mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-01-13 19:21:16 +00:00
843 lines
22 KiB
C++
843 lines
22 KiB
C++
#include "d3drm_impl.h"
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#include "d3drmframe_impl.h"
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#include "d3drmmesh_impl.h"
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#include "d3drmrenderer.h"
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#include "d3drmviewport_impl.h"
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#include "ddraw_impl.h"
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#include "mathutils.h"
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#include "miniwin.h"
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_stdinc.h>
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#include <cassert>
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#include <float.h>
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#include <functional>
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#include <math.h>
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Direct3DRMViewportImpl::Direct3DRMViewportImpl(DWORD width, DWORD height, Direct3DRMRenderer* renderer)
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: m_virtualWidth(width), m_virtualHeight(height), m_renderer(renderer)
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{
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}
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static 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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static void D3DRMMatrixInvertForNormal(Matrix3x3 out, const D3DRMMATRIX4D m)
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{
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float a = m[0][0], b = m[0][1], c = m[0][2];
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float d = m[1][0], e = m[1][1], f = m[1][2];
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float g = m[2][0], h = m[2][1], i = m[2][2];
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float det = a * (e * i - f * h) - b * (d * i - f * g) + c * (d * h - e * g);
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if (fabs(det) < 1e-6f) {
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memset(out, 0, sizeof(Matrix3x3));
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return;
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}
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float invDet = 1.0f / det;
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out[0][0] = (e * i - f * h) * invDet;
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out[1][0] = (c * h - b * i) * invDet;
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out[2][0] = (b * f - c * e) * invDet;
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out[0][1] = (f * g - d * i) * invDet;
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out[1][1] = (a * i - c * g) * invDet;
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out[2][1] = (c * d - a * f) * invDet;
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out[0][2] = (d * h - e * g) * invDet;
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out[1][2] = (b * g - a * h) * invDet;
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out[2][2] = (a * e - b * d) * invDet;
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}
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static void D3DRMMatrixInvertOrthogonal(D3DRMMATRIX4D out, const D3DRMMATRIX4D m)
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{
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for (int i = 0; i < 3; ++i) {
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for (int j = 0; j < 3; ++j) {
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out[i][j] = m[j][i];
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}
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}
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out[0][3] = out[1][3] = out[2][3] = 0.f;
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out[3][3] = 1.f;
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D3DVECTOR t = {m[3][0], m[3][1], m[3][2]};
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out[3][0] = -(out[0][0] * t.x + out[1][0] * t.y + out[2][0] * t.z);
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out[3][1] = -(out[0][1] * t.x + out[1][1] * t.y + out[2][1] * t.z);
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out[3][2] = -(out[0][2] * t.x + out[1][2] * t.y + out[2][2] * t.z);
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}
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static void ComputeFrameWorldMatrix(IDirect3DRMFrame* frame, D3DRMMATRIX4D out)
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{
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D3DRMMATRIX4D acc = {{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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IDirect3DRMFrame* cur = frame;
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while (cur) {
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auto* impl = static_cast<Direct3DRMFrameImpl*>(cur);
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D3DRMMATRIX4D tmp;
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D3DRMMatrixMultiply(tmp, impl->m_transform, acc);
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memcpy(acc, tmp, sizeof(acc));
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if (cur == impl->m_parent) {
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break;
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}
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cur = impl->m_parent;
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}
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memcpy(out, acc, sizeof(acc));
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}
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void Direct3DRMViewportImpl::CollectLightsFromFrame(
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IDirect3DRMFrame* frame,
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D3DRMMATRIX4D parentToWorld,
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std::vector<SceneLight>& lights
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)
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{
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auto* frameImpl = static_cast<Direct3DRMFrameImpl*>(frame);
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D3DRMMATRIX4D worldMatrix;
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D3DRMMatrixMultiply(worldMatrix, parentToWorld, frameImpl->m_transform);
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IDirect3DRMLightArray* lightArray = nullptr;
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frame->GetLights(&lightArray);
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DWORD lightCount = lightArray->GetSize();
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for (DWORD li = 0; li < lightCount; ++li) {
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IDirect3DRMLight* light = nullptr;
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lightArray->GetElement(li, &light);
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D3DCOLOR color = light->GetColor();
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SceneLight extracted;
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extracted.color = {
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((color >> 0) & 0xFF) / 255.0f,
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((color >> 8) & 0xFF) / 255.0f,
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((color >> 16) & 0xFF) / 255.0f,
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((color >> 24) & 0xFF) / 255.0f
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};
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D3DRMLIGHTTYPE type = light->GetType();
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if (type == D3DRMLIGHT_POINT || type == D3DRMLIGHT_SPOT || type == D3DRMLIGHT_PARALLELPOINT) {
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extracted.position = {worldMatrix[3][0], worldMatrix[3][1], worldMatrix[3][2]};
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extracted.positional = 1.f;
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}
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if (type == D3DRMLIGHT_DIRECTIONAL || type == D3DRMLIGHT_SPOT) {
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extracted.direction = {worldMatrix[2][0], worldMatrix[2][1], worldMatrix[2][2]};
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extracted.directional = 1.f;
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}
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lights.push_back(extracted);
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light->Release();
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}
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lightArray->Release();
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IDirect3DRMFrameArray* children = nullptr;
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frame->GetChildren(&children);
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DWORD n = children->GetSize();
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for (DWORD i = 0; i < n; ++i) {
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IDirect3DRMFrame* childFrame = nullptr;
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children->GetElement(i, &childFrame);
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CollectLightsFromFrame(childFrame, worldMatrix, lights);
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childFrame->Release();
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}
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children->Release();
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}
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void Direct3DRMViewportImpl::BuildViewFrustumPlanes()
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{
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float aspect = (float) m_renderer->GetWidth() / (float) m_renderer->GetHeight();
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float tanFovX = m_field;
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float tanFovY = m_field / aspect;
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// View-space frustum planes
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m_frustumPlanes[0] = {Normalize({tanFovX, 0.0f, 1.0f}), 0.0f}; // Left
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m_frustumPlanes[1] = {Normalize({-tanFovX, 0.0f, 1.0f}), 0.0f}; // Right
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m_frustumPlanes[2] = {Normalize({0.0f, -tanFovY, 1.0f}), 0.0f}; // Top
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m_frustumPlanes[3] = {Normalize({0.0f, tanFovY, 1.0f}), 0.0f}; // Bottom
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// Near and far planes
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m_frustumPlanes[4] = {{0.0f, 0.0f, 1.0f}, -m_front}; // Near (Z >= m_front)
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m_frustumPlanes[5] = {{0.0f, 0.0f, -1.0f}, m_back}; // Far (Z <= m_back)
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}
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bool IsMeshInFrustum(Direct3DRMMeshImpl* mesh, const D3DRMMATRIX4D& worldViewMatrix, const Plane* frustumPlanes)
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{
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D3DRMBOX box;
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mesh->GetBox(&box);
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D3DVECTOR boxCorners[8] = {
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{box.min.x, box.min.y, box.min.z},
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{box.min.x, box.min.y, box.max.z},
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{box.min.x, box.max.y, box.min.z},
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{box.min.x, box.max.y, box.max.z},
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{box.max.x, box.min.y, box.min.z},
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{box.max.x, box.min.y, box.max.z},
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{box.max.x, box.max.y, box.min.z},
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{box.max.x, box.max.y, box.max.z},
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};
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for (D3DVECTOR& corner : boxCorners) {
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corner = TransformPoint(corner, worldViewMatrix);
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}
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for (int i = 0; i < 6; ++i) {
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const Plane& plane = frustumPlanes[i];
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int out = 0;
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for (int j = 0; j < 8; ++j) {
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const D3DVECTOR& corner = boxCorners[j];
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float dist = plane.normal.x * corner.x + plane.normal.y * corner.y + plane.normal.z * corner.z + plane.d;
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if (dist < 0.0f) {
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++out;
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}
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}
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if (out == 8) {
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return false;
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}
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}
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return true;
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}
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inline D3DRMVECTOR4D TransformPoint4(const D3DRMVECTOR4D& p, const D3DRMMATRIX4D& m)
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{
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return {
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p.x * m[0][0] + p.y * m[1][0] + p.z * m[2][0] + p.w * m[3][0],
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p.x * m[0][1] + p.y * m[1][1] + p.z * m[2][1] + p.w * m[3][1],
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p.x * m[0][2] + p.y * m[1][2] + p.z * m[2][2] + p.w * m[3][2],
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p.x * m[0][3] + p.y * m[1][3] + p.z * m[2][3] + p.w * m[3][3]
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};
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}
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float CalculateDepth(const D3DRMMATRIX4D& viewProj, const D3DRMMATRIX4D& worldMatrix)
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{
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D3DRMVECTOR4D position = {worldMatrix[3][0], worldMatrix[3][1], worldMatrix[3][2], 1.0f};
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D3DRMVECTOR4D clipPos = TransformPoint4(position, viewProj);
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return (clipPos.z / clipPos.w + 1.0f) * 0.5f;
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}
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void Direct3DRMViewportImpl::CollectMeshesFromFrame(IDirect3DRMFrame* frame, D3DRMMATRIX4D parentMatrix)
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{
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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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D3DRMMATRIX4D worldMatrix;
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D3DRMMatrixMultiply(worldMatrix, parentMatrix, localMatrix);
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Matrix3x3 worldMatrixInvert;
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D3DRMMatrixInvertForNormal(worldMatrixInvert, worldMatrix);
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IDirect3DRMVisualArray* visuals = nullptr;
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frame->GetVisuals(&visuals);
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DWORD n = visuals->GetSize();
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for (DWORD i = 0; i < n; ++i) {
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IDirect3DRMVisual* visual = nullptr;
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visuals->GetElement(i, &visual);
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IDirect3DRMFrame* childFrame = nullptr;
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visual->QueryInterface(IID_IDirect3DRMFrame, (void**) &childFrame);
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if (childFrame) {
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CollectMeshesFromFrame(childFrame, worldMatrix);
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childFrame->Release();
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visual->Release();
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continue;
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}
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Direct3DRMMeshImpl* mesh = nullptr;
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visual->QueryInterface(IID_IDirect3DRMMesh, (void**) &mesh);
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if (mesh) {
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D3DRMMATRIX4D modelViewMatrix;
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MultiplyMatrix(modelViewMatrix, worldMatrix, m_viewMatrix);
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if (IsMeshInFrustum(mesh, modelViewMatrix, m_frustumPlanes)) {
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DWORD groupCount = mesh->GetGroupCount();
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for (DWORD gi = 0; gi < groupCount; ++gi) {
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const MeshGroup& meshGroup = mesh->GetGroup(gi);
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Appearance appearance = {
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meshGroup.color,
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meshGroup.material ? meshGroup.material->GetPower() : 0.0f,
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meshGroup.texture ? m_renderer->GetTextureId(meshGroup.texture) : NO_TEXTURE_ID,
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meshGroup.quality == D3DRMRENDER_FLAT || meshGroup.quality == D3DRMRENDER_UNLITFLAT
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};
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if (appearance.color.a != 255) {
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m_deferredDraws.push_back(
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{m_renderer->GetMeshId(mesh, &meshGroup),
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{},
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{},
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{},
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appearance,
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CalculateDepth(m_viewProjectionwMatrix, worldMatrix)}
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);
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memcpy(m_deferredDraws.back().modelViewMatrix, modelViewMatrix, sizeof(D3DRMMATRIX4D));
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memcpy(m_deferredDraws.back().worldMatrix, worldMatrix, sizeof(D3DRMMATRIX4D));
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memcpy(m_deferredDraws.back().normalMatrix, worldMatrixInvert, sizeof(Matrix3x3));
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}
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else {
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m_renderer->SubmitDraw(
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m_renderer->GetMeshId(mesh, &meshGroup),
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modelViewMatrix,
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worldMatrix,
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m_viewMatrix,
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worldMatrixInvert,
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appearance
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);
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}
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}
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}
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mesh->Release();
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}
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visual->Release();
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}
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visuals->Release();
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}
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HRESULT Direct3DRMViewportImpl::RenderScene()
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{
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m_backgroundColor = static_cast<Direct3DRMFrameImpl*>(m_rootFrame)->m_backgroundColor;
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// Compute view-projection matrix
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D3DRMMATRIX4D cameraWorld;
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ComputeFrameWorldMatrix(m_camera, cameraWorld);
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D3DRMMatrixInvertOrthogonal(m_viewMatrix, cameraWorld);
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D3DRMMatrixMultiply(m_viewProjectionwMatrix, m_viewMatrix, m_projectionMatrix);
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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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std::vector<SceneLight> lights;
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CollectLightsFromFrame(m_rootFrame, identity, lights);
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m_renderer->PushLights(lights.data(), lights.size());
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HRESULT status = m_renderer->BeginFrame();
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if (status != DD_OK) {
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return status;
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}
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BuildViewFrustumPlanes();
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m_renderer->SetFrustumPlanes(m_frustumPlanes);
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CollectMeshesFromFrame(m_rootFrame, identity);
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std::sort(
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m_deferredDraws.begin(),
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m_deferredDraws.end(),
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[](const DeferredDrawCommand& a, const DeferredDrawCommand& b) { return a.depth > b.depth; }
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);
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m_renderer->EnableTransparency();
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for (const DeferredDrawCommand& cmd : m_deferredDraws) {
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m_renderer->SubmitDraw(
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cmd.meshId,
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cmd.modelViewMatrix,
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cmd.worldMatrix,
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m_viewMatrix,
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cmd.normalMatrix,
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cmd.appearance
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);
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}
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m_deferredDraws.clear();
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return m_renderer->FinalizeFrame();
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}
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HRESULT Direct3DRMViewportImpl::Render(IDirect3DRMFrame* rootFrame)
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{
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if (!m_renderer) {
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return DDERR_GENERIC;
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}
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m_rootFrame = rootFrame;
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return RenderScene();
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}
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HRESULT Direct3DRMViewportImpl::ForceUpdate(int x, int y, int w, int h)
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{
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MINIWIN_NOT_IMPLEMENTED();
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return DD_OK;
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}
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HRESULT Direct3DRMViewportImpl::Clear()
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{
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if (!m_renderer) {
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return DDERR_GENERIC;
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}
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uint8_t r = (m_backgroundColor >> 16) & 0xFF;
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uint8_t g = (m_backgroundColor >> 8) & 0xFF;
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uint8_t b = m_backgroundColor & 0xFF;
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m_renderer->Clear(r / 255.0f, g / 255.0f, b / 255.0f);
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return DD_OK;
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}
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HRESULT Direct3DRMViewportImpl::SetCamera(IDirect3DRMFrame* camera)
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{
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if (m_camera) {
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m_camera->Release();
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}
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if (camera) {
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camera->AddRef();
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}
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m_camera = camera;
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return DD_OK;
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}
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HRESULT Direct3DRMViewportImpl::GetCamera(IDirect3DRMFrame** camera)
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{
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if (m_camera) {
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m_camera->AddRef();
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}
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*camera = m_camera;
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return DD_OK;
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}
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HRESULT Direct3DRMViewportImpl::SetProjection(D3DRMPROJECTIONTYPE type)
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{
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return DD_OK;
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}
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D3DRMPROJECTIONTYPE Direct3DRMViewportImpl::GetProjection()
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{
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return D3DRMPROJECTIONTYPE::PERSPECTIVE;
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}
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HRESULT Direct3DRMViewportImpl::SetFront(D3DVALUE z)
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{
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m_front = z;
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UpdateProjectionMatrix();
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return DD_OK;
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}
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D3DVALUE Direct3DRMViewportImpl::GetFront()
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{
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return m_front;
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}
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HRESULT Direct3DRMViewportImpl::SetBack(D3DVALUE z)
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{
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m_back = z;
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UpdateProjectionMatrix();
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return DD_OK;
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}
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D3DVALUE Direct3DRMViewportImpl::GetBack()
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{
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return m_back;
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}
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HRESULT Direct3DRMViewportImpl::SetField(D3DVALUE field)
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{
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m_field = field;
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UpdateProjectionMatrix();
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return DD_OK;
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}
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void Direct3DRMViewportImpl::UpdateProjectionMatrix()
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{
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float virtualAspect = (float) m_virtualWidth / (float) m_virtualHeight;
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float windowAspect = (float) m_renderer->GetWidth() / (float) m_renderer->GetHeight();
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float base_f = m_front / m_field;
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float f_v = base_f * virtualAspect;
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float f_h = base_f;
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if (windowAspect >= virtualAspect) {
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f_h *= virtualAspect / windowAspect;
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}
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else {
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f_v *= windowAspect / virtualAspect;
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}
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float depth = m_back - m_front;
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D3DRMMATRIX4D projection = {
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{f_h, 0, 0, 0},
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{0, f_v, 0, 0},
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{0, 0, m_back / depth, 1},
|
|
{0, 0, (-m_front * m_back) / depth, 0},
|
|
};
|
|
memcpy(m_projectionMatrix, projection, sizeof(D3DRMMATRIX4D));
|
|
|
|
m_renderer->SetProjection(projection, m_front, m_back);
|
|
|
|
D3DRMMATRIX4D inverseProjectionMatrix = {
|
|
{1.0f / f_h, 0, 0, 0},
|
|
{0, 1.0f / f_v, 0, 0},
|
|
{0, 0, 0, depth / (-m_front * m_back)},
|
|
{0, 0, 1, -(m_back / depth) * depth / (-m_front * m_back)},
|
|
};
|
|
memcpy(m_inverseProjectionMatrix, inverseProjectionMatrix, sizeof(D3DRMMATRIX4D));
|
|
}
|
|
|
|
D3DVALUE Direct3DRMViewportImpl::GetField()
|
|
{
|
|
return m_field;
|
|
}
|
|
|
|
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)
|
|
{
|
|
D3DRMVECTOR4D worldVec = {world->x, world->y, world->z, 1.0f};
|
|
D3DRMVECTOR4D viewVec, projVec;
|
|
|
|
MultiplyMatrixVec4(viewVec, m_viewMatrix, worldVec);
|
|
MultiplyMatrixVec4(projVec, m_projectionMatrix, viewVec);
|
|
|
|
*screen = projVec;
|
|
|
|
float invW = 1.0f / projVec.w;
|
|
float ndcX = projVec.x * invW;
|
|
float ndcY = projVec.y * invW;
|
|
|
|
screen->x = FromNDC(ndcX, m_virtualWidth);
|
|
screen->y = FromNDC(-ndcY, m_virtualHeight); // Y-flip
|
|
|
|
// Undo perspective divide for screen-space coords
|
|
screen->x *= projVec.z;
|
|
screen->y *= projVec.w;
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT Direct3DRMViewportImpl::InverseTransform(D3DVECTOR* world, D3DRMVECTOR4D* screen)
|
|
{
|
|
// Convert to screen coordinates
|
|
float screenX = screen->x / screen->z;
|
|
float screenY = screen->y / screen->w;
|
|
|
|
// Convert screen coordinates to NDC
|
|
float ndcX = screenX / m_virtualWidth * 2.0f - 1.0f;
|
|
float ndcY = 1.0f - (screenY / m_virtualHeight) * 2.0f;
|
|
|
|
D3DRMVECTOR4D clipVec = {ndcX * screen->w, ndcY * screen->w, screen->z, screen->w};
|
|
|
|
D3DRMVECTOR4D viewVec;
|
|
MultiplyMatrixVec4(viewVec, m_inverseProjectionMatrix, clipVec);
|
|
|
|
D3DRMMATRIX4D inverseViewMatrix;
|
|
D3DRMMatrixInvertOrthogonal(inverseViewMatrix, m_viewMatrix);
|
|
|
|
D3DRMVECTOR4D worldVec;
|
|
MultiplyMatrixVec4(worldVec, inverseViewMatrix, viewVec);
|
|
|
|
// Perspective divide
|
|
if (worldVec.w != 0.0f) {
|
|
world->x = worldVec.x / worldVec.w;
|
|
world->y = worldVec.y / worldVec.w;
|
|
world->z = worldVec.z / worldVec.w;
|
|
}
|
|
else {
|
|
world->x = worldVec.x;
|
|
world->y = worldVec.y;
|
|
world->z = worldVec.z;
|
|
}
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
struct Ray {
|
|
D3DVECTOR origin;
|
|
D3DVECTOR direction;
|
|
};
|
|
|
|
// Ray-box intersection: slab method
|
|
bool RayIntersectsBox(const Ray& ray, const D3DRMBOX& box, float& outT)
|
|
{
|
|
float tmin = -FLT_MAX;
|
|
float tmax = FLT_MAX;
|
|
|
|
for (int i = 0; i < 3; ++i) {
|
|
float origin = (&ray.origin.x)[i];
|
|
float dir = (&ray.direction.x)[i];
|
|
float minB = (&box.min.x)[i];
|
|
float maxB = (&box.max.x)[i];
|
|
|
|
if (fabs(dir) < 1e-6f) {
|
|
if (origin < minB || origin > maxB) {
|
|
return false;
|
|
}
|
|
}
|
|
else {
|
|
float invD = 1.0f / dir;
|
|
float t1 = (minB - origin) * invD;
|
|
float t2 = (maxB - origin) * invD;
|
|
if (t1 > t2) {
|
|
std::swap(t1, t2);
|
|
}
|
|
if (t1 > tmin) {
|
|
tmin = t1;
|
|
}
|
|
if (t2 < tmax) {
|
|
tmax = t2;
|
|
}
|
|
if (tmin > tmax) {
|
|
return false;
|
|
}
|
|
if (tmax < 0) {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
outT = tmin >= 0 ? tmin : tmax; // closest positive hit
|
|
return true;
|
|
}
|
|
|
|
// Convert screen (x,y) in viewport to picking ray in world space
|
|
Ray BuildPickingRay(
|
|
float x,
|
|
float y,
|
|
int width,
|
|
int height,
|
|
IDirect3DRMFrame* camera,
|
|
float front,
|
|
float back,
|
|
float field,
|
|
float aspect
|
|
)
|
|
{
|
|
float nx = (2.0f * x) / width - 1.0f;
|
|
float ny = 1.0f - (2.0f * y) / height;
|
|
|
|
float f = front / field;
|
|
|
|
// Ray in view space at near plane:
|
|
D3DVECTOR rayDirView = {nx / f, ny / (f * aspect), 1.0f};
|
|
|
|
// Normalize ray direction
|
|
float len = sqrt(DotProduct(rayDirView, rayDirView));
|
|
rayDirView = Normalize(rayDirView);
|
|
|
|
// Compute camera world matrix and invert it to get view->world
|
|
D3DRMMATRIX4D cameraWorld;
|
|
ComputeFrameWorldMatrix(camera, cameraWorld);
|
|
|
|
// Transform ray origin (camera position) and direction to world space
|
|
D3DVECTOR rayOriginWorld = {cameraWorld[3][0], cameraWorld[3][1], cameraWorld[3][2]};
|
|
// Multiply direction by rotation part of matrix only (3x3 upper-left)
|
|
D3DVECTOR rayDirWorld = {
|
|
rayDirView.x * cameraWorld[0][0] + rayDirView.y * cameraWorld[1][0] + rayDirView.z * cameraWorld[2][0],
|
|
rayDirView.x * cameraWorld[0][1] + rayDirView.y * cameraWorld[1][1] + rayDirView.z * cameraWorld[2][1],
|
|
rayDirView.x * cameraWorld[0][2] + rayDirView.y * cameraWorld[1][2] + rayDirView.z * cameraWorld[2][2]
|
|
};
|
|
|
|
len = sqrt(rayDirWorld.x * rayDirWorld.x + rayDirWorld.y * rayDirWorld.y + rayDirWorld.z * rayDirWorld.z);
|
|
rayDirWorld = Normalize(rayDirWorld);
|
|
|
|
return Ray{rayOriginWorld, rayDirWorld};
|
|
}
|
|
|
|
bool RayIntersectsTriangle(
|
|
const Ray& ray,
|
|
const D3DVECTOR& v0,
|
|
const D3DVECTOR& v1,
|
|
const D3DVECTOR& v2,
|
|
float& outDist
|
|
)
|
|
{
|
|
const float EPSILON = 1e-6f;
|
|
D3DVECTOR edge1 = {v1.x - v0.x, v1.y - v0.y, v1.z - v0.z};
|
|
D3DVECTOR edge2 = {v2.x - v0.x, v2.y - v0.y, v2.z - v0.z};
|
|
|
|
D3DVECTOR h = CrossProduct(ray.direction, edge2);
|
|
float a = DotProduct(edge1, h);
|
|
if (fabs(a) < EPSILON) {
|
|
return false;
|
|
}
|
|
|
|
float f = 1.0f / a;
|
|
D3DVECTOR s = {ray.origin.x - v0.x, ray.origin.y - v0.y, ray.origin.z - v0.z};
|
|
float u = f * DotProduct(s, h);
|
|
if (u < 0.0f || u > 1.0f) {
|
|
return false;
|
|
}
|
|
|
|
D3DVECTOR q = CrossProduct(s, edge1);
|
|
float v = f * DotProduct(ray.direction, q);
|
|
if (v < 0.0f || u + v > 1.0f) {
|
|
return false;
|
|
}
|
|
|
|
float t = f * DotProduct(edge2, q);
|
|
if (t > EPSILON) {
|
|
outDist = t;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool RayIntersectsMeshTriangles(
|
|
const Ray& ray,
|
|
Direct3DRMMeshImpl& mesh,
|
|
const D3DRMMATRIX4D& worldMatrix,
|
|
float& outDistance
|
|
)
|
|
{
|
|
DWORD groupCount = mesh.GetGroupCount();
|
|
for (DWORD gi = 0; gi < groupCount; ++gi) {
|
|
const MeshGroup& meshGroup = mesh.GetGroup(gi);
|
|
|
|
// Iterate over each face and do ray-triangle tests
|
|
for (DWORD fi = 0; fi < meshGroup.indices.size(); fi += 3) {
|
|
DWORD i0 = meshGroup.indices[fi + 0];
|
|
DWORD i1 = meshGroup.indices[fi + 1];
|
|
DWORD i2 = meshGroup.indices[fi + 2];
|
|
|
|
// Transform vertices to world space
|
|
D3DVECTOR tri[3];
|
|
for (int j = 0; j < 3; ++j) {
|
|
const D3DVECTOR& v = meshGroup.vertices[(j == 0 ? i0 : (j == 1 ? i1 : i2))].position;
|
|
tri[j] = TransformPoint(v, worldMatrix);
|
|
}
|
|
|
|
float dist;
|
|
if (RayIntersectsTriangle(ray, tri[0], tri[1], tri[2], dist)) {
|
|
if (dist < outDistance) {
|
|
outDistance = dist;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
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)
|
|
{
|
|
if (!m_rootFrame) {
|
|
return DDERR_GENERIC;
|
|
}
|
|
|
|
std::vector<PickRecord> hits;
|
|
|
|
Ray pickRay = BuildPickingRay(
|
|
x,
|
|
y,
|
|
m_virtualWidth,
|
|
m_virtualHeight,
|
|
m_camera,
|
|
m_front,
|
|
m_back,
|
|
m_field,
|
|
(float) m_virtualWidth / (float) m_virtualHeight
|
|
);
|
|
|
|
std::function<void(IDirect3DRMFrame*, std::vector<IDirect3DRMFrame*>&)> recurse;
|
|
recurse = [&](IDirect3DRMFrame* frame, std::vector<IDirect3DRMFrame*>& path) {
|
|
path.push_back(frame);
|
|
|
|
IDirect3DRMVisualArray* visuals = nullptr;
|
|
frame->GetVisuals(&visuals);
|
|
DWORD count = visuals->GetSize();
|
|
for (DWORD i = 0; i < count; ++i) {
|
|
IDirect3DRMVisual* visual = nullptr;
|
|
visuals->GetElement(i, &visual);
|
|
|
|
IDirect3DRMFrame* subFrame = nullptr;
|
|
visual->QueryInterface(IID_IDirect3DRMFrame, (void**) &subFrame);
|
|
if (subFrame) {
|
|
recurse(subFrame, path);
|
|
subFrame->Release();
|
|
visual->Release();
|
|
continue;
|
|
}
|
|
|
|
Direct3DRMMeshImpl* 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
|
|
};
|
|
|
|
std::vector<IDirect3DRMFrame*> framePath;
|
|
recurse(m_rootFrame, framePath);
|
|
|
|
std::sort(hits.begin(), hits.end(), [](const PickRecord& a, const PickRecord& b) {
|
|
return a.desc.dist < b.desc.dist;
|
|
});
|
|
|
|
*pickedArray = new Direct3DRMPickedArrayImpl(hits.data(), hits.size());
|
|
for (PickRecord& hit : hits) {
|
|
hit.frameArray->Release();
|
|
}
|
|
|
|
return D3DRM_OK;
|
|
}
|
|
|
|
void Direct3DRMViewportImpl::CloseDevice()
|
|
{
|
|
m_renderer = nullptr;
|
|
}
|