mirror of
https://github.com/isledecomp/isle.git
synced 2024-11-22 23:57:54 -05:00
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>
33 lines
835 B
C++
33 lines
835 B
C++
#include "impl.h"
|
|
|
|
using namespace TglImpl;
|
|
|
|
DECOMP_SIZE_ASSERT(Light, 0x4);
|
|
DECOMP_SIZE_ASSERT(LightImpl, 0x8);
|
|
|
|
// SYNTHETIC: LEGO1 0x100a2640
|
|
// TglImpl::LightImpl::`scalar deleting destructor'
|
|
|
|
// FUNCTION: LEGO1 0x100a3770
|
|
void* LightImpl::ImplementationDataPtr()
|
|
{
|
|
return reinterpret_cast<void*>(&m_data);
|
|
}
|
|
|
|
// FUNCTION: LEGO1 0x100a3780
|
|
Result LightImpl::SetTransformation(const FloatMatrix4& matrix)
|
|
{
|
|
D3DRMMATRIX4D helper;
|
|
D3DRMMATRIX4D* d3dMatrix = Translate(matrix, helper);
|
|
return ResultVal(m_data->AddTransform(D3DRMCOMBINE_REPLACE, *d3dMatrix));
|
|
}
|
|
|
|
// FUNCTION: LEGO1 0x100a37e0
|
|
Result LightImpl::SetColor(float r, float g, float b)
|
|
{
|
|
IDirect3DRMLightArray* lightArray;
|
|
IDirect3DRMLight* light;
|
|
m_data->GetLights(&lightArray);
|
|
lightArray->GetElement(0, &light);
|
|
return ResultVal(light->SetColorRGB(r, g, b));
|
|
}
|