Make Lego Islan Fully playable (#230)

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Anders Jenbo 2025-06-04 05:42:42 +02:00 committed by GitHub
parent 0ac7fee23c
commit 72eb992af4
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2 changed files with 93 additions and 12 deletions

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@ -122,9 +122,9 @@ HRESULT Direct3DRMViewportImpl::CollectSceneData()
std::vector<PositionColorVertex> verts; std::vector<PositionColorVertex> verts;
// Compute camera matrix // Compute camera matrix
D3DRMMATRIX4D cameraWorld, viewMatrix; D3DRMMATRIX4D cameraWorld;
ComputeFrameWorldMatrix(m_camera, cameraWorld); ComputeFrameWorldMatrix(m_camera, cameraWorld);
D3DRMMatrixInvertOrthogonal(viewMatrix, cameraWorld); D3DRMMatrixInvertOrthogonal(m_viewMatrix, cameraWorld);
std::function<void(IDirect3DRMFrame*, D3DRMMATRIX4D)> recurseFrame; std::function<void(IDirect3DRMFrame*, D3DRMMATRIX4D)> recurseFrame;
std::function<void(IDirect3DRMFrame*, D3DRMMATRIX4D)> recurseChildren; std::function<void(IDirect3DRMFrame*, D3DRMMATRIX4D)> recurseChildren;
@ -270,12 +270,12 @@ HRESULT Direct3DRMViewportImpl::CollectSceneData()
// View transform // View transform
D3DVECTOR viewPos; D3DVECTOR viewPos;
viewPos.x = worldPos.x * viewMatrix[0][0] + worldPos.y * viewMatrix[1][0] + viewPos.x = worldPos.x * m_viewMatrix[0][0] + worldPos.y * m_viewMatrix[1][0] +
worldPos.z * viewMatrix[2][0] + viewMatrix[3][0]; worldPos.z * m_viewMatrix[2][0] + m_viewMatrix[3][0];
viewPos.y = worldPos.x * viewMatrix[0][1] + worldPos.y * viewMatrix[1][1] + viewPos.y = worldPos.x * m_viewMatrix[0][1] + worldPos.y * m_viewMatrix[1][1] +
worldPos.z * viewMatrix[2][1] + viewMatrix[3][1]; worldPos.z * m_viewMatrix[2][1] + m_viewMatrix[3][1];
viewPos.z = worldPos.x * viewMatrix[0][2] + worldPos.y * viewMatrix[1][2] + viewPos.z = worldPos.x * m_viewMatrix[0][2] + worldPos.y * m_viewMatrix[1][2] +
worldPos.z * viewMatrix[2][2] + viewMatrix[3][2]; worldPos.z * m_viewMatrix[2][2] + m_viewMatrix[3][2];
// View transform // View transform
D3DVECTOR viewNorm; D3DVECTOR viewNorm;
@ -440,14 +440,23 @@ void Direct3DRMViewportImpl::UpdateProjectionMatrix()
float f = m_front / m_field; float f = m_front / m_field;
float depth = m_back - m_front; float depth = m_back - m_front;
D3DRMMATRIX4D perspective = { D3DRMMATRIX4D projection = {
{f, 0, 0, 0}, {f, 0, 0, 0},
{0, f * aspect, 0, 0}, {0, f * aspect, 0, 0},
{0, 0, m_back / depth, 1}, {0, 0, m_back / depth, 1},
{0, 0, (-m_front * m_back) / depth, 0}, {0, 0, (-m_front * m_back) / depth, 0},
}; };
memcpy(m_projectionMatrix, projection, sizeof(D3DRMMATRIX4D));
m_renderer->SetProjection(perspective, m_front, m_back); m_renderer->SetProjection(projection, m_front, m_back);
D3DRMMATRIX4D inverseProjectionMatrix = {
{1.0f / f, 0, 0, 0},
{0, 1.0f / (f * aspect), 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() D3DVALUE Direct3DRMViewportImpl::GetField()
@ -467,13 +476,82 @@ DWORD Direct3DRMViewportImpl::GetHeight()
HRESULT Direct3DRMViewportImpl::Transform(D3DRMVECTOR4D* screen, D3DVECTOR* world) HRESULT Direct3DRMViewportImpl::Transform(D3DRMVECTOR4D* screen, D3DVECTOR* world)
{ {
MINIWIN_NOT_IMPLEMENTED(); D3DRMVECTOR4D worldVec = {world->x, world->y, world->z, 1.0f};
D3DRMVECTOR4D viewVec;
viewVec.x = m_viewMatrix[0][0] * worldVec.x + m_viewMatrix[1][0] * worldVec.y + m_viewMatrix[2][0] * worldVec.z +
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] +
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 ndcX = screen->x * invW;
float ndcY = screen->y * invW;
screen->x = (ndcX * 0.5f + 0.5f) * m_width;
screen->y = (1.0f - (ndcY * 0.5f + 0.5f)) * m_height;
// Undo perspective divide
screen->x *= screen->z;
screen->y *= screen->w;
return DD_OK; return DD_OK;
} }
HRESULT Direct3DRMViewportImpl::InverseTransform(D3DVECTOR* world, D3DRMVECTOR4D* screen) HRESULT Direct3DRMViewportImpl::InverseTransform(D3DVECTOR* world, D3DRMVECTOR4D* screen)
{ {
MINIWIN_NOT_IMPLEMENTED(); // 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_width * 2.0f - 1.0f;
float ndcY = 1.0f - (screenY / m_height) * 2.0f;
float clipVec[4] = {ndcX * screen->w, ndcY * screen->w, screen->z, screen->w};
float viewVec[4] = {0.0f, 0.0f, 0.0f, 0.0f};
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
viewVec[j] += m_inverseProjectionMatrix[i][j] * clipVec[i];
}
}
float invViewMatrix[4][4];
D3DRMMatrixInvertOrthogonal(invViewMatrix, m_viewMatrix);
float worldVec[4] = {0.0f, 0.0f, 0.0f, 0.0f};
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
worldVec[j] += invViewMatrix[i][j] * viewVec[i];
}
}
// Perspective divide
if (worldVec[3] != 0.0f) {
world->x = worldVec[0] / worldVec[3];
world->y = worldVec[1] / worldVec[3];
world->z = worldVec[2] / worldVec[3];
}
else {
world->x = worldVec[0];
world->y = worldVec[1];
world->z = worldVec[2];
}
return DD_OK; return DD_OK;
} }

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@ -41,6 +41,9 @@ private:
D3DCOLOR m_backgroundColor = 0xFF000000; D3DCOLOR m_backgroundColor = 0xFF000000;
DWORD m_width; DWORD m_width;
DWORD m_height; DWORD m_height;
D3DRMMATRIX4D m_viewMatrix;
D3DRMMATRIX4D m_projectionMatrix;
D3DRMMATRIX4D m_inverseProjectionMatrix;
IDirect3DRMFrame* m_rootFrame = nullptr; IDirect3DRMFrame* m_rootFrame = nullptr;
IDirect3DRMFrame* m_camera = nullptr; IDirect3DRMFrame* m_camera = nullptr;
D3DVALUE m_front = 1.f; D3DVALUE m_front = 1.f;