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https://github.com/isledecomp/isle.git
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5f413165cc
* cmake: use imported targets for 3rd party libs * Fix casing of skateboard.h include * cmake: tglrl realtime viewmanager mxgeometry * cmake: spin off some source in static libraries * dx5 for everyone * ci: bump actions/checkout to v4 * move LEGO1/realtime/realtimeview.cpp to lego1 because it exports symbols * add misc library * Add omni library * Return of the .def's * Remove COMPAT_CONST in MxVideoParam::MxVideoParam * Run clang-format * move LEGO1/realtime/realtimeview.cpp to realtime lib * Add 3dmanager library * Rename .def files * Remove incorrect deps to Omni * Remove DLL expor decls * Remove unnecessary library dep from ROI * Remove COMPAT_CONST * Move 3dmanager lib before Omni * Remove mxgeometry lib (`geom` is actually `lego/sources/geom`, which we don't have in our decomp yet) * viewmanager has a dependency on realtime + fix mingw's def * Remove Smacker::Smacker from lego1 link libraries --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
133 lines
3.5 KiB
C++
133 lines
3.5 KiB
C++
#include "legoroi.h"
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#include <string.h>
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DECOMP_SIZE_ASSERT(LegoROI, 0x10c);
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// SIZE 0x14
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typedef struct {
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const char* m_name;
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int m_red;
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int m_green;
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int m_blue;
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int m_unk0x10;
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} ROIColorAlias;
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// GLOBAL: LEGO1 0x100dbe28
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const double g_normalizeByteToFloat = 1.0 / 255;
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// GLOBAL: LEGO1 0x101011b0
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ROIColorAlias g_roiColorAliases[22] = {
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{"lego black", 0x21, 0x21, 0x21, 0}, {"lego black f", 0x21, 0x21, 0x21, 0},
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{"lego black flat", 0x21, 0x21, 0x21, 0}, {"lego blue", 0x00, 0x54, 0x8c, 0},
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{"lego blue flat", 0x00, 0x54, 0x8c, 0}, {"lego brown", 0x4a, 0x23, 0x1a, 0},
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{"lego brown flt", 0x4a, 0x23, 0x1a, 0}, {"lego brown flat", 0x4a, 0x23, 0x1a, 0},
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{"lego drk grey", 0x40, 0x40, 0x40, 0}, {"lego drk grey flt", 0x40, 0x40, 0x40, 0},
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{"lego dk grey flt", 0x40, 0x40, 0x40, 0}, {"lego green", 0x00, 0x78, 0x2d, 0},
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{"lego green flat", 0x00, 0x78, 0x2d, 0}, {"lego lt grey", 0x82, 0x82, 0x82, 0},
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{"lego lt grey flt", 0x82, 0x82, 0x82, 0}, {"lego lt grey fla", 0x82, 0x82, 0x82, 0},
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{"lego red", 0xcb, 0x12, 0x20, 0}, {"lego red flat", 0xcb, 0x12, 0x20, 0},
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{"lego white", 0xfa, 0xfa, 0xfa, 0}, {"lego white flat", 0xfa, 0xfa, 0xfa, 0},
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{"lego yellow", 0xff, 0xb9, 0x00, 0}, {"lego yellow flat", 0xff, 0xb9, 0x00, 0},
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};
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// GLOBAL: LEGO1 0x10101368
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int g_roiConfig = 100;
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// GLOBAL: LEGO1 0x101013ac
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ROIHandler g_someHandlerFunction = NULL;
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// FUNCTION: LEGO1 0x100a46a0
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void LegoROI::WrappedSetLocalTransform(Matrix4& p_transform)
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{
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SetLocalTransform(p_transform);
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}
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// STUB: LEGO1 0x100a46b0
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void LegoROI::FUN_100a46b0(Matrix4& p_transform)
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{
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}
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// STUB: LEGO1 0x100a58f0
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void LegoROI::FUN_100a58f0(Matrix4& p_transform)
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{
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}
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// FUNCTION: LEGO1 0x100a81c0
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void LegoROI::configureLegoROI(int p_roiConfig)
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{
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g_roiConfig = p_roiConfig;
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}
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// STUB: LEGO1 0x100a9a50
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LegoROI::LegoROI(Tgl::Renderer* p_renderer, ViewLODList* p_lodList, int p_time) : ViewROI(p_renderer, p_lodList)
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{
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m_time = p_time;
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}
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// FUNCTION: LEGO1 0x100a9bf0
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unsigned char LegoROI::CallTheHandlerFunction(
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char* p_param,
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float& p_red,
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float& p_green,
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float& p_blue,
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float& p_other
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)
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{
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// TODO
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if (p_param == NULL)
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return FALSE;
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if (g_someHandlerFunction) {
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char buf[32];
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if (g_someHandlerFunction(p_param, buf, 32))
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p_param = buf;
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}
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return ColorAliasLookup(p_param, p_red, p_green, p_blue, p_other);
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}
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// FUNCTION: LEGO1 0x100a9c50
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unsigned char LegoROI::ColorAliasLookup(char* p_param, float& p_red, float& p_green, float& p_blue, float& p_other)
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{
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// TODO: this seems awfully hacky for these devs. is there a dynamic way
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// to represent `the end of this array` that would improve this?
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unsigned int i = 0;
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do {
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if (strcmpi(g_roiColorAliases[i].m_name, p_param) == 0) {
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p_red = g_roiColorAliases[i].m_red * g_normalizeByteToFloat;
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p_green = g_roiColorAliases[i].m_green * g_normalizeByteToFloat;
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p_blue = g_roiColorAliases[i].m_blue * g_normalizeByteToFloat;
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p_other = g_roiColorAliases[i].m_unk0x10 * g_normalizeByteToFloat;
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return TRUE;
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}
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i++;
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} while ((int*) &g_roiColorAliases[i] < &g_roiConfig);
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return FALSE;
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}
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// FUNCTION: LEGO1 0x100a9d30
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void LegoROI::SetSomeHandlerFunction(ROIHandler p_func)
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{
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g_someHandlerFunction = p_func;
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}
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// FUNCTION: LEGO1 0x100a9e10
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void LegoROI::SetDisplayBB(int p_displayBB)
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{
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// Intentionally empty function
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}
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// FUNCTION: LEGO1 0x100aa340
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float LegoROI::IntrinsicImportance() const
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{
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return .5;
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}
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// Note: Actually part of parent class (doesn't exist yet)
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// STUB: LEGO1 0x100aa350
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void LegoROI::UpdateWorldBoundingVolumes()
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{
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// TODO
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}
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