mirror of
https://github.com/isledecomp/isle-portable.git
synced 2025-09-22 03:22:35 -04:00
Cull by Bounding Box (#231)
This commit is contained in:
parent
72eb992af4
commit
956e3f2765
@ -114,228 +114,313 @@ D3DVECTOR ComputeTriangleNormal(const D3DVECTOR& v0, const D3DVECTOR& v1, const
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return normal;
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}
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HRESULT Direct3DRMViewportImpl::CollectSceneData()
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inline D3DVECTOR TransformPoint(const D3DVECTOR& p, 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] + m[3][0],
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p.x * m[0][1] + p.y * m[1][1] + p.z * m[2][1] + m[3][1],
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p.x * m[0][2] + p.y * m[1][2] + p.z * m[2][2] + m[3][2]
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};
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}
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void Direct3DRMViewportImpl::CollectLightsFromFrame(
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IDirect3DRMFrame* frame,
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D3DRMMATRIX4D parentMatrix,
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std::vector<SceneLight>& lights
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)
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{
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Direct3DRMFrameImpl* frameImpl = static_cast<Direct3DRMFrameImpl*>(frame);
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D3DRMMATRIX4D worldMatrix;
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D3DRMMatrixMultiply(worldMatrix, parentMatrix, 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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D3DRMLIGHTTYPE type = light->GetType();
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SceneLight extracted;
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extracted.color.r = ((color >> 0) & 0xFF) / 255.0f;
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extracted.color.g = ((color >> 8) & 0xFF) / 255.0f;
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extracted.color.b = ((color >> 16) & 0xFF) / 255.0f;
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extracted.color.a = ((color >> 24) & 0xFF) / 255.0f;
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if (type == D3DRMLIGHT_POINT || type == D3DRMLIGHT_SPOT || type == D3DRMLIGHT_PARALLELPOINT) {
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extracted.position.x = worldMatrix[3][0];
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extracted.position.y = worldMatrix[3][1];
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extracted.position.z = 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.x = worldMatrix[2][0];
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extracted.direction.y = worldMatrix[2][1];
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extracted.direction.z = 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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struct Plane {
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D3DVECTOR normal;
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float d;
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};
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void NormalizePlane(Plane& plane)
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{
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float len =
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sqrtf(plane.normal.x * plane.normal.x + plane.normal.y * plane.normal.y + plane.normal.z * plane.normal.z);
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if (len > 0.0f) {
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plane.normal.x /= len;
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plane.normal.y /= len;
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plane.normal.z /= len;
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plane.d /= len;
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}
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}
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Plane frustumPlanes[6];
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void ExtractFrustumPlanes(const D3DRMMATRIX4D& m)
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{
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// Left
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frustumPlanes[0].normal = {m[0][3] + m[0][0], m[1][3] + m[1][0], m[2][3] + m[2][0]};
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frustumPlanes[0].d = m[3][3] + m[3][0];
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// Right
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frustumPlanes[1].normal = {m[0][3] - m[0][0], m[1][3] - m[1][0], m[2][3] - m[2][0]};
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frustumPlanes[1].d = m[3][3] - m[3][0];
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// Bottom
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frustumPlanes[2].normal = {m[0][3] + m[0][1], m[1][3] + m[1][1], m[2][3] + m[2][1]};
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frustumPlanes[2].d = m[3][3] + m[3][1];
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// Top
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frustumPlanes[3].normal = {m[0][3] - m[0][1], m[1][3] - m[1][1], m[2][3] - m[2][1]};
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frustumPlanes[3].d = m[3][3] - m[3][1];
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// Near
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frustumPlanes[4].normal = {m[0][3] + m[0][2], m[1][3] + m[1][2], m[2][3] + m[2][2]};
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frustumPlanes[4].d = m[3][3] + m[3][2];
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// Far
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frustumPlanes[5].normal = {m[0][3] - m[0][2], m[1][3] - m[1][2], m[2][3] - m[2][2]};
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frustumPlanes[5].d = m[3][3] - m[3][2];
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for (int i = 0; i < 6; ++i) {
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NormalizePlane(frustumPlanes[i]);
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}
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}
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bool IsBoxInFrustum(const D3DVECTOR corners[8], const Plane planes[6])
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{
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for (int i = 0; i < 6; ++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& pt = corners[j];
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float dist =
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planes[i].normal.x * pt.x + planes[i].normal.y * pt.y + planes[i].normal.z * pt.z + planes[i].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; // All corners are outside this plane
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}
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}
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return true;
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}
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void Direct3DRMViewportImpl::CollectMeshesFromFrame(
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IDirect3DRMFrame* frame,
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D3DRMMATRIX4D parentMatrix,
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std::vector<PositionColorVertex>& verts
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)
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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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Matrix3x3 worldMatrixInvert;
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D3DRMMatrixMultiply(worldMatrix, parentMatrix, localMatrix);
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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, verts);
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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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IDirect3DRMMesh* mesh = nullptr;
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visual->QueryInterface(IID_IDirect3DRMMesh, (void**) &mesh);
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if (mesh) {
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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& boxCorner : boxCorners) {
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boxCorner = TransformPoint(boxCorner, worldMatrix);
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}
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if (!IsBoxInFrustum(boxCorners, frustumPlanes)) {
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mesh->Release();
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visual->Release();
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continue;
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}
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DWORD groupCount = mesh->GetGroupCount();
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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(dataSize);
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mesh->GetVertices(gi, 0, vtxCount, d3dVerts.data());
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mesh->GetGroup(gi, nullptr, nullptr, nullptr, nullptr, faces.data());
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D3DCOLOR color = mesh->GetGroupColor(gi);
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D3DRMRENDERQUALITY quality = mesh->GetGroupQuality(gi);
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IDirect3DRMTexture* texture = nullptr;
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mesh->GetGroupTexture(gi, &texture);
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IDirect3DRMMaterial* material = nullptr;
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mesh->GetGroupMaterial(gi, &material);
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Uint32 texId = NO_TEXTURE_ID;
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if (texture) {
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texId = m_renderer->GetTextureId(texture);
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texture->Release();
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}
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float shininess = 0.0f;
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if (material) {
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shininess = material->GetPower();
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material->Release();
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}
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for (DWORD fi = 0; fi < faceCount; ++fi) {
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D3DVECTOR norm;
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if (quality == D3DRMRENDER_FLAT || quality == D3DRMRENDER_UNLITFLAT) {
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D3DRMVERTEX& v0 = d3dVerts[faces[fi * vpf + 0]];
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D3DRMVERTEX& v1 = d3dVerts[faces[fi * vpf + 1]];
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D3DRMVERTEX& v2 = d3dVerts[faces[fi * vpf + 2]];
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norm = ComputeTriangleNormal(v0.position, v1.position, v2.position);
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}
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for (int idx = 0; idx < vpf; ++idx) {
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D3DRMVERTEX& dv = d3dVerts[faces[fi * vpf + idx]];
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D3DVECTOR pos = dv.position;
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if (quality == D3DRMRENDER_GOURAUD || quality == D3DRMRENDER_PHONG) {
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norm = dv.normal;
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}
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D3DVECTOR worldPos;
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worldPos.x = pos.x * worldMatrix[0][0] + pos.y * worldMatrix[1][0] + pos.z * worldMatrix[2][0] +
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worldMatrix[3][0];
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worldPos.y = pos.x * worldMatrix[0][1] + pos.y * worldMatrix[1][1] + pos.z * worldMatrix[2][1] +
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worldMatrix[3][1];
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worldPos.z = pos.x * worldMatrix[0][2] + pos.y * worldMatrix[1][2] + pos.z * worldMatrix[2][2] +
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worldMatrix[3][2];
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D3DVECTOR viewPos;
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viewPos.x = worldPos.x * m_viewMatrix[0][0] + worldPos.y * m_viewMatrix[1][0] +
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worldPos.z * m_viewMatrix[2][0] + m_viewMatrix[3][0];
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viewPos.y = worldPos.x * m_viewMatrix[0][1] + worldPos.y * m_viewMatrix[1][1] +
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worldPos.z * m_viewMatrix[2][1] + m_viewMatrix[3][1];
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viewPos.z = worldPos.x * m_viewMatrix[0][2] + worldPos.y * m_viewMatrix[1][2] +
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worldPos.z * m_viewMatrix[2][2] + m_viewMatrix[3][2];
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D3DVECTOR viewNorm;
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viewNorm.x = norm.x * worldMatrixInvert[0][0] + norm.y * worldMatrixInvert[1][0] +
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norm.z * worldMatrixInvert[2][0];
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viewNorm.y = norm.x * worldMatrixInvert[0][1] + norm.y * worldMatrixInvert[1][1] +
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norm.z * worldMatrixInvert[2][1];
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viewNorm.z = norm.x * worldMatrixInvert[0][2] + norm.y * worldMatrixInvert[1][2] +
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norm.z * worldMatrixInvert[2][2];
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float len = sqrtf(viewNorm.x * viewNorm.x + viewNorm.y * viewNorm.y + viewNorm.z * viewNorm.z);
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if (len > 0.0f) {
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float invLen = 1.0f / len;
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viewNorm.x *= invLen;
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viewNorm.y *= invLen;
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viewNorm.z *= invLen;
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}
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PositionColorVertex vtx;
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vtx.position = viewPos;
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vtx.normals = viewNorm;
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vtx.colors = {
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static_cast<Uint8>((color >> 16) & 0xFF),
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static_cast<Uint8>((color >> 8) & 0xFF),
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static_cast<Uint8>((color >> 0) & 0xFF),
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static_cast<Uint8>((color >> 24) & 0xFF)
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};
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vtx.shininess = shininess;
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vtx.texId = texId;
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vtx.texCoord = {dv.tu, dv.tv};
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verts.push_back(vtx);
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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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void Direct3DRMViewportImpl::CollectSceneData()
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{
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m_backgroundColor = static_cast<Direct3DRMFrameImpl*>(m_rootFrame)->m_backgroundColor;
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std::vector<SceneLight> lights;
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std::vector<PositionColorVertex> verts;
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// Compute camera matrix
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D3DRMMATRIX4D cameraWorld;
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D3DRMMATRIX4D cameraWorld, viewProj;
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ComputeFrameWorldMatrix(m_camera, cameraWorld);
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D3DRMMatrixInvertOrthogonal(m_viewMatrix, cameraWorld);
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std::function<void(IDirect3DRMFrame*, D3DRMMATRIX4D)> recurseFrame;
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std::function<void(IDirect3DRMFrame*, D3DRMMATRIX4D)> recurseChildren;
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recurseChildren = [&](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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// === Extract lights from the frame ===
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IDirect3DRMLightArray* lightArray = nullptr;
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if (SUCCEEDED(frame->GetLights(&lightArray)) && 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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if (SUCCEEDED(lightArray->GetElement(li, &light)) && light) {
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D3DCOLOR color = light->GetColor();
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D3DRMLIGHTTYPE type = light->GetType();
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SceneLight extracted;
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extracted.color.r = ((color >> 0) & 0xFF) / 255.0f;
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extracted.color.g = ((color >> 8) & 0xFF) / 255.0f;
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extracted.color.b = ((color >> 16) & 0xFF) / 255.0f;
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extracted.color.a = ((color >> 24) & 0xFF) / 255.0f;
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if (type == D3DRMLIGHT_POINT || type == D3DRMLIGHT_SPOT || type == D3DRMLIGHT_PARALLELPOINT) {
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extracted.position.x = worldMatrix[3][0];
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extracted.position.y = worldMatrix[3][1];
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extracted.position.z = 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.x = worldMatrix[2][0];
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extracted.direction.y = worldMatrix[2][1];
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extracted.direction.z = 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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}
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lightArray->Release();
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}
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IDirect3DRMFrameArray* children = nullptr;
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if (SUCCEEDED(frame->GetChildren(&children)) && 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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recurseChildren(childFrame, worldMatrix);
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childFrame->Release();
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}
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children->Release();
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}
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};
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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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Matrix3x3 worldMatrixInvert;
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D3DRMMatrixMultiply(worldMatrix, parentMatrix, localMatrix);
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D3DRMMatrixInvertForNormal(worldMatrixInvert, worldMatrix);
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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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for (DWORD i = 0; i < n; ++i) {
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IDirect3DRMVisual* vis = nullptr;
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va->GetElement(i, &vis);
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if (!vis) {
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continue;
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}
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// Pull geometry from meshes
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IDirect3DRMMesh* mesh = nullptr;
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if (SUCCEEDED(vis->QueryInterface(IID_IDirect3DRMMesh, (void**) &mesh)) && mesh) {
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DWORD groupCount = mesh->GetGroupCount();
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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);
|
||||
std::vector<DWORD> faces(dataSize);
|
||||
mesh->GetVertices(gi, 0, vtxCount, d3dVerts.data());
|
||||
mesh->GetGroup(gi, nullptr, nullptr, nullptr, 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 * m_viewMatrix[0][0] + worldPos.y * m_viewMatrix[1][0] +
|
||||
worldPos.z * m_viewMatrix[2][0] + m_viewMatrix[3][0];
|
||||
viewPos.y = worldPos.x * m_viewMatrix[0][1] + worldPos.y * m_viewMatrix[1][1] +
|
||||
worldPos.z * m_viewMatrix[2][1] + m_viewMatrix[3][1];
|
||||
viewPos.z = worldPos.x * m_viewMatrix[0][2] + worldPos.y * m_viewMatrix[1][2] +
|
||||
worldPos.z * m_viewMatrix[2][2] + m_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();
|
||||
}
|
||||
};
|
||||
D3DRMMatrixMultiply(viewProj, m_viewMatrix, m_projectionMatrix);
|
||||
|
||||
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);
|
||||
|
||||
std::vector<SceneLight> lights;
|
||||
CollectLightsFromFrame(m_rootFrame, identity, lights);
|
||||
m_renderer->PushLights(lights.data(), lights.size());
|
||||
m_renderer->PushVertices(verts.data(), verts.size());
|
||||
|
||||
return D3DRM_OK;
|
||||
std::vector<PositionColorVertex> verts;
|
||||
ExtractFrustumPlanes(viewProj);
|
||||
CollectMeshesFromFrame(m_rootFrame, identity, verts);
|
||||
m_renderer->PushVertices(verts.data(), verts.size());
|
||||
}
|
||||
|
||||
HRESULT Direct3DRMViewportImpl::Render(IDirect3DRMFrame* rootFrame)
|
||||
@ -344,10 +429,7 @@ HRESULT Direct3DRMViewportImpl::Render(IDirect3DRMFrame* rootFrame)
|
||||
return DDERR_GENERIC;
|
||||
}
|
||||
m_rootFrame = rootFrame;
|
||||
HRESULT success = CollectSceneData();
|
||||
if (success != DD_OK) {
|
||||
return success;
|
||||
}
|
||||
CollectSceneData();
|
||||
return m_renderer->Render();
|
||||
}
|
||||
|
||||
@ -530,13 +612,13 @@ HRESULT Direct3DRMViewportImpl::InverseTransform(D3DVECTOR* world, D3DRMVECTOR4D
|
||||
}
|
||||
}
|
||||
|
||||
float invViewMatrix[4][4];
|
||||
D3DRMMatrixInvertOrthogonal(invViewMatrix, m_viewMatrix);
|
||||
D3DRMMATRIX4D inverseViewMatrix;
|
||||
D3DRMMatrixInvertOrthogonal(inverseViewMatrix, 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];
|
||||
worldVec[j] += inverseViewMatrix[i][j] * viewVec[i];
|
||||
}
|
||||
}
|
||||
|
||||
@ -777,103 +859,104 @@ HRESULT Direct3DRMViewportImpl::Pick(float x, float y, LPDIRECT3DRMPICKEDARRAY*
|
||||
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);
|
||||
frame->GetVisuals(&visuals);
|
||||
DWORD count = visuals->GetSize();
|
||||
for (DWORD i = 0; i < count; ++i) {
|
||||
IDirect3DRMVisual* visual = nullptr;
|
||||
visuals->GetElement(i, &visual);
|
||||
|
||||
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)) {
|
||||
if (RayIntersectsMeshTriangles(pickRay, mesh, worldMatrix, 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();
|
||||
IDirect3DRMFrame* subFrame = nullptr;
|
||||
visual->QueryInterface(IID_IDirect3DRMFrame, (void**) &subFrame);
|
||||
if (subFrame) {
|
||||
recurse(subFrame, path);
|
||||
subFrame->Release();
|
||||
visual->Release();
|
||||
continue;
|
||||
}
|
||||
visuals->Release();
|
||||
|
||||
IDirect3DRMMesh* 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);
|
||||
|
||||
// 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) &&
|
||||
RayIntersectsMeshTriangles(pickRay, mesh, worldMatrix, distance)) {
|
||||
auto* arr = new Direct3DRMFrameArrayImpl();
|
||||
for (IDirect3DRMFrame* f : path) {
|
||||
arr->AddElement(f);
|
||||
}
|
||||
|
||||
PickRecord rec;
|
||||
rec.visual = visual;
|
||||
rec.frameArray = arr;
|
||||
rec.desc.dist = distance;
|
||||
hits.push_back(rec);
|
||||
}
|
||||
mesh->Release();
|
||||
}
|
||||
visual->Release();
|
||||
}
|
||||
visuals->Release();
|
||||
path.pop_back(); // Pop after recursion
|
||||
};
|
||||
|
||||
|
@ -35,7 +35,13 @@ struct Direct3DRMViewportImpl : public Direct3DRMObjectBaseImpl<IDirect3DRMViewp
|
||||
void CloseDevice();
|
||||
|
||||
private:
|
||||
HRESULT CollectSceneData();
|
||||
void CollectSceneData();
|
||||
void CollectLightsFromFrame(IDirect3DRMFrame* frame, D3DRMMATRIX4D parentMatrix, std::vector<SceneLight>& lights);
|
||||
void CollectMeshesFromFrame(
|
||||
IDirect3DRMFrame* frame,
|
||||
D3DRMMATRIX4D parentMatrix,
|
||||
std::vector<PositionColorVertex>& verts
|
||||
);
|
||||
void UpdateProjectionMatrix();
|
||||
Direct3DRMRenderer* m_renderer;
|
||||
D3DCOLOR m_backgroundColor = 0xFF000000;
|
||||
|
Loading…
x
Reference in New Issue
Block a user