#include "../tgl.h" #include "decomp.h" #include // Forward declare D3D types struct IDirect3DRM; struct IDirect3DRMDevice; struct IDirect3DRMViewport; struct IDirect3DRMFrame; 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 0x100db910 class RendererImpl : public Renderer { public: RendererImpl() : m_data(0) {} ~RendererImpl() { Destroy(); }; virtual void* ImplementationDataPtr(); // vtable+0x08 virtual Device* CreateDevice(const DeviceDirect3DCreateData&); virtual Device* CreateDevice(const DeviceDirectDrawCreateData&); // vtable+0x10 virtual View* CreateView( const Device*, const Camera*, unsigned long x, unsigned long y, unsigned long width, unsigned long height ); virtual Camera* CreateCamera(); virtual Light* CreateLight(LightType, float r, float g, float b); virtual Group* CreateGroup(const Group* pParent); // vtable+0x20 virtual Unk* CreateUnk(); virtual Texture* CreateTexture(); virtual Texture* CreateTexture( int width, int height, int bitsPerTexel, const void* pTexels, int pTexelsArePersistent, int paletteEntryCount, const PaletteEntry* pEntries ); virtual Result SetTextureDefaultShadeCount(unsigned long); // vtable+0x30 virtual Result SetTextureDefaultColorCount(unsigned long); public: inline Result Create(); inline void Destroy(); private: IDirect3DRM* m_data; }; // VTABLE 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 IDirect3DRMDevice* ImplementationData() const { return m_data; } friend class RendererImpl; private: IDirect3DRMDevice* m_data; }; // VTABLE 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(IDirect3DRM*, IDirect3DRMViewport*, IDirect3DRMFrame*); friend class RendererImpl; private: IDirect3DRMViewport* m_data; }; // VTABLE 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(const FloatMatrix4&); inline IDirect3DRMFrame* ImplementationData() const { return m_data; } friend class RendererImpl; private: IDirect3DRMFrame* m_data; }; // VTABLE 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(const FloatMatrix4&); virtual Result SetColor(float r, float g, float b); inline IDirect3DRMFrame* ImplementationData() const { return m_data; } friend class RendererImpl; private: IDirect3DRMFrame* m_data; }; // VTABLE 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 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(const 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 Group*); // vtable+0x20 virtual Result Add(const Mesh*); virtual Result Remove(const Group*); virtual Result Remove(const Mesh*); virtual Result RemoveAll(); // vtable+0x30 virtual Result Unknown(); friend class RendererImpl; private: IDirect3DRMFrame* m_data; }; // VTABLE 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 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(const 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 */