Commit graph

4 commits

Author SHA1 Message Date
Christian Semmler
8db36722d8
Implement/match Lego3DView and parent classes (#412)
* Implement/match TglSurface

* Implement/match LegoView/1

* Lego3DView

* Fixes

* Lego3DManager

* Remove garbage

* Remove garbage

* Use shorthand calls
2024-01-07 03:29:32 +01:00
Christian Semmler
27269647f8
Implement/match LegoVideoManager::ConfigureD3DRM (#408)
* Implement/match LegoVideoManager::ConfigureD3DRM

* Fix name

* Remove unnecessary forward decl
2024-01-05 20:38:34 +01:00
Mark Langen
260772e374
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 13:10:42 +01:00
Nathan M Gilbert
7fc1f8019f
Implement ViewROI and base classes (#287)
* Implement ViewROI and base classes

* Clean up Orientable header

* Move tgl to tgl subdirectory, and use target_include_directories

* Move classes to submodules

* Fix some missed references

* Fix/match UpdateWorldData

* Renaming / removing MxTypes / refactoring

* Consistent naming for Matrix

* Adjust format action

* Add Vector3/Vector4 to Data vector

* Add TGL comment

* Add a comment about Matrix4Impl

* Add ROI comment

---------

Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com>
Co-authored-by: Christian Semmler <mail@csemmler.com>
2023-11-19 15:38:07 +01:00