isle-portable/LEGO1/tgl/d3drm/view.cpp

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Bootstrap decomp of Tgl rendering library (#293) * Bootstrap decomp of D3DRM rendering code * This PR kicks off work on decompiling the D3D Retained Mode (D3DRM) rendering part of the codebase. * High level overview: * There is a base IMxDirect3DRMObject class which all of the D3DRM rendering objects inherit from. Its only virtual method is one to get the underlying object handle. * A hierarchy of abstract classes inherits from this base class, which I've called "IMxDirect3DRM<class>". These classes only have pure virtual methods on them and don't contain any data. * Each one of the abstract classes has exactly one concrete implementation, which I've called "MxDirect3DRM<class>". These classes have exactly one piece of data, which is a pointer to the underlying D3D Retained Mode object. * If the classes need to store additional data, they store it in a userdata blob which is attached to the D3DRM object rather than the additional data being stored in the class itself. * I've worked out about twice this many classes related to D3DRM rendering so far but the PR was getting large enough as is, so I'm cutting it here for now. * I decomped sufficiently many methods of these classe to convince myself that the above observations are correct. About 60% of the decomped methods here are perfect matches, including at least one non-trivial method per class. * Formatting * Restructure changes using Tgl naming / details * Restructure the changes to use the naming that we know from Tgl. * Fill in some parts of the implementation I couldn't initially figure out using the details from Tgl (got more 100% matches). * Move d3drm link requirement * Fixups FloatMatrix -> FloatMatrix4 * Fix order * Full fix for ordering problems * Put back accidentally removed include. * Fix call which should have been Release * Use new and delete for DeepClone * Missing Tgl:: on CreateRenderer * Revert change to bool return value. * Rename Something -> Unk * Return paramter naming convention to what Tgl used * Add scalar ddtor to verify inline destructor * Fix order * Change malloc/free -> new/delete in Tgl * Remove duplicate destructor. * Check all inline destructors * Fix dtor comments * Third time's the charm * Alphabetical sort * Decomp adjustments * Add d3drm files to clang-format --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
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#include "impl.h"
using namespace TglImpl;
struct ViewportAppData {
ViewportAppData(IDirect3DRM2* pRenderer);
Bootstrap decomp of Tgl rendering library (#293) * Bootstrap decomp of D3DRM rendering code * This PR kicks off work on decompiling the D3D Retained Mode (D3DRM) rendering part of the codebase. * High level overview: * There is a base IMxDirect3DRMObject class which all of the D3DRM rendering objects inherit from. Its only virtual method is one to get the underlying object handle. * A hierarchy of abstract classes inherits from this base class, which I've called "IMxDirect3DRM<class>". These classes only have pure virtual methods on them and don't contain any data. * Each one of the abstract classes has exactly one concrete implementation, which I've called "MxDirect3DRM<class>". These classes have exactly one piece of data, which is a pointer to the underlying D3D Retained Mode object. * If the classes need to store additional data, they store it in a userdata blob which is attached to the D3DRM object rather than the additional data being stored in the class itself. * I've worked out about twice this many classes related to D3DRM rendering so far but the PR was getting large enough as is, so I'm cutting it here for now. * I decomped sufficiently many methods of these classe to convince myself that the above observations are correct. About 60% of the decomped methods here are perfect matches, including at least one non-trivial method per class. * Formatting * Restructure changes using Tgl naming / details * Restructure the changes to use the naming that we know from Tgl. * Fill in some parts of the implementation I couldn't initially figure out using the details from Tgl (got more 100% matches). * Move d3drm link requirement * Fixups FloatMatrix -> FloatMatrix4 * Fix order * Full fix for ordering problems * Put back accidentally removed include. * Fix call which should have been Release * Use new and delete for DeepClone * Missing Tgl:: on CreateRenderer * Revert change to bool return value. * Rename Something -> Unk * Return paramter naming convention to what Tgl used * Add scalar ddtor to verify inline destructor * Fix order * Change malloc/free -> new/delete in Tgl * Remove duplicate destructor. * Check all inline destructors * Fix dtor comments * Third time's the charm * Alphabetical sort * Decomp adjustments * Add d3drm files to clang-format --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
2023-12-07 07:10:42 -05:00
~ViewportAppData();
IDirect3DRMFrame2* m_pLightFrame;
IDirect3DRMFrame2* m_pCamera;
IDirect3DRMFrame2* m_pLastRenderedFrame;
Bootstrap decomp of Tgl rendering library (#293) * Bootstrap decomp of D3DRM rendering code * This PR kicks off work on decompiling the D3D Retained Mode (D3DRM) rendering part of the codebase. * High level overview: * There is a base IMxDirect3DRMObject class which all of the D3DRM rendering objects inherit from. Its only virtual method is one to get the underlying object handle. * A hierarchy of abstract classes inherits from this base class, which I've called "IMxDirect3DRM<class>". These classes only have pure virtual methods on them and don't contain any data. * Each one of the abstract classes has exactly one concrete implementation, which I've called "MxDirect3DRM<class>". These classes have exactly one piece of data, which is a pointer to the underlying D3D Retained Mode object. * If the classes need to store additional data, they store it in a userdata blob which is attached to the D3DRM object rather than the additional data being stored in the class itself. * I've worked out about twice this many classes related to D3DRM rendering so far but the PR was getting large enough as is, so I'm cutting it here for now. * I decomped sufficiently many methods of these classe to convince myself that the above observations are correct. About 60% of the decomped methods here are perfect matches, including at least one non-trivial method per class. * Formatting * Restructure changes using Tgl naming / details * Restructure the changes to use the naming that we know from Tgl. * Fill in some parts of the implementation I couldn't initially figure out using the details from Tgl (got more 100% matches). * Move d3drm link requirement * Fixups FloatMatrix -> FloatMatrix4 * Fix order * Full fix for ordering problems * Put back accidentally removed include. * Fix call which should have been Release * Use new and delete for DeepClone * Missing Tgl:: on CreateRenderer * Revert change to bool return value. * Rename Something -> Unk * Return paramter naming convention to what Tgl used * Add scalar ddtor to verify inline destructor * Fix order * Change malloc/free -> new/delete in Tgl * Remove duplicate destructor. * Check all inline destructors * Fix dtor comments * Third time's the charm * Alphabetical sort * Decomp adjustments * Add d3drm files to clang-format --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
2023-12-07 07:10:42 -05:00
float m_backgroundColorRed;
float m_backgroundColorGreen;
float m_backgroundColorBlue;
};
DECOMP_SIZE_ASSERT(ViewportAppData, 0x18);
// FUNCTION: LEGO1 0x100a10b0
ViewportAppData::ViewportAppData(IDirect3DRM2* pRenderer)
Bootstrap decomp of Tgl rendering library (#293) * Bootstrap decomp of D3DRM rendering code * This PR kicks off work on decompiling the D3D Retained Mode (D3DRM) rendering part of the codebase. * High level overview: * There is a base IMxDirect3DRMObject class which all of the D3DRM rendering objects inherit from. Its only virtual method is one to get the underlying object handle. * A hierarchy of abstract classes inherits from this base class, which I've called "IMxDirect3DRM<class>". These classes only have pure virtual methods on them and don't contain any data. * Each one of the abstract classes has exactly one concrete implementation, which I've called "MxDirect3DRM<class>". These classes have exactly one piece of data, which is a pointer to the underlying D3D Retained Mode object. * If the classes need to store additional data, they store it in a userdata blob which is attached to the D3DRM object rather than the additional data being stored in the class itself. * I've worked out about twice this many classes related to D3DRM rendering so far but the PR was getting large enough as is, so I'm cutting it here for now. * I decomped sufficiently many methods of these classe to convince myself that the above observations are correct. About 60% of the decomped methods here are perfect matches, including at least one non-trivial method per class. * Formatting * Restructure changes using Tgl naming / details * Restructure the changes to use the naming that we know from Tgl. * Fill in some parts of the implementation I couldn't initially figure out using the details from Tgl (got more 100% matches). * Move d3drm link requirement * Fixups FloatMatrix -> FloatMatrix4 * Fix order * Full fix for ordering problems * Put back accidentally removed include. * Fix call which should have been Release * Use new and delete for DeepClone * Missing Tgl:: on CreateRenderer * Revert change to bool return value. * Rename Something -> Unk * Return paramter naming convention to what Tgl used * Add scalar ddtor to verify inline destructor * Fix order * Change malloc/free -> new/delete in Tgl * Remove duplicate destructor. * Check all inline destructors * Fix dtor comments * Third time's the charm * Alphabetical sort * Decomp adjustments * Add d3drm files to clang-format --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
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{
pRenderer->CreateFrame(NULL, &m_pLightFrame);
m_pCamera = NULL;
m_pLastRenderedFrame = NULL;
m_backgroundColorRed = 0.0f;
m_backgroundColorGreen = 0.0f;
m_backgroundColorBlue = 0.0f;
}
// FUNCTION: LEGO1 0x100a10e0
ViewportAppData::~ViewportAppData()
{
IDirect3DRMFrameArray* pChildFrames;
IDirect3DRMFrame* pChildFrame = NULL;
m_pLightFrame->GetChildren(&pChildFrames);
for (int i = 0; i < (int) pChildFrames->GetSize(); i++) {
pChildFrames->GetElement(i, &pChildFrame);
m_pLightFrame->DeleteChild(pChildFrame);
pChildFrame->Release(); // GetElement() does AddRef()
}
pChildFrames->Release();
m_pLightFrame->Release();
}
// Forward declare to satisfy order check
void ViewportDestroyCallback(IDirect3DRMObject* pObject, void* pArg);
// FUNCTION: LEGO1 0x100a1160
Result ViewImpl::ViewportCreateAppData(IDirect3DRM2* pDevice, IDirect3DRMViewport* pView, IDirect3DRMFrame2* pCamera)
Bootstrap decomp of Tgl rendering library (#293) * Bootstrap decomp of D3DRM rendering code * This PR kicks off work on decompiling the D3D Retained Mode (D3DRM) rendering part of the codebase. * High level overview: * There is a base IMxDirect3DRMObject class which all of the D3DRM rendering objects inherit from. Its only virtual method is one to get the underlying object handle. * A hierarchy of abstract classes inherits from this base class, which I've called "IMxDirect3DRM<class>". These classes only have pure virtual methods on them and don't contain any data. * Each one of the abstract classes has exactly one concrete implementation, which I've called "MxDirect3DRM<class>". These classes have exactly one piece of data, which is a pointer to the underlying D3D Retained Mode object. * If the classes need to store additional data, they store it in a userdata blob which is attached to the D3DRM object rather than the additional data being stored in the class itself. * I've worked out about twice this many classes related to D3DRM rendering so far but the PR was getting large enough as is, so I'm cutting it here for now. * I decomped sufficiently many methods of these classe to convince myself that the above observations are correct. About 60% of the decomped methods here are perfect matches, including at least one non-trivial method per class. * Formatting * Restructure changes using Tgl naming / details * Restructure the changes to use the naming that we know from Tgl. * Fill in some parts of the implementation I couldn't initially figure out using the details from Tgl (got more 100% matches). * Move d3drm link requirement * Fixups FloatMatrix -> FloatMatrix4 * Fix order * Full fix for ordering problems * Put back accidentally removed include. * Fix call which should have been Release * Use new and delete for DeepClone * Missing Tgl:: on CreateRenderer * Revert change to bool return value. * Rename Something -> Unk * Return paramter naming convention to what Tgl used * Add scalar ddtor to verify inline destructor * Fix order * Change malloc/free -> new/delete in Tgl * Remove duplicate destructor. * Check all inline destructors * Fix dtor comments * Third time's the charm * Alphabetical sort * Decomp adjustments * Add d3drm files to clang-format --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
2023-12-07 07:10:42 -05:00
{
ViewportAppData* data = new ViewportAppData(pDevice);
data->m_pCamera = pCamera;
Result result = ResultVal(pView->SetAppData(reinterpret_cast<unsigned long>(data)));
if (Succeeded(result)) {
result = ResultVal(pView->AddDestroyCallback(ViewportDestroyCallback, data));
}
if (!Succeeded(result)) {
delete data;
pView->SetAppData(0);
}
return result;
}
inline Result ViewRestoreFrameAfterRender(
IDirect3DRMFrame* pFrame,
IDirect3DRMFrame* pCamera,
IDirect3DRMFrame* pLightFrame
)
{
Result result = Success;
if (pFrame) {
// remove camera and light frame from frame that was rendered
// this doesn't destroy the camera as it is still the camera of the viewport...
result = ResultVal(pFrame->DeleteChild(pCamera));
result = ResultVal(pFrame->DeleteChild(pLightFrame));
// decrease frame's ref count (it was increased in ViewPrepareFrameForRender())
pFrame->Release();
}
return result;
}
// FUNCTION: LEGO1 0x100a1240
void ViewportDestroyCallback(IDirect3DRMObject* pObject, void* pArg)
{
ViewportAppData* pViewportAppData = reinterpret_cast<ViewportAppData*>(pArg);
ViewRestoreFrameAfterRender(
pViewportAppData->m_pLastRenderedFrame,
pViewportAppData->m_pCamera,
pViewportAppData->m_pLightFrame
);
delete pViewportAppData;
}
// FUNCTION: LEGO1 0x100a1290
Result ViewportPickImpl(
IDirect3DRMViewport* pViewport,
int x,
int y,
const Group** ppGroupsToPickFrom,
int groupsToPickFromCount,
const Group**& rppPickedGroups,
int& rPickedGroupCount
)
{
// Left unimplemented in shipped game.
return Error;
}
inline ViewportAppData* ViewportGetData(IDirect3DRMViewport* pViewport)
{
return reinterpret_cast<ViewportAppData*>(pViewport->GetAppData());
}
inline IDirect3DRMFrame* ViewportGetLightFrame(IDirect3DRMViewport* pViewport)
{
return ViewportGetData(pViewport)->m_pLightFrame;
}
// FUNCTION: LEGO1 0x100a2d80
void* ViewImpl::ImplementationDataPtr()
{
return reinterpret_cast<void*>(&m_data);
}
// FUNCTION: LEGO1 0x100a2d90
Result ViewImpl::Add(const Light* pLight)
{
const LightImpl* light = static_cast<const LightImpl*>(pLight);
IDirect3DRMFrame* frame = light->ImplementationData();
return ResultVal(ViewportGetLightFrame(m_data)->AddChild(frame));
}
// FUNCTION: LEGO1 0x100a2dc0
Result ViewImpl::Remove(const Light* pLight)
{
const LightImpl* light = static_cast<const LightImpl*>(pLight);
IDirect3DRMFrame* frame = light->ImplementationData();
return ResultVal(ViewportGetLightFrame(m_data)->DeleteChild(frame));
}
// FUNCTION: LEGO1 0x100a2df0
Result ViewImpl::SetCamera(const Camera* pCamera)
{
const CameraImpl* camera = static_cast<const CameraImpl*>(pCamera);
IDirect3DRMFrame2* frame = camera->ImplementationData();
Bootstrap decomp of Tgl rendering library (#293) * Bootstrap decomp of D3DRM rendering code * This PR kicks off work on decompiling the D3D Retained Mode (D3DRM) rendering part of the codebase. * High level overview: * There is a base IMxDirect3DRMObject class which all of the D3DRM rendering objects inherit from. Its only virtual method is one to get the underlying object handle. * A hierarchy of abstract classes inherits from this base class, which I've called "IMxDirect3DRM<class>". These classes only have pure virtual methods on them and don't contain any data. * Each one of the abstract classes has exactly one concrete implementation, which I've called "MxDirect3DRM<class>". These classes have exactly one piece of data, which is a pointer to the underlying D3D Retained Mode object. * If the classes need to store additional data, they store it in a userdata blob which is attached to the D3DRM object rather than the additional data being stored in the class itself. * I've worked out about twice this many classes related to D3DRM rendering so far but the PR was getting large enough as is, so I'm cutting it here for now. * I decomped sufficiently many methods of these classe to convince myself that the above observations are correct. About 60% of the decomped methods here are perfect matches, including at least one non-trivial method per class. * Formatting * Restructure changes using Tgl naming / details * Restructure the changes to use the naming that we know from Tgl. * Fill in some parts of the implementation I couldn't initially figure out using the details from Tgl (got more 100% matches). * Move d3drm link requirement * Fixups FloatMatrix -> FloatMatrix4 * Fix order * Full fix for ordering problems * Put back accidentally removed include. * Fix call which should have been Release * Use new and delete for DeepClone * Missing Tgl:: on CreateRenderer * Revert change to bool return value. * Rename Something -> Unk * Return paramter naming convention to what Tgl used * Add scalar ddtor to verify inline destructor * Fix order * Change malloc/free -> new/delete in Tgl * Remove duplicate destructor. * Check all inline destructors * Fix dtor comments * Third time's the charm * Alphabetical sort * Decomp adjustments * Add d3drm files to clang-format --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
2023-12-07 07:10:42 -05:00
ViewportAppData* pViewportAppData;
Result result;
pViewportAppData = reinterpret_cast<ViewportAppData*>(m_data->GetAppData());
result = ViewRestoreFrameAfterRender(
pViewportAppData->m_pLastRenderedFrame,
pViewportAppData->m_pCamera,
pViewportAppData->m_pLightFrame
);
pViewportAppData->m_pCamera = frame;
pViewportAppData->m_pLastRenderedFrame = 0;
return ResultVal(m_data->SetCamera(frame));
}
// FUNCTION: LEGO1 0x100a2e70
Result ViewImpl::SetProjection(ProjectionType type)
{
return ResultVal(m_data->SetProjection(Translate(type)));
}
// FUNCTION: LEGO1 0x100a2eb0
Result ViewImpl::SetFrustrum(float frontClippingDistance, float backClippingDistance, float degrees)
{
float field = frontClippingDistance * tan(DegreesToRadians(degrees / 2));
Result result;
result = ResultVal(m_data->SetFront(frontClippingDistance));
if (Succeeded(result)) {
result = ResultVal(m_data->SetBack(backClippingDistance));
}
if (Succeeded(result)) {
result = ResultVal(m_data->SetField(field));
}
return result;
}
// FUNCTION: LEGO1 0x100a2f30
Result ViewImpl::SetBackgroundColor(float r, float g, float b)
{
Result ret = Success;
// Note, this method in the shipped game is very diverged from
// the Tgl leak code.
ViewportAppData* data = ViewportGetData(m_data);
data->m_backgroundColorRed = r;
data->m_backgroundColorGreen = g;
data->m_backgroundColorBlue = b;
if (data->m_pLastRenderedFrame) {
ret = ResultVal(data->m_pLastRenderedFrame->SetSceneBackgroundRGB(r, g, b));
}
return ret;
}
// FUNCTION: LEGO1 0x100a2f80
Result ViewImpl::GetBackgroundColor(float* r, float* g, float* b)
{
ViewportAppData* data = ViewportGetData(m_data);
*r = data->m_backgroundColorRed;
*g = data->m_backgroundColorGreen;
*b = data->m_backgroundColorBlue;
return Success;
}
// FUNCTION: LEGO1 0x100a2fb0
Result ViewImpl::Clear()
{
return ResultVal(m_data->Clear());
}
inline Result ViewPrepareFrameForRender(
IDirect3DRMFrame* pFrame,
IDirect3DRMFrame* pCamera,
IDirect3DRMFrame* pLightFrame,
float backgroundRed,
float backgroundGreen,
float backgroundBlue
)
{
Result result = Success;
if (pFrame) {
// set background color
result = ResultVal(pFrame->SetSceneBackgroundRGB(backgroundRed, backgroundGreen, backgroundBlue));
// add camera to frame to be rendered
result = ResultVal(pFrame->AddChild(pCamera));
// add light frame to frame to be rendered
result = ResultVal(pFrame->AddChild(pLightFrame));
// increase ref count of frame to ensure it does not get deleted underneath us
pFrame->AddRef();
}
return result;
}
// FUNCTION: LEGO1 0x100a2fd0
Result ViewImpl::Render(const Light* pCamera)
{
ViewportAppData* appdata = ViewportGetData(m_data);
IDirect3DRMFrame2* light = static_cast<const LightImpl*>(pCamera)->ImplementationData();
Bootstrap decomp of Tgl rendering library (#293) * Bootstrap decomp of D3DRM rendering code * This PR kicks off work on decompiling the D3D Retained Mode (D3DRM) rendering part of the codebase. * High level overview: * There is a base IMxDirect3DRMObject class which all of the D3DRM rendering objects inherit from. Its only virtual method is one to get the underlying object handle. * A hierarchy of abstract classes inherits from this base class, which I've called "IMxDirect3DRM<class>". These classes only have pure virtual methods on them and don't contain any data. * Each one of the abstract classes has exactly one concrete implementation, which I've called "MxDirect3DRM<class>". These classes have exactly one piece of data, which is a pointer to the underlying D3D Retained Mode object. * If the classes need to store additional data, they store it in a userdata blob which is attached to the D3DRM object rather than the additional data being stored in the class itself. * I've worked out about twice this many classes related to D3DRM rendering so far but the PR was getting large enough as is, so I'm cutting it here for now. * I decomped sufficiently many methods of these classe to convince myself that the above observations are correct. About 60% of the decomped methods here are perfect matches, including at least one non-trivial method per class. * Formatting * Restructure changes using Tgl naming / details * Restructure the changes to use the naming that we know from Tgl. * Fill in some parts of the implementation I couldn't initially figure out using the details from Tgl (got more 100% matches). * Move d3drm link requirement * Fixups FloatMatrix -> FloatMatrix4 * Fix order * Full fix for ordering problems * Put back accidentally removed include. * Fix call which should have been Release * Use new and delete for DeepClone * Missing Tgl:: on CreateRenderer * Revert change to bool return value. * Rename Something -> Unk * Return paramter naming convention to what Tgl used * Add scalar ddtor to verify inline destructor * Fix order * Change malloc/free -> new/delete in Tgl * Remove duplicate destructor. * Check all inline destructors * Fix dtor comments * Third time's the charm * Alphabetical sort * Decomp adjustments * Add d3drm files to clang-format --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
2023-12-07 07:10:42 -05:00
IDirect3DRMFrame2* lastRendered = appdata->m_pLastRenderedFrame;
Bootstrap decomp of Tgl rendering library (#293) * Bootstrap decomp of D3DRM rendering code * This PR kicks off work on decompiling the D3D Retained Mode (D3DRM) rendering part of the codebase. * High level overview: * There is a base IMxDirect3DRMObject class which all of the D3DRM rendering objects inherit from. Its only virtual method is one to get the underlying object handle. * A hierarchy of abstract classes inherits from this base class, which I've called "IMxDirect3DRM<class>". These classes only have pure virtual methods on them and don't contain any data. * Each one of the abstract classes has exactly one concrete implementation, which I've called "MxDirect3DRM<class>". These classes have exactly one piece of data, which is a pointer to the underlying D3D Retained Mode object. * If the classes need to store additional data, they store it in a userdata blob which is attached to the D3DRM object rather than the additional data being stored in the class itself. * I've worked out about twice this many classes related to D3DRM rendering so far but the PR was getting large enough as is, so I'm cutting it here for now. * I decomped sufficiently many methods of these classe to convince myself that the above observations are correct. About 60% of the decomped methods here are perfect matches, including at least one non-trivial method per class. * Formatting * Restructure changes using Tgl naming / details * Restructure the changes to use the naming that we know from Tgl. * Fill in some parts of the implementation I couldn't initially figure out using the details from Tgl (got more 100% matches). * Move d3drm link requirement * Fixups FloatMatrix -> FloatMatrix4 * Fix order * Full fix for ordering problems * Put back accidentally removed include. * Fix call which should have been Release * Use new and delete for DeepClone * Missing Tgl:: on CreateRenderer * Revert change to bool return value. * Rename Something -> Unk * Return paramter naming convention to what Tgl used * Add scalar ddtor to verify inline destructor * Fix order * Change malloc/free -> new/delete in Tgl * Remove duplicate destructor. * Check all inline destructors * Fix dtor comments * Third time's the charm * Alphabetical sort * Decomp adjustments * Add d3drm files to clang-format --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
2023-12-07 07:10:42 -05:00
if (light != lastRendered) {
if (lastRendered) {
lastRendered->DeleteChild(appdata->m_pCamera);
// Some other call goes here, not sure what.
lastRendered->Release();
}
appdata->m_pLastRenderedFrame = light;
if (light) {
light->SetSceneBackgroundRGB(
appdata->m_backgroundColorRed,
appdata->m_backgroundColorGreen,
appdata->m_backgroundColorBlue
);
light->AddChild(appdata->m_pCamera);
// Some other call goes here, not sure what.
light->AddRef();
}
}
return ResultVal(m_data->Render(light));
}
// FUNCTION: LEGO1 0x100a3080
Result ViewImpl::ForceUpdate(unsigned long x, unsigned long y, unsigned long width, unsigned long height)
{
return ResultVal(m_data->ForceUpdate(x, y, x + width - 1, y + height - 1));
}
// FUNCTION: LEGO1 0x100a30c0
Result ViewImpl::Pick(
unsigned long x,
unsigned long y,
const Group** ppGroupsToPickFrom,
int groupsToPickFromCount,
const Group**& rppPickedGroups,
int& rPickedGroupCount
)
{
return ViewportPickImpl(
m_data,
x,
y,
ppGroupsToPickFrom,
groupsToPickFromCount,
rppPickedGroups,
rPickedGroupCount
);
}
// FUNCTION: LEGO1 0x100a30f0
Result ViewImpl::TransformWorldToScreen(const float world[3], float screen[4])
{
D3DRMVECTOR4D d3dRMScreen;
D3DVECTOR d3dRMWorld;
d3dRMWorld.x = world[0];
d3dRMWorld.y = world[1];
d3dRMWorld.z = world[2];
Result result;
result = ResultVal(m_data->Transform(&d3dRMScreen, &d3dRMWorld));
if (Succeeded(result)) {
screen[0] = d3dRMScreen.x;
screen[1] = d3dRMScreen.y;
screen[2] = d3dRMScreen.z;
screen[3] = d3dRMScreen.w;
}
return result;
}
// FUNCTION: LEGO1 0x100a3160
Result ViewImpl::TransformScreenToWorld(const float screen[4], float world[3])
{
// 100% match minus instruction reordering.
D3DVECTOR d3dRMWorld;
D3DRMVECTOR4D d3dScreen;
d3dScreen.x = screen[0];
d3dScreen.y = screen[1];
d3dScreen.z = screen[2];
d3dScreen.w = screen[3];
Result result;
result = ResultVal(m_data->InverseTransform(&d3dRMWorld, &d3dScreen));
if (Succeeded(result)) {
world[0] = d3dRMWorld.x;
world[1] = d3dRMWorld.y;
world[2] = d3dRMWorld.z;
}
return result;
}