoROI* p_roi);
|
||||||
LegoROI* FUN_10085a80(const char* p_name, const char* p_lodName, MxBool p_createEntity);
|
LegoROI* FUN_10085a80(const char* p_name, const char* p_lodName, MxBool p_createEntity);
|
||||||
|
|
||||||
static const char* GetCustomizeAnimFile() { return g_customizeAnimFile; }
|
static const char* GetCustomizeAnimFile() { return g_customizeAnimFile; }
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@ -39,19 +39,19 @@ MxU32 g_characterAnimationId = 10;
|
|||||||
char* LegoCharacterManager::g_customizeAnimFile = NULL;
|
char* LegoCharacterManager::g_customizeAnimFile = NULL;
|
||||||
|
|
||||||
// GLOBAL: LEGO1 0x100fc4d8
|
// GLOBAL: LEGO1 0x100fc4d8
|
||||||
MxU32 g_unk0x100fc4d8 = 50;
|
MxU32 g_soundIdOffset = 50;
|
||||||
|
|
||||||
// GLOBAL: LEGO1 0x100fc4dc
|
// GLOBAL: LEGO1 0x100fc4dc
|
||||||
MxU32 g_unk0x100fc4dc = 66;
|
MxU32 g_soundIdMoodOffset = 66;
|
||||||
|
|
||||||
// GLOBAL: LEGO1 0x100fc4e8
|
// GLOBAL: LEGO1 0x100fc4e8
|
||||||
MxU32 g_unk0x100fc4e8 = 0;
|
MxU32 g_headTextureCounter = 0;
|
||||||
|
|
||||||
// GLOBAL: LEGO1 0x100fc4ec
|
// GLOBAL: LEGO1 0x100fc4ec
|
||||||
MxU32 g_unk0x100fc4ec = 2;
|
MxU32 g_infohatVariantCounter = 2;
|
||||||
|
|
||||||
// GLOBAL: LEGO1 0x100fc4f0
|
// GLOBAL: LEGO1 0x100fc4f0
|
||||||
MxU32 g_unk0x100fc4f0 = 0;
|
MxU32 g_autoRoiCounter = 0;
|
||||||
|
|
||||||
// GLOBAL: LEGO1 0x10104f20
|
// GLOBAL: LEGO1 0x10104f20
|
||||||
LegoActorInfo g_actorInfo[66];
|
LegoActorInfo g_actorInfo[66];
|
||||||
@ -134,33 +134,41 @@ MxResult LegoCharacterManager::Write(LegoStorage* p_storage)
|
|||||||
if (p_storage->Write(&info->m_mood, sizeof(info->m_mood)) != SUCCESS) {
|
if (p_storage->Write(&info->m_mood, sizeof(info->m_mood)) != SUCCESS) {
|
||||||
goto done;
|
goto done;
|
||||||
}
|
}
|
||||||
if (p_storage->Write(&info->m_parts[c_infohatPart].m_unk0x08, sizeof(info->m_parts[c_infohatPart].m_unk0x08)) !=
|
if (p_storage->Write(
|
||||||
SUCCESS) {
|
&info->m_parts[c_infohatPart].m_partNameIndex,
|
||||||
|
sizeof(info->m_parts[c_infohatPart].m_partNameIndex)
|
||||||
|
) != SUCCESS) {
|
||||||
goto done;
|
goto done;
|
||||||
}
|
}
|
||||||
if (p_storage->Write(&info->m_parts[c_infohatPart].m_unk0x14, sizeof(info->m_parts[c_infohatPart].m_unk0x14)) !=
|
if (p_storage->Write(
|
||||||
|
&info->m_parts[c_infohatPart].m_nameIndex,
|
||||||
|
sizeof(info->m_parts[c_infohatPart].m_nameIndex)
|
||||||
|
) != SUCCESS) {
|
||||||
|
goto done;
|
||||||
|
}
|
||||||
|
if (p_storage->Write(
|
||||||
|
&info->m_parts[c_infogronPart].m_nameIndex,
|
||||||
|
sizeof(info->m_parts[c_infogronPart].m_nameIndex)
|
||||||
|
) != SUCCESS) {
|
||||||
|
goto done;
|
||||||
|
}
|
||||||
|
if (p_storage->Write(
|
||||||
|
&info->m_parts[c_armlftPart].m_nameIndex,
|
||||||
|
sizeof(info->m_parts[c_armlftPart].m_nameIndex)
|
||||||
|
) != SUCCESS) {
|
||||||
|
goto done;
|
||||||
|
}
|
||||||
|
if (p_storage->Write(&info->m_parts[c_armrtPart].m_nameIndex, sizeof(info->m_parts[c_armrtPart].m_nameIndex)) !=
|
||||||
SUCCESS) {
|
SUCCESS) {
|
||||||
goto done;
|
goto done;
|
||||||
}
|
}
|
||||||
if (p_storage->Write(
|
if (p_storage->Write(
|
||||||
&info->m_parts[c_infogronPart].m_unk0x14,
|
&info->m_parts[c_leglftPart].m_nameIndex,
|
||||||
sizeof(info->m_parts[c_infogronPart].m_unk0x14)
|
sizeof(info->m_parts[c_leglftPart].m_nameIndex)
|
||||||
) != SUCCESS) {
|
) != SUCCESS) {
|
||||||
goto done;
|
goto done;
|
||||||
}
|
}
|
||||||
if (p_storage->Write(&info->m_parts[c_armlftPart].m_unk0x14, sizeof(info->m_parts[c_armlftPart].m_unk0x14)) !=
|
if (p_storage->Write(&info->m_parts[c_legrtPart].m_nameIndex, sizeof(info->m_parts[c_legrtPart].m_nameIndex)) !=
|
||||||
SUCCESS) {
|
|
||||||
goto done;
|
|
||||||
}
|
|
||||||
if (p_storage->Write(&info->m_parts[c_armrtPart].m_unk0x14, sizeof(info->m_parts[c_armrtPart].m_unk0x14)) !=
|
|
||||||
SUCCESS) {
|
|
||||||
goto done;
|
|
||||||
}
|
|
||||||
if (p_storage->Write(&info->m_parts[c_leglftPart].m_unk0x14, sizeof(info->m_parts[c_leglftPart].m_unk0x14)) !=
|
|
||||||
SUCCESS) {
|
|
||||||
goto done;
|
|
||||||
}
|
|
||||||
if (p_storage->Write(&info->m_parts[c_legrtPart].m_unk0x14, sizeof(info->m_parts[c_legrtPart].m_unk0x14)) !=
|
|
||||||
SUCCESS) {
|
SUCCESS) {
|
||||||
goto done;
|
goto done;
|
||||||
}
|
}
|
||||||
@ -189,25 +197,25 @@ MxResult LegoCharacterManager::Read(LegoStorage* p_storage)
|
|||||||
if (p_storage->Read(&info->m_mood, sizeof(MxU8)) != SUCCESS) {
|
if (p_storage->Read(&info->m_mood, sizeof(MxU8)) != SUCCESS) {
|
||||||
goto done;
|
goto done;
|
||||||
}
|
}
|
||||||
if (p_storage->Read(&info->m_parts[c_infohatPart].m_unk0x08, sizeof(MxU8)) != SUCCESS) {
|
if (p_storage->Read(&info->m_parts[c_infohatPart].m_partNameIndex, sizeof(MxU8)) != SUCCESS) {
|
||||||
goto done;
|
goto done;
|
||||||
}
|
}
|
||||||
if (p_storage->Read(&info->m_parts[c_infohatPart].m_unk0x14, sizeof(MxU8)) != SUCCESS) {
|
if (p_storage->Read(&info->m_parts[c_infohatPart].m_nameIndex, sizeof(MxU8)) != SUCCESS) {
|
||||||
goto done;
|
goto done;
|
||||||
}
|
}
|
||||||
if (p_storage->Read(&info->m_parts[c_infogronPart].m_unk0x14, sizeof(MxU8)) != SUCCESS) {
|
if (p_storage->Read(&info->m_parts[c_infogronPart].m_nameIndex, sizeof(MxU8)) != SUCCESS) {
|
||||||
goto done;
|
goto done;
|
||||||
}
|
}
|
||||||
if (p_storage->Read(&info->m_parts[c_armlftPart].m_unk0x14, sizeof(MxU8)) != SUCCESS) {
|
if (p_storage->Read(&info->m_parts[c_armlftPart].m_nameIndex, sizeof(MxU8)) != SUCCESS) {
|
||||||
goto done;
|
goto done;
|
||||||
}
|
}
|
||||||
if (p_storage->Read(&info->m_parts[c_armrtPart].m_unk0x14, sizeof(MxU8)) != SUCCESS) {
|
if (p_storage->Read(&info->m_parts[c_armrtPart].m_nameIndex, sizeof(MxU8)) != SUCCESS) {
|
||||||
goto done;
|
goto done;
|
||||||
}
|
}
|
||||||
if (p_storage->Read(&info->m_parts[c_leglftPart].m_unk0x14, sizeof(MxU8)) != SUCCESS) {
|
if (p_storage->Read(&info->m_parts[c_leglftPart].m_nameIndex, sizeof(MxU8)) != SUCCESS) {
|
||||||
goto done;
|
goto done;
|
||||||
}
|
}
|
||||||
if (p_storage->Read(&info->m_parts[c_legrtPart].m_unk0x14, sizeof(MxU8)) != SUCCESS) {
|
if (p_storage->Read(&info->m_parts[c_legrtPart].m_nameIndex, sizeof(MxU8)) != SUCCESS) {
|
||||||
goto done;
|
goto done;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -505,7 +513,7 @@ LegoROI* LegoCharacterManager::CreateActorROI(const char* p_key)
|
|||||||
|
|
||||||
const char* parentName;
|
const char* parentName;
|
||||||
if (i == 0 || i == 1) {
|
if (i == 0 || i == 1) {
|
||||||
parentName = part.m_unk0x04[part.m_unk0x00[part.m_unk0x08]];
|
parentName = part.m_partName[part.m_partNameIndices[part.m_partNameIndex]];
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
parentName = g_actorLODs[i + 1].m_parentName;
|
parentName = g_actorLODs[i + 1].m_parentName;
|
||||||
@ -555,18 +563,19 @@ LegoROI* LegoCharacterManager::CreateActorROI(const char* p_key)
|
|||||||
);
|
);
|
||||||
childROI->WrappedSetLocal2WorldWithWorldDataUpdate(mat);
|
childROI->WrappedSetLocal2WorldWithWorldDataUpdate(mat);
|
||||||
|
|
||||||
if (g_actorLODs[i + 1].m_flags & LegoActorLOD::c_flag1 && (i != 0 || part.m_unk0x00[part.m_unk0x08] != 0)) {
|
if (g_actorLODs[i + 1].m_flags & LegoActorLOD::c_useTexture &&
|
||||||
|
(i != 0 || part.m_partNameIndices[part.m_partNameIndex] != 0)) {
|
||||||
|
|
||||||
LegoTextureInfo* textureInfo = textureContainer->Get(part.m_unk0x10[part.m_unk0x0c[part.m_unk0x14]]);
|
LegoTextureInfo* textureInfo = textureContainer->Get(part.m_names[part.m_nameIndices[part.m_nameIndex]]);
|
||||||
|
|
||||||
if (textureInfo != NULL) {
|
if (textureInfo != NULL) {
|
||||||
childROI->SetTextureInfo(textureInfo);
|
childROI->SetTextureInfo(textureInfo);
|
||||||
childROI->SetLodColor(1.0F, 1.0F, 1.0F, 0.0F);
|
childROI->SetLodColor(1.0F, 1.0F, 1.0F, 0.0F);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (g_actorLODs[i + 1].m_flags & LegoActorLOD::c_flag2 || (i == 0 && part.m_unk0x00[part.m_unk0x08] == 0)) {
|
else if (g_actorLODs[i + 1].m_flags & LegoActorLOD::c_useColor || (i == 0 && part.m_partNameIndices[part.m_partNameIndex] == 0)) {
|
||||||
LegoFloat red, green, blue, alpha;
|
LegoFloat red, green, blue, alpha;
|
||||||
childROI->GetRGBAColor(part.m_unk0x10[part.m_unk0x0c[part.m_unk0x14]], red, green, blue, alpha);
|
childROI->GetRGBAColor(part.m_names[part.m_nameIndices[part.m_nameIndex]], red, green, blue, alpha);
|
||||||
childROI->SetLodColor(red, green, blue, alpha);
|
childROI->SetLodColor(red, green, blue, alpha);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -595,7 +604,7 @@ LegoROI* LegoCharacterManager::CreateActorROI(const char* p_key)
|
|||||||
|
|
||||||
// FUNCTION: LEGO1 0x100849a0
|
// FUNCTION: LEGO1 0x100849a0
|
||||||
// FUNCTION: BETA10 0x10075b51
|
// FUNCTION: BETA10 0x10075b51
|
||||||
MxBool LegoCharacterManager::FUN_100849a0(LegoROI* p_roi, LegoTextureInfo* p_texture)
|
MxBool LegoCharacterManager::SetHeadTexture(LegoROI* p_roi, LegoTextureInfo* p_texture)
|
||||||
{
|
{
|
||||||
LegoResult result = SUCCESS;
|
LegoResult result = SUCCESS;
|
||||||
LegoROI* head = FindChildROI(p_roi, g_actorLODs[c_headLOD].m_name);
|
LegoROI* head = FindChildROI(p_roi, g_actorLODs[c_headLOD].m_name);
|
||||||
@ -607,7 +616,7 @@ MxBool LegoCharacterManager::FUN_100849a0(LegoROI* p_roi, LegoTextureInfo* p_tex
|
|||||||
assert(lodList);
|
assert(lodList);
|
||||||
|
|
||||||
MxS32 lodSize = lodList->Size();
|
MxS32 lodSize = lodList->Size();
|
||||||
sprintf(lodName, "%s%s%d", p_roi->GetName(), "head", g_unk0x100fc4e8++);
|
sprintf(lodName, "%s%s%d", p_roi->GetName(), "head", g_headTextureCounter++);
|
||||||
ViewLODList* dupLodList = GetViewLODListManager()->Create(lodName, lodSize);
|
ViewLODList* dupLodList = GetViewLODListManager()->Create(lodName, lodSize);
|
||||||
assert(dupLodList);
|
assert(dupLodList);
|
||||||
|
|
||||||
@ -618,7 +627,7 @@ MxBool LegoCharacterManager::FUN_100849a0(LegoROI* p_roi, LegoTextureInfo* p_tex
|
|||||||
assert(info);
|
assert(info);
|
||||||
|
|
||||||
LegoActorInfo::Part& part = info->m_parts[c_headPart];
|
LegoActorInfo::Part& part = info->m_parts[c_headPart];
|
||||||
p_texture = TextureContainer()->Get(part.m_unk0x10[part.m_unk0x0c[part.m_unk0x14]]);
|
p_texture = TextureContainer()->Get(part.m_names[part.m_nameIndices[part.m_nameIndex]]);
|
||||||
assert(p_texture);
|
assert(p_texture);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -751,23 +760,23 @@ MxBool LegoCharacterManager::SwitchColor(LegoROI* p_roi, LegoROI* p_targetROI)
|
|||||||
assert(partIndex < numParts);
|
assert(partIndex < numParts);
|
||||||
|
|
||||||
MxBool findChild = TRUE;
|
MxBool findChild = TRUE;
|
||||||
if (partIndex == 6) {
|
if (partIndex == c_clawlftPart) {
|
||||||
partIndex = 4;
|
partIndex = c_armlftPart;
|
||||||
}
|
}
|
||||||
else if (partIndex == 7) {
|
else if (partIndex == c_clawrtPart) {
|
||||||
partIndex = 5;
|
partIndex = c_armrtPart;
|
||||||
}
|
}
|
||||||
else if (partIndex == 3) {
|
else if (partIndex == c_headPart) {
|
||||||
partIndex = 1;
|
partIndex = c_infohatPart;
|
||||||
}
|
}
|
||||||
else if (partIndex == 0) {
|
else if (partIndex == c_bodyPart) {
|
||||||
partIndex = 2;
|
partIndex = c_infogronPart;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
findChild = FALSE;
|
findChild = FALSE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!(g_actorLODs[partIndex + 1].m_flags & LegoActorLOD::c_flag2)) {
|
if (!(g_actorLODs[partIndex + 1].m_flags & LegoActorLOD::c_useColor)) {
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -783,13 +792,13 @@ MxBool LegoCharacterManager::SwitchColor(LegoROI* p_roi, LegoROI* p_targetROI)
|
|||||||
|
|
||||||
LegoActorInfo::Part& part = info->m_parts[partIndex];
|
LegoActorInfo::Part& part = info->m_parts[partIndex];
|
||||||
|
|
||||||
part.m_unk0x14++;
|
part.m_nameIndex++;
|
||||||
if (part.m_unk0x0c[part.m_unk0x14] == 0xff) {
|
if (part.m_nameIndices[part.m_nameIndex] == 0xff) {
|
||||||
part.m_unk0x14 = 0;
|
part.m_nameIndex = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
LegoFloat red, green, blue, alpha;
|
LegoFloat red, green, blue, alpha;
|
||||||
LegoROI::GetRGBAColor(part.m_unk0x10[part.m_unk0x0c[part.m_unk0x14]], red, green, blue, alpha);
|
LegoROI::GetRGBAColor(part.m_names[part.m_nameIndices[part.m_nameIndex]], red, green, blue, alpha);
|
||||||
p_targetROI->SetLodColor(red, green, blue, alpha);
|
p_targetROI->SetLodColor(red, green, blue, alpha);
|
||||||
return TRUE;
|
return TRUE;
|
||||||
}
|
}
|
||||||
@ -805,12 +814,12 @@ MxBool LegoCharacterManager::SwitchVariant(LegoROI* p_roi)
|
|||||||
|
|
||||||
LegoActorInfo::Part& part = info->m_parts[c_infohatPart];
|
LegoActorInfo::Part& part = info->m_parts[c_infohatPart];
|
||||||
|
|
||||||
part.m_unk0x08++;
|
part.m_partNameIndex++;
|
||||||
MxU8 unk0x00 = part.m_unk0x00[part.m_unk0x08];
|
MxU8 partNameIndex = part.m_partNameIndices[part.m_partNameIndex];
|
||||||
|
|
||||||
if (unk0x00 == 0xff) {
|
if (partNameIndex == 0xff) {
|
||||||
part.m_unk0x08 = 0;
|
part.m_partNameIndex = 0;
|
||||||
unk0x00 = part.m_unk0x00[part.m_unk0x08];
|
partNameIndex = part.m_partNameIndices[part.m_partNameIndex];
|
||||||
}
|
}
|
||||||
|
|
||||||
LegoROI* childROI = FindChildROI(p_roi, g_actorLODs[c_infohatLOD].m_name);
|
LegoROI* childROI = FindChildROI(p_roi, g_actorLODs[c_infohatLOD].m_name);
|
||||||
@ -818,14 +827,14 @@ MxBool LegoCharacterManager::SwitchVariant(LegoROI* p_roi)
|
|||||||
if (childROI != NULL) {
|
if (childROI != NULL) {
|
||||||
char lodName[256];
|
char lodName[256];
|
||||||
|
|
||||||
ViewLODList* lodList = GetViewLODListManager()->Lookup(part.m_unk0x04[unk0x00]);
|
ViewLODList* lodList = GetViewLODListManager()->Lookup(part.m_partName[partNameIndex]);
|
||||||
MxS32 lodSize = lodList->Size();
|
MxS32 lodSize = lodList->Size();
|
||||||
sprintf(lodName, "%s%d", p_roi->GetName(), g_unk0x100fc4ec++);
|
sprintf(lodName, "%s%d", p_roi->GetName(), g_infohatVariantCounter++);
|
||||||
ViewLODList* dupLodList = GetViewLODListManager()->Create(lodName, lodSize);
|
ViewLODList* dupLodList = GetViewLODListManager()->Create(lodName, lodSize);
|
||||||
|
|
||||||
Tgl::Renderer* renderer = VideoManager()->GetRenderer();
|
Tgl::Renderer* renderer = VideoManager()->GetRenderer();
|
||||||
LegoFloat red, green, blue, alpha;
|
LegoFloat red, green, blue, alpha;
|
||||||
LegoROI::GetRGBAColor(part.m_unk0x10[part.m_unk0x0c[part.m_unk0x14]], red, green, blue, alpha);
|
LegoROI::GetRGBAColor(part.m_names[part.m_nameIndices[part.m_nameIndex]], red, green, blue, alpha);
|
||||||
|
|
||||||
for (MxS32 i = 0; i < lodSize; i++) {
|
for (MxS32 i = 0; i < lodSize; i++) {
|
||||||
LegoLOD* lod = (LegoLOD*) (*lodList)[i];
|
LegoLOD* lod = (LegoLOD*) (*lodList)[i];
|
||||||
@ -929,11 +938,11 @@ MxU32 LegoCharacterManager::GetSoundId(LegoROI* p_roi, MxBool p_und)
|
|||||||
LegoActorInfo* info = GetActorInfo(p_roi);
|
LegoActorInfo* info = GetActorInfo(p_roi);
|
||||||
|
|
||||||
if (p_und) {
|
if (p_und) {
|
||||||
return info->m_mood + g_unk0x100fc4dc;
|
return info->m_mood + g_soundIdMoodOffset;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (info != NULL) {
|
if (info != NULL) {
|
||||||
return info->m_sound + g_unk0x100fc4d8;
|
return info->m_sound + g_soundIdOffset;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
return 0;
|
return 0;
|
||||||
@ -998,14 +1007,14 @@ LegoROI* LegoCharacterManager::CreateAutoROI(const char* p_name, const char* p_l
|
|||||||
name = p_name;
|
name = p_name;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
sprintf(buf, "autoROI_%d", g_unk0x100fc4f0++);
|
sprintf(buf, "autoROI_%d", g_autoRoiCounter++);
|
||||||
name = buf;
|
name = buf;
|
||||||
}
|
}
|
||||||
|
|
||||||
roi->SetName(name);
|
roi->SetName(name);
|
||||||
lodList->Release();
|
lodList->Release();
|
||||||
|
|
||||||
if (roi != NULL && FUN_10085870(roi) != SUCCESS) {
|
if (roi != NULL && UpdateBoundingSphereAndBox(roi) != SUCCESS) {
|
||||||
delete roi;
|
delete roi;
|
||||||
roi = NULL;
|
roi = NULL;
|
||||||
}
|
}
|
||||||
@ -1035,7 +1044,7 @@ LegoROI* LegoCharacterManager::CreateAutoROI(const char* p_name, const char* p_l
|
|||||||
}
|
}
|
||||||
|
|
||||||
// FUNCTION: LEGO1 0x10085870
|
// FUNCTION: LEGO1 0x10085870
|
||||||
MxResult LegoCharacterManager::FUN_10085870(LegoROI* p_roi)
|
MxResult LegoCharacterManager::UpdateBoundingSphereAndBox(LegoROI* p_roi)
|
||||||
{
|
{
|
||||||
MxResult result = FAILURE;
|
MxResult result = FAILURE;
|
||||||
|
|
||||||
|
|||||||
@ -401,7 +401,7 @@ MxBool LegoPlantManager::SwitchColor(LegoEntity* p_entity)
|
|||||||
|
|
||||||
roi->SetLODList(lodList);
|
roi->SetLODList(lodList);
|
||||||
lodList->Release();
|
lodList->Release();
|
||||||
CharacterManager()->FUN_10085870(roi);
|
CharacterManager()->UpdateBoundingSphereAndBox(roi);
|
||||||
return TRUE;
|
return TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -430,7 +430,7 @@ MxBool LegoPlantManager::SwitchVariant(LegoEntity* p_entity)
|
|||||||
|
|
||||||
roi->SetLODList(lodList);
|
roi->SetLODList(lodList);
|
||||||
lodList->Release();
|
lodList->Release();
|
||||||
CharacterManager()->FUN_10085870(roi);
|
CharacterManager()->UpdateBoundingSphereAndBox(roi);
|
||||||
|
|
||||||
if (info->m_move != 0 && info->m_move >= g_maxMove[info->m_variant]) {
|
if (info->m_move != 0 && info->m_move >= g_maxMove[info->m_variant]) {
|
||||||
info->m_move = g_maxMove[info->m_variant] - 1;
|
info->m_move = g_maxMove[info->m_variant] - 1;
|
||||||
|
|||||||
@ -66,7 +66,7 @@ void LegoPhonemePresenter::StartingTickle()
|
|||||||
if (!cursor.Find(phoneme)) {
|
if (!cursor.Find(phoneme)) {
|
||||||
LegoTextureInfo* textureInfo = TextureContainer()->GetCached(m_textureInfo);
|
LegoTextureInfo* textureInfo = TextureContainer()->GetCached(m_textureInfo);
|
||||||
|
|
||||||
CharacterManager()->FUN_100849a0(entityROI, textureInfo);
|
CharacterManager()->SetHeadTexture(entityROI, textureInfo);
|
||||||
|
|
||||||
phoneme->VTable0x0c(m_textureInfo);
|
phoneme->VTable0x0c(m_textureInfo);
|
||||||
phoneme->VTable0x14(textureInfo);
|
phoneme->VTable0x14(textureInfo);
|
||||||
@ -147,7 +147,7 @@ void LegoPhonemePresenter::EndAction()
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (roi != NULL) {
|
if (roi != NULL) {
|
||||||
CharacterManager()->FUN_100849a0(roi, NULL);
|
CharacterManager()->SetHeadTexture(roi, NULL);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!m_unk0x84) {
|
if (!m_unk0x84) {
|
||||||
|
|||||||
@ -473,6 +473,7 @@ void LegoVideoManager::DrawFPS()
|
|||||||
char buffer[32];
|
char buffer[32];
|
||||||
MxFloat time = (Timer()->GetTime() - m_unk0x54c) / 1000.0f;
|
MxFloat time = (Timer()->GetTime() - m_unk0x54c) / 1000.0f;
|
||||||
MxS32 nb = sprintf(buffer, "%.02f", m_unk0x550 / time);
|
MxS32 nb = sprintf(buffer, "%.02f", m_unk0x550 / time);
|
||||||
|
SDL_Log("%.02f", m_unk0x550 / time);
|
||||||
m_unk0x54c = Timer()->GetTime();
|
m_unk0x54c = Timer()->GetTime();
|
||||||
|
|
||||||
DDSURFACEDESC surfaceDesc;
|
DDSURFACEDESC surfaceDesc;
|
||||||
|
|||||||
@ -225,7 +225,7 @@ LegoResult LegoLOD::Read(Tgl::Renderer* p_renderer, LegoTextureContainer* p_text
|
|||||||
|
|
||||||
m_melems[meshIndex].m_tglMesh->SetColor(1.0F, 1.0F, 1.0F, 0.0F);
|
m_melems[meshIndex].m_tglMesh->SetColor(1.0F, 1.0F, 1.0F, 0.0F);
|
||||||
LegoTextureInfo::SetGroupTexture(m_melems[meshIndex].m_tglMesh, textureInfo);
|
LegoTextureInfo::SetGroupTexture(m_melems[meshIndex].m_tglMesh, textureInfo);
|
||||||
m_melems[meshIndex].m_unk0x04 = TRUE;
|
m_melems[meshIndex].m_textured = TRUE;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
LegoFloat red = 1.0F;
|
LegoFloat red = 1.0F;
|
||||||
@ -314,7 +314,7 @@ LegoLOD* LegoLOD::Clone(Tgl::Renderer* p_renderer)
|
|||||||
|
|
||||||
for (LegoU32 i = 0; i < m_numMeshes; i++) {
|
for (LegoU32 i = 0; i < m_numMeshes; i++) {
|
||||||
dupLod->m_melems[i].m_tglMesh = m_melems[i].m_tglMesh->ShallowClone(dupLod->m_meshBuilder);
|
dupLod->m_melems[i].m_tglMesh = m_melems[i].m_tglMesh->ShallowClone(dupLod->m_meshBuilder);
|
||||||
dupLod->m_melems[i].m_unk0x04 = m_melems[i].m_unk0x04;
|
dupLod->m_melems[i].m_textured = m_melems[i].m_textured;
|
||||||
}
|
}
|
||||||
|
|
||||||
dupLod->m_unk0x08 = m_unk0x08;
|
dupLod->m_unk0x08 = m_unk0x08;
|
||||||
@ -330,7 +330,7 @@ LegoLOD* LegoLOD::Clone(Tgl::Renderer* p_renderer)
|
|||||||
LegoResult LegoLOD::SetColor(LegoFloat p_red, LegoFloat p_green, LegoFloat p_blue, LegoFloat p_alpha)
|
LegoResult LegoLOD::SetColor(LegoFloat p_red, LegoFloat p_green, LegoFloat p_blue, LegoFloat p_alpha)
|
||||||
{
|
{
|
||||||
for (LegoU32 i = m_meshOffset; i < m_numMeshes; i++) {
|
for (LegoU32 i = m_meshOffset; i < m_numMeshes; i++) {
|
||||||
if (!m_melems[i].m_unk0x04) {
|
if (!m_melems[i].m_textured) {
|
||||||
m_melems[i].m_tglMesh->SetColor(p_red, p_green, p_blue, p_alpha);
|
m_melems[i].m_tglMesh->SetColor(p_red, p_green, p_blue, p_alpha);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -342,10 +342,10 @@ LegoResult LegoLOD::SetColor(LegoFloat p_red, LegoFloat p_green, LegoFloat p_blu
|
|||||||
LegoResult LegoLOD::SetTextureInfo(LegoTextureInfo* p_textureInfo)
|
LegoResult LegoLOD::SetTextureInfo(LegoTextureInfo* p_textureInfo)
|
||||||
{
|
{
|
||||||
for (LegoU32 i = m_meshOffset; i < m_numMeshes; i++) {
|
for (LegoU32 i = m_meshOffset; i < m_numMeshes; i++) {
|
||||||
if (m_melems[i].m_unk0x04) {
|
if (m_melems[i].m_textured) {
|
||||||
LegoTextureInfo::SetGroupTexture(m_melems[i].m_tglMesh, p_textureInfo);
|
LegoTextureInfo::SetGroupTexture(m_melems[i].m_tglMesh, p_textureInfo);
|
||||||
m_melems[i].m_tglMesh->SetColor(1.0F, 1.0F, 1.0F, 0.0F);
|
m_melems[i].m_tglMesh->SetColor(1.0F, 1.0F, 1.0F, 0.0F);
|
||||||
m_melems[i].m_unk0x04 = TRUE;
|
m_melems[i].m_textured = TRUE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -356,7 +356,7 @@ LegoResult LegoLOD::SetTextureInfo(LegoTextureInfo* p_textureInfo)
|
|||||||
LegoResult LegoLOD::FUN_100aad70(LegoTextureInfo* p_textureInfo)
|
LegoResult LegoLOD::FUN_100aad70(LegoTextureInfo* p_textureInfo)
|
||||||
{
|
{
|
||||||
for (LegoU32 i = m_meshOffset; i < m_numMeshes; i++) {
|
for (LegoU32 i = m_meshOffset; i < m_numMeshes; i++) {
|
||||||
if (m_melems[i].m_unk0x04) {
|
if (m_melems[i].m_textured) {
|
||||||
LegoTextureInfo::SetGroupTexture(m_melems[i].m_tglMesh, p_textureInfo);
|
LegoTextureInfo::SetGroupTexture(m_melems[i].m_tglMesh, p_textureInfo);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -368,7 +368,7 @@ LegoResult LegoLOD::FUN_100aad70(LegoTextureInfo* p_textureInfo)
|
|||||||
LegoResult LegoLOD::GetTextureInfo(LegoTextureInfo*& p_textureInfo)
|
LegoResult LegoLOD::GetTextureInfo(LegoTextureInfo*& p_textureInfo)
|
||||||
{
|
{
|
||||||
for (LegoU32 i = m_meshOffset; i < m_numMeshes; i++) {
|
for (LegoU32 i = m_meshOffset; i < m_numMeshes; i++) {
|
||||||
if (m_melems[i].m_unk0x04) {
|
if (m_melems[i].m_textured) {
|
||||||
if (LegoTextureInfo::GetGroupTexture(m_melems[i].m_tglMesh, p_textureInfo) == TRUE) {
|
if (LegoTextureInfo::GetGroupTexture(m_melems[i].m_tglMesh, p_textureInfo) == TRUE) {
|
||||||
return SUCCESS;
|
return SUCCESS;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -15,7 +15,7 @@ class LegoLOD : public ViewLOD {
|
|||||||
// SIZE 0x08
|
// SIZE 0x08
|
||||||
struct Mesh {
|
struct Mesh {
|
||||||
Tgl::Mesh* m_tglMesh; // 0x00
|
Tgl::Mesh* m_tglMesh; // 0x00
|
||||||
BOOL m_unk0x04; // 0x04
|
BOOL m_textured; // 0x04
|
||||||
};
|
};
|
||||||
|
|
||||||
LegoLOD(Tgl::Renderer*);
|
LegoLOD(Tgl::Renderer*);
|
||||||
|
|||||||
@ -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) {
|
||||||
@ -99,243 +96,299 @@ 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;
|
||||||
}
|
}
|
||||||
|
|
||||||
HRESULT Direct3DRMViewportImpl::CollectSceneData()
|
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 {
|
||||||
|
p.x * m[0][0] + p.y * m[1][0] + p.z * m[2][0] + m[3][0],
|
||||||
|
p.x * m[0][1] + p.y * m[1][1] + p.z * m[2][1] + m[3][1],
|
||||||
|
p.x * m[0][2] + p.y * m[1][2] + p.z * m[2][2] + m[3][2]
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
void Direct3DRMViewportImpl::CollectLightsFromFrame(
|
||||||
|
IDirect3DRMFrame* frame,
|
||||||
|
D3DRMMATRIX4D parentToWorld,
|
||||||
|
std::vector<SceneLight>& lights
|
||||||
|
)
|
||||||
|
{
|
||||||
|
auto* frameImpl = static_cast<Direct3DRMFrameImpl*>(frame);
|
||||||
|
D3DRMMATRIX4D worldMatrix;
|
||||||
|
D3DRMMatrixMultiply(worldMatrix, parentToWorld, frameImpl->m_transform);
|
||||||
|
|
||||||
|
IDirect3DRMLightArray* lightArray = nullptr;
|
||||||
|
frame->GetLights(&lightArray);
|
||||||
|
DWORD lightCount = lightArray->GetSize();
|
||||||
|
for (DWORD li = 0; li < lightCount; ++li) {
|
||||||
|
IDirect3DRMLight* light = nullptr;
|
||||||
|
lightArray->GetElement(li, &light);
|
||||||
|
D3DCOLOR color = light->GetColor();
|
||||||
|
SceneLight extracted;
|
||||||
|
extracted.color = {
|
||||||
|
((color >> 0) & 0xFF) / 255.0f,
|
||||||
|
((color >> 8) & 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) {
|
||||||
|
extracted.position = {worldMatrix[3][0], worldMatrix[3][1], worldMatrix[3][2]};
|
||||||
|
extracted.positional = 1.f;
|
||||||
|
}
|
||||||
|
if (type == D3DRMLIGHT_DIRECTIONAL || type == D3DRMLIGHT_SPOT) {
|
||||||
|
extracted.direction = {worldMatrix[2][0], worldMatrix[2][1], worldMatrix[2][2]};
|
||||||
|
extracted.directional = 1.f;
|
||||||
|
}
|
||||||
|
|
||||||
|
lights.push_back(extracted);
|
||||||
|
light->Release();
|
||||||
|
}
|
||||||
|
lightArray->Release();
|
||||||
|
|
||||||
|
IDirect3DRMFrameArray* children = nullptr;
|
||||||
|
frame->GetChildren(&children);
|
||||||
|
DWORD n = children->GetSize();
|
||||||
|
for (DWORD i = 0; i < n; ++i) {
|
||||||
|
IDirect3DRMFrame* childFrame = nullptr;
|
||||||
|
children->GetElement(i, &childFrame);
|
||||||
|
CollectLightsFromFrame(childFrame, worldMatrix, lights);
|
||||||
|
childFrame->Release();
|
||||||
|
}
|
||||||
|
children->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
struct Plane {
|
||||||
|
D3DVECTOR normal;
|
||||||
|
float d;
|
||||||
|
};
|
||||||
|
|
||||||
|
void NormalizePlane(Plane& plane)
|
||||||
|
{
|
||||||
|
float len =
|
||||||
|
sqrtf(plane.normal.x * plane.normal.x + plane.normal.y * plane.normal.y + plane.normal.z * plane.normal.z);
|
||||||
|
if (len > 0.0f) {
|
||||||
|
float invLen = 1.0f / len;
|
||||||
|
plane.normal.x *= invLen;
|
||||||
|
plane.normal.y *= invLen;
|
||||||
|
plane.normal.z *= invLen;
|
||||||
|
plane.d *= invLen;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Plane frustumPlanes[6];
|
||||||
|
|
||||||
|
void ExtractFrustumPlanes(const D3DRMMATRIX4D& m)
|
||||||
|
{
|
||||||
|
static const int idx[][2] = {{0, 1}, {0, -1}, {1, 1}, {1, -1}, {2, 1}, {2, -1}};
|
||||||
|
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]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool IsBoxInFrustum(const D3DVECTOR corners[8], const Plane planes[6])
|
||||||
|
{
|
||||||
|
for (int i = 0; i < 6; ++i) {
|
||||||
|
int out = 0;
|
||||||
|
for (int j = 0; j < 8; ++j) {
|
||||||
|
float dist = planes[i].normal.x * corners[j].x + planes[i].normal.y * corners[j].y +
|
||||||
|
planes[i].normal.z * corners[j].z + planes[i].d;
|
||||||
|
if (dist < 0.0f) {
|
||||||
|
++out;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (out == 8) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Direct3DRMViewportImpl::CollectMeshesFromFrame(
|
||||||
|
IDirect3DRMFrame* frame,
|
||||||
|
D3DRMMATRIX4D parentMatrix,
|
||||||
|
std::vector<PositionColorVertex>& verts
|
||||||
|
)
|
||||||
|
{
|
||||||
|
Direct3DRMFrameImpl* frameImpl = static_cast<Direct3DRMFrameImpl*>(frame);
|
||||||
|
D3DRMMATRIX4D localMatrix;
|
||||||
|
memcpy(localMatrix, frameImpl->m_transform, sizeof(D3DRMMATRIX4D));
|
||||||
|
|
||||||
|
D3DRMMATRIX4D worldMatrix;
|
||||||
|
D3DRMMatrixMultiply(worldMatrix, parentMatrix, localMatrix);
|
||||||
|
|
||||||
|
Matrix3x3 worldMatrixInvert;
|
||||||
|
D3DRMMatrixInvertForNormal(worldMatrixInvert, worldMatrix);
|
||||||
|
|
||||||
|
IDirect3DRMVisualArray* visuals = nullptr;
|
||||||
|
frame->GetVisuals(&visuals);
|
||||||
|
DWORD n = visuals->GetSize();
|
||||||
|
for (DWORD i = 0; i < n; ++i) {
|
||||||
|
IDirect3DRMVisual* visual = nullptr;
|
||||||
|
visuals->GetElement(i, &visual);
|
||||||
|
|
||||||
|
IDirect3DRMFrame* childFrame = nullptr;
|
||||||
|
visual->QueryInterface(IID_IDirect3DRMFrame, (void**) &childFrame);
|
||||||
|
if (childFrame) {
|
||||||
|
CollectMeshesFromFrame(childFrame, worldMatrix, verts);
|
||||||
|
childFrame->Release();
|
||||||
|
visual->Release();
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
IDirect3DRMMesh* mesh = nullptr;
|
||||||
|
visual->QueryInterface(IID_IDirect3DRMMesh, (void**) &mesh);
|
||||||
|
if (!mesh) {
|
||||||
|
visual->Release();
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
visuals->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Direct3DRMViewportImpl::CollectSceneData()
|
||||||
{
|
{
|
||||||
m_backgroundColor = static_cast<Direct3DRMFrameImpl*>(m_rootFrame)->m_backgroundColor;
|
m_backgroundColor = static_cast<Direct3DRMFrameImpl*>(m_rootFrame)->m_backgroundColor;
|
||||||
|
|
||||||
std::vector<SceneLight> lights;
|
// Compute view-projection matrix
|
||||||
std::vector<PositionColorVertex> verts;
|
D3DRMMATRIX4D cameraWorld, viewProj;
|
||||||
|
|
||||||
// Compute camera matrix
|
|
||||||
D3DRMMATRIX4D cameraWorld;
|
|
||||||
ComputeFrameWorldMatrix(m_camera, cameraWorld);
|
ComputeFrameWorldMatrix(m_camera, cameraWorld);
|
||||||
D3DRMMatrixInvertOrthogonal(m_viewMatrix, cameraWorld);
|
D3DRMMatrixInvertOrthogonal(m_viewMatrix, cameraWorld);
|
||||||
|
D3DRMMatrixMultiply(viewProj, m_viewMatrix, m_projectionMatrix);
|
||||||
std::function<void(IDirect3DRMFrame*, D3DRMMATRIX4D)> recurseFrame;
|
|
||||||
std::function<void(IDirect3DRMFrame*, D3DRMMATRIX4D)> recurseChildren;
|
|
||||||
|
|
||||||
recurseChildren = [&](IDirect3DRMFrame* frame, D3DRMMATRIX4D parentMatrix) {
|
|
||||||
// Retrieve the current frame's transform
|
|
||||||
Direct3DRMFrameImpl* frameImpl = static_cast<Direct3DRMFrameImpl*>(frame);
|
|
||||||
D3DRMMATRIX4D localMatrix;
|
|
||||||
memcpy(localMatrix, frameImpl->m_transform, sizeof(D3DRMMATRIX4D));
|
|
||||||
|
|
||||||
// Compute combined world matrix: world = parent * local
|
|
||||||
D3DRMMATRIX4D worldMatrix;
|
|
||||||
D3DRMMatrixMultiply(worldMatrix, parentMatrix, localMatrix);
|
|
||||||
|
|
||||||
// === Extract lights from the frame ===
|
|
||||||
IDirect3DRMLightArray* lightArray = nullptr;
|
|
||||||
if (SUCCEEDED(frame->GetLights(&lightArray)) && lightArray) {
|
|
||||||
DWORD lightCount = lightArray->GetSize();
|
|
||||||
for (DWORD li = 0; li < lightCount; ++li) {
|
|
||||||
IDirect3DRMLight* light = nullptr;
|
|
||||||
if (SUCCEEDED(lightArray->GetElement(li, &light)) && light) {
|
|
||||||
D3DCOLOR color = light->GetColor();
|
|
||||||
D3DRMLIGHTTYPE type = light->GetType();
|
|
||||||
|
|
||||||
SceneLight extracted;
|
|
||||||
extracted.color.r = ((color >> 0) & 0xFF) / 255.0f;
|
|
||||||
extracted.color.g = ((color >> 8) & 0xFF) / 255.0f;
|
|
||||||
extracted.color.b = ((color >> 16) & 0xFF) / 255.0f;
|
|
||||||
extracted.color.a = ((color >> 24) & 0xFF) / 255.0f;
|
|
||||||
|
|
||||||
if (type == D3DRMLIGHT_POINT || type == D3DRMLIGHT_SPOT || type == D3DRMLIGHT_PARALLELPOINT) {
|
|
||||||
extracted.position.x = worldMatrix[3][0];
|
|
||||||
extracted.position.y = worldMatrix[3][1];
|
|
||||||
extracted.position.z = worldMatrix[3][2];
|
|
||||||
extracted.positional = 1.f;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (type == D3DRMLIGHT_DIRECTIONAL || type == D3DRMLIGHT_SPOT) {
|
|
||||||
extracted.direction.x = worldMatrix[2][0];
|
|
||||||
extracted.direction.y = worldMatrix[2][1];
|
|
||||||
extracted.direction.z = worldMatrix[2][2];
|
|
||||||
extracted.directional = 1.f;
|
|
||||||
}
|
|
||||||
|
|
||||||
lights.push_back(extracted);
|
|
||||||
|
|
||||||
light->Release();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
lightArray->Release();
|
|
||||||
}
|
|
||||||
|
|
||||||
IDirect3DRMFrameArray* children = nullptr;
|
|
||||||
if (SUCCEEDED(frame->GetChildren(&children)) && children) {
|
|
||||||
DWORD n = children->GetSize();
|
|
||||||
for (DWORD i = 0; i < n; ++i) {
|
|
||||||
IDirect3DRMFrame* childFrame = nullptr;
|
|
||||||
children->GetElement(i, &childFrame);
|
|
||||||
recurseChildren(childFrame, worldMatrix);
|
|
||||||
childFrame->Release();
|
|
||||||
}
|
|
||||||
children->Release();
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
recurseFrame = [&](IDirect3DRMFrame* frame, D3DRMMATRIX4D parentMatrix) {
|
|
||||||
// Retrieve the current frame's transform
|
|
||||||
Direct3DRMFrameImpl* frameImpl = static_cast<Direct3DRMFrameImpl*>(frame);
|
|
||||||
D3DRMMATRIX4D localMatrix;
|
|
||||||
memcpy(localMatrix, frameImpl->m_transform, sizeof(D3DRMMATRIX4D));
|
|
||||||
|
|
||||||
// Compute combined world matrix: world = parent * local
|
|
||||||
D3DRMMATRIX4D worldMatrix;
|
|
||||||
Matrix3x3 worldMatrixInvert;
|
|
||||||
D3DRMMatrixMultiply(worldMatrix, parentMatrix, localMatrix);
|
|
||||||
D3DRMMatrixInvertForNormal(worldMatrixInvert, worldMatrix);
|
|
||||||
|
|
||||||
IDirect3DRMVisualArray* va = nullptr;
|
|
||||||
if (SUCCEEDED(frame->GetVisuals(&va)) && va) {
|
|
||||||
DWORD n = va->GetSize();
|
|
||||||
for (DWORD i = 0; i < n; ++i) {
|
|
||||||
IDirect3DRMVisual* vis = nullptr;
|
|
||||||
va->GetElement(i, &vis);
|
|
||||||
if (!vis) {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Pull geometry from meshes
|
|
||||||
IDirect3DRMMesh* mesh = nullptr;
|
|
||||||
if (SUCCEEDED(vis->QueryInterface(IID_IDirect3DRMMesh, (void**) &mesh)) && mesh) {
|
|
||||||
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) {
|
|
||||||
// Discard normals and calculate flat ones
|
|
||||||
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) {
|
|
||||||
auto& dv = d3dVerts[faces[fi * vpf + idx]];
|
|
||||||
|
|
||||||
// Apply world transform to the vertex
|
|
||||||
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];
|
|
||||||
|
|
||||||
// View transform
|
|
||||||
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];
|
|
||||||
|
|
||||||
// View transform
|
|
||||||
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();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Recurse into sub frames
|
|
||||||
IDirect3DRMFrame* childFrame = nullptr;
|
|
||||||
if (SUCCEEDED(vis->QueryInterface(IID_IDirect3DRMFrame, (void**) &childFrame)) && childFrame) {
|
|
||||||
recurseFrame(childFrame, worldMatrix);
|
|
||||||
childFrame->Release();
|
|
||||||
}
|
|
||||||
|
|
||||||
vis->Release();
|
|
||||||
}
|
|
||||||
va->Release();
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
D3DRMMATRIX4D identity = {{1.f, 0.f, 0.f, 0.f}, {0.f, 1.f, 0.f, 0.f}, {0.f, 0.f, 1.f, 0.f}, {0.f, 0.f, 0.f, 1.f}};
|
D3DRMMATRIX4D identity = {{1.f, 0.f, 0.f, 0.f}, {0.f, 1.f, 0.f, 0.f}, {0.f, 0.f, 1.f, 0.f}, {0.f, 0.f, 0.f, 1.f}};
|
||||||
|
|
||||||
recurseFrame(m_rootFrame, identity);
|
std::vector<SceneLight> lights;
|
||||||
recurseChildren(m_rootFrame, identity);
|
CollectLightsFromFrame(m_rootFrame, identity, lights);
|
||||||
|
|
||||||
m_renderer->PushLights(lights.data(), lights.size());
|
m_renderer->PushLights(lights.data(), lights.size());
|
||||||
m_renderer->PushVertices(verts.data(), verts.size());
|
|
||||||
|
|
||||||
return D3DRM_OK;
|
std::vector<PositionColorVertex> verts;
|
||||||
|
ExtractFrustumPlanes(viewProj);
|
||||||
|
CollectMeshesFromFrame(m_rootFrame, identity, verts);
|
||||||
|
m_renderer->PushVertices(verts.data(), verts.size());
|
||||||
}
|
}
|
||||||
|
|
||||||
HRESULT Direct3DRMViewportImpl::Render(IDirect3DRMFrame* rootFrame)
|
HRESULT Direct3DRMViewportImpl::Render(IDirect3DRMFrame* rootFrame)
|
||||||
@ -344,10 +397,7 @@ HRESULT Direct3DRMViewportImpl::Render(IDirect3DRMFrame* rootFrame)
|
|||||||
return DDERR_GENERIC;
|
return DDERR_GENERIC;
|
||||||
}
|
}
|
||||||
m_rootFrame = rootFrame;
|
m_rootFrame = rootFrame;
|
||||||
HRESULT success = CollectSceneData();
|
CollectSceneData();
|
||||||
if (success != DD_OK) {
|
|
||||||
return success;
|
|
||||||
}
|
|
||||||
return m_renderer->Render();
|
return m_renderer->Render();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -368,7 +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;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -474,39 +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;
|
||||||
}
|
}
|
||||||
@ -521,35 +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];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
float invViewMatrix[4][4];
|
D3DRMMATRIX4D inverseViewMatrix;
|
||||||
D3DRMMatrixInvertOrthogonal(invViewMatrix, 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] += invViewMatrix[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;
|
||||||
@ -631,9 +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;
|
||||||
@ -649,18 +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,
|
||||||
@ -731,12 +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;
|
||||||
@ -751,6 +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) {
|
||||||
@ -773,107 +839,50 @@ 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;
|
||||||
if (SUCCEEDED(frame->GetVisuals(&visuals)) && visuals) {
|
frame->GetVisuals(&visuals);
|
||||||
DWORD count = visuals->GetSize();
|
DWORD count = visuals->GetSize();
|
||||||
for (DWORD i = 0; i < count; ++i) {
|
for (DWORD i = 0; i < count; ++i) {
|
||||||
IDirect3DRMVisual* vis = nullptr;
|
IDirect3DRMVisual* visual = nullptr;
|
||||||
visuals->GetElement(i, &vis);
|
visuals->GetElement(i, &visual);
|
||||||
|
|
||||||
IDirect3DRMMesh* mesh = nullptr;
|
IDirect3DRMFrame* subFrame = nullptr;
|
||||||
IDirect3DRMFrame* subFrame = nullptr;
|
visual->QueryInterface(IID_IDirect3DRMFrame, (void**) &subFrame);
|
||||||
|
if (subFrame) {
|
||||||
if (SUCCEEDED(vis->QueryInterface(IID_IDirect3DRMFrame, (void**) &subFrame)) && subFrame) {
|
recurse(subFrame, path);
|
||||||
recurse(subFrame, path);
|
subFrame->Release();
|
||||||
subFrame->Release();
|
visual->Release();
|
||||||
}
|
continue;
|
||||||
else if (SUCCEEDED(vis->QueryInterface(IID_IDirect3DRMMesh, (void**) &mesh)) && mesh) {
|
|
||||||
D3DRMBOX box;
|
|
||||||
if (SUCCEEDED(mesh->GetBox(&box))) {
|
|
||||||
// Transform box corners to world space
|
|
||||||
D3DRMMATRIX4D worldMatrix;
|
|
||||||
ComputeFrameWorldMatrix(frame, worldMatrix);
|
|
||||||
|
|
||||||
// Transform box min and max points
|
|
||||||
// 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 (RayIntersectsMeshTriangles(pickRay, mesh, worldMatrix, distance)) {
|
|
||||||
auto* arr = new Direct3DRMFrameArrayImpl();
|
|
||||||
for (IDirect3DRMFrame* f : path) {
|
|
||||||
arr->AddElement(f);
|
|
||||||
}
|
|
||||||
|
|
||||||
PickRecord rec;
|
|
||||||
rec.visual = vis;
|
|
||||||
rec.frameArray = arr;
|
|
||||||
rec.desc.dist = distance;
|
|
||||||
hits.push_back(rec);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
mesh->Release();
|
|
||||||
}
|
|
||||||
vis->Release();
|
|
||||||
}
|
}
|
||||||
visuals->Release();
|
|
||||||
|
IDirect3DRMMesh* mesh = nullptr;
|
||||||
|
visual->QueryInterface(IID_IDirect3DRMMesh, (void**) &mesh);
|
||||||
|
if (mesh) {
|
||||||
|
D3DRMBOX box;
|
||||||
|
mesh->GetBox(&box);
|
||||||
|
// Transform box corners to world space
|
||||||
|
D3DRMMATRIX4D worldMatrix;
|
||||||
|
ComputeFrameWorldMatrix(frame, worldMatrix);
|
||||||
|
D3DRMBOX worldBox = ComputeTransformedAABB(box, worldMatrix);
|
||||||
|
|
||||||
|
float distance = FLT_MAX;
|
||||||
|
if (RayIntersectsBox(pickRay, worldBox, distance) &&
|
||||||
|
RayIntersectsMeshTriangles(pickRay, mesh, worldMatrix, distance)) {
|
||||||
|
auto* arr = new Direct3DRMFrameArrayImpl();
|
||||||
|
for (IDirect3DRMFrame* f : path) {
|
||||||
|
arr->AddElement(f);
|
||||||
|
}
|
||||||
|
|
||||||
|
PickRecord rec = {visual, arr, {distance}};
|
||||||
|
hits.push_back(rec);
|
||||||
|
}
|
||||||
|
mesh->Release();
|
||||||
|
}
|
||||||
|
visual->Release();
|
||||||
}
|
}
|
||||||
|
visuals->Release();
|
||||||
path.pop_back(); // Pop after recursion
|
path.pop_back(); // Pop after recursion
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@ -35,7 +35,13 @@ struct Direct3DRMViewportImpl : public Direct3DRMObjectBaseImpl<IDirect3DRMViewp
|
|||||||
void CloseDevice();
|
void CloseDevice();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
HRESULT CollectSceneData();
|
void CollectSceneData();
|
||||||
|
void CollectLightsFromFrame(IDirect3DRMFrame* frame, D3DRMMATRIX4D parentMatrix, std::vector<SceneLight>& lights);
|
||||||
|
void CollectMeshesFromFrame(
|
||||||
|
IDirect3DRMFrame* frame,
|
||||||
|
D3DRMMATRIX4D parentMatrix,
|
||||||
|
std::vector<PositionColorVertex>& verts
|
||||||
|
);
|
||||||
void UpdateProjectionMatrix();
|
void UpdateProjectionMatrix();
|
||||||
Direct3DRMRenderer* m_renderer;
|
Direct3DRMRenderer* m_renderer;
|
||||||
D3DCOLOR m_backgroundColor = 0xFF000000;
|
D3DCOLOR m_backgroundColor = 0xFF000000;
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user