#ifndef _tgl_h #define _tgl_h #include "tglvector.h" #include #include #include namespace Tgl { enum ColorModel { // Note: Not used in shipped game, no way to verify contents. Ramp, RGB }; enum ShadingModel { Wireframe, UnlitFlat, Flat, Gouraud, Phong }; enum LightType { Ambient, Point, Spot, Directional, ParallelPoint }; enum ProjectionType { Perspective, Orthographic }; enum TextureMappingMode { Linear, PerspectiveCorrect }; // Not in the Tgl leak, inferred from the assembly enum MaterialMode { FromParent, FromFrame, FromMesh, }; struct PaletteEntry { unsigned char m_red; unsigned char m_green; unsigned char m_blue; }; struct DeviceDirect3DCreateData { IDirect3D2* m_pDirect3D; IDirect3DDevice2* m_pDirect3DDevice; }; struct DeviceDirectDrawCreateData { const GUID* m_driverGUID; HWND m_hWnd; IDirectDraw* m_pDirectDraw; IDirectDrawSurface* m_pFrontBuffer; IDirectDrawSurface* m_pBackBuffer; // These have possibly been removed in the shipped game // (Put them back if we can verify when we find a callsite // which constructs this type) // IDirectDrawPalette* m_pPalette; // int m_isFullScreen; }; // Result type used for all methods in the Tgl API enum Result { Error = 0, Success = 1 }; inline int Succeeded(Result result) { return (result == Success); } // Forward declarations class Renderer; class Object; class Device; class View; class Light; class Camera; class Group; class Mesh; class Texture; class Unk; // VTABLE 0x100db980 class Object { public: virtual ~Object() {} virtual void* ImplementationDataPtr() = 0; }; // VTABLE 0x100db948 class Renderer : public Object { public: // vtable+0x08 virtual Device* CreateDevice(const DeviceDirectDrawCreateData&) = 0; virtual Device* CreateDevice(const DeviceDirect3DCreateData&) = 0; // vtable+0x10 virtual View* CreateView( const Device*, const Camera*, unsigned long x, unsigned long y, unsigned long width, unsigned long height ) = 0; virtual Camera* CreateCamera() = 0; virtual Light* CreateLight(LightType, float r, float g, float b) = 0; virtual Group* CreateGroup(const Group* pParent = 0) = 0; // vtable+0x20 virtual Unk* CreateUnk() = 0; virtual Texture* CreateTexture() = 0; virtual Texture* CreateTexture( int width, int height, int bitsPerTexel, const void* pTexels, int pTexelsArePersistent, int paletteEntryCount, const PaletteEntry* pEntries ) = 0; virtual Result SetTextureDefaultShadeCount(unsigned long) = 0; // vtable+0x30 virtual Result SetTextureDefaultColorCount(unsigned long) = 0; }; Renderer* CreateRenderer(); // VTABLE 0x100db9b8 class Device : public Object { public: // vtable+0x08 virtual unsigned long GetWidth() = 0; virtual unsigned long GetHeight() = 0; // vtable+0x10 virtual Result SetColorModel(ColorModel) = 0; virtual Result SetShadingModel(ShadingModel) = 0; virtual Result SetShadeCount(unsigned long) = 0; virtual Result SetDither(int) = 0; // vtable+0x20 virtual Result Update() = 0; virtual void InitFromD3DDevice(Device*) = 0; virtual void InitFromWindowsDevice(Device*) = 0; }; // VTABLE 0x100dba28 class View : public Object { public: virtual Result Add(const Light*) = 0; virtual Result Remove(const Light*) = 0; // vtable+0x10 virtual Result SetCamera(const Camera*) = 0; virtual Result SetProjection(ProjectionType) = 0; virtual Result SetFrustrum(float frontClippingDistance, float backClippingDistance, float degrees) = 0; virtual Result SetBackgroundColor(float r, float g, float b) = 0; // vtable+0x20 virtual Result GetBackgroundColor(float* r, float* g, float* b) = 0; virtual Result Clear() = 0; virtual Result Render(const Light*) = 0; virtual Result ForceUpdate(unsigned long x, unsigned long y, unsigned long width, unsigned long height) = 0; // vtable+0x30 virtual Result TransformWorldToScreen(const float world[3], float screen[4]) = 0; virtual Result TransformScreenToWorld(const float screen[4], float world[3]) = 0; // Pick(): // x, y: // view coordinates // // ppGroupsToPickFrom: // array of (Group*) in any order // Groups to pick from // // groupsToPickFromCount: // size of ppGroupsToPickFrom // // rppPickedGroups: // output parameter // array of (Group*) representing a Group hierarchy // top-down order (element 0 is root/scene) // caller must deallocate array // ref count of each element (Group*) has not been increased // an element will be 0, if a corresponding Group was not found in ppGroupsToPickFrom // // rPickedGroupCount: // output parameter // size of rppPickedGroups virtual Result Pick( unsigned long x, unsigned long y, const Group** ppGroupsToPickFrom, int groupsToPickFromCount, const Group**& rppPickedGroups, int& rPickedGroupCount ) = 0; }; // VTABLE 0x100dbae8 class Camera : public Object { public: virtual Result SetTransformation(const FloatMatrix4&) = 0; }; // VTABLE 0x100dbb08 class Light : public Object { public: virtual Result SetTransformation(const FloatMatrix4&) = 0; virtual Result SetColor(float r, float g, float b) = 0; }; // VTABLE 0x100dbbb0 class Mesh : public Object { public: virtual Result SetColor(float r, float g, float b, float a) = 0; virtual Result SetTexture(const Texture*) = 0; virtual Result GetTexture(Texture*&) = 0; virtual Result SetTextureMappingMode(ProjectionType) = 0; virtual Result SetShadingModel(ShadingModel) = 0; // Clone data in underlying group virtual Mesh* DeepClone(Unk*) = 0; // Just get another Group pointing to the same underlying data virtual Mesh* ShallowClone(Unk*) = 0; }; // VTABLE 0x100dbaa0 class Group : public Object { public: virtual Result SetTransformation(const FloatMatrix4&) = 0; virtual Result SetColor(float r, float g, float b, float a) = 0; virtual Result SetTexture(const Texture*) = 0; virtual Result GetTexture(Texture*&) = 0; virtual Result SetMaterialMode(MaterialMode) = 0; virtual Result Add(const Group*) = 0; virtual Result Add(const Mesh*) = 0; virtual Result Remove(const Group*) = 0; virtual Result Remove(const Mesh*) = 0; virtual Result RemoveAll() = 0; // This is TransformLocalToWorld in the leak, however it seems // to have been replaced by something else in the shipped code. virtual Result Unknown() = 0; }; // Don't know what this is. Seems like another Tgl object which // was not in the leaked Tgl code. My suspicion is that it's // some kind of builder class for creating meshes. // VTABLE 0x100dbb30 class Unk : public Object { public: virtual Result SetMeshData( unsigned long faceCount, unsigned long vertexCount, const float (*pPositions)[3], const float (*pNormals)[3], const float (*pTextureCoordinates)[2], unsigned long vertexPerFaceCount, unsigned long* pFaceData ) = 0; virtual Result GetBoundingBox(float min[3], float max[3]) = 0; virtual Unk* Clone() = 0; }; // VTABLE 0x100dbb68 class Texture : public Object { public: // vtable+0x08 virtual Result SetTexels(int width, int height, int bitsPerTexel, void* pTexels) = 0; virtual void FillRowsOfTexture(int y, int height, void* pBuffer) = 0; // vtable+0x10 virtual Result Changed(int texelsChanged, int paletteChanged) = 0; virtual Result GetBufferAndPalette( int* pWidth, int* pHeight, int* pDepth, void** ppBuffer, int* pPaletteSize, PaletteEntry** ppPalette ) = 0; virtual Result SetPalette(int entryCount, PaletteEntry* pEntries) = 0; }; } // namespace Tgl #endif /* _tgl_h */