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260772e374
* 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>
312 lines
7.4 KiB
C++
312 lines
7.4 KiB
C++
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#ifndef _tgl_h
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#define _tgl_h
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#include "tglvector.h"
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#include <d3d.h>
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#include <ddraw.h>
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#include <windows.h>
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namespace Tgl
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{
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enum ColorModel {
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// Note: Not used in shipped game, no way to verify contents.
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Ramp,
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RGB
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};
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enum ShadingModel {
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Wireframe,
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UnlitFlat,
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Flat,
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Gouraud,
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Phong
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};
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enum LightType {
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Ambient,
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Point,
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Spot,
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Directional,
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ParallelPoint
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};
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enum ProjectionType {
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Perspective,
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Orthographic
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};
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enum TextureMappingMode {
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Linear,
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PerspectiveCorrect
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};
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// Not in the Tgl leak, inferred from the assembly
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enum MaterialMode {
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FromParent,
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FromFrame,
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FromMesh,
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};
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struct PaletteEntry {
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unsigned char m_red;
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unsigned char m_green;
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unsigned char m_blue;
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};
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struct DeviceDirect3DCreateData {
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IDirect3D* m_pDirect3D;
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IDirect3DDevice* m_pDirect3DDevice;
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};
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struct DeviceDirectDrawCreateData {
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const GUID* m_driverGUID;
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HWND m_hWnd;
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IDirectDraw* m_pDirectDraw;
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IDirectDrawSurface* m_pFrontBuffer;
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IDirectDrawSurface* m_pBackBuffer;
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// These have possibly been removed in the shipped game
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// (Put them back if we can verify when we find a callsite
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// which constructs this type)
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// IDirectDrawPalette* m_pPalette;
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// int m_isFullScreen;
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};
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// Result type used for all methods in the Tgl API
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enum Result {
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Error = 0,
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Success = 1
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};
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inline int Succeeded(Result result)
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{
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return (result == Success);
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}
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// Forward declarations
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class Renderer;
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class Object;
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class Device;
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class View;
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class Light;
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class Camera;
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class Group;
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class Mesh;
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class Texture;
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class Unk;
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// VTABLE 0x100db980
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class Object {
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public:
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virtual ~Object() {}
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virtual void* ImplementationDataPtr() = 0;
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};
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// VTABLE 0x100db948
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class Renderer : public Object {
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public:
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// vtable+0x08
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virtual Device* CreateDevice(const DeviceDirect3DCreateData&) = 0;
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virtual Device* CreateDevice(const DeviceDirectDrawCreateData&) = 0;
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// vtable+0x10
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virtual View* CreateView(
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const Device*,
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const Camera*,
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unsigned long x,
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unsigned long y,
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unsigned long width,
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unsigned long height
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) = 0;
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virtual Camera* CreateCamera() = 0;
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virtual Light* CreateLight(LightType, float r, float g, float b) = 0;
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virtual Group* CreateGroup(const Group* pParent = 0) = 0;
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// vtable+0x20
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virtual Unk* CreateUnk() = 0;
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virtual Texture* CreateTexture() = 0;
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virtual Texture* CreateTexture(
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int width,
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int height,
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int bitsPerTexel,
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const void* pTexels,
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int pTexelsArePersistent,
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int paletteEntryCount,
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const PaletteEntry* pEntries
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) = 0;
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virtual Result SetTextureDefaultShadeCount(unsigned long) = 0;
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// vtable+0x30
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virtual Result SetTextureDefaultColorCount(unsigned long) = 0;
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};
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Renderer* CreateRenderer();
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// VTABLE 0x100db9b8
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class Device : public Object {
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public:
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// vtable+0x08
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virtual unsigned long GetWidth() = 0;
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virtual unsigned long GetHeight() = 0;
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// vtable+0x10
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virtual Result SetColorModel(ColorModel) = 0;
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virtual Result SetShadingModel(ShadingModel) = 0;
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virtual Result SetShadeCount(unsigned long) = 0;
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virtual Result SetDither(int) = 0;
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// vtable+0x20
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virtual Result Update() = 0;
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virtual void InitFromD3DDevice(Device*) = 0;
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virtual void InitFromWindowsDevice(Device*) = 0;
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};
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// VTABLE 0x100dba28
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class View : public Object {
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public:
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virtual Result Add(const Light*) = 0;
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virtual Result Remove(const Light*) = 0;
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// vtable+0x10
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virtual Result SetCamera(const Camera*) = 0;
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virtual Result SetProjection(ProjectionType) = 0;
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virtual Result SetFrustrum(float frontClippingDistance, float backClippingDistance, float degrees) = 0;
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virtual Result SetBackgroundColor(float r, float g, float b) = 0;
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// vtable+0x20
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virtual Result GetBackgroundColor(float* r, float* g, float* b) = 0;
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virtual Result Clear() = 0;
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virtual Result Render(const Light*) = 0;
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virtual Result ForceUpdate(unsigned long x, unsigned long y, unsigned long width, unsigned long height) = 0;
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// vtable+0x30
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virtual Result TransformWorldToScreen(const float world[3], float screen[4]) = 0;
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virtual Result TransformScreenToWorld(const float screen[4], float world[3]) = 0;
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// Pick():
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// x, y:
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// view coordinates
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//
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// ppGroupsToPickFrom:
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// array of (Group*) in any order
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// Groups to pick from
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//
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// groupsToPickFromCount:
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// size of ppGroupsToPickFrom
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//
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// rppPickedGroups:
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// output parameter
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// array of (Group*) representing a Group hierarchy
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// top-down order (element 0 is root/scene)
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// caller must deallocate array
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// ref count of each element (Group*) has not been increased
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// an element will be 0, if a corresponding Group was not found in ppGroupsToPickFrom
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//
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// rPickedGroupCount:
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// output parameter
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// size of rppPickedGroups
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virtual Result Pick(
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unsigned long x,
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unsigned long y,
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const Group** ppGroupsToPickFrom,
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int groupsToPickFromCount,
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const Group**& rppPickedGroups,
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int& rPickedGroupCount
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) = 0;
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};
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// VTABLE 0x100dbae8
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class Camera : public Object {
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public:
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virtual Result SetTransformation(const FloatMatrix4&) = 0;
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};
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// VTABLE 0x100dbb08
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class Light : public Object {
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public:
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virtual Result SetTransformation(const FloatMatrix4&) = 0;
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virtual Result SetColor(float r, float g, float b) = 0;
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};
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// VTABLE 0x100dbbb0
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class Mesh : public Object {
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public:
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virtual Result SetColor(float r, float g, float b, float a) = 0;
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virtual Result SetTexture(const Texture*) = 0;
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virtual Result GetTexture(Texture*&) = 0;
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virtual Result SetTextureMappingMode(ProjectionType) = 0;
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virtual Result SetShadingModel(ShadingModel) = 0;
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// Clone data in underlying group
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virtual Mesh* DeepClone(Unk*) = 0;
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// Just get another Group pointing to the same underlying data
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virtual Mesh* ShallowClone(Unk*) = 0;
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};
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// VTABLE 0x100dbaa0
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class Group : public Object {
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public:
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virtual Result SetTransformation(const FloatMatrix4&) = 0;
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virtual Result SetColor(float r, float g, float b, float a) = 0;
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virtual Result SetTexture(const Texture*) = 0;
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virtual Result GetTexture(Texture*&) = 0;
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virtual Result SetMaterialMode(MaterialMode) = 0;
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virtual Result Add(const Group*) = 0;
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virtual Result Add(const Mesh*) = 0;
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virtual Result Remove(const Group*) = 0;
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virtual Result Remove(const Mesh*) = 0;
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virtual Result RemoveAll() = 0;
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// This is TransformLocalToWorld in the leak, however it seems
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// to have been replaced by something else in the shipped code.
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virtual Result Unknown() = 0;
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};
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// Don't know what this is. Seems like another Tgl object which
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// was not in the leaked Tgl code. My suspicion is that it's
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// some kind of builder class for creating meshes.
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// VTABLE 0x100dbb30
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class Unk : public Object {
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public:
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virtual Result SetMeshData(
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unsigned long faceCount,
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unsigned long vertexCount,
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const float (*pPositions)[3],
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const float (*pNormals)[3],
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const float (*pTextureCoordinates)[2],
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unsigned long vertexPerFaceCount,
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unsigned long* pFaceData
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) = 0;
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virtual Result GetBoundingBox(float min[3], float max[3]) = 0;
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virtual Unk* Clone() = 0;
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};
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// VTABLE 0x100dbb68
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class Texture : public Object {
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public:
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// vtable+0x08
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virtual Result SetTexels(int width, int height, int bitsPerTexel, void* pTexels) = 0;
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virtual void FillRowsOfTexture(int y, int height, void* pBuffer) = 0;
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// vtable+0x10
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virtual Result Changed(int texelsChanged, int paletteChanged) = 0;
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virtual Result GetBufferAndPalette(
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int* pWidth,
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int* pHeight,
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int* pDepth,
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void** ppBuffer,
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int* pPaletteSize,
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PaletteEntry** ppPalette
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) = 0;
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virtual Result SetPalette(int entryCount, PaletteEntry* pEntries) = 0;
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};
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} // namespace Tgl
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#endif /* _tgl_h */
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