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* 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>
122 lines
3.3 KiB
C++
122 lines
3.3 KiB
C++
#include "impl.h"
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using namespace TglImpl;
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// SYNTHETIC: LEGO1 0x100a2480
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// TglImpl::GroupImpl::`scalar deleting destructor'
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// FUNCTION: LEGO1 0x100a31d0
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void* GroupImpl::ImplementationDataPtr()
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{
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return reinterpret_cast<void*>(&m_data);
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}
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// FUNCTION: LEGO1 0x100a31e0
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Result GroupImpl::SetTransformation(const FloatMatrix4& matrix)
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{
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D3DRMMATRIX4D helper;
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D3DRMMATRIX4D* d3dMatrix = Translate(matrix, helper);
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return ResultVal(m_data->AddTransform(D3DRMCOMBINE_REPLACE, *d3dMatrix));
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}
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// FUNCTION: LEGO1 0x100a3240
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Result GroupImpl::SetColor(float r, float g, float b, float a)
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{
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// The first instruction makes no sense here:
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// cmp dword ptr [esp + 0x10], 0
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// This compares a, which we know is a float because it immediately
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// gets passed into D3DRMCreateColorRGBA, but does the comparison
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// as though it's an int??
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if (*reinterpret_cast<int*>(&a) > 0) {
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D3DCOLOR color = D3DRMCreateColorRGBA(r, g, b, a);
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return ResultVal(m_data->SetColor(color));
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}
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else {
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return ResultVal(m_data->SetColorRGB(r, a, b));
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}
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}
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// FUNCTION: LEGO1 0x100a32b0
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Result GroupImpl::SetTexture(const Texture* pTexture)
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{
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IDirect3DRMTexture* pD3DTexture = pTexture ? static_cast<const TextureImpl*>(pTexture)->ImplementationData() : NULL;
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return ResultVal(m_data->SetTexture(pD3DTexture));
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}
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// FUNCTION: LEGO1 0x100a32e0
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Result GroupImpl::GetTexture(Texture*& pTexture)
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{
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IDirect3DRMTexture* pD3DTexture;
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TextureImpl* holder = new TextureImpl();
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Result result = ResultVal(m_data->GetTexture(&pD3DTexture));
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if (result) {
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// Seems to actually call the first virtual method of holder here
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// but that doesn't make any sense since it passes three arguments
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// to the method (self + string constant? + an offset?).
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// This line makes the start of the function match and is what I
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// would expect to see there but it clearly isn't what's actually
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// there.
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holder->SetImplementation(pD3DTexture);
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}
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pTexture = holder;
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return Success;
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}
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// FUNCTION: LEGO1 0x100a33c0
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Result GroupImpl::SetMaterialMode(MaterialMode mode)
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{
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D3DRMMATERIALMODE d3dMode;
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switch (mode) {
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case FromParent:
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d3dMode = D3DRMMATERIAL_FROMPARENT;
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break;
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case FromFrame:
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d3dMode = D3DRMMATERIAL_FROMFRAME;
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break;
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case FromMesh:
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d3dMode = D3DRMMATERIAL_FROMMESH;
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break;
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}
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return ResultVal(m_data->SetMaterialMode(d3dMode));
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}
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// FUNCTION: LEGO1 0x100a3410
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Result GroupImpl::Add(const Mesh* pMesh)
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{
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const MeshImpl* pMeshImpl = static_cast<const MeshImpl*>(pMesh);
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return ResultVal(m_data->AddVisual(pMeshImpl->ImplementationData()->groupMesh));
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}
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// FUNCTION: LEGO1 0x100a3430
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Result GroupImpl::Add(const Group* pGroup)
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{
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const GroupImpl* pGroupImpl = static_cast<const GroupImpl*>(pGroup);
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return ResultVal(m_data->AddVisual(pGroupImpl->m_data));
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}
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// FUNCTION: LEGO1 0x100a3450
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Result GroupImpl::Remove(const Group* pGroup)
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{
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const GroupImpl* pGroupImpl = static_cast<const GroupImpl*>(pGroup);
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return ResultVal(m_data->DeleteVisual(pGroupImpl->m_data));
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}
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// FUNCTION: LEGO1 0x100a3480
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Result GroupImpl::Remove(const Mesh* pMesh)
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{
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const MeshImpl* pMeshImpl = static_cast<const MeshImpl*>(pMesh);
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return ResultVal(m_data->DeleteVisual(pMeshImpl->ImplementationData()->groupMesh));
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}
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// FUNCTION: LEGO1 0x100a34b0 STUB
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Result GroupImpl::RemoveAll()
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{
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return Error;
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}
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// FUNCTION: LEGO1 0x100a34c0 STUB
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Result GroupImpl::Unknown()
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{
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return Error;
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}
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