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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>
57 lines
1.1 KiB
C++
57 lines
1.1 KiB
C++
#include "impl.h"
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using namespace TglImpl;
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DECOMP_SIZE_ASSERT(Unk, 0x4);
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DECOMP_SIZE_ASSERT(UnkImpl, 0x8);
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// SYNTHETIC: LEGO1 0x100a2720
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// TglImpl::UnkImpl::`scalar deleting destructor'
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// FUNCTION: LEGO1 0x100a3830
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void* UnkImpl::ImplementationDataPtr()
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{
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return reinterpret_cast<void*>(&m_data);
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}
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// FUNCTION: LEGO1 0x100a3840 STUB
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Result UnkImpl::SetMeshData(
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unsigned long faceCount,
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unsigned long vertexCount,
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const float (*pPositions)[3],
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const float (*pNormals)[3],
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const float (*pTextureCoordinates)[2],
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unsigned long vertexPerFaceCount,
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unsigned long* pFaceData
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)
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{
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return Error;
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}
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// FUNCTION: LEGO1 0x100a3ae0
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Result UnkImpl::GetBoundingBox(float min[3], float max[3])
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{
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D3DRMBOX box;
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Result result = ResultVal(m_data->GetBox(&box));
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if (result == Success) {
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min[0] = box.min.x;
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min[1] = box.min.y;
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min[2] = box.min.z;
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max[0] = box.max.x;
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max[1] = box.max.y;
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max[2] = box.max.z;
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}
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return result;
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}
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// FUNCTION: LEGO1 0x100a3b40
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Unk* UnkImpl::Clone()
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{
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UnkImpl* mesh = new UnkImpl();
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int ret = m_data->Clone(0, IID_IDirect3DRMMeshBuilder, (void**) &mesh->m_data);
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if (ret < 0) {
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delete mesh;
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mesh = NULL;
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}
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return mesh;
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}
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