mirror of
https://github.com/isledecomp/isle.git
synced 2024-11-30 03:26:12 -05:00
515 lines
11 KiB
C++
515 lines
11 KiB
C++
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#include "compat.h"
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#include "decomp.h"
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#include "tgl/tgl.h"
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#include <d3drm.h>
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// Forward declare D3D types
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struct IDirect3DRM2;
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struct IDirect3DRMDevice2;
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struct IDirect3DRMViewport;
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struct IDirect3DRMFrame2;
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struct IDirect3DRMMesh;
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struct IDirect3DRMMeshBuilder;
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struct IDirect3DRMTexture;
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namespace TglImpl
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{
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using namespace Tgl;
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// Utility function used by implementations
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inline Result ResultVal(HRESULT result)
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{
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return SUCCEEDED(result) ? Success : Error;
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}
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// Forward declare implementations
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class RendererImpl;
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class DeviceImpl;
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class ViewImpl;
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class LightImpl;
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class CameraImpl;
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class GroupImpl;
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class MeshImpl;
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class TextureImpl;
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class UnkImpl;
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// VTABLE: LEGO1 0x100db910
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class RendererImpl : public Renderer {
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public:
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RendererImpl() : m_data(0) {}
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~RendererImpl() { Destroy(); }
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virtual void* ImplementationDataPtr() override;
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// vtable+0x08
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virtual Device* CreateDevice(const DeviceDirectDrawCreateData&) override;
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virtual Device* CreateDevice(const DeviceDirect3DCreateData&) override;
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// vtable+0x10
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virtual View* CreateView(
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const Device*,
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const Camera*,
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unsigned long x,
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unsigned long y,
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unsigned long width,
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unsigned long height
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) override;
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virtual Camera* CreateCamera() override;
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virtual Light* CreateLight(LightType, float r, float g, float b) override;
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virtual Group* CreateGroup(const Group* pParent) override;
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// vtable+0x20
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virtual Unk* CreateUnk() override;
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virtual Texture* CreateTexture(
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int width,
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int height,
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int bitsPerTexel,
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const void* pTexels,
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int pTexelsArePersistent,
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int paletteEntryCount,
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const PaletteEntry* pEntries
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) override;
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virtual Texture* CreateTexture() override;
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virtual Result SetTextureDefaultShadeCount(unsigned long) override;
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// vtable+0x30
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virtual Result SetTextureDefaultColorCount(unsigned long) override;
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public:
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inline Result Create();
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inline void Destroy();
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private:
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IDirect3DRM2* m_data;
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};
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extern IDirect3DRM2* g_pD3DRM;
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inline void RendererDestroy(IDirect3DRM2* pRenderer)
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{
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int refCount = pRenderer->Release();
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if (refCount <= 0) {
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g_pD3DRM = NULL;
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}
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}
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// Inlined only
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void RendererImpl::Destroy()
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{
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if (m_data) {
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RendererDestroy(m_data);
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m_data = NULL;
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}
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}
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// VTABLE: LEGO1 0x100db988
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class DeviceImpl : public Device {
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public:
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DeviceImpl() : m_data(0) {}
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~DeviceImpl()
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{
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if (m_data) {
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m_data->Release();
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m_data = NULL;
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}
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}
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virtual void* ImplementationDataPtr();
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// vtable+0x08
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virtual unsigned long GetWidth();
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virtual unsigned long GetHeight();
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// vtable+0x10
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virtual Result SetColorModel(ColorModel);
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virtual Result SetShadingModel(ShadingModel);
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virtual Result SetShadeCount(unsigned long);
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virtual Result SetDither(int);
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// vtable+0x20
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virtual Result Update();
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virtual void InitFromD3DDevice(Device*);
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virtual void InitFromWindowsDevice(Device*);
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inline IDirect3DRMDevice2* ImplementationData() const { return m_data; }
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friend class RendererImpl;
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private:
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IDirect3DRMDevice2* m_data;
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};
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// VTABLE: LEGO1 0x100db9e8
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class ViewImpl : public View {
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public:
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ViewImpl() : m_data(0) {}
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~ViewImpl()
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{
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if (m_data) {
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m_data->Release();
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m_data = NULL;
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}
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}
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virtual void* ImplementationDataPtr();
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// vtable+0x08
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virtual Result Add(const Light*);
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virtual Result Remove(const Light*);
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// vtable+0x10
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virtual Result SetCamera(const Camera*);
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virtual Result SetProjection(ProjectionType);
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virtual Result SetFrustrum(float frontClippingDistance, float backClippingDistance, float degrees);
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virtual Result SetBackgroundColor(float r, float g, float b);
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// vtable+0x20
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virtual Result GetBackgroundColor(float* r, float* g, float* b);
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virtual Result Clear();
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virtual Result Render(const Light*);
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virtual Result ForceUpdate(unsigned long x, unsigned long y, unsigned long width, unsigned long height);
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// vtable+0x30
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virtual Result TransformWorldToScreen(const float world[3], float screen[4]);
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virtual Result TransformScreenToWorld(const float screen[4], float world[3]);
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virtual Result Pick(
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unsigned long x,
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unsigned long y,
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const Group** ppGroupsToPickFrom,
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int groupsToPickFromCount,
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const Group**& rppPickedGroups,
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int& rPickedGroupCount
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);
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inline IDirect3DRMViewport* ImplementationData() const { return m_data; }
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static Result ViewportCreateAppData(IDirect3DRM2*, IDirect3DRMViewport*, IDirect3DRMFrame2*);
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friend class RendererImpl;
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private:
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IDirect3DRMViewport* m_data;
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};
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// VTABLE: LEGO1 0x100dbad8
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class CameraImpl : public Camera {
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public:
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CameraImpl() : m_data(0) {}
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~CameraImpl()
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{
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if (m_data) {
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m_data->Release();
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m_data = NULL;
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}
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}
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virtual void* ImplementationDataPtr();
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// vtable+0x08
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virtual Result SetTransformation(FloatMatrix4&);
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inline IDirect3DRMFrame2* ImplementationData() const { return m_data; }
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friend class RendererImpl;
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private:
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IDirect3DRMFrame2* m_data;
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};
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// VTABLE: LEGO1 0x100dbaf8
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class LightImpl : public Light {
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public:
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LightImpl() : m_data(0) {}
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~LightImpl()
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{
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if (m_data) {
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m_data->Release();
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m_data = NULL;
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}
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}
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virtual void* ImplementationDataPtr();
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// vtable+0x08
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virtual Result SetTransformation(FloatMatrix4&);
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virtual Result SetColor(float r, float g, float b);
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inline IDirect3DRMFrame2* ImplementationData() const { return m_data; }
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friend class RendererImpl;
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private:
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IDirect3DRMFrame2* m_data;
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};
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// VTABLE: LEGO1 0x100dbb88
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class MeshImpl : public Mesh {
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public:
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MeshImpl() : m_data(0) {}
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~MeshImpl()
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{
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if (m_data) {
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delete m_data;
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m_data = NULL;
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}
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}
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virtual void* ImplementationDataPtr();
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// vtable+0x08
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virtual Result SetColor(float r, float g, float b, float a);
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virtual Result SetTexture(const Texture*);
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// vtable+0x10
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virtual Result GetTexture(Texture*&);
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virtual Result SetTextureMappingMode(ProjectionType);
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virtual Result SetShadingModel(ShadingModel);
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virtual Mesh* DeepClone(Unk*);
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// vtable+0x20
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virtual Mesh* ShallowClone(Unk*);
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struct MeshData {
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IDirect3DRMMesh* groupMesh;
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int groupIndex;
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};
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inline MeshData* ImplementationData() const { return m_data; }
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friend class RendererImpl;
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private:
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MeshData* m_data;
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};
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// VTABLE: LEGO1 0x100dba68
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class GroupImpl : public Group {
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public:
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GroupImpl() : m_data(0) {}
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~GroupImpl()
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{
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if (m_data) {
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m_data->Release();
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m_data = NULL;
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}
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}
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virtual void* ImplementationDataPtr();
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// vtable+0x08
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virtual Result SetTransformation(FloatMatrix4&);
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virtual Result SetColor(float r, float g, float b, float a);
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// vtable+0x10
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virtual Result SetTexture(const Texture*);
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virtual Result GetTexture(Texture*&);
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virtual Result SetMaterialMode(MaterialMode);
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virtual Result Add(const Mesh*);
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// vtable+0x20
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virtual Result Add(const Group*);
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virtual Result Remove(const Mesh*);
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virtual Result Remove(const Group*);
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virtual Result RemoveAll();
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// vtable+0x30
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virtual Result Unknown();
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friend class RendererImpl;
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private:
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IDirect3DRMFrame2* m_data;
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};
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// VTABLE: LEGO1 0x100dbb18
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class UnkImpl : public Unk {
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public:
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UnkImpl() : m_data(0) {}
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~UnkImpl()
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{
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if (m_data) {
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m_data->Release();
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m_data = NULL;
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}
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}
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virtual void* ImplementationDataPtr();
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// vtable+0x08
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virtual Result 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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virtual Result GetBoundingBox(float min[3], float max[3]);
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// vtable+0x10
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virtual Unk* Clone();
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inline IDirect3DRMMesh* ImplementationData() const { return m_data; }
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friend class RendererImpl;
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private:
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IDirect3DRMMesh* m_data;
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};
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// No vtable, this is just a simple wrapper around D3DRMIMAGE
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class TglD3DRMIMAGE {
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public:
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TglD3DRMIMAGE(
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int width,
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int height,
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int depth,
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void* pBuffer,
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int useBuffer,
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int paletteSize,
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PaletteEntry* pEntries
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);
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~TglD3DRMIMAGE() { Destroy(); }
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Result CreateBuffer(int width, int height, int depth, void* pBuffer, int useBuffer);
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void Destroy();
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void FillRowsOfTexture(int y, int height, char* content);
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Result InitializePalette(int paletteSize, PaletteEntry* pEntries);
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D3DRMIMAGE m_image;
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int m_texelsAllocatedByClient;
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};
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// VTABLE: LEGO1 0x100dbb48
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class TextureImpl : public Texture {
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public:
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TextureImpl() : m_data(0) {}
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~TextureImpl()
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{
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if (m_data) {
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m_data->Release();
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m_data = NULL;
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}
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}
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virtual void* ImplementationDataPtr();
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// vtable+0x08
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virtual Result SetTexels(int width, int height, int bitsPerTexel, void* pTexels);
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virtual void FillRowsOfTexture(int y, int height, void* pBuffer);
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// vtable+0x10
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virtual Result Changed(int texelsChanged, int paletteChanged);
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virtual Result GetBufferAndPalette(
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int* pWidth,
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int* pHeight,
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int* pDepth,
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void** ppBuffer,
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int* ppPaletteSize,
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PaletteEntry** ppPalette
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);
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virtual Result SetPalette(int entryCount, PaletteEntry* entries);
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inline IDirect3DRMTexture* ImplementationData() const { return m_data; }
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inline void SetImplementation(IDirect3DRMTexture* pData) { m_data = pData; }
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friend class RendererImpl;
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static Result SetImage(IDirect3DRMTexture* pSelf, TglD3DRMIMAGE* pImage);
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private:
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IDirect3DRMTexture* m_data;
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};
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// Translation helpers
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inline D3DRMRENDERQUALITY Translate(ShadingModel tglShadingModel)
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{
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D3DRMRENDERQUALITY renderQuality;
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switch (tglShadingModel) {
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case Wireframe:
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renderQuality = D3DRMRENDER_WIREFRAME;
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break;
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case UnlitFlat:
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renderQuality = D3DRMRENDER_UNLITFLAT;
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break;
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case Flat:
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renderQuality = D3DRMRENDER_FLAT;
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break;
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case Gouraud:
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renderQuality = D3DRMRENDER_GOURAUD;
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break;
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case Phong:
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renderQuality = D3DRMRENDER_PHONG;
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break;
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default:
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renderQuality = D3DRMRENDER_FLAT;
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break;
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}
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return renderQuality;
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}
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inline D3DRMPROJECTIONTYPE Translate(ProjectionType tglProjectionType)
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{
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D3DRMPROJECTIONTYPE projectionType;
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switch (tglProjectionType) {
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case Perspective:
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projectionType = D3DRMPROJECT_PERSPECTIVE;
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break;
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case Orthographic:
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projectionType = D3DRMPROJECT_ORTHOGRAPHIC;
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break;
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default:
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projectionType = D3DRMPROJECT_PERSPECTIVE;
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break;
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}
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return projectionType;
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}
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// Yes this function serves no purpose, originally they intended it to
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// convert from doubles to floats but ended up using floats throughout
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// the software stack.
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inline D3DRMMATRIX4D* Translate(FloatMatrix4& tglMatrix4x4, D3DRMMATRIX4D& rD3DRMMatrix4x4)
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{
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for (int i = 0; i < (sizeof(rD3DRMMatrix4x4) / sizeof(rD3DRMMatrix4x4[0])); i++) {
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for (int j = 0; j < (sizeof(rD3DRMMatrix4x4[0]) / sizeof(rD3DRMMatrix4x4[0][0])); j++) {
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rD3DRMMatrix4x4[i][j] = D3DVAL(tglMatrix4x4[i][j]);
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}
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}
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return &rD3DRMMatrix4x4;
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}
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// SYNTHETIC: LEGO1 0x100a16d0
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// TglImpl::RendererImpl::`scalar deleting destructor'
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// SYNTHETIC: LEGO1 0x100a22c0
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// TglImpl::DeviceImpl::`scalar deleting destructor'
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// SYNTHETIC: LEGO1 0x100a23a0
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// TglImpl::ViewImpl::`scalar deleting destructor'
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// SYNTHETIC: LEGO1 0x100a2480
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// TglImpl::GroupImpl::`scalar deleting destructor'
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// SYNTHETIC: LEGO1 0x100a2560
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// TglImpl::CameraImpl::`scalar deleting destructor'
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// SYNTHETIC: LEGO1 0x100a2640
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// TglImpl::LightImpl::`scalar deleting destructor'
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// SYNTHETIC: LEGO1 0x100a2720
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// TglImpl::UnkImpl::`scalar deleting destructor'
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// SYNTHETIC: LEGO1 0x100a2800
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// TglImpl::TextureImpl::`scalar deleting destructor'
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// SYNTHETIC: LEGO1 0x100a3d80
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// TglImpl::MeshImpl::`scalar deleting destructor'
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} /* namespace TglImpl */
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