isle-portable/LEGO1/tgl/d3drm/impl.h
MS b5a3c5feea
Enforce vtable match (#464)
* vtable enforce

* Vtable progress

* IslePathActor subclasses

* LegoState subclasses

* LegoWorld subclasses

* Presenter progress

* Remaining presenters

* All but two that need new files

* Merge into vtable branch (#3)

* Implement MxDisplaySurface::VTable0x44 (#467)

* Update mxdisplaysurface.cpp

* add arguments to header

* Fix glitched bitmaps

* WIP fixes

* Match

* Fix

* Changes

* Fixes

---------

Co-authored-by: Christian Semmler <mail@csemmler.com>

* Implmement PoliceState::VTable0x1c (#468)

* Implmement PoliceState::VTable0x1c

* Fixes

---------

Co-authored-by: Christian Semmler <mail@csemmler.com>

* Implement Lego3DView::Render (#470)

* Implement Lego3DView::Render

* use MxDouble

* Revert "use MxDouble"

This reverts commit a006b60e2066b79ded3e15e143a302d8fd707deb.

* Begin work on Police class (#469)

* Begin work on Police class

* Use JukeBox::e_policeStation value

* Fixes

---------

Co-authored-by: Christian Semmler <mail@csemmler.com>

* Implement MxDisplaySurface::CreateCursorSurface (#471)

* Update mxdisplaysurface.cpp

* Fixes

* Update legovideomanager.cpp

* Match to 100%

---------

Co-authored-by: Christian Semmler <mail@csemmler.com>

---------

Co-authored-by: Misha <106913236+MishaProductions@users.noreply.github.com>
Co-authored-by: Christian Semmler <mail@csemmler.com>
Co-authored-by: Joshua Peisach <itzswirlz2020@outlook.com>

* Police fix

* Finish

* motocycle lower case

* Update historybook.h

* Update hospitalstate.h

* Update jetski.h

* Update legoinputmanager.h

* Update legolocomotionanimpresenter.h

* Update pizza.h

* Update act3shark.h

* Update ambulancemissionstate.h

* Update bumpbouy.h

* Update doors.h

---------

Co-authored-by: Misha <106913236+MishaProductions@users.noreply.github.com>
Co-authored-by: Christian Semmler <mail@csemmler.com>
Co-authored-by: Joshua Peisach <itzswirlz2020@outlook.com>
2024-01-20 18:04:46 -05:00

515 lines
11 KiB
C++

#include "compat.h"
#include "decomp.h"
#include "tgl/tgl.h"
#include <d3drm.h>
// Forward declare D3D types
struct IDirect3DRM2;
struct IDirect3DRMDevice2;
struct IDirect3DRMViewport;
struct IDirect3DRMFrame2;
struct IDirect3DRMMesh;
struct IDirect3DRMMeshBuilder;
struct IDirect3DRMTexture;
namespace TglImpl
{
using namespace Tgl;
// Utility function used by implementations
inline Result ResultVal(HRESULT result)
{
return SUCCEEDED(result) ? Success : Error;
}
// Forward declare implementations
class RendererImpl;
class DeviceImpl;
class ViewImpl;
class LightImpl;
class CameraImpl;
class GroupImpl;
class MeshImpl;
class TextureImpl;
class UnkImpl;
// VTABLE: LEGO1 0x100db910
class RendererImpl : public Renderer {
public:
RendererImpl() : m_data(0) {}
~RendererImpl() { Destroy(); };
virtual void* ImplementationDataPtr() override;
// vtable+0x08
virtual Device* CreateDevice(const DeviceDirectDrawCreateData&) override;
virtual Device* CreateDevice(const DeviceDirect3DCreateData&) override;
// vtable+0x10
virtual View* CreateView(
const Device*,
const Camera*,
unsigned long x,
unsigned long y,
unsigned long width,
unsigned long height
) override;
virtual Camera* CreateCamera() override;
virtual Light* CreateLight(LightType, float r, float g, float b) override;
virtual Group* CreateGroup(const Group* pParent) override;
// vtable+0x20
virtual Unk* CreateUnk() override;
virtual Texture* CreateTexture(
int width,
int height,
int bitsPerTexel,
const void* pTexels,
int pTexelsArePersistent,
int paletteEntryCount,
const PaletteEntry* pEntries
) override;
virtual Texture* CreateTexture() override;
virtual Result SetTextureDefaultShadeCount(unsigned long) override;
// vtable+0x30
virtual Result SetTextureDefaultColorCount(unsigned long) override;
public:
inline Result Create();
inline void Destroy();
private:
IDirect3DRM2* m_data;
};
extern IDirect3DRM2* g_pD3DRM;
inline void RendererDestroy(IDirect3DRM2* pRenderer)
{
int refCount = pRenderer->Release();
if (refCount <= 0) {
g_pD3DRM = NULL;
}
}
// Inlined only
void RendererImpl::Destroy()
{
if (m_data) {
RendererDestroy(m_data);
m_data = NULL;
}
}
// VTABLE: LEGO1 0x100db988
class DeviceImpl : public Device {
public:
DeviceImpl() : m_data(0) {}
~DeviceImpl()
{
if (m_data) {
m_data->Release();
m_data = NULL;
}
}
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual unsigned long GetWidth();
virtual unsigned long GetHeight();
// vtable+0x10
virtual Result SetColorModel(ColorModel);
virtual Result SetShadingModel(ShadingModel);
virtual Result SetShadeCount(unsigned long);
virtual Result SetDither(int);
// vtable+0x20
virtual Result Update();
virtual void InitFromD3DDevice(Device*);
virtual void InitFromWindowsDevice(Device*);
inline IDirect3DRMDevice2* ImplementationData() const { return m_data; }
friend class RendererImpl;
private:
IDirect3DRMDevice2* m_data;
};
// VTABLE: LEGO1 0x100db9e8
class ViewImpl : public View {
public:
ViewImpl() : m_data(0) {}
~ViewImpl()
{
if (m_data) {
m_data->Release();
m_data = NULL;
}
}
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result Add(const Light*);
virtual Result Remove(const Light*);
// vtable+0x10
virtual Result SetCamera(const Camera*);
virtual Result SetProjection(ProjectionType);
virtual Result SetFrustrum(float frontClippingDistance, float backClippingDistance, float degrees);
virtual Result SetBackgroundColor(float r, float g, float b);
// vtable+0x20
virtual Result GetBackgroundColor(float* r, float* g, float* b);
virtual Result Clear();
virtual Result Render(const Light*);
virtual Result ForceUpdate(unsigned long x, unsigned long y, unsigned long width, unsigned long height);
// vtable+0x30
virtual Result TransformWorldToScreen(const float world[3], float screen[4]);
virtual Result TransformScreenToWorld(const float screen[4], float world[3]);
virtual Result Pick(
unsigned long x,
unsigned long y,
const Group** ppGroupsToPickFrom,
int groupsToPickFromCount,
const Group**& rppPickedGroups,
int& rPickedGroupCount
);
inline IDirect3DRMViewport* ImplementationData() const { return m_data; }
static Result ViewportCreateAppData(IDirect3DRM2*, IDirect3DRMViewport*, IDirect3DRMFrame2*);
friend class RendererImpl;
private:
IDirect3DRMViewport* m_data;
};
// VTABLE: LEGO1 0x100dbad8
class CameraImpl : public Camera {
public:
CameraImpl() : m_data(0) {}
~CameraImpl()
{
if (m_data) {
m_data->Release();
m_data = NULL;
}
}
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result SetTransformation(FloatMatrix4&);
inline IDirect3DRMFrame2* ImplementationData() const { return m_data; }
friend class RendererImpl;
private:
IDirect3DRMFrame2* m_data;
};
// VTABLE: LEGO1 0x100dbaf8
class LightImpl : public Light {
public:
LightImpl() : m_data(0) {}
~LightImpl()
{
if (m_data) {
m_data->Release();
m_data = NULL;
}
}
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result SetTransformation(FloatMatrix4&);
virtual Result SetColor(float r, float g, float b);
inline IDirect3DRMFrame2* ImplementationData() const { return m_data; }
friend class RendererImpl;
private:
IDirect3DRMFrame2* m_data;
};
// VTABLE: LEGO1 0x100dbb88
class MeshImpl : public Mesh {
public:
MeshImpl() : m_data(0) {}
~MeshImpl()
{
if (m_data) {
delete m_data;
m_data = NULL;
}
}
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result SetColor(float r, float g, float b, float a);
virtual Result SetTexture(const Texture*);
// vtable+0x10
virtual Result GetTexture(Texture*&);
virtual Result SetTextureMappingMode(ProjectionType);
virtual Result SetShadingModel(ShadingModel);
virtual Mesh* DeepClone(Unk*);
// vtable+0x20
virtual Mesh* ShallowClone(Unk*);
struct MeshData {
IDirect3DRMMesh* groupMesh;
int groupIndex;
};
inline MeshData* ImplementationData() const { return m_data; }
friend class RendererImpl;
private:
MeshData* m_data;
};
// VTABLE: LEGO1 0x100dba68
class GroupImpl : public Group {
public:
GroupImpl() : m_data(0) {}
~GroupImpl()
{
if (m_data) {
m_data->Release();
m_data = NULL;
}
}
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result SetTransformation(FloatMatrix4&);
virtual Result SetColor(float r, float g, float b, float a);
// vtable+0x10
virtual Result SetTexture(const Texture*);
virtual Result GetTexture(Texture*&);
virtual Result SetMaterialMode(MaterialMode);
virtual Result Add(const Mesh*);
// vtable+0x20
virtual Result Add(const Group*);
virtual Result Remove(const Mesh*);
virtual Result Remove(const Group*);
virtual Result RemoveAll();
// vtable+0x30
virtual Result Unknown();
friend class RendererImpl;
private:
IDirect3DRMFrame2* m_data;
};
// VTABLE: LEGO1 0x100dbb18
class UnkImpl : public Unk {
public:
UnkImpl() : m_data(0) {}
~UnkImpl()
{
if (m_data) {
m_data->Release();
m_data = NULL;
}
}
virtual void* ImplementationDataPtr();
// vtable+0x08
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
);
virtual Result GetBoundingBox(float min[3], float max[3]);
// vtable+0x10
virtual Unk* Clone();
inline IDirect3DRMMesh* ImplementationData() const { return m_data; }
friend class RendererImpl;
private:
IDirect3DRMMesh* m_data;
};
// No vtable, this is just a simple wrapper around D3DRMIMAGE
class TglD3DRMIMAGE {
public:
TglD3DRMIMAGE(
int width,
int height,
int depth,
void* pBuffer,
int useBuffer,
int paletteSize,
PaletteEntry* pEntries
);
~TglD3DRMIMAGE() { Destroy(); }
Result CreateBuffer(int width, int height, int depth, void* pBuffer, int useBuffer);
void Destroy();
void FillRowsOfTexture(int y, int height, char* content);
Result InitializePalette(int paletteSize, PaletteEntry* pEntries);
D3DRMIMAGE m_image;
int m_texelsAllocatedByClient;
};
// VTABLE: LEGO1 0x100dbb48
class TextureImpl : public Texture {
public:
TextureImpl() : m_data(0) {}
~TextureImpl()
{
if (m_data) {
m_data->Release();
m_data = NULL;
}
}
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result SetTexels(int width, int height, int bitsPerTexel, void* pTexels);
virtual void FillRowsOfTexture(int y, int height, void* pBuffer);
// vtable+0x10
virtual Result Changed(int texelsChanged, int paletteChanged);
virtual Result GetBufferAndPalette(
int* pWidth,
int* pHeight,
int* pDepth,
void** ppBuffer,
int* ppPaletteSize,
PaletteEntry** ppPalette
);
virtual Result SetPalette(int entryCount, PaletteEntry* entries);
inline IDirect3DRMTexture* ImplementationData() const { return m_data; }
inline void SetImplementation(IDirect3DRMTexture* pData) { m_data = pData; }
friend class RendererImpl;
static Result SetImage(IDirect3DRMTexture* pSelf, TglD3DRMIMAGE* pImage);
private:
IDirect3DRMTexture* m_data;
};
// Translation helpers
inline D3DRMRENDERQUALITY Translate(ShadingModel tglShadingModel)
{
D3DRMRENDERQUALITY renderQuality;
switch (tglShadingModel) {
case Wireframe:
renderQuality = D3DRMRENDER_WIREFRAME;
break;
case UnlitFlat:
renderQuality = D3DRMRENDER_UNLITFLAT;
break;
case Flat:
renderQuality = D3DRMRENDER_FLAT;
break;
case Gouraud:
renderQuality = D3DRMRENDER_GOURAUD;
break;
case Phong:
renderQuality = D3DRMRENDER_PHONG;
break;
default:
renderQuality = D3DRMRENDER_FLAT;
break;
}
return renderQuality;
}
inline D3DRMPROJECTIONTYPE Translate(ProjectionType tglProjectionType)
{
D3DRMPROJECTIONTYPE projectionType;
switch (tglProjectionType) {
case Perspective:
projectionType = D3DRMPROJECT_PERSPECTIVE;
break;
case Orthographic:
projectionType = D3DRMPROJECT_ORTHOGRAPHIC;
break;
default:
projectionType = D3DRMPROJECT_PERSPECTIVE;
break;
}
return projectionType;
}
// Yes this function serves no purpose, originally they intended it to
// convert from doubles to floats but ended up using floats throughout
// the software stack.
inline D3DRMMATRIX4D* Translate(FloatMatrix4& tglMatrix4x4, D3DRMMATRIX4D& rD3DRMMatrix4x4)
{
for (int i = 0; i < (sizeof(rD3DRMMatrix4x4) / sizeof(rD3DRMMatrix4x4[0])); i++) {
for (int j = 0; j < (sizeof(rD3DRMMatrix4x4[0]) / sizeof(rD3DRMMatrix4x4[0][0])); j++) {
rD3DRMMatrix4x4[i][j] = D3DVAL(tglMatrix4x4[i][j]);
}
}
return &rD3DRMMatrix4x4;
}
// SYNTHETIC: LEGO1 0x100a16d0
// TglImpl::RendererImpl::`scalar deleting destructor'
// SYNTHETIC: LEGO1 0x100a22c0
// TglImpl::DeviceImpl::`scalar deleting destructor'
// SYNTHETIC: LEGO1 0x100a23a0
// TglImpl::ViewImpl::`scalar deleting destructor'
// SYNTHETIC: LEGO1 0x100a2480
// TglImpl::GroupImpl::`scalar deleting destructor'
// SYNTHETIC: LEGO1 0x100a2560
// TglImpl::CameraImpl::`scalar deleting destructor'
// SYNTHETIC: LEGO1 0x100a2640
// TglImpl::LightImpl::`scalar deleting destructor'
// SYNTHETIC: LEGO1 0x100a2720
// TglImpl::UnkImpl::`scalar deleting destructor'
// SYNTHETIC: LEGO1 0x100a2800
// TglImpl::TextureImpl::`scalar deleting destructor'
// SYNTHETIC: LEGO1 0x100a3d80
// TglImpl::MeshImpl::`scalar deleting destructor'
} /* namespace TglImpl */