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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>
279 lines
5.5 KiB
C++
279 lines
5.5 KiB
C++
#ifndef _tglVector_h
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#define _tglVector_h
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// Note: This file is almost an exact copy of the one from
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// the leak but using floats instead of doubles, hence the
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// strange formatting in some places.
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#include "math.h" // sin() in RotateAroundY()
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#include <stddef.h> // offsetof()
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namespace Tgl
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{
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namespace Constant
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{
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const float Pi = 3.14159265358979323846;
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};
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inline float DegreesToRadians(float degrees)
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{
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return Constant::Pi * (degrees / 180.0);
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}
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inline float RadiansToDegrees(float radians)
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{
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return (radians / Constant::Pi) * 180.0;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Array<T, N>
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template <class T, int N>
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class Array {
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public:
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Array() {}
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Array(const Array& rArray) { *this = rArray; }
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~Array() {}
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const T& operator[](int i) const { return m_elements[i]; };
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T& operator[](int i) { return m_elements[i]; };
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Array<T, N>& operator=(const Array<T, N>&);
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void operator+=(const Array<T, N>&);
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protected:
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T m_elements[N];
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// Array<T, N> implementation
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template <class T, int N>
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inline Array<T, N>& Array<T, N>::operator=(const Array<T, N>& rArray)
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{
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int i;
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for (i = 0; i < N; i++) {
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m_elements[i] = rArray.m_elements[i];
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}
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return *this;
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}
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template <class T, int N>
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inline void Array<T, N>::operator+=(const Array<T, N>& rArray)
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{
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int i;
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for (i = 0; i < N; i++) {
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m_elements[i] += rArray.m_elements[i];
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}
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// FloatMatrix4
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class FloatMatrix4 : public Array<Array<float, 4>, 4> {
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public:
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FloatMatrix4() {}
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FloatMatrix4(const FloatMatrix4& rMatrix) { *this = rMatrix; }
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FloatMatrix4(const FloatMatrix4&, const FloatMatrix4&);
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void operator*=(const FloatMatrix4&);
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// FloatMatrix4 implementation
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inline FloatMatrix4::FloatMatrix4(const FloatMatrix4& rMatrix1, const FloatMatrix4& rMatrix2)
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{
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for (int row = 0; row < 4; row++) {
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for (int column = 0; column < 4; column++) {
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float element = 0;
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for (int i = 0; i < 4; i++) {
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element += rMatrix1[row][i] * rMatrix2[i][column];
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}
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m_elements[row][column] = element;
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}
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}
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}
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inline void FloatMatrix4::operator*=(const FloatMatrix4& rMatrix)
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{
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FloatMatrix4 temp(*this, rMatrix);
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// *this = FloatMatrix4(*this, rMatrix);
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*this = temp;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Transformation matrices
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class Translation : public FloatMatrix4 {
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public:
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Translation(const float[3]);
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Translation(float x, float y, float z);
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protected:
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void Init(float x, float y, float z);
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};
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class Scale : public FloatMatrix4 {
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public:
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Scale(const float[3]);
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Scale(float x, float y, float z);
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Scale(float);
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protected:
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void Init(float x, float y, float z);
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};
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class RotationX : public FloatMatrix4 {
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public:
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RotationX(float radians);
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};
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class RotationY : public FloatMatrix4 {
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public:
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RotationY(float radians);
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// Transformation matrices implementation
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inline Translation::Translation(const float vector[3])
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{
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Init(vector[0], vector[1], vector[2]);
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}
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inline Translation::Translation(float x, float y, float z)
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{
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Init(x, y, z);
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}
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inline void Translation::Init(float x, float y, float z)
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{
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m_elements[0][0] = 1;
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m_elements[0][1] = 0;
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m_elements[0][2] = 0;
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m_elements[0][3] = 0;
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m_elements[1][0] = 0;
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m_elements[1][1] = 1;
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m_elements[1][2] = 0;
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m_elements[1][3] = 0;
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m_elements[2][0] = 0;
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m_elements[2][1] = 0;
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m_elements[2][2] = 1;
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m_elements[2][3] = 0;
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m_elements[3][0] = x;
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m_elements[3][1] = y;
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m_elements[3][2] = z;
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m_elements[3][3] = 1;
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}
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inline Scale::Scale(const float vector[3])
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{
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Init(vector[0], vector[1], vector[2]);
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}
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inline Scale::Scale(float x, float y, float z)
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{
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Init(x, y, z);
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}
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inline Scale::Scale(float scale)
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{
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Init(scale, scale, scale);
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}
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inline void Scale::Init(float x, float y, float z)
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{
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m_elements[0][0] = x;
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m_elements[0][1] = 0;
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m_elements[0][2] = 0;
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m_elements[0][3] = 0;
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m_elements[1][0] = 0;
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m_elements[1][1] = y;
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m_elements[1][2] = 0;
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m_elements[1][3] = 0;
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m_elements[2][0] = 0;
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m_elements[2][1] = 0;
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m_elements[2][2] = z;
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m_elements[2][3] = 0;
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m_elements[3][0] = 0;
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m_elements[3][1] = 0;
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m_elements[3][2] = 0;
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m_elements[3][3] = 1;
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}
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inline RotationX::RotationX(float radians)
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{
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float cosRadians = cos(radians);
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float sinRadians = sin(radians);
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m_elements[0][0] = 1;
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m_elements[0][1] = 0;
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m_elements[0][2] = 0;
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m_elements[0][3] = 0;
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m_elements[1][0] = 0;
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m_elements[1][1] = cosRadians;
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m_elements[1][2] = -sinRadians;
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m_elements[1][3] = 0;
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m_elements[2][0] = 0;
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m_elements[2][1] = sinRadians;
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m_elements[2][2] = cosRadians;
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m_elements[2][3] = 0;
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m_elements[3][0] = 0;
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m_elements[3][1] = 0;
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m_elements[3][2] = 0;
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m_elements[3][3] = 1;
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}
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inline RotationY::RotationY(float radians)
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{
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float cosRadians = cos(radians);
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float sinRadians = sin(radians);
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m_elements[0][0] = cosRadians;
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m_elements[0][1] = 0;
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m_elements[0][2] = sinRadians;
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m_elements[0][3] = 0;
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m_elements[1][0] = 0;
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m_elements[1][1] = 1;
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m_elements[1][2] = 0;
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m_elements[1][3] = 0;
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m_elements[2][0] = -sinRadians;
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m_elements[2][1] = 0;
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m_elements[2][2] = cosRadians;
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m_elements[2][3] = 0;
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m_elements[3][0] = 0;
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m_elements[3][1] = 0;
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m_elements[3][2] = 0;
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m_elements[3][3] = 1;
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}
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//////////////////////////////////////////////////////////////////////////////
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} // namespace Tgl
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#endif /* _tglVector_h */
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