isle-portable/miniwin/src/d3drm/d3drmviewport.cpp
2025-06-03 02:16:33 +02:00

720 lines
20 KiB
C++

#include "d3drm_impl.h"
#include "d3drmframe_impl.h"
#include "d3drmrenderer.h"
#include "d3drmviewport_impl.h"
#include "ddraw_impl.h"
#include "miniwin.h"
#include <SDL3/SDL.h>
#include <SDL3/SDL_stdinc.h>
#include <cassert>
#include <float.h>
#include <functional>
#include <math.h>
typedef D3DVALUE Matrix3x3[3][3];
Direct3DRMViewportImpl::Direct3DRMViewportImpl(DWORD width, DWORD height, Direct3DRMRenderer* rendere)
: m_width(width), m_height(height), m_renderer(rendere)
{
}
static void D3DRMMatrixMultiply(D3DRMMATRIX4D out, const D3DRMMATRIX4D a, const D3DRMMATRIX4D b)
{
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
out[i][j] = 0.0f;
for (int k = 0; k < 4; ++k) {
out[i][j] += a[i][k] * b[k][j];
}
}
}
}
static void D3DRMMatrixInvertForNormal(Matrix3x3 out, const D3DRMMATRIX4D m)
{
float a = m[0][0], b = m[0][1], c = m[0][2];
float d = m[1][0], e = m[1][1], f = m[1][2];
float g = m[2][0], h = m[2][1], i = m[2][2];
float det = a * (e * i - f * h) - b * (d * i - f * g) + c * (d * h - e * g);
if (fabs(det) < 1e-6f) {
memset(out, 0, sizeof(Matrix3x3));
return;
}
float invDet = 1.0f / det;
out[0][0] = (e * i - f * h) * invDet;
out[1][0] = (c * h - b * i) * invDet;
out[2][0] = (b * f - c * e) * invDet;
out[0][1] = (f * g - d * i) * invDet;
out[1][1] = (a * i - c * g) * invDet;
out[2][1] = (c * d - a * f) * invDet;
out[0][2] = (d * h - e * g) * invDet;
out[1][2] = (b * g - a * h) * invDet;
out[2][2] = (a * e - b * d) * invDet;
}
static void D3DRMMatrixInvertOrthogonal(D3DRMMATRIX4D out, const D3DRMMATRIX4D m)
{
for (int i = 0; i < 3; ++i) {
for (int j = 0; j < 3; ++j) {
out[i][j] = m[j][i];
}
}
out[0][3] = out[1][3] = out[2][3] = 0.f;
out[3][3] = 1.f;
D3DVECTOR t = {m[3][0], m[3][1], m[3][2]};
out[3][0] = -(out[0][0] * t.x + out[1][0] * t.y + out[2][0] * t.z);
out[3][1] = -(out[0][1] * t.x + out[1][1] * t.y + out[2][1] * t.z);
out[3][2] = -(out[0][2] * t.x + out[1][2] * t.y + out[2][2] * t.z);
}
static void ComputeFrameWorldMatrix(IDirect3DRMFrame* frame, D3DRMMATRIX4D out)
{
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}};
IDirect3DRMFrame* cur = frame;
while (cur) {
auto* impl = static_cast<Direct3DRMFrameImpl*>(cur);
D3DRMMATRIX4D local;
memcpy(local, impl->m_transform, sizeof(local));
D3DRMMATRIX4D tmp;
D3DRMMatrixMultiply(tmp, local, acc);
memcpy(acc, tmp, sizeof(acc));
if (cur == impl->m_parent) {
break;
}
cur = impl->m_parent;
}
memcpy(out, acc, sizeof(acc));
}
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 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};
float len = std::sqrt(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z);
if (len > 0.0f) {
normal.x /= len;
normal.y /= len;
normal.z /= len;
}
return normal;
}
HRESULT Direct3DRMViewportImpl::CollectSceneData()
{
m_backgroundColor = static_cast<Direct3DRMFrameImpl*>(m_rootFrame)->m_backgroundColor;
std::vector<SceneLight> lights;
std::vector<PositionColorVertex> verts;
// Compute camera matrix
D3DRMMATRIX4D cameraWorld, viewMatrix;
ComputeFrameWorldMatrix(m_camera, cameraWorld);
D3DRMMatrixInvertOrthogonal(viewMatrix, cameraWorld);
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, &vtxCount, &faceCount, &vpf, 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 * viewMatrix[0][0] + worldPos.y * viewMatrix[1][0] +
worldPos.z * viewMatrix[2][0] + viewMatrix[3][0];
viewPos.y = worldPos.x * viewMatrix[0][1] + worldPos.y * viewMatrix[1][1] +
worldPos.z * viewMatrix[2][1] + viewMatrix[3][1];
viewPos.z = worldPos.x * viewMatrix[0][2] + worldPos.y * viewMatrix[1][2] +
worldPos.z * viewMatrix[2][2] + 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}};
recurseFrame(m_rootFrame, identity);
recurseChildren(m_rootFrame, identity);
m_renderer->PushLights(lights.data(), lights.size());
m_renderer->PushVertices(verts.data(), verts.size());
m_renderer->SetBackbuffer(DDBackBuffer);
return D3DRM_OK;
}
HRESULT Direct3DRMViewportImpl::Render(IDirect3DRMFrame* rootFrame)
{
if (!m_renderer) {
return DDERR_GENERIC;
}
m_rootFrame = rootFrame;
HRESULT success = CollectSceneData();
if (success != DD_OK) {
return success;
}
return m_renderer->Render();
}
HRESULT Direct3DRMViewportImpl::ForceUpdate(int x, int y, int w, int h)
{
MINIWIN_NOT_IMPLEMENTED();
return DD_OK;
}
HRESULT Direct3DRMViewportImpl::Clear()
{
if (!DDBackBuffer) {
return DDERR_GENERIC;
}
uint8_t r = (m_backgroundColor >> 16) & 0xFF;
uint8_t g = (m_backgroundColor >> 8) & 0xFF;
uint8_t b = m_backgroundColor & 0xFF;
Uint32 color = SDL_MapRGB(SDL_GetPixelFormatDetails(DDBackBuffer->format), nullptr, r, g, b);
SDL_FillSurfaceRect(DDBackBuffer, NULL, color);
return DD_OK;
}
HRESULT Direct3DRMViewportImpl::SetCamera(IDirect3DRMFrame* camera)
{
if (m_camera) {
m_camera->Release();
}
if (camera) {
camera->AddRef();
}
m_camera = camera;
return DD_OK;
}
HRESULT Direct3DRMViewportImpl::GetCamera(IDirect3DRMFrame** camera)
{
if (m_camera) {
m_camera->AddRef();
}
*camera = m_camera;
return DD_OK;
}
HRESULT Direct3DRMViewportImpl::SetProjection(D3DRMPROJECTIONTYPE type)
{
return DD_OK;
}
D3DRMPROJECTIONTYPE Direct3DRMViewportImpl::GetProjection()
{
return D3DRMPROJECTIONTYPE::PERSPECTIVE;
}
HRESULT Direct3DRMViewportImpl::SetFront(D3DVALUE z)
{
m_front = z;
UpdateProjectionMatrix();
return DD_OK;
}
D3DVALUE Direct3DRMViewportImpl::GetFront()
{
return m_front;
}
HRESULT Direct3DRMViewportImpl::SetBack(D3DVALUE z)
{
m_back = z;
UpdateProjectionMatrix();
return DD_OK;
}
D3DVALUE Direct3DRMViewportImpl::GetBack()
{
return m_back;
}
HRESULT Direct3DRMViewportImpl::SetField(D3DVALUE field)
{
m_field = field;
UpdateProjectionMatrix();
return DD_OK;
}
void Direct3DRMViewportImpl::UpdateProjectionMatrix()
{
float aspect = (float) m_width / (float) m_height;
float f = m_front / m_field;
float depth = m_back - m_front;
D3DRMMATRIX4D perspective = {
{f, 0, 0, 0},
{0, f * aspect, 0, 0},
{0, 0, m_back / depth, 1},
{0, 0, (-m_front * m_back) / depth, 0},
};
m_renderer->SetProjection(perspective, m_front, m_back);
}
D3DVALUE Direct3DRMViewportImpl::GetField()
{
return m_field;
}
DWORD Direct3DRMViewportImpl::GetWidth()
{
return m_width;
}
DWORD Direct3DRMViewportImpl::GetHeight()
{
return m_height;
}
HRESULT Direct3DRMViewportImpl::Transform(D3DRMVECTOR4D* screen, D3DVECTOR* world)
{
MINIWIN_NOT_IMPLEMENTED();
return DD_OK;
}
HRESULT Direct3DRMViewportImpl::InverseTransform(D3DVECTOR* world, D3DRMVECTOR4D* screen)
{
MINIWIN_NOT_IMPLEMENTED();
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(rayDirView.x * rayDirView.x + rayDirView.y * rayDirView.y + rayDirView.z * rayDirView.z);
rayDirView.x /= len;
rayDirView.y /= len;
rayDirView.z /= len;
// 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.x /= len;
rayDirWorld.y /= len;
rayDirWorld.z /= len;
return Ray{rayOriginWorld, rayDirWorld};
}
/**
* @todo additionally check that we hit a triangle in the mesh
*/
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_width,
m_height,
m_camera,
m_front,
m_back,
m_field,
(float) m_width / (float) m_height
);
std::function<void(IDirect3DRMFrame*, std::vector<IDirect3DRMFrame*>&)> recurse;
recurse = [&](IDirect3DRMFrame* frame, std::vector<IDirect3DRMFrame*>& path) {
Direct3DRMFrameImpl* frameImpl = static_cast<Direct3DRMFrameImpl*>(frame);
path.push_back(frame); // Push current frame
IDirect3DRMVisualArray* visuals = nullptr;
if (SUCCEEDED(frame->GetVisuals(&visuals)) && visuals) {
DWORD count = visuals->GetSize();
for (DWORD i = 0; i < count; ++i) {
IDirect3DRMVisual* vis = nullptr;
visuals->GetElement(i, &vis);
IDirect3DRMMesh* mesh = nullptr;
IDirect3DRMFrame* subFrame = nullptr;
if (SUCCEEDED(vis->QueryInterface(IID_IDirect3DRMFrame, (void**) &subFrame)) && subFrame) {
recurse(subFrame, path);
subFrame->Release();
}
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)) {
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();
}
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());
return D3DRM_OK;
}
void Direct3DRMViewportImpl::CloseDevice()
{
m_renderer = nullptr;
}