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https://github.com/isledecomp/isle-portable.git
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Apply 3D transformations (#168)
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c6e5e10921
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@ -30,14 +30,35 @@ Direct3DRMViewportImpl::~Direct3DRMViewportImpl()
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FreeDeviceResources();
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}
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void D3DRMMatrixMultiply(D3DRMMATRIX4D out, const D3DRMMATRIX4D a, const D3DRMMATRIX4D b)
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{
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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out[i][j] = 0.0f;
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for (int k = 0; k < 4; ++k) {
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out[i][j] += a[i][k] * b[k][j];
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}
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}
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}
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}
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HRESULT Direct3DRMViewportImpl::CollectSceneData(IDirect3DRMFrame* group)
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{
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MINIWIN_NOT_IMPLEMENTED(); // Lights, textures, materials
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MINIWIN_NOT_IMPLEMENTED(); // Lights, camera, textures, materials
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std::vector<PositionColorVertex> verts;
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std::function<void(IDirect3DRMFrame*)> recurseFrame;
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std::function<void(IDirect3DRMFrame*, D3DRMMATRIX4D)> recurseFrame;
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recurseFrame = [&](IDirect3DRMFrame* frame, D3DRMMATRIX4D parentMatrix) {
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// Retrieve the current frame's transform
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Direct3DRMFrameImpl* frameImpl = static_cast<Direct3DRMFrameImpl*>(frame);
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D3DRMMATRIX4D localMatrix;
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memcpy(localMatrix, frameImpl->m_transform, sizeof(D3DRMMATRIX4D));
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// Compute combined world matrix: world = parent * local
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D3DRMMATRIX4D worldMatrix;
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D3DRMMatrixMultiply(worldMatrix, parentMatrix, localMatrix);
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recurseFrame = [&](IDirect3DRMFrame* frame) {
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IDirect3DRMVisualArray* va = nullptr;
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if (SUCCEEDED(frame->GetVisuals(&va)) && va) {
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DWORD n = va->GetSize();
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@ -55,19 +76,32 @@ HRESULT Direct3DRMViewportImpl::CollectSceneData(IDirect3DRMFrame* group)
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for (DWORD gi = 0; gi < groupCount; ++gi) {
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DWORD vtxCount, faceCount, vpf, dataSize;
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mesh->GetGroup(gi, &vtxCount, &faceCount, &vpf, &dataSize, nullptr);
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std::vector<D3DRMVERTEX> d3dVerts(vtxCount);
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std::vector<DWORD> faces(faceCount * vpf);
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mesh->GetVertices(gi, 0, vtxCount, d3dVerts.data());
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mesh->GetGroup(gi, &vtxCount, &faceCount, &vpf, nullptr, faces.data());
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D3DCOLOR color = mesh->GetGroupColor(gi);
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for (DWORD fi = 0; fi < faceCount; ++fi) {
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for (int idx = 0; idx < vpf; ++idx) {
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auto& dv = d3dVerts[faces[fi * vpf + idx]];
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// Apply world transform to the vertex
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D3DVECTOR pos = dv.position;
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D3DVECTOR worldPos;
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worldPos.x = pos.x * worldMatrix[0][0] + pos.y * worldMatrix[1][0] +
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pos.z * worldMatrix[2][0] + worldMatrix[3][0];
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worldPos.y = pos.x * worldMatrix[0][1] + pos.y * worldMatrix[1][1] +
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pos.z * worldMatrix[2][1] + worldMatrix[3][1];
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worldPos.z = pos.x * worldMatrix[0][2] + pos.y * worldMatrix[1][2] +
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pos.z * worldMatrix[2][2] + worldMatrix[3][2];
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PositionColorVertex vtx;
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vtx.x = dv.position.x;
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vtx.y = dv.position.y;
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vtx.z = dv.position.z;
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vtx.x = worldPos.x;
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vtx.y = worldPos.y;
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vtx.z = worldPos.z;
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vtx.a = (color >> 24) & 0xFF;
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vtx.r = (color >> 16) & 0xFF;
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vtx.g = (color >> 8) & 0xFF;
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@ -79,10 +113,10 @@ HRESULT Direct3DRMViewportImpl::CollectSceneData(IDirect3DRMFrame* group)
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mesh->Release();
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}
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// Recurse over sub-frames
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// Recurse into child frames
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IDirect3DRMFrame* childFrame = nullptr;
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if (SUCCEEDED(vis->QueryInterface(IID_IDirect3DRMFrame, (void**) &childFrame)) && childFrame) {
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recurseFrame(childFrame);
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recurseFrame(childFrame, worldMatrix);
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childFrame->Release();
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}
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@ -92,7 +126,9 @@ HRESULT Direct3DRMViewportImpl::CollectSceneData(IDirect3DRMFrame* group)
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}
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};
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recurseFrame(group);
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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}};
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recurseFrame(group, identity);
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PushVertices(verts.data(), verts.size());
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