isle/LEGO1/tgl/d3drm/unk.cpp
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

57 lines
1.1 KiB
C++

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