Implement Viewport::Pick() (#183)

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Anders Jenbo 2025-05-27 07:07:57 +02:00 committed by GitHub
parent ca3ced4d26
commit 6bbddf5508
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GPG Key ID: B5690EEEBB952194
5 changed files with 314 additions and 60 deletions

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@ -252,7 +252,9 @@ struct IDirect3DRMFrameArray : public IDirect3DRMArray {
struct IDirect3DRMFrame2 : public IDirect3DRMFrame {};
typedef IDirect3DRMFrame2* LPDIRECT3DRMFRAME2;
struct D3DRMPICKDESC {};
struct D3DRMPICKDESC {
float dist;
};
struct IDirect3DRMPickedArray : public IDirect3DRMArray {
virtual HRESULT GetPick(

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@ -9,6 +9,12 @@
extern SDL_Window* DDWindow_SDL3GPU;
extern SDL_Surface* DDBackBuffer_SDL3GPU;
struct PickRecord {
IDirect3DRMVisual* visual;
IDirect3DRMFrameArray* frameArray;
D3DRMPICKDESC desc;
};
struct Direct3DRM_SDL3GPUImpl : virtual public IDirect3DRM2 {
// IUnknown interface
HRESULT QueryInterface(const GUID& riid, void** ppvObject) override;
@ -94,3 +100,14 @@ public:
protected:
std::vector<ActualType*> m_items;
};
struct Direct3DRMPickedArray_SDL3GPUImpl : public IDirect3DRMPickedArray {
Direct3DRMPickedArray_SDL3GPUImpl(const PickRecord* inputPicks, size_t count);
~Direct3DRMPickedArray_SDL3GPUImpl() override;
DWORD GetSize() override;
HRESULT GetPick(DWORD index, IDirect3DRMVisual** visual, IDirect3DRMFrameArray** frameArray, D3DRMPICKDESC* desc)
override;
private:
std::vector<PickRecord> picks;
};

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@ -44,7 +44,7 @@ struct Direct3DRMViewport_SDL3GPUImpl : public Direct3DRMObjectBase_SDL3GPUImpl<
HRESULT InverseTransform(D3DVECTOR* world, D3DRMVECTOR4D* screen) override;
HRESULT Pick(float x, float y, LPDIRECT3DRMPICKEDARRAY* pickedArray) override;
void CloseDevice();
HRESULT CollectSceneData(IDirect3DRMFrame* group);
HRESULT CollectSceneData();
void PushVertices(const PositionColorVertex* vertices, size_t count);
private:
@ -54,6 +54,7 @@ private:
D3DCOLOR m_backgroundColor = 0xFF000000;
DWORD m_width;
DWORD m_height;
IDirect3DRMFrame* m_rootFrame = nullptr;
IDirect3DRMFrame* m_camera = nullptr;
SDL_GPUDevice* m_device;
SDL_GPUGraphicsPipeline* m_pipeline;

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@ -14,65 +14,64 @@
#include <SDL3/SDL.h>
struct PickRecord {
IDirect3DRMVisual* visual;
IDirect3DRMFrameArray* frameArray;
D3DRMPICKDESC desc;
};
Direct3DRMPickedArray_SDL3GPUImpl::Direct3DRMPickedArray_SDL3GPUImpl(const PickRecord* inputPicks, size_t count)
{
picks.reserve(count);
for (size_t i = 0; i < count; ++i) {
const PickRecord& pick = inputPicks[i];
if (pick.visual) {
pick.visual->AddRef();
}
if (pick.frameArray) {
pick.frameArray->AddRef();
}
picks.push_back(pick);
}
}
struct Direct3DRMPickedArray_SDL3GPUImpl : public IDirect3DRMPickedArray {
Direct3DRMPickedArray_SDL3GPUImpl(const PickRecord* inputPicks, size_t count)
{
picks.reserve(count);
for (size_t i = 0; i < count; ++i) {
const PickRecord& pick = inputPicks[i];
if (pick.visual) {
pick.visual->AddRef();
}
if (pick.frameArray) {
pick.frameArray->AddRef();
}
picks.push_back(pick);
Direct3DRMPickedArray_SDL3GPUImpl::~Direct3DRMPickedArray_SDL3GPUImpl()
{
for (PickRecord& pick : picks) {
if (pick.visual) {
pick.visual->Release();
}
if (pick.frameArray) {
pick.frameArray->Release();
}
}
~Direct3DRMPickedArray_SDL3GPUImpl() override
{
for (PickRecord& pick : picks) {
if (pick.visual) {
pick.visual->Release();
}
if (pick.frameArray) {
pick.frameArray->Release();
}
}
}
DWORD GetSize() override { return static_cast<DWORD>(picks.size()); }
HRESULT GetPick(DWORD index, IDirect3DRMVisual** visual, IDirect3DRMFrameArray** frameArray, D3DRMPICKDESC* desc)
override
{
if (index >= picks.size()) {
return DDERR_INVALIDPARAMS;
}
}
const PickRecord& pick = picks[index];
DWORD Direct3DRMPickedArray_SDL3GPUImpl::GetSize()
{
return static_cast<DWORD>(picks.size());
}
*visual = pick.visual;
*frameArray = pick.frameArray;
*desc = pick.desc;
if (*visual) {
(*visual)->AddRef();
}
if (*frameArray) {
(*frameArray)->AddRef();
}
return DD_OK;
HRESULT Direct3DRMPickedArray_SDL3GPUImpl::GetPick(
DWORD index,
IDirect3DRMVisual** visual,
IDirect3DRMFrameArray** frameArray,
D3DRMPICKDESC* desc
)
{
if (index >= picks.size()) {
return DDERR_INVALIDPARAMS;
}
private:
std::vector<PickRecord> picks;
};
const PickRecord& pick = picks[index];
*visual = pick.visual;
*frameArray = pick.frameArray;
*desc = pick.desc;
if (*visual) {
(*visual)->AddRef();
}
if (*frameArray) {
(*frameArray)->AddRef();
}
return DD_OK;
}
struct Direct3DRMWinDevice_SDL3GPUImpl : public IDirect3DRMWinDevice {
HRESULT Activate() override

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@ -5,7 +5,9 @@
#include "miniwin_p.h"
#include <SDL3/SDL.h>
#include <float.h>
#include <functional>
#include <math.h>
Direct3DRMViewport_SDL3GPUImpl::Direct3DRMViewport_SDL3GPUImpl(
DWORD width,
@ -98,7 +100,7 @@ static void ComputeFrameWorldMatrix(IDirect3DRMFrame* frame, D3DRMMATRIX4D out)
memcpy(out, acc, sizeof(acc));
}
HRESULT Direct3DRMViewport_SDL3GPUImpl::CollectSceneData(IDirect3DRMFrame* group)
HRESULT Direct3DRMViewport_SDL3GPUImpl::CollectSceneData()
{
MINIWIN_NOT_IMPLEMENTED(); // Lights, camera, textures, materials
@ -199,7 +201,7 @@ HRESULT Direct3DRMViewport_SDL3GPUImpl::CollectSceneData(IDirect3DRMFrame* group
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(group, identity);
recurseFrame(m_rootFrame, identity);
PushVertices(verts.data(), verts.size());
@ -257,13 +259,14 @@ void Direct3DRMViewport_SDL3GPUImpl::PushVertices(const PositionColorVertex* ver
SDL_ReleaseGPUTransferBuffer(m_device, transferBuffer);
}
HRESULT Direct3DRMViewport_SDL3GPUImpl::Render(IDirect3DRMFrame* group)
HRESULT Direct3DRMViewport_SDL3GPUImpl::Render(IDirect3DRMFrame* rootFrame)
{
if (!m_device) {
return DDERR_GENERIC;
}
HRESULT success = CollectSceneData(group);
m_rootFrame = rootFrame;
HRESULT success = CollectSceneData();
if (success != DD_OK) {
return success;
}
@ -468,10 +471,242 @@ HRESULT Direct3DRMViewport_SDL3GPUImpl::InverseTransform(D3DVECTOR* world, D3DRM
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; // flip Y since screen Y down
D3DRMMATRIX4D proj;
CalculateProjectionMatrix(proj, field, aspect, front, back);
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 Direct3DRMViewport_SDL3GPUImpl::Pick(float x, float y, LPDIRECT3DRMPICKEDARRAY* pickedArray)
{
MINIWIN_NOT_IMPLEMENTED();
return DD_OK;
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) {
Direct3DRMFrame_SDL3GPUImpl* frameImpl = static_cast<Direct3DRMFrame_SDL3GPUImpl*>(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 Direct3DRMFrameArray_SDL3GPUImpl();
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 Direct3DRMPickedArray_SDL3GPUImpl(hits.data(), hits.size());
return D3DRM_OK;
}
void Direct3DRMViewport_SDL3GPUImpl::CloseDevice()