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).
This commit is contained in:
Mark Langen 2023-11-28 21:34:04 -08:00
parent 09ccc4b83d
commit 77730334d0
25 changed files with 1985 additions and 1205 deletions

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@ -113,13 +113,6 @@ add_library(lego1 SHARED
LEGO1/mxcontrolpresenter.cpp
LEGO1/mxcore.cpp
LEGO1/mxcriticalsection.cpp
LEGO1/mxdirect3d.cpp
LEGO1/mxdirect3drm.cpp
LEGO1/mxdirect3drmclasses.cpp
LEGO1/mxdirect3drmdevice.cpp
LEGO1/mxdirect3drmobject.cpp
LEGO1/mxdirect3drmtexture.cpp
LEGO1/mxdirect3drmviewport.cpp
LEGO1/mxdirectdraw.cpp
LEGO1/mxdiskstreamcontroller.cpp
LEGO1/mxdiskstreamprovider.cpp
@ -216,6 +209,15 @@ add_library(lego1 SHARED
LEGO1/score.cpp
LEGO1/scorestate.cpp
LEGO1/skateboard.cpp
LEGO1/tgl/d3drm/camera.cpp
LEGO1/tgl/d3drm/device.cpp
LEGO1/tgl/d3drm/group.cpp
LEGO1/tgl/d3drm/light.cpp
LEGO1/tgl/d3drm/mesh.cpp
LEGO1/tgl/d3drm/renderer.cpp
LEGO1/tgl/d3drm/something.cpp
LEGO1/tgl/d3drm/texture.cpp
LEGO1/tgl/d3drm/view.cpp
LEGO1/towtrack.cpp
LEGO1/towtrackmissionstate.cpp
LEGO1/viewmanager/viewmanager.cpp

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@ -1,61 +0,0 @@
#include "mxdirect3drm.h"
#include "decomp.h"
DECOMP_SIZE_ASSERT(IMxDirect3DRM, 0x4);
DECOMP_SIZE_ASSERT(MxDirect3DRM, 0x8);
// OFFSET: LEGO1 0x1010103c
IDirect3DRM* g_pD3DRM = NULL;
// Inlined only
MxDirect3DRM::MxDirect3DRM() : m_pD3DRM(NULL)
{
if (g_pD3DRM == NULL) {
LPDIRECT3DRM handle;
Direct3DRMCreate(&handle);
handle->QueryInterface(IID_IDirect3DRM2, (LPVOID*) &g_pD3DRM);
}
else {
m_pD3DRM->AddRef();
}
m_pD3DRM = g_pD3DRM;
}
// Inlined only
MxDirect3DRM::~MxDirect3DRM()
{
if (m_pD3DRM) {
if (m_pD3DRM->Release() == 0)
g_pD3DRM = NULL;
m_pD3DRM = NULL;
}
}
// OFFSET: LEGO1 0x100a15e0
MxDirect3DRM* MxDirect3DRM::Create()
{
// Not a close match. The separate create function implies that
// the g_pD3DRM handling stuff should be in here rather than in the
// constructor, but the destructor definitely calls Release() on
// g_pD3DRM and that implies the opposite.
return new MxDirect3DRM();
}
// OFFSET: LEGO1 0x100a22b0
IUnknown** MxDirect3DRM::GetHandle()
{
return (IUnknown**) &m_pD3DRM;
}
// OFFSET: LEGO1 0x100a1894 STUB
MxDirect3DRMDevice* MxDirect3DRM::CreateDeviceFromD3D(D3DHolder* p_holder)
{
return NULL;
}
// OFFSET: LEGO1 0x100a1900 STUB
MxDirect3DRMDevice* MxDirect3DRM::CreateDeviceFromSurface(D3DSurfaceHolder* p_holder)
{
return NULL;
}

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@ -1,42 +0,0 @@
#include "ddraw.h"
#include "mxdirect3drmdevice.h"
// Not sure what the deal is with these small holder structs. They might
// actually be the first part of a larger class because I haven't worked out
// enough code further up the call chain to work my way back to a constructor.
struct D3DHolder {
IDirect3D* m_pDirect3D;
IDirect3DDevice* m_pDirect3DDevice;
};
struct D3DSurfaceHolder {
IDirectDraw* m_pDirectDraw;
int unk;
IDirectDrawSurface* m_pDirectDrawSurface;
};
// VTABLE 0x100db948
class IMxDirect3DRM : public IMxDirect3DRMObject {
public:
virtual ~IMxDirect3DRM() {}
virtual IUnknown** GetHandle() = 0;
virtual MxDirect3DRMDevice* CreateDeviceFromD3D(D3DHolder* p_holder) = 0;
};
// VTABLE 0x100db910
class MxDirect3DRM : public IMxDirect3DRM {
public:
inline MxDirect3DRM();
virtual ~MxDirect3DRM();
static MxDirect3DRM* Create();
virtual IUnknown** GetHandle();
virtual MxDirect3DRMDevice* CreateDeviceFromD3D(D3DHolder* p_holder);
virtual MxDirect3DRMDevice* CreateDeviceFromSurface(D3DSurfaceHolder* p_holder);
private:
IDirect3DRM* m_pD3DRM;
};

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@ -1,102 +0,0 @@
#include "mxdirect3drmclasses.h"
#include "decomp.h"
DECOMP_SIZE_ASSERT(IMxDirect3DRMFrame, 0x4);
DECOMP_SIZE_ASSERT(MxDirect3DRMFrame, 0x8);
// OFFSET: LEGO1 0x100a36f0
IUnknown** MxDirect3DRMFrame::GetHandle()
{
return (IUnknown**) &m_pDirect3DRMFrame;
}
// Not 100% confident on this function signature or behavior.
// Known info: Calls GetPosition, then AddTransform, then GetPosition again.
// OFFSET: LEGO1 0x100a3700
int MxDirect3DRMFrame::AddTransform(D3DRMMATRIX4D* p_matrix, D3DVECTOR* p_oldPosition)
{
D3DRMMATRIX4D newMatrix;
D3DVECTOR anotherPosition;
memcpy(&newMatrix, p_matrix, sizeof(D3DRMMATRIX4D));
m_pDirect3DRMFrame->GetPosition(NULL, p_oldPosition);
HRESULT result = m_pDirect3DRMFrame->AddTransform(D3DRMCOMBINE_REPLACE, newMatrix);
m_pDirect3DRMFrame->GetPosition(NULL, &anotherPosition);
return SUCCEEDED(result);
}
DECOMP_SIZE_ASSERT(IMxDirect3DRMLight, 0x4);
DECOMP_SIZE_ASSERT(MxDirect3DRMLight, 0x8);
// OFFSET: LEGO1 0x100a3770
IUnknown** MxDirect3DRMLight::GetHandle()
{
return (IUnknown**) &m_pFrameWithLight;
}
// OFFSET: LEGO1 0x100a3780 STUB
int MxDirect3DRMLight::AddTransform(D3DRMMATRIX4D* p_matrix)
{
return 0;
}
// OFFSET: LEGO1 0x100a37e0
int MxDirect3DRMLight::SetColorRGB(float p_r, float p_g, float p_b)
{
IDirect3DRMLightArray* lightArray;
IDirect3DRMLight* light;
m_pFrameWithLight->GetLights(&lightArray);
lightArray->GetElement(0, &light);
return SUCCEEDED(light->SetColorRGB(p_r, p_g, p_b));
}
DECOMP_SIZE_ASSERT(IMxDirect3DRMMesh, 0x4);
DECOMP_SIZE_ASSERT(MxDirect3DRMMesh, 0x8);
// OFFSET: LEGO1 0x100a3830
IUnknown** MxDirect3DRMMesh::GetHandle()
{
return (IUnknown**) &m_pDirect3DRMMesh;
}
// OFFSET: LEGO1 0x100a3840 STUB
int MxDirect3DRMMesh::SetMeshData(
int p_faceCount,
int p_vertexCount,
void* p_positions,
void* p_normals,
void* p_uvs,
int p_unk1,
int* p_unk2
)
{
return 0;
}
// OFFSET: LEGO1 0x100a3ae0
int MxDirect3DRMMesh::GetBox(float* p_minVec3, float* p_maxVec3)
{
D3DRMBOX box;
int ret = SUCCEEDED(m_pDirect3DRMMesh->GetBox(&box));
if (ret == TRUE) {
p_minVec3[0] = box.min.x;
p_minVec3[1] = box.min.y;
p_minVec3[2] = box.min.z;
p_maxVec3[0] = box.max.x;
p_maxVec3[1] = box.max.y;
p_maxVec3[2] = box.max.z;
}
return ret;
}
// OFFSET: LEGO1 0x100a3b40
IMxDirect3DRMMesh* MxDirect3DRMMesh::Clone()
{
MxDirect3DRMMesh* mesh = new MxDirect3DRMMesh();
int ret = m_pDirect3DRMMesh->Clone(0, IID_IDirect3DRMMeshBuilder, (void**) &mesh->m_pDirect3DRMMesh);
if (ret < 0) {
delete mesh;
mesh = NULL;
}
return mesh;
}

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@ -1,105 +0,0 @@
#include "mxdirect3drmobject.h"
// VTABLE 0x100dbae8
class IMxDirect3DRMFrame : public IMxDirect3DRMObject {
public:
virtual ~IMxDirect3DRMFrame() {}
virtual IUnknown** GetHandle() = 0;
// vtable + 0x08
virtual int AddTransform(D3DRMMATRIX4D* p_matrix, D3DVECTOR* p_oldPosition) = 0;
};
// VTABLE 0x100dbad8
class MxDirect3DRMFrame : IMxDirect3DRMFrame {
public:
MxDirect3DRMFrame() {}
virtual ~MxDirect3DRMFrame() {}
virtual IUnknown** GetHandle();
IDirect3DRMFrame* GetFrame() { return m_pDirect3DRMFrame; }
// vtable + 0x08
// Not 100% confident on this function signature
virtual int AddTransform(D3DRMMATRIX4D* p_matrix, D3DVECTOR* p_oldPosition);
private:
IDirect3DRMFrame* m_pDirect3DRMFrame;
};
// VTABLE 0x100dbb08
class IMxDirect3DRMLight : public IMxDirect3DRMObject {
public:
virtual ~IMxDirect3DRMLight() {}
virtual IUnknown** GetHandle() = 0;
// vtable+0x08
virtual int AddTransform(D3DRMMATRIX4D* p_matrix) = 0;
virtual int SetColorRGB(float p_r, float p_g, float p_b) = 0;
};
// VTABLE 0x100dbaf8
class MxDirect3DRMLight : public IMxDirect3DRMLight {
public:
MxDirect3DRMLight() {}
virtual ~MxDirect3DRMLight() {}
virtual IUnknown** GetHandle();
// vtable+0x08
// Not 100% confident on this function signature
virtual int AddTransform(D3DRMMATRIX4D* p_matrix);
virtual int SetColorRGB(float p_r, float p_g, float p_b);
private:
IDirect3DRMFrame* m_pFrameWithLight;
};
// VTABLE 0x100dbb30
class IMxDirect3DRMMesh : public IMxDirect3DRMObject {
public:
virtual ~IMxDirect3DRMMesh() {}
virtual IUnknown** GetHandle() = 0;
// vtable+0x08
virtual int SetMeshData(
int p_faceCount,
int p_vertexCount,
void* p_positions,
void* p_normals,
void* p_uvs,
int p_unk1,
int* p_unk2
) = 0;
virtual int GetBox(float* p_minVec3, float* p_maxVec3) = 0;
virtual IMxDirect3DRMMesh* Clone() = 0;
};
// VTABLE 0x100dbb18
class MxDirect3DRMMesh : public IMxDirect3DRMMesh {
public:
MxDirect3DRMMesh() : m_pDirect3DRMMesh(NULL) {}
virtual ~MxDirect3DRMMesh() {}
virtual IUnknown** GetHandle();
// vtable+0x08
virtual int SetMeshData(
int p_faceCount,
int p_vertexCount,
void* p_positions,
void* p_normals,
void* p_uvs,
int p_unk1,
int* p_unk2
);
virtual int GetBox(float* p_minVec3, float* p_maxVec3);
virtual IMxDirect3DRMMesh* Clone();
private:
IDirect3DRMMesh* m_pDirect3DRMMesh;
};

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@ -1,100 +0,0 @@
#include "mxdirect3drmdevice.h"
#include "d3drmwin.h"
#include "decomp.h"
DECOMP_SIZE_ASSERT(IMxDirect3DRMDevice, 0x4);
DECOMP_SIZE_ASSERT(MxDirect3DRMDevice, 0x8);
// OFFSET: LEGO1 0x100a2bf0
IUnknown** MxDirect3DRMDevice::GetHandle()
{
return (IUnknown**) &m_pD3DRMDevice;
}
// OFFSET: LEGO1 0x100a2c00
int MxDirect3DRMDevice::GetWidth()
{
return m_pD3DRMDevice->GetWidth();
}
// OFFSET: LEGO1 0x100a2c10
int MxDirect3DRMDevice::GetHeight()
{
return m_pD3DRMDevice->GetHeight();
}
// OFFSET: LEGO1 0x100a2c20
int MxDirect3DRMDevice::unknown1()
{
return 1;
}
// Matching behavior, codegen differs in register alloc and timing of access.
// OFFSET: LEGO1 0x100a2c30
int MxDirect3DRMDevice::SetQuality(MxDirect3DRMDeviceQuality p_quality)
{
D3DRMRENDERQUALITY quality;
switch (p_quality) {
case Wireframe:
quality = D3DRMRENDER_WIREFRAME;
break;
case UnlitFlat:
quality = D3DRMRENDER_UNLITFLAT;
break;
case Flat:
quality = D3DRMRENDER_FLAT;
break;
case Gouraud:
quality = D3DRMRENDER_GOURAUD;
break;
case Phong:
quality = D3DRMRENDER_PHONG;
break;
default:
quality = D3DRMRENDER_FLAT;
}
return SUCCEEDED(m_pD3DRMDevice->SetQuality(quality));
}
// OFFSET: LEGO1 0x100a2ca0
int MxDirect3DRMDevice::SetShades(MxU32 p_shades)
{
return SUCCEEDED(m_pD3DRMDevice->SetShades(p_shades));
}
// OFFSET: LEGO1 0x100a2cc0
int MxDirect3DRMDevice::SetDither(int p_dither)
{
return SUCCEEDED(m_pD3DRMDevice->SetDither(p_dither));
}
// OFFSET: LEGO1 0x100a2d60
int MxDirect3DRMDevice::Update()
{
return SUCCEEDED(m_pD3DRMDevice->Update());
}
// Probably wrong, not sure what's going on in this method.
// OFFSET: LEGO1 0x100a2ce0
void MxDirect3DRMDevice::InitFromD3D()
{
IDirect3DRMWinDevice* winDevice;
if (SUCCEEDED(m_pD3DRMDevice->QueryInterface(IID_IDirect3DRMWinDevice, (LPVOID*) &winDevice))) {
m_pD3DRMDevice->InitFromD3D((LPDIRECT3D) &winDevice, (LPDIRECT3DDEVICE) m_pD3DRMDevice);
winDevice->Release();
}
}
// Really don't know what's going on here. Seems it will call down to Init
// but the decomp suggests it otherwise looks the same as InitFromD3D but Init
// takes widly different parameters.
// OFFSET: LEGO1 0x100a2d20
void MxDirect3DRMDevice::Init()
{
IDirect3DRMWinDevice* winDevice;
if (SUCCEEDED(m_pD3DRMDevice->QueryInterface(IID_IDirect3DRMWinDevice, (LPVOID*) &winDevice))) {
// m_pD3DRMDevice->Init();
winDevice->Release();
}
}

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@ -1,47 +0,0 @@
#include "d3drm.h"
#include "mxdirect3drmobject.h"
#include "mxtypes.h"
// VTABLE 0x100db9b8
class IMxDirect3DRMDevice : public IMxDirect3DRMObject {
public:
virtual ~IMxDirect3DRMDevice() {}
virtual IUnknown** GetHandle() = 0;
};
enum MxDirect3DRMDeviceQuality {
Wireframe = 0x0,
UnlitFlat = 0x1,
Flat = 0x2,
Gouraud = 0x3,
Phong = 0x4,
};
// VTABLE 0x100db988
class MxDirect3DRMDevice : public IMxDirect3DRMDevice {
public:
MxDirect3DRMDevice() {}
virtual ~MxDirect3DRMDevice() {}
virtual IUnknown** GetHandle();
// 0x08 in vtable
virtual int GetWidth();
virtual int GetHeight();
// 0x10 in vtable
virtual int unknown1();
virtual int SetQuality(MxDirect3DRMDeviceQuality p_quality);
virtual int SetShades(MxU32 p_shades);
virtual int SetDither(int p_dither);
// 0x20 in vtable
virtual int Update();
virtual void InitFromD3D();
virtual void Init();
private:
IDirect3DRMDevice* m_pD3DRMDevice;
};

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@ -1,5 +0,0 @@
#include "mxdirect3drmobject.h"
#include "decomp.h"
DECOMP_SIZE_ASSERT(IMxDirect3DRMObject, 0x4);

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@ -1,12 +0,0 @@
#include "d3d.h"
#include "d3drm.h"
#include "mxtypes.h"
// VTABLE 0x100db980
class IMxDirect3DRMObject {
public:
virtual ~IMxDirect3DRMObject() {}
virtual IUnknown** GetHandle() = 0;
};

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@ -1,166 +0,0 @@
#include "mxdirect3drmtexture.h"
#include "decomp.h"
DECOMP_SIZE_ASSERT(IMxDirect3DRMTexture, 0x4);
DECOMP_SIZE_ASSERT(MxDirect3DRMTexture, 0x8);
DECOMP_SIZE_ASSERT(MxD3DRMIMAGE, 0x40);
// OFFSET: LEGO1 0x100a1330
MxD3DRMIMAGE::MxD3DRMIMAGE(
int p_width,
int p_height,
int p_depth,
void* p_buffer,
int p_useBuffer,
int p_paletteSize,
PaletteEntry* p_palette
)
{
m_image.aspectx = 1;
m_image.aspecty = 1;
m_image.width = 0;
m_image.height = 0;
m_image.depth = 0;
m_image.rgb = 0;
m_image.bytes_per_line = 0;
m_image.buffer1 = NULL;
m_image.buffer2 = NULL;
m_image.red_mask = 0xFF;
m_image.green_mask = 0xFF;
m_image.blue_mask = 0xFF;
m_image.alpha_mask = 0xFF;
m_image.palette_size = 0;
m_image.palette = NULL;
m_extra = 0;
if (p_buffer != NULL) {
CreateBuffer(p_width, p_height, p_depth, p_buffer, p_useBuffer);
}
if (p_palette != NULL) {
InitializePalette(p_paletteSize, p_palette);
}
}
// OFFSET: LEGO1 0x100a13e0 STUB
int MxD3DRMIMAGE::CreateBuffer(int p_width, int p_height, int p_depth, void* p_buffer, int p_useBuffer)
{
return 0;
}
// OFFSET: LEGO1 0x100a13b0
void MxD3DRMIMAGE::Destroy()
{
if (m_extra == 0) {
free(m_image.buffer1);
}
free(m_image.palette);
}
// OFFSET: LEGO1 0x100a1510
void MxD3DRMIMAGE::FillRowsOfTexture(int p_y, int p_height, char* p_content)
{
// The purpose is clearly this but I can't get the assembly to line up.
memcpy((char*) m_image.buffer1 + (p_y * m_image.bytes_per_line), p_content, p_height * m_image.bytes_per_line);
}
// OFFSET: LEGO1 0x100a1550
int MxD3DRMIMAGE::InitializePalette(int p_paletteSize, PaletteEntry* p_palette)
{
if (m_image.palette_size != p_paletteSize) {
if (m_image.palette != NULL) {
free(m_image.palette);
m_image.palette = NULL;
m_image.palette_size = 0;
}
if (p_paletteSize > 0) {
m_image.palette = (D3DRMPALETTEENTRY*) malloc(4 * p_paletteSize);
m_image.palette_size = p_paletteSize;
}
}
if (p_paletteSize > 0) {
for (int i = 0; i < p_paletteSize; i++) {
m_image.palette[i].red = p_palette[i].r;
m_image.palette[i].green = p_palette[i].g;
m_image.palette[i].blue = p_palette[i].b;
m_image.palette[i].flags = D3DRMPALETTE_READONLY;
}
}
return TRUE;
}
// OFFSET: LEGO1 0x100a3d70
IUnknown** MxDirect3DRMTexture::GetHandle()
{
return (IUnknown**) &m_pDirect3DRMTexture;
}
// OFFSET: LEGO1 0x100a3c10
int MxDirect3DRMTexture::SetBuffer(int p_width, int p_height, int p_depth, void* p_buffer)
{
// Haven't tried very hard to get a very good match here yet, the control
// flow for the result handling is a bit annoying.
MxD3DRMIMAGE* image = GetImageData();
int result = image->CreateBuffer(p_width, p_height, p_depth, p_buffer, TRUE);
if (result == TRUE) {
if (!SUCCEEDED(m_pDirect3DRMTexture->Changed(TRUE, FALSE))) {
result = FALSE;
}
}
return result;
}
// OFFSET: LEGO1 0x100a3c60
void MxDirect3DRMTexture::FillRowsOfTexture(int p_y, int p_height, void* p_buffer)
{
MxD3DRMIMAGE* image = GetImageData();
image->FillRowsOfTexture(p_y, p_height, (char*) p_buffer);
}
// OFFSET: LEGO1 0x100a3c90
int MxDirect3DRMTexture::Changed(int p_pixelsChanged, int p_paletteChanged)
{
return SUCCEEDED(m_pDirect3DRMTexture->Changed(p_pixelsChanged, p_paletteChanged));
}
// OFFSET: LEGO1 0x100a3d00
int MxDirect3DRMTexture::GetBufferAndPalette(
int* p_width,
int* p_height,
int* p_depth,
void** p_buffer,
int* p_paletteSize,
MxD3DRMIMAGE::PaletteEntry** p_palette
)
{
// Something really doesn't match here, not sure what's up.
MxD3DRMIMAGE* image = GetImageData();
*p_width = image->m_image.width;
*p_height = image->m_image.height;
*p_depth = image->m_image.depth;
*p_buffer = image->m_image.buffer1;
*p_paletteSize = image->m_image.palette_size;
for (int i = 0; i < image->m_image.palette_size; i++) {
p_palette[i]->r = image->m_image.palette[i].red;
p_palette[i]->g = image->m_image.palette[i].green;
p_palette[i]->b = image->m_image.palette[i].blue;
}
return TRUE;
}
// OFFSET: LEGO1 0x100a3d40
int MxDirect3DRMTexture::InitializePalette(int p_paletteSize, MxD3DRMIMAGE::PaletteEntry* p_palette)
{
// Not 100% confident this is supposed to directly be forwarding arguments,
// but it probably is given FillRowsOfTexture matches doing that.
MxD3DRMIMAGE* image = GetImageData();
image->InitializePalette(p_paletteSize, p_palette);
m_pDirect3DRMTexture->Changed(FALSE, TRUE);
return TRUE;
}
// OFFSET: LEGO1 0x100a1300
void MxDirect3DRMTexture::OnDestroyed()
{
delete GetImageData();
m_pDirect3DRMTexture->SetAppData(NULL);
}

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@ -1,88 +0,0 @@
#include "mxdirect3drmobject.h"
// No vtable, this is just a simple wrapper around D3DRMIMAGE
class MxD3DRMIMAGE {
public:
struct PaletteEntry {
unsigned char r;
unsigned char g;
unsigned char b;
};
MxD3DRMIMAGE(
int p_width,
int p_height,
int p_depth,
void* p_buffer,
int p_useBuffer,
int p_paletteSize,
PaletteEntry* p_palette
);
~MxD3DRMIMAGE() { Destroy(); }
int CreateBuffer(int p_width, int p_height, int p_depth, void* p_buffer, int p_useBuffer);
void Destroy();
void FillRowsOfTexture(int p_y, int p_height, char* p_content);
int InitializePalette(int p_paletteSize, PaletteEntry* p_palette);
D3DRMIMAGE m_image;
int m_extra;
};
// VTABLE 0x100dbb68
class IMxDirect3DRMTexture : public IMxDirect3DRMObject {
public:
virtual ~IMxDirect3DRMTexture() {}
virtual IUnknown** GetHandle() = 0;
// vtable+0x08
virtual int SetBuffer(int p_width, int p_height, int p_depth, void* p_buffer) = 0;
virtual void FillRowsOfTexture(int p_y, int p_height, void* p_buffer) = 0;
// vtable+0x10
virtual int Changed(int p_pixelsChanged, int p_paletteChanged) = 0;
virtual int GetBufferAndPalette(
int* p_width,
int* p_height,
int* p_depth,
void** p_buffer,
int* p_paletteSize,
MxD3DRMIMAGE::PaletteEntry** p_palette
) = 0;
virtual int InitializePalette(int p_paletteSize, MxD3DRMIMAGE::PaletteEntry* p_palette) = 0;
};
// VTABLE 0x100dbb48
class MxDirect3DRMTexture : public IMxDirect3DRMTexture {
public:
MxDirect3DRMTexture() {}
virtual ~MxDirect3DRMTexture() {}
virtual IUnknown** GetHandle();
// vtable+0x08
virtual int SetBuffer(int p_width, int p_height, int p_depth, void* p_buffer);
virtual void FillRowsOfTexture(int p_y, int p_height, void* p_buffer);
// vtable+0x10
virtual int Changed(int p_pixelsChanged, int p_paletteChanged);
virtual int GetBufferAndPalette(
int* p_width,
int* p_height,
int* p_depth,
void** p_buffer,
int* p_paletteSize,
MxD3DRMIMAGE::PaletteEntry** p_palette
);
virtual int InitializePalette(int p_paletteSize, MxD3DRMIMAGE::PaletteEntry* p_palette);
// Not virtual
void OnDestroyed();
private:
inline MxD3DRMIMAGE* GetImageData() { return (MxD3DRMIMAGE*) m_pDirect3DRMTexture->GetAppData(); }
IDirect3DRMTexture* m_pDirect3DRMTexture;
};

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@ -1,187 +0,0 @@
#include "mxdirect3drmviewport.h"
#include "decomp.h"
#include <math.h>
DECOMP_SIZE_ASSERT(IMxDirect3DRMViewport, 0x4);
DECOMP_SIZE_ASSERT(MxDirect3DRMViewport, 0x8);
struct MxDirect3DRMViewportData {
IDirect3DRMFrame* m_pDirect3DRMFrame;
IDirect3DRMFrame* m_pCamera;
IDirect3DRMFrame* m_pCameraParent;
float m_backgroundRGB[3];
};
// OFFSET: LEGO1 0x100a2d80
IUnknown** MxDirect3DRMViewport::GetHandle()
{
return (IUnknown**) &m_pDirect3DRMViewport;
}
// OFFSET: LEGO1 0x100a2d90
int MxDirect3DRMViewport::AddLight(MxDirect3DRMFrame* p_frame)
{
IDirect3DRMFrame* frame = p_frame->GetFrame();
return SUCCEEDED(GetViewportData()->m_pDirect3DRMFrame->AddChild(frame));
}
// OFFSET: LEGO1 0x100a2dc0
int MxDirect3DRMViewport::DeleteLight(MxDirect3DRMFrame* p_frame)
{
IDirect3DRMFrame* frame = p_frame->GetFrame();
return SUCCEEDED(GetViewportData()->m_pDirect3DRMFrame->DeleteChild(frame));
}
// Disassembly is not close, not sure what's going wrong.
// OFFSET: LEGO1 0x100a2df0
int MxDirect3DRMViewport::SetCamera(MxDirect3DRMFrame* p_camera)
{
IDirect3DRMViewport* viewport = GetViewport();
IDirect3DRMFrame* camera = p_camera->GetFrame();
MxDirect3DRMViewportData* data = GetViewportData();
if (data->m_pCameraParent) {
data->m_pCameraParent->DeleteChild(data->m_pCamera);
// Another call goes here, not sure what.
data->m_pCameraParent->Release();
}
data->m_pCamera = camera;
data->m_pCameraParent = NULL;
return SUCCEEDED(viewport->SetCamera(camera));
}
// OFFSET: LEGO1 0x100a2e70
int MxDirect3DRMViewport::SetProjection(int p_type)
{
D3DRMPROJECTIONTYPE proj;
switch (p_type) {
case 0:
proj = D3DRMPROJECT_PERSPECTIVE;
break;
case 1:
proj = D3DRMPROJECT_ORTHOGRAPHIC;
break;
default:
proj = D3DRMPROJECT_PERSPECTIVE;
}
return SUCCEEDED(GetViewport()->SetProjection(proj));
}
// OFFSET: LEGO1 0x100a2eb0
int MxDirect3DRMViewport::SetPlanes(float p_near, float p_far, float p_FoV)
{
int ret;
float field = tanf(((p_FoV * 0.5f) * (5 / 9)) * 3.141592653589793);
// Not very confident about this code, seems like p_near may actually be
// multiplied by something before being passed to SetFront.
if (ret = SUCCEEDED(m_pDirect3DRMViewport->SetFront(p_near))) {
if (ret = SUCCEEDED(m_pDirect3DRMViewport->SetBack(p_far))) {
ret = SUCCEEDED(m_pDirect3DRMViewport->SetField(field));
}
}
return ret;
}
// OFFSET: LEGO1 0x100a2f30
int MxDirect3DRMViewport::SetBackgroundRGB(float p_r, float p_g, float p_b)
{
int ret = TRUE;
MxDirect3DRMViewportData* data = GetViewportData();
data->m_backgroundRGB[0] = p_r;
data->m_backgroundRGB[1] = p_g;
data->m_backgroundRGB[2] = p_b;
if (data->m_pCameraParent) {
ret = data->m_pCameraParent->SetSceneBackgroundRGB(p_r, p_g, p_b) < 0 ? FALSE : TRUE;
}
return ret;
}
// OFFSET: LEGO1 0x100a2f80
int MxDirect3DRMViewport::GetBackgroundRGB(float* p_r, float* p_g, float* p_b)
{
MxDirect3DRMViewportData* data = GetViewportData();
*p_r = data->m_backgroundRGB[0];
*p_g = data->m_backgroundRGB[1];
*p_b = data->m_backgroundRGB[2];
return TRUE;
}
// OFFSET: LEGO1 0x100a2fb0
int MxDirect3DRMViewport::Clear()
{
return SUCCEEDED(m_pDirect3DRMViewport->Clear());
}
// OFFSET: LEGO1 0x100a2fd0 SetCameraParent
int MxDirect3DRMViewport::SetCameraParent(MxDirect3DRMFrame* p_frame)
{
// Not close yet due to missing calls below.
IDirect3DRMViewport* viewport = GetViewport();
IDirect3DRMFrame* newParent = p_frame->GetFrame();
MxDirect3DRMViewportData* data = GetViewportData();
IDirect3DRMFrame* oldParent = data->m_pCameraParent;
if (newParent != oldParent) {
if (oldParent != NULL) {
oldParent->DeleteChild(data->m_pCamera);
// Another call goes here, not sure what.
oldParent->Release();
}
data->m_pCameraParent = newParent;
oldParent = data->m_pDirect3DRMFrame;
if (newParent != NULL) {
newParent
->SetSceneBackgroundRGB(data->m_backgroundRGB[0], data->m_backgroundRGB[1], data->m_backgroundRGB[2]);
newParent->AddChild(data->m_pCamera);
// Another call goes here, not sure what.
newParent->AddRef();
}
}
return SUCCEEDED(viewport->Render(newParent));
}
// OFFSET: LEGO1 0x100a3080
int MxDirect3DRMViewport::ForceUpdate(int x, int y, int width, int height)
{
return SUCCEEDED(m_pDirect3DRMViewport->ForceUpdate(x, y, x + width - 1, y + height - 1));
}
// OFFSET: LEGO1 0x100a30f0 Transform
int MxDirect3DRMViewport::Transform(float* p_shiftByVector3, float* p_out)
{
D3DVECTOR s;
s.x = p_shiftByVector3[0];
s.y = p_shiftByVector3[1];
s.z = p_shiftByVector3[2];
D3DRMVECTOR4D d;
int ret = m_pDirect3DRMViewport->Transform(&d, &s);
if (SUCCEEDED(ret) == TRUE) {
p_out[0] = d.x;
p_out[1] = d.y;
p_out[2] = d.z;
p_out[3] = d.w;
}
return SUCCEEDED(ret);
}
// Don't know the types of the parameters for this.
// OFFSET: LEGO1 0x100a30c0
int MxDirect3DRMViewport::unk(int p_1, int p_2, int p_3, int p_4, int p_5, int p_6)
{
return unkInternal(m_pDirect3DRMViewport, p_1, p_2, p_3, p_4, p_5, p_6);
}
// OFFSET: LEGO1 0x100a1290
int MxDirect3DRMViewport::unkInternal(
IDirect3DRMViewport* p_viewport,
int p_1,
int p_2,
int p_3,
int p_4,
int p_5,
int p_6
)
{
return 0;
}

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@ -1,74 +0,0 @@
#include "mxdirect3drmclasses.h"
// VTABLE 0x100dba28
class IMxDirect3DRMViewport : public IMxDirect3DRMObject {
public:
virtual ~IMxDirect3DRMViewport() {}
virtual IUnknown** GetHandle() = 0;
// vtable+0x08
virtual int AddLight(MxDirect3DRMFrame* p_frame) = 0;
virtual int DeleteLight(MxDirect3DRMFrame* p_frame) = 0;
// vtable+0x10
virtual int SetCamera(MxDirect3DRMFrame* p_camera) = 0;
virtual int SetProjection(int p_type) = 0;
virtual int SetPlanes(float p_near, float p_far, float p_FoV) = 0;
virtual int SetBackgroundRGB(float p_r, float p_g, float p_b) = 0;
// vtable+0x20
virtual int GetBackgroundRGB(float* p_r, float* p_g, float* p_b) = 0;
virtual int Clear() = 0;
virtual int SetCameraParent(MxDirect3DRMFrame* p_frame) = 0;
virtual int ForceUpdate(int x, int y, int width, int height) = 0;
// vtable+0x30
virtual int Transform(float* p_shiftByVector3, float* p_out) = 0;
virtual int InverseTransform(D3DRMVECTOR4D* p_in, float* p_outVector3) = 0;
virtual int unk(int p_1, int p_2, int p_3, int p_4, int p_5, int p_6) = 0;
};
struct MxDirect3DRMViewportData;
// VTABLE 0x100db9e8
class MxDirect3DRMViewport : public IMxDirect3DRMViewport {
public:
MxDirect3DRMViewport() {}
virtual ~MxDirect3DRMViewport() {}
virtual IUnknown** GetHandle();
IDirect3DRMViewport* GetViewport() { return m_pDirect3DRMViewport; }
// vtable+0x08
virtual int AddLight(MxDirect3DRMFrame* p_frame);
virtual int DeleteLight(MxDirect3DRMFrame* p_frame);
// vtable+0x10
virtual int SetCamera(MxDirect3DRMFrame* p_camera);
virtual int SetProjection(int p_type);
virtual int SetPlanes(float p_near, float p_far, float p_FoV);
virtual int SetBackgroundRGB(float p_r, float p_g, float p_b);
// vtable+0x20
virtual int GetBackgroundRGB(float* p_r, float* p_g, float* p_b);
virtual int Clear();
virtual int SetCameraParent(MxDirect3DRMFrame* p_frame);
virtual int ForceUpdate(int x, int y, int width, int height);
// vtable+0x30
virtual int Transform(float* p_shiftByVector3, float* p_out);
virtual int InverseTransform(D3DRMVECTOR4D* p_in, float* p_outVector3);
virtual int unk(int p_1, int p_2, int p_3, int p_4, int p_5, int p_6);
private:
static int unkInternal(IDirect3DRMViewport* p_viewport, int p_1, int p_2, int p_3, int p_4, int p_5, int p_6);
inline MxDirect3DRMViewportData* GetViewportData()
{
return (MxDirect3DRMViewportData*) m_pDirect3DRMViewport->GetAppData();
}
IDirect3DRMViewport* m_pDirect3DRMViewport;
};

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#include "impl.h"
using namespace TglImpl;
DECOMP_SIZE_ASSERT(Camera, 0x4);
DECOMP_SIZE_ASSERT(CameraImpl, 0x8);
// Inlined only
CameraImpl::~CameraImpl()
{
if (m_data) {
m_data->Release();
m_data = NULL;
}
}
// OFFSET: LEGO1 0x100a36f0
void* CameraImpl::ImplementationDataPtr()
{
return reinterpret_cast<void*>(&m_data);
}
// OFFSET: LEGO1 0x100a3700
Result CameraImpl::SetTransformation(const FloatMatrix& p_matrix)
{
D3DRMMATRIX4D helper;
D3DRMMATRIX4D* pTransformation = Translate(p_matrix, helper);
D3DVECTOR position;
Result result;
Result result2;
result2 = ResultVal(m_data->GetPosition(0, &position));
result = ResultVal(m_data->AddTransform(D3DRMCOMBINE_REPLACE, *pTransformation));
// The did this second call just to assert on the return value
result2 = ResultVal(m_data->GetPosition(0, &position));
return result;
}

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@ -0,0 +1,91 @@
#include "impl.h"
#include <d3drmwin.h>
using namespace TglImpl;
// Inlined only
DeviceImpl::~DeviceImpl()
{
if (m_data) {
m_data->Release();
m_data = NULL;
}
}
// OFFSET: LEGO1 0x100a2bf0
void* DeviceImpl::ImplementationDataPtr()
{
return reinterpret_cast<void*>(&m_data);
}
// OFFSET: LEGO1 0x100a2c00
unsigned long DeviceImpl::GetWidth()
{
return m_data->GetWidth();
}
// OFFSET: LEGO1 0x100a2c10
unsigned long DeviceImpl::GetHeight()
{
return m_data->GetHeight();
}
// OFFSET: LEGO1 0x100a2c20
Result DeviceImpl::SetColorModel(ColorModel)
{
return Success;
}
// OFFSET: LEGO1 0x100a2c30
Result DeviceImpl::SetShadingModel(ShadingModel p_model)
{
// Doesn't match well even though we know this is exactly
// the original code thanks to the jump table.
D3DRMRENDERQUALITY renderQuality = Translate(p_model);
return ResultVal(m_data->SetQuality(renderQuality));
}
// OFFSET: LEGO1 0x100a2ca0
Result DeviceImpl::SetShadeCount(unsigned long p_shadeCount)
{
return ResultVal(m_data->SetShades(p_shadeCount));
}
// OFFSET: LEGO1 0x100a2cc0
Result DeviceImpl::SetDither(int p_dither)
{
return ResultVal(m_data->SetDither(p_dither));
}
// OFFSET: LEGO1 0x100a2d60
Result DeviceImpl::Update()
{
return ResultVal(m_data->Update());
}
// Probably wrong, not sure what's going on in this method.
// OFFSET: LEGO1 0x100a2ce0
void DeviceImpl::InitFromD3DDevice(Device*)
{
// Device argument is intentionally unused.
IDirect3DRMWinDevice* winDevice;
if (ResultVal(m_data->QueryInterface(IID_IDirect3DRMWinDevice, (LPVOID*) &winDevice))) {
m_data->InitFromD3D((LPDIRECT3D) &winDevice, (LPDIRECT3DDEVICE) m_data);
winDevice->Release();
}
}
// Really don't know what's going on here. Seems it will call down to Init
// but the decomp suggests it otherwise looks the same as InitFromD3D but Init
// takes widly different parameters.
// OFFSET: LEGO1 0x100a2d20
void DeviceImpl::InitFromWindowsDevice(Device*)
{
// Device argument is intentionally unused.
IDirect3DRMWinDevice* winDevice;
if (SUCCEEDED(m_data->QueryInterface(IID_IDirect3DRMWinDevice, (LPVOID*) &winDevice))) {
// m_data->Init(??);
winDevice->Release();
}
}

129
LEGO1/tgl/d3drm/group.cpp Normal file
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@ -0,0 +1,129 @@
#include "impl.h"
using namespace TglImpl;
// Inlined only
GroupImpl::~GroupImpl()
{
if (m_data) {
free(m_data);
m_data = NULL;
}
}
// OFFSET: LEGO1 0x100a31d0
void* GroupImpl::ImplementationDataPtr()
{
return reinterpret_cast<void*>(&m_data);
}
// OFFSET: LEGO1 0x100a31e0
Result GroupImpl::SetTransformation(const FloatMatrix& p_matrix)
{
D3DRMMATRIX4D helper;
D3DRMMATRIX4D* matrix = Translate(p_matrix, helper);
return ResultVal(m_data->AddTransform(D3DRMCOMBINE_REPLACE, *matrix));
}
// OFFSET: LEGO1 0x100a3240
Result GroupImpl::SetColor(float p_r, float p_g, float p_b, float p_a)
{
// The first instruction makes no sense here:
// cmp dword ptr [esp + 0x10], 0
// This compares a, which we know is a float because it immediately
// gets passed into D3DRMCreateColorRGBA, but does the comparison
// as though it's an int??
if (*reinterpret_cast<int*>(&p_a) > 0) {
D3DCOLOR color = D3DRMCreateColorRGBA(p_r, p_g, p_b, p_a);
return ResultVal(m_data->SetColor(color));
}
else {
return ResultVal(m_data->SetColorRGB(p_r, p_a, p_b));
}
}
// OFFSET: LEGO1 0x100a32b0
Result GroupImpl::SetTexture(const Texture* p_texture)
{
IDirect3DRMTexture* texture = p_texture ? static_cast<const TextureImpl*>(p_texture)->ImplementationData() : NULL;
return ResultVal(m_data->SetTexture(texture));
}
// OFFSET: LEGO1 0x100a32e0
Result GroupImpl::GetTexture(Texture*& p_texture)
{
IDirect3DRMTexture* texture;
TextureImpl* holder = new TextureImpl();
Result result = ResultVal(m_data->GetTexture(&texture));
if (result) {
// Seems to actually call the first virtual method of holder here
// but that doesn't make any sense since it passes three arguments
// to the method (self + string constant? + an offset?).
// This line makes the start of the function match and is what I
// would expect to see there but it clearly isn't what's actually
// there.
holder->SetImplementation(texture);
}
p_texture = holder;
return Success;
}
// OFFSET: LEGO1 0x100a33c0
Result GroupImpl::SetMaterialMode(MaterialMode p_mode)
{
D3DRMMATERIALMODE mode;
switch (p_mode)
{
case FromParent:
mode = D3DRMMATERIAL_FROMPARENT;
break;
case FromFrame:
mode = D3DRMMATERIAL_FROMFRAME;
break;
case FromMesh:
mode = D3DRMMATERIAL_FROMMESH;
break;
}
return ResultVal(m_data->SetMaterialMode(mode));
}
// OFFSET: LEGO1 0x100a3430
Result GroupImpl::Add(const Group* p_group)
{
const GroupImpl* group = static_cast<const GroupImpl*>(p_group);
return ResultVal(m_data->AddVisual(group->m_data));
}
// OFFSET: LEGO1 0x100a3410
Result GroupImpl::Add(const Mesh* p_mesh)
{
const MeshImpl* mesh = static_cast<const MeshImpl*>(p_mesh);
return ResultVal(m_data->AddVisual(mesh->ImplementationData()->groupMesh));
}
// OFFSET: LEGO1 0x100a3450
Result GroupImpl::Remove(const Group* p_group)
{
const GroupImpl* group = static_cast<const GroupImpl*>(p_group);
return ResultVal(m_data->DeleteVisual(group->m_data));
}
// OFFSET: LEGO1 0x100a3480
Result GroupImpl::Remove(const Mesh* p_mesh)
{
const MeshImpl* mesh = static_cast<const MeshImpl*>(p_mesh);
return ResultVal(m_data->DeleteVisual(mesh->ImplementationData()->groupMesh));
}
// OFFSET: LEGO1 0x100a34b0 STUB
Result GroupImpl::RemoveAll()
{
return Error;
}
// OFFSET: LEGO1 0x100a34c0 STUB
Result GroupImpl::Unknown()
{
return Error;
}

418
LEGO1/tgl/d3drm/impl.h Normal file
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@ -0,0 +1,418 @@
#include "../../decomp.h"
#include "../tgl.h"
#include <d3drm.h>
// Forward declare D3D types
struct IDirect3DRM;
struct IDirect3DRMDevice;
struct IDirect3DRMViewport;
struct IDirect3DRMFrame;
struct IDirect3DRMMesh;
struct IDirect3DRMMeshBuilder;
struct IDirect3DRMTexture;
namespace TglImpl
{
using namespace Tgl;
// Utility function used by implementations
inline Result ResultVal(HRESULT p_result)
{
return SUCCEEDED(p_result) ? Success : Error;
}
// Forward declare implementations
class RendererImpl;
class DeviceImpl;
class ViewImpl;
class LightImpl;
class CameraImpl;
class GroupImpl;
class MeshImpl;
class TextureImpl;
// VTABLE 0x100db910
class RendererImpl : public Renderer {
public:
RendererImpl() : m_data(0) {}
~RendererImpl() { Destroy(); };
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Device* CreateDevice(const DeviceDirect3DCreateData&);
virtual Device* CreateDevice(const DeviceDirectDrawCreateData&);
// vtable+0x10
virtual View* CreateView(
const Device*,
const Camera*,
unsigned long p_x,
unsigned long p_y,
unsigned long p_width,
unsigned long p_height
);
virtual Camera* CreateCamera();
virtual Light* CreateLight(LightType, float p_r, float p_g, float p_b);
virtual Group* CreateGroup(const Group* p_parent);
// vtable+0x20
virtual Something* CreateSomething();
virtual Texture* CreateTexture();
virtual Texture* CreateTexture(
int p_width,
int p_height,
int p_bitsPerTexel,
const void* p_pTexels,
int p_pTexelsArePersistent,
int p_paletteEntryCount,
const PaletteEntry* p_pEntries
);
virtual Result SetTextureDefaultShadeCount(unsigned long);
// vtable+0x30
virtual Result SetTextureDefaultColorCount(unsigned long);
public:
inline Result Create();
inline void Destroy();
private:
IDirect3DRM* m_data;
};
// VTABLE 0x100db988
class DeviceImpl : public Device {
public:
DeviceImpl() : m_data(0) {}
~DeviceImpl();
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual unsigned long GetWidth();
virtual unsigned long GetHeight();
// vtable+0x10
virtual Result SetColorModel(ColorModel);
virtual Result SetShadingModel(ShadingModel);
virtual Result SetShadeCount(unsigned long);
virtual Result SetDither(int);
// vtable+0x20
virtual Result Update();
virtual void InitFromD3DDevice(Device*);
virtual void InitFromWindowsDevice(Device*);
inline IDirect3DRMDevice* ImplementationData() const { return m_data; }
friend class RendererImpl;
private:
IDirect3DRMDevice* m_data;
};
// VTABLE 0x100db9e8
class ViewImpl : public View {
public:
ViewImpl() : m_data(0) {}
~ViewImpl();
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result Add(const Light*);
virtual Result Remove(const Light*);
// vtable+0x10
virtual Result SetCamera(const Camera*);
virtual Result SetProjection(ProjectionType);
virtual Result SetFrustrum(float p_frontClippingDistance, float p_backClippingDistance, float p_degrees);
virtual Result SetBackgroundColor(float p_r, float p_g, float p_b);
// vtable+0x20
virtual Result GetBackgroundColor(float* p_r, float* p_g, float* p_b);
virtual Result Clear();
virtual Result Render(const Light*);
virtual Result ForceUpdate(unsigned long x, unsigned long y, unsigned long width, unsigned long height);
// vtable+0x30
virtual Result TransformWorldToScreen(const float world[3], float screen[4]);
virtual Result TransformScreenToWorld(const float screen[4], float world[3]);
virtual Result Pick(
unsigned long p_x,
unsigned long p_y,
const Group** p_ppGroupsToPickFrom,
int p_groupsToPickFromCount,
const Group**& p_rppPickedGroups,
int& p_rPickedGroupCount
);
inline IDirect3DRMViewport* ImplementationData() const { return m_data; }
static Result ViewportCreateAppData(IDirect3DRM*, IDirect3DRMViewport*, IDirect3DRMFrame*);
friend class RendererImpl;
private:
IDirect3DRMViewport* m_data;
};
// VTABLE 0x100dbad8
class CameraImpl : public Camera {
public:
CameraImpl() : m_data(0) {}
~CameraImpl();
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result SetTransformation(const FloatMatrix&);
inline IDirect3DRMFrame* ImplementationData() const { return m_data; }
friend class RendererImpl;
private:
IDirect3DRMFrame* m_data;
};
// VTABLE 0x100dbaf8
class LightImpl : public Light {
public:
LightImpl() : m_data(0) {}
~LightImpl();
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result SetTransformation(const FloatMatrix&);
virtual Result SetColor(float p_r, float p_g, float p_b);
inline IDirect3DRMFrame* ImplementationData() const { return m_data; }
friend class RendererImpl;
private:
IDirect3DRMFrame* m_data;
};
// VTABLE 0x100dbb88
class MeshImpl : public Mesh {
public:
MeshImpl() : m_data(0) {}
~MeshImpl();
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result SetColor(float p_r, float p_g, float p_b, float p_a);
virtual Result SetTexture(const Texture*);
// vtable+0x10
virtual Result GetTexture(Texture*&);
virtual Result SetTextureMappingMode(ProjectionType);
virtual Result SetShadingModel(ShadingModel);
virtual Mesh* DeepClone(Something*);
// vtable+0x20
virtual Mesh* ShallowClone(Something*);
struct MeshData {
IDirect3DRMMesh* groupMesh;
int groupIndex;
};
inline MeshData* ImplementationData() const { return m_data; }
friend class RendererImpl;
private:
MeshData* m_data;
};
// VTABLE 0x100dba68
class GroupImpl : public Group {
public:
GroupImpl() : m_data(0) {}
~GroupImpl();
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result SetTransformation(const FloatMatrix&);
virtual Result SetColor(float p_r, float p_g, float p_b, float p_a);
// vtable+0x10
virtual Result SetTexture(const Texture*);
virtual Result GetTexture(Texture*&);
virtual Result SetMaterialMode(MaterialMode);
virtual Result Add(const Group*);
// vtable+0x20
virtual Result Add(const Mesh*);
virtual Result Remove(const Group*);
virtual Result Remove(const Mesh*);
virtual Result RemoveAll();
// vtable+0x30
virtual Result Unknown();
friend class RendererImpl;
private:
IDirect3DRMFrame* m_data;
};
// VTABLE 0x100dbb18
class SomethingImpl : public Something {
public:
SomethingImpl() : m_data(0) {}
~SomethingImpl();
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result SetMeshData(
unsigned long p_faceCount,
unsigned long p_vertexCount,
const float (*p_positions)[3],
const float (*p_normals)[3],
const float (*p_textureCoordinates)[2],
unsigned long p_vertexPerFaceCount,
unsigned long* p_faceData
);
virtual Result GetBoundingBox(float p_min[3], float p_max[3]);
// vtable+0x10
virtual Something* Clone();
inline IDirect3DRMMesh* ImplementationData() const { return m_data; }
friend class RendererImpl;
private:
IDirect3DRMMesh* m_data;
};
// No vtable, this is just a simple wrapper around D3DRMIMAGE
class TglD3DRMIMAGE {
public:
TglD3DRMIMAGE(
int p_width,
int p_height,
int p_depth,
void* p_buffer,
int p_useBuffer,
int p_paletteSize,
PaletteEntry* p_palette
);
~TglD3DRMIMAGE() { Destroy(); }
Result CreateBuffer(int p_width, int p_height, int p_depth, void* p_buffer, int p_useBuffer);
void Destroy();
void FillRowsOfTexture(int p_y, int p_height, char* p_content);
Result InitializePalette(int p_paletteSize, PaletteEntry* p_palette);
D3DRMIMAGE m_image;
int m_texelsAllocatedByClient;
};
// VTABLE 0x100dbb48
class TextureImpl : public Texture {
public:
TextureImpl() : m_data(0) {}
~TextureImpl();
virtual void* ImplementationDataPtr();
// vtable+0x08
virtual Result SetTexels(int p_width, int p_height, int p_bitsPerTexel, void* p_texels);
virtual void FillRowsOfTexture(int p_y, int p_height, void* p_buffer);
// vtable+0x10
virtual Result Changed(int p_texelsChanged, int p_paletteChanged);
virtual Result GetBufferAndPalette(
int* p_width,
int* p_height,
int* p_depth,
void** p_buffer,
int* p_paletteSize,
PaletteEntry** p_palette
);
virtual Result SetPalette(int p_entryCount, PaletteEntry* p_entries);
inline IDirect3DRMTexture* ImplementationData() const { return m_data; }
inline void SetImplementation(IDirect3DRMTexture* data) { m_data = data; }
friend class RendererImpl;
static Result SetImage(IDirect3DRMTexture* p_self, TglD3DRMIMAGE* p_image);
private:
IDirect3DRMTexture* m_data;
};
// Translation helpers
inline D3DRMRENDERQUALITY Translate(ShadingModel p_tglShadingModel)
{
D3DRMRENDERQUALITY renderQuality;
switch (p_tglShadingModel) {
case Wireframe:
renderQuality = D3DRMRENDER_WIREFRAME;
break;
case UnlitFlat:
renderQuality = D3DRMRENDER_UNLITFLAT;
break;
case Flat:
renderQuality = D3DRMRENDER_FLAT;
break;
case Gouraud:
renderQuality = D3DRMRENDER_GOURAUD;
break;
case Phong:
renderQuality = D3DRMRENDER_PHONG;
break;
default:
renderQuality = D3DRMRENDER_FLAT;
break;
}
return renderQuality;
}
inline D3DRMPROJECTIONTYPE Translate(ProjectionType p_tglProjectionType)
{
D3DRMPROJECTIONTYPE projectionType;
switch (p_tglProjectionType) {
case Perspective:
projectionType = D3DRMPROJECT_PERSPECTIVE;
break;
case Orthographic:
projectionType = D3DRMPROJECT_ORTHOGRAPHIC;
break;
default:
projectionType = D3DRMPROJECT_PERSPECTIVE;
break;
}
return projectionType;
}
// Yes this function serves no purpose, originally they intended it to
// convert from doubles to floats but ended up using floats throughout
// the software stack.
inline D3DRMMATRIX4D* Translate(const FloatMatrix& tglMatrix4x4, D3DRMMATRIX4D& rD3DRMMatrix4x4)
{
for (int i = 0; i < (sizeof(rD3DRMMatrix4x4) / sizeof(rD3DRMMatrix4x4[0])); i++) {
for (int j = 0; j < (sizeof(rD3DRMMatrix4x4[0]) / sizeof(rD3DRMMatrix4x4[0][0])); j++) {
rD3DRMMatrix4x4[i][j] = D3DVAL(tglMatrix4x4[i][j]);
}
}
return &rD3DRMMatrix4x4;
}
} /* namespace TglImpl */

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#include "impl.h"
using namespace TglImpl;
DECOMP_SIZE_ASSERT(Light, 0x4);
DECOMP_SIZE_ASSERT(LightImpl, 0x8);
// Inlined only
LightImpl::~LightImpl()
{
if (m_data) {
m_data->Release();
m_data = NULL;
}
}
// OFFSET: LEGO1 0x100a3770
void* LightImpl::ImplementationDataPtr()
{
return reinterpret_cast<void*>(&m_data);
}
// OFFSET: LEGO1 0x100a3780
Result LightImpl::SetTransformation(const FloatMatrix& p_matrix)
{
D3DRMMATRIX4D helper;
D3DRMMATRIX4D* matrix = Translate(p_matrix, helper);
return ResultVal(m_data->AddTransform(D3DRMCOMBINE_REPLACE, *matrix));
}
// OFFSET: LEGO1 0x100a37e0
Result LightImpl::SetColor(float p_r, float p_g, float p_b)
{
IDirect3DRMLightArray* lightArray;
IDirect3DRMLight* light;
m_data->GetLights(&lightArray);
lightArray->GetElement(0, &light);
return ResultVal(light->SetColorRGB(p_r, p_g, p_b));
}

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LEGO1/tgl/d3drm/mesh.cpp Normal file
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#include "impl.h"
using namespace TglImpl;
DECOMP_SIZE_ASSERT(D3DRMVERTEX, 0x24);
DECOMP_SIZE_ASSERT(Mesh, 0x4);
DECOMP_SIZE_ASSERT(MeshImpl, 0x8);
// Inlined only
MeshImpl::~MeshImpl()
{
if (m_data) {
free(m_data);
m_data = NULL;
}
}
// OFFSET: LEGO1 0x100a3ed0
void* MeshImpl::ImplementationDataPtr()
{
return reinterpret_cast<void*>(&m_data);
}
// OFFSET: LEGO1 0x100a3ee0
Result MeshImpl::SetColor(float p_r, float p_g, float p_b, float p_a)
{
// The first instruction makes no sense here:
// cmp dword ptr [esp + 0x10], 0
// This compares a, which we know is a float because it immediately
// gets passed into D3DRMCreateColorRGBA, but does the comparison
// as though it's an int??
if (*reinterpret_cast<int*>(&p_a) > 0) {
D3DCOLOR color = D3DRMCreateColorRGBA(p_r, p_g, p_b, p_a);
return ResultVal(m_data->groupMesh->SetGroupColor(m_data->groupIndex, color));
}
else {
return ResultVal(m_data->groupMesh->SetGroupColorRGB(m_data->groupIndex, p_r, p_g, p_b));
}
}
// OFFSET: LEGO1 0x100a3f50
Result MeshImpl::SetTexture(const Texture* p_texture)
{
IDirect3DRMTexture* texture = p_texture ? static_cast<const TextureImpl*>(p_texture)->ImplementationData() : NULL;
return ResultVal(m_data->groupMesh->SetGroupTexture(m_data->groupIndex, texture));
}
// OFFSET: LEGO1 0x100a4330
Result MeshImpl::GetTexture(Texture*& p_texture)
{
IDirect3DRMTexture* texture;
TextureImpl* holder = new TextureImpl();
Result result = ResultVal(m_data->groupMesh->GetGroupTexture(m_data->groupIndex, &texture));
if (result) {
// Seems to actually call the first virtual method of holder here
// but that doesn't make any sense since it passes three arguments
// to the method (self + string constant? + an offset?).
// This line makes the start of the function match and is what I
// would expect to see there but it clearly isn't what's actually
// there.
holder->SetImplementation(texture);
}
p_texture = holder;
return Success;
}
// OFFSET: LEGO1 0x100a3f80
Result MeshImpl::SetTextureMappingMode(ProjectionType p_projType)
{
if (p_projType == Perspective) {
return ResultVal(m_data->groupMesh->SetGroupMapping(m_data->groupIndex, D3DRMMAP_PERSPCORRECT));
}
else {
return ResultVal(m_data->groupMesh->SetGroupMapping(m_data->groupIndex, 0));
}
}
// OFFSET: LEGO1 0x100a3fc0
Result MeshImpl::SetShadingModel(ShadingModel p_model)
{
D3DRMRENDERQUALITY mode;
switch (p_model) {
case Wireframe:
mode = D3DRMRENDER_WIREFRAME;
break;
case UnlitFlat:
mode = D3DRMRENDER_UNLITFLAT;
break;
case Flat:
mode = D3DRMRENDER_FLAT;
break;
case Gouraud:
mode = D3DRMRENDER_GOURAUD;
break;
case Phong:
mode = D3DRMRENDER_PHONG;
break;
}
return ResultVal(m_data->groupMesh->SetGroupQuality(m_data->groupIndex, mode));
}
// OFFSET: LEGO1 0x100a4030
Mesh* MeshImpl::DeepClone(Something* p_mesh)
{
// Create group
MeshImpl* newSomething = new MeshImpl();
MeshData* data = new MeshData();
newSomething->m_data = data;
// Query information from old group
DWORD dataSize;
unsigned int vcount, fcount, vperface;
m_data->groupMesh->GetGroup(m_data->groupIndex, &vcount, &fcount, &vperface, &dataSize, NULL);
unsigned int* faceBuffer = (unsigned int*) malloc(dataSize * sizeof(unsigned int));
m_data->groupMesh->GetGroup(m_data->groupIndex, &vcount, &fcount, &vperface, &dataSize, faceBuffer);
// We expect vertex to be sized 0x24, checked at start of file.
D3DRMVERTEX* vertexBuffer = (D3DRMVERTEX*) malloc(vcount * sizeof(D3DRMVERTEX));
m_data->groupMesh->GetVertices(m_data->groupIndex, 0, vcount, vertexBuffer);
LPDIRECT3DRMTEXTURE textureRef;
m_data->groupMesh->GetGroupTexture(m_data->groupIndex, &textureRef);
D3DRMMAPPING mapping = m_data->groupMesh->GetGroupMapping(m_data->groupIndex);
D3DRMRENDERQUALITY quality = m_data->groupMesh->GetGroupQuality(m_data->groupIndex);
D3DCOLOR color = m_data->groupMesh->GetGroupColor(m_data->groupIndex);
// Push information to new group
SomethingImpl* target = static_cast<SomethingImpl*>(p_mesh);
D3DRMGROUPINDEX index;
target->ImplementationData()->AddGroup(vcount, fcount, vperface, faceBuffer, &index);
newSomething->m_data->groupIndex = index;
target->ImplementationData()->SetVertices(index, 0, vcount, vertexBuffer);
target->ImplementationData()->SetGroupTexture(index, textureRef);
target->ImplementationData()->SetGroupMapping(index, mapping);
target->ImplementationData()->SetGroupQuality(index, quality);
Result result = ResultVal(target->ImplementationData()->SetGroupColor(index, color));
// Cleanup
if (faceBuffer)
free(faceBuffer);
if (vertexBuffer)
free(vertexBuffer);
if (result == Error) {
delete newSomething;
newSomething = NULL;
}
return newSomething;
}
// OFFSET: LEGO1 0x100a4240
Mesh* MeshImpl::ShallowClone(Something* p_mesh)
{
MeshImpl* newGroup = new MeshImpl();
MeshData* newData = new MeshData();
newGroup->m_data = newData;
if (newData) {
newData->groupIndex = m_data->groupIndex;
newData->groupMesh = static_cast<SomethingImpl*>(p_mesh)->ImplementationData();
}
else {
delete newGroup;
newGroup = NULL;
}
return newGroup;
}

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#include "impl.h"
using namespace TglImpl;
// OFFSET: LEGO1 0x100a15e0
Renderer* CreateRenderer()
{
RendererImpl* renderer = new RendererImpl();
if (!renderer->Create()) {
delete renderer;
renderer = NULL;
}
return renderer;
}
// OFFSET: LEGO1 0x1010103c
IDirect3DRM* g_pD3DRM = NULL;
// Inlined only
Result RendererImpl::Create()
{
if (g_pD3DRM) {
g_pD3DRM->AddRef();
}
else {
LPDIRECT3DRM handle;
Direct3DRMCreate(&handle);
handle->QueryInterface(IID_IDirect3DRM2, (LPVOID*) &g_pD3DRM);
}
m_data = g_pD3DRM;
return (m_data != NULL) ? Success : Error;
}
// Inlined only
void RendererImpl::Destroy()
{
if (m_data) {
if (m_data->Release() == 0)
g_pD3DRM = NULL;
m_data = NULL;
}
}
// OFFSET: LEGO1 0x100a22b0
void* RendererImpl::ImplementationDataPtr()
{
return reinterpret_cast<void*>(&m_data);
}
// OFFSET: LEGO1 0x100a1894
Device* RendererImpl::CreateDevice(const DeviceDirect3DCreateData& p_data)
{
DeviceImpl* device = new DeviceImpl();
HRESULT result = m_data->CreateDeviceFromD3D(p_data.m_pDirect3D, p_data.m_pDirect3DDevice, &device->m_data);
if (!SUCCEEDED(result)) {
delete device;
device = NULL;
}
return device;
}
// OFFSET: LEGO1 0x10101040
static int gSetBufferCount = 1;
// OFFSET: LEGO1 0x100a1900
Device* RendererImpl::CreateDevice(const DeviceDirectDrawCreateData& p_data)
{
DeviceImpl* device = new DeviceImpl();
HRESULT result = m_data->CreateDeviceFromSurface(
const_cast<LPGUID>(p_data.m_driverGUID),
p_data.m_pDirectDraw,
p_data.m_pBackBuffer,
&device->m_data
);
if (SUCCEEDED(result) && p_data.m_pBackBuffer && gSetBufferCount) {
device->m_data->SetBufferCount(2);
}
if (!SUCCEEDED(result)) {
delete device;
device = NULL;
}
return device;
}
inline Result RendererCreateView(
IDirect3DRM* p_renderer,
IDirect3DRMDevice* p_device,
IDirect3DRMFrame* p_camera,
IDirect3DRMViewport*& p_view,
unsigned long p_x,
unsigned long p_y,
unsigned long p_width,
unsigned long p_height
)
{
Result result = ResultVal(p_renderer->CreateViewport(p_device, p_camera, p_x, p_y, p_width, p_height, &p_view));
if (Succeeded(result)) {
result = ViewImpl::ViewportCreateAppData(p_renderer, p_view, p_camera);
if (!Succeeded(result)) {
p_view->Release();
p_view = NULL;
}
}
return result;
}
// OFFSET: LEGO1 0x100a1a00
View* RendererImpl::CreateView(
const Device* p_device,
const Camera* p_camera,
unsigned long p_x,
unsigned long p_y,
unsigned long p_width,
unsigned long p_height
)
{
ViewImpl* view = new ViewImpl();
Result result = RendererCreateView(
m_data,
static_cast<const DeviceImpl*>(p_device)->m_data,
static_cast<const CameraImpl*>(p_camera)->m_data,
view->m_data,
p_x,
p_y,
p_width,
p_height
);
if (!result) {
delete view;
view = NULL;
}
return view;
}
// OFFSET: LEGO1 0x100a1c30
Camera* RendererImpl::CreateCamera()
{
CameraImpl* camera = new CameraImpl();
if (FAILED(m_data->CreateFrame(NULL, &camera->m_data))) {
delete camera;
camera = NULL;
}
return camera;
}
// OFFSET: LEGO1 0x100a1cf0
Light* RendererImpl::CreateLight(LightType p_type, float p_r, float p_g, float p_b)
{
LightImpl* newLight = new LightImpl();
D3DRMLIGHTTYPE translatedType;
switch (p_type) {
case Ambient:
translatedType = D3DRMLIGHT_AMBIENT;
break;
case Point:
translatedType = D3DRMLIGHT_POINT;
break;
case Spot:
translatedType = D3DRMLIGHT_SPOT;
break;
case Directional:
translatedType = D3DRMLIGHT_DIRECTIONAL;
break;
case ParallelPoint:
translatedType = D3DRMLIGHT_PARALLELPOINT;
break;
default:
translatedType = D3DRMLIGHT_AMBIENT;
}
LPDIRECT3DRMFRAME frame;
Result result = ResultVal(m_data->CreateFrame(NULL, &frame));
if (Succeeded(result)) {
LPDIRECT3DRMLIGHT d3dLight;
result = ResultVal(m_data->CreateLightRGB(translatedType, p_r, p_g, p_b, &d3dLight));
if (!Succeeded(result)) {
frame->Release();
}
else {
result = ResultVal(frame->AddLight(d3dLight));
if (!Succeeded(result)) {
d3dLight->Release();
frame->Release();
}
else {
d3dLight->Release();
newLight->m_data = frame;
}
}
}
if (!Succeeded(result)) {
delete newLight;
newLight = NULL;
}
return newLight;
}
inline Result RendererCreateGroup(IDirect3DRM* p_renderer, IDirect3DRMFrame* p_parent, IDirect3DRMFrame*& p_group)
{
Result result = ResultVal(p_renderer->CreateFrame(NULL, &p_group));
if (Succeeded(result) && p_parent) {
result = ResultVal(p_parent->AddVisual(p_group));
if (!Succeeded(result)) {
p_group->Release();
p_group = NULL;
}
}
return result;
}
// OFFSET: LEGO1 0x100a1b20
Group* RendererImpl::CreateGroup(const Group* p_parent)
{
GroupImpl* group = new GroupImpl();
Result result =
RendererCreateGroup(m_data, p_parent ? static_cast<const GroupImpl*>(p_parent)->m_data : NULL, group->m_data);
if (!result) {
delete group;
group = NULL;
}
return group;
}
// OFFSET: LEGO1 0x100a1e90
Something* RendererImpl::CreateSomething()
{
// Note: I'm fairly certain that Something is not what Tgl calls a
// "Mesh", because the methods on Mesh in the Tgl leak line up much
// more closely with a different vtable than the one assigned in
// this method (meaning this method is not creating a Mesh).
// Maybe this method is something like CreateMeshBuilder where the
// Mesh data type in the Tgl leak was split into builder/result?
SomethingImpl* something = new SomethingImpl();
if (FAILED(m_data->CreateMesh(&something->m_data))) {
delete something;
something = NULL;
}
return something;
}
inline Result RendererCreateTexture(
IDirect3DRM* p_renderer,
IDirect3DRMTexture*& p_texture,
int p_width,
int p_height,
int p_bytesPerPixel,
void* p_buffer,
int p_useBuffer,
int p_paletteSize,
PaletteEntry* p_palette
)
{
TglD3DRMIMAGE* image;
Result result;
image = new TglD3DRMIMAGE(p_width, p_height, p_bytesPerPixel, p_buffer, p_useBuffer, p_paletteSize, p_palette);
result = ResultVal(p_renderer->CreateTexture(&image->m_image, &p_texture));
if (Succeeded(result)) {
result = TextureImpl::SetImage(p_texture, image);
if (!Succeeded(result)) {
p_texture->Release();
p_texture = NULL;
delete image;
}
}
else {
delete image;
}
return result;
}
// OFFSET: LEGO1 0x100a20d0
Texture* RendererImpl::CreateTexture()
{
TextureImpl* texture = new TextureImpl();
if (!Succeeded(RendererCreateTexture(m_data, texture->m_data, 0, 0, 0, NULL, FALSE, 0, NULL))) {
delete texture;
texture = NULL;
}
return texture;
}
// OFFSET: LEGO1 0x100a1f50
Texture* RendererImpl::CreateTexture(
int p_width,
int p_height,
int p_bitsPerTexel,
const void* p_pTexels,
int p_texelsArePersistent,
int p_paletteEntryCount,
const PaletteEntry* p_pEntries
)
{
TextureImpl* texture = new TextureImpl();
if (!Succeeded(RendererCreateTexture(
m_data,
texture->m_data,
p_width,
p_height,
p_bitsPerTexel,
const_cast<void*>(p_pTexels),
p_texelsArePersistent,
p_paletteEntryCount,
const_cast<PaletteEntry*>(p_pEntries)
))) {
delete texture;
texture = NULL;
}
return texture;
}
// OFFSET: LEGO1 0x100a2270
Result RendererImpl::SetTextureDefaultShadeCount(unsigned long p_shadeCount)
{
return ResultVal(m_data->SetDefaultTextureShades(p_shadeCount));
}
// OFFSET: LEGO1 0x100a2290
Result RendererImpl::SetTextureDefaultColorCount(unsigned long p_colorCount)
{
return ResultVal(m_data->SetDefaultTextureColors(p_colorCount));
}

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#include "impl.h"
using namespace TglImpl;
DECOMP_SIZE_ASSERT(Something, 0x4);
DECOMP_SIZE_ASSERT(SomethingImpl, 0x8);
// Inlined only
SomethingImpl::~SomethingImpl()
{
if (m_data) {
m_data->Release();
m_data = NULL;
}
}
// OFFSET: LEGO1 0x100a3830
void* SomethingImpl::ImplementationDataPtr()
{
return reinterpret_cast<void*>(&m_data);
}
// OFFSET: LEGO1 0x100a3840 STUB
Result SomethingImpl::SetMeshData(
unsigned long p_faceCount,
unsigned long p_vertexCount,
const float (*p_positions)[3],
const float (*p_normals)[3],
const float (*p_textureCoordinates)[2],
unsigned long p_vertexPerFaceCount,
unsigned long* p_faceData
)
{
return Error;
}
// OFFSET: LEGO1 0x100a3ae0
Result SomethingImpl::GetBoundingBox(float p_min[3], float p_max[3])
{
D3DRMBOX box;
Result result = ResultVal(m_data->GetBox(&box));
if (result == Success) {
p_min[0] = box.min.x;
p_min[1] = box.min.y;
p_min[2] = box.min.z;
p_max[0] = box.max.x;
p_max[1] = box.max.y;
p_max[2] = box.max.z;
}
return result;
}
// OFFSET: LEGO1 0x100a3b40
Something* SomethingImpl::Clone()
{
SomethingImpl* mesh = new SomethingImpl();
int ret = m_data->Clone(0, IID_IDirect3DRMMeshBuilder, (void**) &mesh->m_data);
if (ret < 0) {
delete mesh;
mesh = NULL;
}
return mesh;
}

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LEGO1/tgl/d3drm/texture.cpp Normal file
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#include "impl.h"
using namespace TglImpl;
DECOMP_SIZE_ASSERT(TglD3DRMIMAGE, 0x40);
// OFFSET: LEGO1 0x100a1330
TglD3DRMIMAGE::TglD3DRMIMAGE(
int p_width,
int p_height,
int p_depth,
void* p_buffer,
int p_useBuffer,
int p_paletteSize,
PaletteEntry* p_palette
)
{
m_image.aspectx = 1;
m_image.aspecty = 1;
m_image.width = 0;
m_image.height = 0;
m_image.depth = 0;
m_image.rgb = 0;
m_image.bytes_per_line = 0;
m_image.buffer1 = NULL;
m_image.buffer2 = NULL;
m_image.red_mask = 0xFF;
m_image.green_mask = 0xFF;
m_image.blue_mask = 0xFF;
m_image.alpha_mask = 0xFF;
m_image.palette_size = 0;
m_image.palette = NULL;
m_texelsAllocatedByClient = 0;
if (p_buffer != NULL) {
CreateBuffer(p_width, p_height, p_depth, p_buffer, p_useBuffer);
}
if (p_palette != NULL) {
InitializePalette(p_paletteSize, p_palette);
}
}
// OFFSET: LEGO1 0x100a13e0 STUB
Result TglD3DRMIMAGE::CreateBuffer(int p_width, int p_height, int p_depth, void* p_buffer, int p_useBuffer)
{
return Error;
}
// OFFSET: LEGO1 0x100a13b0
void TglD3DRMIMAGE::Destroy()
{
if (m_texelsAllocatedByClient == 0) {
free(m_image.buffer1);
}
free(m_image.palette);
}
// OFFSET: LEGO1 0x100a1510
void TglD3DRMIMAGE::FillRowsOfTexture(int p_y, int p_height, char* p_content)
{
// The purpose is clearly this but I can't get the assembly to line up.
memcpy((char*) m_image.buffer1 + (p_y * m_image.bytes_per_line), p_content, p_height * m_image.bytes_per_line);
}
// OFFSET: LEGO1 0x100a1550
Result TglD3DRMIMAGE::InitializePalette(int p_paletteSize, PaletteEntry* p_palette)
{
// This function is a 100% match if the PaletteEntry class is copied
// into into the TglD3DRMIMAGE class instead of being a global struct.
if (m_image.palette_size != p_paletteSize) {
if (m_image.palette != NULL) {
free(m_image.palette);
m_image.palette = NULL;
m_image.palette_size = 0;
}
if (p_paletteSize > 0) {
m_image.palette = (D3DRMPALETTEENTRY*) malloc(4 * p_paletteSize);
m_image.palette_size = p_paletteSize;
}
}
if (p_paletteSize > 0) {
for (int i = 0; i < p_paletteSize; i++) {
m_image.palette[i].red = p_palette[i].m_red;
m_image.palette[i].green = p_palette[i].m_green;
m_image.palette[i].blue = p_palette[i].m_blue;
m_image.palette[i].flags = D3DRMPALETTE_READONLY;
}
}
return Success;
}
// Inlined only
TextureImpl::~TextureImpl()
{
if (m_data) {
m_data->Release();
m_data = NULL;
}
}
// OFFSET: LEGO1 0x100a3d70
void* TextureImpl::ImplementationDataPtr()
{
return reinterpret_cast<void*>(&m_data);
}
inline TglD3DRMIMAGE* TextureGetImage(IDirect3DRMTexture* p_texture)
{
return reinterpret_cast<TglD3DRMIMAGE*>(p_texture->GetAppData());
}
// OFFSET: LEGO1 0x100a3c10
Result TextureImpl::SetTexels(int p_width, int p_height, int p_bitsPerTexel, void* p_texels)
{
TglD3DRMIMAGE* image = TextureGetImage(m_data);
Result result = image->CreateBuffer(p_width, p_height, p_bitsPerTexel, p_texels, TRUE);
if (Succeeded(result)) {
result = ResultVal(m_data->Changed(TRUE, FALSE));
}
return result;
}
// OFFSET: LEGO1 0x100a3c60
void TextureImpl::FillRowsOfTexture(int p_y, int p_height, void* p_buffer)
{
TglD3DRMIMAGE* image = TextureGetImage(m_data);
image->FillRowsOfTexture(p_y, p_height, (char*) p_buffer);
}
// OFFSET: LEGO1 0x100a3c90
Result TextureImpl::Changed(int p_texelsChanged, int p_paletteChanged)
{
return ResultVal(m_data->Changed(p_texelsChanged, p_paletteChanged));
}
// OFFSET: LEGO1 0x100a3d00
Result TextureImpl::GetBufferAndPalette(
int* p_width,
int* p_height,
int* p_depth,
void** p_buffer,
int* p_paletteSize,
PaletteEntry** p_palette
)
{
// Something really doesn't match here, not sure what's up.
TglD3DRMIMAGE* image = TextureGetImage(m_data);
*p_width = image->m_image.width;
*p_height = image->m_image.height;
*p_depth = image->m_image.depth;
*p_buffer = image->m_image.buffer1;
*p_paletteSize = image->m_image.palette_size;
for (int i = 0; i < image->m_image.palette_size; i++) {
p_palette[i]->m_red = image->m_image.palette[i].red;
p_palette[i]->m_green = image->m_image.palette[i].green;
p_palette[i]->m_blue = image->m_image.palette[i].blue;
}
return Success;
}
// OFFSET: LEGO1 0x100a3d40
Result TextureImpl::SetPalette(int p_entryCount, PaletteEntry* p_entries)
{
// Not 100% confident this is supposed to directly be forwarding arguments,
// but it probably is given FillRowsOfTexture matches doing that.
TglD3DRMIMAGE* image = TextureGetImage(m_data);
image->InitializePalette(p_entryCount, p_entries);
m_data->Changed(FALSE, TRUE);
return Success;
}
// OFFSET: LEGO1 0x100a1300
void TextureDestroyCallback(IDirect3DRMObject* pObject, void* pArg)
{
TglD3DRMIMAGE* pImage = reinterpret_cast<TglD3DRMIMAGE*>(pObject->GetAppData());
delete pImage;
pObject->SetAppData(0);
}
// OFFSET: LEGO1 0x100a12a0
Result TextureImpl::SetImage(IDirect3DRMTexture* p_self, TglD3DRMIMAGE* p_image)
{
unsigned long appData;
Result result;
appData = reinterpret_cast<unsigned long>(p_image);
// This is here because in the original code they asserted
// on the return value being NULL.
TextureGetImage(p_self);
result = ResultVal(p_self->SetAppData(appData));
if (Succeeded(result) && p_image) {
result = ResultVal(p_self->AddDestroyCallback(TextureDestroyCallback, NULL));
if (!Succeeded(result)) {
p_self->SetAppData(0);
}
}
return result;
}

352
LEGO1/tgl/d3drm/view.cpp Normal file
View File

@ -0,0 +1,352 @@
#include "impl.h"
using namespace TglImpl;
struct ViewportAppData {
ViewportAppData(IDirect3DRM* p_renderer);
~ViewportAppData();
IDirect3DRMFrame* m_pLightFrame;
IDirect3DRMFrame* m_pCamera;
IDirect3DRMFrame* m_pLastRenderedFrame;
float m_backgroundColorRed;
float m_backgroundColorGreen;
float m_backgroundColorBlue;
};
// OFFSET: LEGO1 0x100a10b0
ViewportAppData::ViewportAppData(IDirect3DRM* p_renderer)
{
p_renderer->CreateFrame(NULL, &m_pLightFrame);
m_pCamera = NULL;
m_pLastRenderedFrame = NULL;
m_backgroundColorRed = 0.0f;
m_backgroundColorGreen = 0.0f;
m_backgroundColorBlue = 0.0f;
}
// OFFSET: LEGO1 0x100a10e0
ViewportAppData::~ViewportAppData()
{
IDirect3DRMFrameArray* pChildFrames;
IDirect3DRMFrame* pChildFrame = NULL;
m_pLightFrame->GetChildren(&pChildFrames);
for (int i = 0; i < (int) pChildFrames->GetSize(); i++) {
pChildFrames->GetElement(i, &pChildFrame);
m_pLightFrame->DeleteChild(pChildFrame);
pChildFrame->Release(); // GetElement() does AddRef()
}
pChildFrames->Release();
m_pLightFrame->Release();
}
DECOMP_SIZE_ASSERT(ViewportAppData, 0x18);
inline ViewportAppData* ViewportGetData(IDirect3DRMViewport* p_viewport)
{
return reinterpret_cast<ViewportAppData*>(p_viewport->GetAppData());
}
inline IDirect3DRMFrame* ViewportGetLightFrame(IDirect3DRMViewport* p_viewport)
{
return ViewportGetData(p_viewport)->m_pLightFrame;
}
// Inlined only
ViewImpl::~ViewImpl()
{
if (m_data) {
m_data->Release();
m_data = NULL;
}
}
// OFFSET: LEGO1 0x100a2d80
void* ViewImpl::ImplementationDataPtr()
{
return reinterpret_cast<void*>(&m_data);
}
// OFFSET: LEGO1 0x100a2d90
Result ViewImpl::Add(const Light* p_light)
{
const LightImpl* light = static_cast<const LightImpl*>(p_light);
IDirect3DRMFrame* frame = light->ImplementationData();
return ResultVal(ViewportGetLightFrame(m_data)->AddChild(frame));
}
// OFFSET: LEGO1 0x100a2dc0
Result ViewImpl::Remove(const Light* p_light)
{
const LightImpl* light = static_cast<const LightImpl*>(p_light);
IDirect3DRMFrame* frame = light->ImplementationData();
return ResultVal(ViewportGetLightFrame(m_data)->DeleteChild(frame));
}
inline Result ViewRestoreFrameAfterRender(
IDirect3DRMFrame* pFrame,
IDirect3DRMFrame* pCamera,
IDirect3DRMFrame* pLightFrame
)
{
Result result = Success;
if (pFrame) {
// remove camera and light frame from frame that was rendered
// this doesn't destroy the camera as it is still the camera of the viewport...
result = ResultVal(pFrame->DeleteChild(pCamera));
result = ResultVal(pFrame->DeleteChild(pLightFrame));
// decrease frame's ref count (it was increased in ViewPrepareFrameForRender())
pFrame->Release();
}
return result;
}
// OFFSET: LEGO1 0x100a2df0
Result ViewImpl::SetCamera(const Camera* p_camera)
{
const CameraImpl* camera = static_cast<const CameraImpl*>(p_camera);
IDirect3DRMFrame* frame = camera->ImplementationData();
ViewportAppData* pViewportAppData;
Result result;
pViewportAppData = reinterpret_cast<ViewportAppData*>(m_data->GetAppData());
result = ViewRestoreFrameAfterRender(
pViewportAppData->m_pLastRenderedFrame,
pViewportAppData->m_pCamera,
pViewportAppData->m_pLightFrame
);
pViewportAppData->m_pCamera = frame;
pViewportAppData->m_pLastRenderedFrame = 0;
return ResultVal(m_data->SetCamera(frame));
}
// OFFSET: LEGO1 0x100a2e70
Result ViewImpl::SetProjection(ProjectionType p_type)
{
return ResultVal(m_data->SetProjection(Translate(p_type)));
}
// OFFSET: LEGO1 0x100a2eb0
Result ViewImpl::SetFrustrum(float p_frontClippingDistance, float p_backClippingDistance, float p_degrees)
{
float field = p_frontClippingDistance * tan(DegreesToRadians(p_degrees / 2));
Result result;
result = ResultVal(m_data->SetFront(p_frontClippingDistance));
if (Succeeded(result)) {
result = ResultVal(m_data->SetBack(p_backClippingDistance));
}
if (Succeeded(result)) {
result = ResultVal(m_data->SetField(field));
}
return result;
}
// OFFSET: LEGO1 0x100a2f30
Result ViewImpl::SetBackgroundColor(float p_r, float p_g, float p_b)
{
Result ret = Success;
// Note, this method in the shipped game is very diverged from
// the Tgl leak code.
ViewportAppData* data = ViewportGetData(m_data);
data->m_backgroundColorRed = p_r;
data->m_backgroundColorGreen = p_g;
data->m_backgroundColorBlue = p_b;
if (data->m_pLastRenderedFrame) {
ret = ResultVal(data->m_pLastRenderedFrame->SetSceneBackgroundRGB(p_r, p_g, p_b));
}
return ret;
}
// OFFSET: LEGO1 0x100a2f80
Result ViewImpl::GetBackgroundColor(float* p_r, float* p_g, float* p_b)
{
ViewportAppData* data = ViewportGetData(m_data);
*p_r = data->m_backgroundColorRed;
*p_g = data->m_backgroundColorGreen;
*p_b = data->m_backgroundColorBlue;
return Success;
}
// OFFSET: LEGO1 0x100a2fb0
Result ViewImpl::Clear()
{
return ResultVal(m_data->Clear());
}
inline Result ViewPrepareFrameForRender(
IDirect3DRMFrame* pFrame,
IDirect3DRMFrame* pCamera,
IDirect3DRMFrame* pLightFrame,
float backgroundRed,
float backgroundGreen,
float backgroundBlue
)
{
Result result = Success;
if (pFrame) {
// set background color
result = ResultVal(pFrame->SetSceneBackgroundRGB(backgroundRed, backgroundGreen, backgroundBlue));
// add camera to frame to be rendered
result = ResultVal(pFrame->AddChild(pCamera));
// add light frame to frame to be rendered
result = ResultVal(pFrame->AddChild(pLightFrame));
// increase ref count of frame to ensure it does not get deleted underneath us
pFrame->AddRef();
}
return result;
}
// OFFSET: LEGO1 0x100a2fd0
Result ViewImpl::Render(const Light* p_camera)
{
ViewportAppData* appdata = ViewportGetData(m_data);
IDirect3DRMFrame* light = static_cast<const LightImpl*>(p_camera)->ImplementationData();
IDirect3DRMFrame* lastRendered = appdata->m_pLastRenderedFrame;
if (light != lastRendered) {
if (lastRendered) {
lastRendered->DeleteChild(appdata->m_pCamera);
// Some other call goes here, not sure what.
lastRendered->Release();
}
appdata->m_pLastRenderedFrame = light;
if (light) {
light->SetSceneBackgroundRGB(
appdata->m_backgroundColorRed,
appdata->m_backgroundColorGreen,
appdata->m_backgroundColorBlue
);
light->AddChild(appdata->m_pCamera);
// Some other call goes here, not sure what.
light->AddRef();
}
}
return ResultVal(m_data->Render(light));
}
// OFFSET: LEGO1 0x100a3080
Result ViewImpl::ForceUpdate(unsigned long x, unsigned long y, unsigned long width, unsigned long height)
{
return ResultVal(m_data->ForceUpdate(x, y, x + width - 1, y + height - 1));
}
// OFFSET: LEGO1 0x100a30f0
Result ViewImpl::TransformWorldToScreen(const float world[3], float screen[4])
{
D3DRMVECTOR4D d3dRMScreen;
D3DVECTOR d3dRMWorld;
d3dRMWorld.x = world[0];
d3dRMWorld.y = world[1];
d3dRMWorld.z = world[2];
Result result;
result = ResultVal(m_data->Transform(&d3dRMScreen, &d3dRMWorld));
if (Succeeded(result)) {
screen[0] = d3dRMScreen.x;
screen[1] = d3dRMScreen.y;
screen[2] = d3dRMScreen.z;
screen[3] = d3dRMScreen.w;
}
return result;
}
// OFFSET: LEGO1 0x100a3160
Result ViewImpl::TransformScreenToWorld(const float p_screen[4], float p_world[3])
{
// 100% match minus instruction reordering.
D3DVECTOR d3dRMWorld;
D3DRMVECTOR4D d3dScreen;
d3dScreen.x = p_screen[0];
d3dScreen.y = p_screen[1];
d3dScreen.z = p_screen[2];
d3dScreen.w = p_screen[3];
Result result;
result = ResultVal(m_data->InverseTransform(&d3dRMWorld, &d3dScreen));
if (Succeeded(result)) {
p_world[0] = d3dRMWorld.x;
p_world[1] = d3dRMWorld.y;
p_world[2] = d3dRMWorld.z;
}
return result;
}
// OFFSET: LEGO1 0x100a1290
Result ViewportPickImpl(
IDirect3DRMViewport* p_viewport,
int x,
int y,
const Group** ppGroupsToPickFrom,
int groupsToPickFromCount,
const Group**& rppPickedGroups,
int& rPickedGroupCount
)
{
// Left unimplemented in shipped game.
return Error;
}
// OFFSET: LEGO1 0x100a30c0
Result ViewImpl::Pick(
unsigned long x,
unsigned long y,
const Group** ppGroupsToPickFrom,
int groupsToPickFromCount,
const Group**& rppPickedGroups,
int& rPickedGroupCount
)
{
return ViewportPickImpl(
m_data,
x,
y,
ppGroupsToPickFrom,
groupsToPickFromCount,
rppPickedGroups,
rPickedGroupCount
);
}
// OFFSET: LEGO1 0x100a1240
void ViewportDestroyCallback(IDirect3DRMObject* p_object, void* p_arg)
{
ViewportAppData* pViewportAppData = reinterpret_cast<ViewportAppData*>(p_arg);
ViewRestoreFrameAfterRender(
pViewportAppData->m_pLastRenderedFrame,
pViewportAppData->m_pCamera,
pViewportAppData->m_pLightFrame
);
delete pViewportAppData;
}
// OFFSET: LEGO1 0x100a1160
Result ViewImpl::ViewportCreateAppData(IDirect3DRM* p_device, IDirect3DRMViewport* p_view, IDirect3DRMFrame* p_camera)
{
ViewportAppData* data = new ViewportAppData(p_device);
data->m_pCamera = p_camera;
Result result = ResultVal(p_view->SetAppData(reinterpret_cast<unsigned long>(data)));
if (Succeeded(result)) {
result = ResultVal(p_view->AddDestroyCallback(ViewportDestroyCallback, data));
}
if (!Succeeded(result)) {
delete data;
p_view->SetAppData(0);
}
return result;
}

View File

@ -1,27 +1,22 @@
#ifndef TGL_H
#define TGL_H
#ifdef _WIN32
#ifndef _tgl_h
#define _tgl_h
#include "tglvector.h"
#define NOMINMAX // to avoid conflict with STL
#include <d3d.h>
#include <ddraw.h>
#include <windows.h> // HWND
#endif /* _WIN32 */
#include "tglVector.h"
#include <windows.h>
namespace Tgl
{
// ???
enum ColorModel {
// Note: Not used in shipped game, no way to verify contents.
Ramp,
RGB
};
// ???
enum ShadingModel {
Wireframe,
UnlitFlat,
@ -30,7 +25,6 @@ enum ShadingModel {
Phong
};
// ?????
enum LightType {
Ambient,
Point,
@ -39,7 +33,6 @@ enum LightType {
ParallelPoint
};
// ???
enum ProjectionType {
Perspective,
Orthographic
@ -50,39 +43,39 @@ enum TextureMappingMode {
PerspectiveCorrect
};
// Not in the Tgl leak, inferred from the assembly
enum MaterialMode {
FromParent,
FromFrame,
FromMesh,
};
struct PaletteEntry {
unsigned char m_red;
unsigned char m_green;
unsigned char m_blue;
};
#ifdef _WIN32
struct DeviceDirectDrawCreateData {
const GUID* m_driverGUID;
HWND m_hWnd; // ??? derive from m_pDirectDraw
IDirectDraw* m_pDirectDraw;
IDirectDrawSurface* m_pFrontBuffer; // ??? derive from m_pDirectDraw
IDirectDrawSurface* m_pBackBuffer;
IDirectDrawPalette* m_pPalette; // ??? derive from m_pDirectDraw
int m_isFullScreen; // ??? derive from m_pDirectDraw
};
struct DeviceDirect3DCreateData {
IDirect3D* m_pDirect3D;
IDirect3DDevice* m_pDirect3DDevice;
};
#else
struct DeviceDirectDrawCreateData {
const GUID* m_driverGUID;
HWND m_hWnd;
IDirectDraw* m_pDirectDraw;
IDirectDrawSurface* m_pFrontBuffer;
IDirectDrawSurface* m_pBackBuffer;
struct DeviceDirectDrawCreateData {};
#endif
//////////////////////////////////////////////////////////////////////////////
//
// Result (return value type)
// These have possibly been removed in the shipped game
// (Put them back if we can verify when we find a callsite
// which constructs this type)
// IDirectDrawPalette* m_pPalette;
// int m_isFullScreen;
};
// Result type used for all methods in the Tgl API
enum Result {
Error = 0,
Success = 1
@ -93,10 +86,7 @@ inline int Succeeded(Result result)
return (result == Success);
}
//////////////////////////////////////////////////////////////////////////////
//
// Forward declarations
class Renderer;
class Object;
class Device;
@ -106,30 +96,24 @@ class Camera;
class Group;
class Mesh;
class Texture;
class Something;
//////////////////////////////////////////////////////////////////////////////
//
// Object
// VTABLE 0x100db980
class Object {
public:
virtual ~Object() {}
// returns pointer to implementation data
virtual void* ImplementationDataPtr() = 0;
};
//////////////////////////////////////////////////////////////////////////////
//
// Renderer
// ??? for now until we figured out how an app should pass the Renderer around
Renderer* CreateRenderer();
// VTABLE 0x100db948
class Renderer : public Object {
public:
virtual Device* CreateDevice(const DeviceDirectDrawCreateData&) = 0;
// vtable+0x08
virtual Device* CreateDevice(const DeviceDirect3DCreateData&) = 0;
virtual Device* CreateDevice(const DeviceDirectDrawCreateData&) = 0;
// vtable+0x10
virtual View* CreateView(
const Device*,
const Camera*,
@ -139,98 +123,69 @@ class Renderer : public Object {
unsigned long height
) = 0;
virtual Camera* CreateCamera() = 0;
virtual Light* CreateLight(LightType, double r, double g, double b) = 0;
virtual Group* CreateGroup(const Group* pParent = 0) = 0;
virtual Light* CreateLight(LightType, float p_r, float p_g, float p_b) = 0;
virtual Group* CreateGroup(const Group* p_parent = 0) = 0;
// pTextureCoordinates is pointer to array of vertexCount elements
// (each element being two floats), or NULL
// pFaceData is faceCount tuples, each of format
// [vertex1index, ... vertexNindex], where N = vertexPerFaceCount
virtual Mesh* CreateMesh(
unsigned long vertexCount,
const float (*pVertices)[3],
const float (*pTextureCoordinates)[2],
unsigned long faceCount,
unsigned long vertexPerFaceCount,
unsigned long* pFaceData
) = 0;
// pTextureCoordinates is pointer to array of vertexCount elements
// (each element being two floats), or NULL
// pFaceData is:
// [face1VertexCount face1Vertex1index, ... face1VertexMindex
// face2VertexCount face2Vertex1index, ... face2VertexNindex
// ...
// 0]
virtual Mesh* CreateMesh(
unsigned long vertexCount,
const float (*pVertices)[3],
const float (*pTextureCoordinates)[2],
unsigned long* pFaceData
) = 0;
virtual Texture* CreateTexture(
int width,
int height,
int bitsPerTexel,
const void* pTexels,
int pTexelsArePersistent,
int paletteEntryCount,
const PaletteEntry* pEntries
) = 0;
// vtable+0x20
virtual Something* CreateSomething() = 0;
virtual Texture* CreateTexture() = 0;
virtual Texture* CreateTexture(
int p_width,
int p_height,
int p_bitsPerTexel,
const void* p_pTexels,
int p_pTexelsArePersistent,
int p_paletteEntryCount,
const PaletteEntry* p_pEntries
) = 0;
virtual Result SetTextureDefaultShadeCount(unsigned long) = 0;
// vtable+0x30
virtual Result SetTextureDefaultColorCount(unsigned long) = 0;
};
//////////////////////////////////////////////////////////////////////////////
//
// Device
Renderer* CreateRenderer();
// VTABLE 0x100db9b8
class Device : public Object {
public:
// vtable+0x08
virtual unsigned long GetWidth() = 0;
virtual unsigned long GetHeight() = 0;
// vtable+0x10
virtual Result SetColorModel(ColorModel) = 0;
virtual Result SetShadingModel(ShadingModel) = 0;
virtual Result SetShadeCount(unsigned long) = 0;
virtual Result SetDither(int) = 0;
// vtable+0x20
virtual Result Update() = 0;
// ??? should this be handled by app ???
// ??? this needs to be called when the window on which the device is ...
// is being activated
virtual void HandleActivate(int bActivate) = 0;
// ??? this needs to be called when the window on which this device is based
// needs to be repainted
virtual void HandlePaint(void*) = 0;
#ifdef _DEBUG
virtual unsigned long GetDrawnTriangleCount() = 0;
#endif
virtual void InitFromD3DDevice(Device*) = 0;
virtual void InitFromWindowsDevice(Device*) = 0;
};
//////////////////////////////////////////////////////////////////////////////
//
// View
// VTABLE 0x100dba28
class View : public Object {
public:
virtual Result Add(const Light*) = 0;
virtual Result Remove(const Light*) = 0;
// vtable+0x10
virtual Result SetCamera(const Camera*) = 0;
virtual Result SetProjection(ProjectionType) = 0;
virtual Result SetFrustrum(double frontClippingDistance, double backClippingDistance, double degrees) = 0;
virtual Result SetBackgroundColor(double r, double g, double b) = 0;
virtual Result SetFrustrum(float p_frontClippingDistance, float p_backClippingDistance, float p_degrees) = 0;
virtual Result SetBackgroundColor(float p_r, float p_g, float p_b) = 0;
// vtable+0x20
virtual Result GetBackgroundColor(float* p_r, float* p_g, float* p_b) = 0;
virtual Result Clear() = 0;
virtual Result Render(const Group*) = 0;
// ??? needed for fine grain control when using DirectDraw/D3D ???
virtual Result Render(const Light*) = 0;
virtual Result ForceUpdate(unsigned long x, unsigned long y, unsigned long width, unsigned long height) = 0;
// ??? for now: used by Mesh Cost calculation
virtual Result TransformWorldToScreen(const double world[3], double screen[4]) = 0;
// vtable+0x30
virtual Result TransformWorldToScreen(const float world[3], float screen[4]) = 0;
virtual Result TransformScreenToWorld(const float screen[4], float world[3]) = 0;
// Pick():
// x, y:
@ -264,102 +219,94 @@ class View : public Object {
) = 0;
};
//////////////////////////////////////////////////////////////////////////////
//
// Camera
// VTABLE 0x100dbae8
class Camera : public Object {
public:
#if 0
virtual Result SetPosition(const double[3]) = 0;
virtual Result SetOrientation(const double direction[3],
const double up[3]) = 0;
#endif
virtual Result SetTransformation(const FloatMatrix4&) = 0;
virtual Result SetTransformation(const FloatMatrix&) = 0;
};
//////////////////////////////////////////////////////////////////////////////
//
// Light
// VTABLE 0x100dbb08
class Light : public Object {
public:
#if 0
virtual Result SetPosition(const double[3]) = 0;
virtual Result SetOrientation(const double direction[3],
const double up[3]) = 0;
#endif
virtual Result SetTransformation(const FloatMatrix4&) = 0;
virtual Result SetTransformation(const FloatMatrix&) = 0;
virtual Result SetColor(float p_r, float p_g, float p_b) = 0;
};
//////////////////////////////////////////////////////////////////////////////
//
// Group
class Group : public Object {
public:
#if 0
virtual Result SetPosition(const double[3]) = 0;
virtual Result SetOrientation(const double direction[3],
const double up[3]) = 0;
#endif
// TODO: The type was changed from `FloatMatrix` to `Matrix` to make code in UpdateWorldData match.
// However, this is unlikely to be correct and will have to be figured out at some point.
virtual Result SetTransformation(const Matrix4&) = 0;
// ??? not yet fully implemented
virtual Result SetColor(double r, double g, double b) = 0;
virtual Result SetTexture(const Texture*) = 0;
virtual Result Add(const Group*) = 0;
virtual Result Add(const Mesh*) = 0;
virtual Result Remove(const Group*) = 0;
virtual Result Remove(const Mesh*) = 0;
virtual Result RemoveAll() = 0;
// ??? for now: used by Mesh Cost calculation
virtual Result TransformLocalToWorld(const double local[3], double world[3]) = 0;
};
//////////////////////////////////////////////////////////////////////////////
//
// Mesh
// VTABLE 0x100dbbb0
class Mesh : public Object {
public:
// ??? also on Group
virtual Result SetColor(double r, double g, double b) = 0;
virtual Result SetColor(float p_r, float p_g, float p_b, float p_a) = 0;
virtual Result SetTexture(const Texture*) = 0;
virtual Result SetTextureMappingMode(TextureMappingMode) = 0;
virtual Result GetTexture(Texture*&) = 0;
virtual Result SetTextureMappingMode(ProjectionType) = 0;
virtual Result SetShadingModel(ShadingModel) = 0;
#ifdef _DEBUG
virtual Result GetBoundingBox(float min[3], float max[3]) = 0;
virtual unsigned long GetFaceCount() = 0;
virtual unsigned long GetVertexCount() = 0;
#endif
// Clone data in underlying group
virtual Mesh* DeepClone(Something*) = 0;
// Just get another Group pointing to the same underlying data
virtual Mesh* ShallowClone(Something*) = 0;
};
//////////////////////////////////////////////////////////////////////////////
//
// Texture
// VTABLE 0x100dbaa0
class Group : public Object {
public:
virtual Result SetTransformation(const FloatMatrix&) = 0;
virtual Result SetColor(float p_r, float p_g, float p_b, float p_a) = 0;
virtual Result SetTexture(const Texture*) = 0;
virtual Result GetTexture(Texture*&) = 0;
virtual Result SetMaterialMode(MaterialMode) = 0;
virtual Result Add(const Group*) = 0;
virtual Result Add(const Mesh*) = 0;
virtual Result Remove(const Group*) = 0;
virtual Result Remove(const Mesh*) = 0;
virtual Result RemoveAll() = 0;
// This is TransformLocalToWorld in the leak, however it seems
// to have been replaced by something else in the shipped code.
virtual Result Unknown() = 0;
};
// Don't know what this is. Seems like another Tgl object which
// was not in the leaked Tgl code. My suspicion is that it's
// some kind of builder class for creating meshes.
// VTABLE 0x100dbb30
class Something : public Object {
public:
virtual Result SetMeshData(
unsigned long p_faceCount,
unsigned long p_vertexCount,
const float (*p_positions)[3],
const float (*p_normals)[3],
const float (*p_textureCoordinates)[2],
unsigned long p_vertexPerFaceCount,
unsigned long* p_faceData
) = 0;
virtual Result GetBoundingBox(float p_min[3], float p_max[3]) = 0;
virtual Something* Clone() = 0;
};
// VTABLE 0x100dbb68
class Texture : public Object {
public:
virtual Result SetTexels(
int width,
int height,
int bitsPerTexel,
const void* pTexels,
int pTexelsArePersistent
) = 0;
virtual Result SetPalette(int entryCount, const PaletteEntry* pEntries) = 0;
};
// vtable+0x08
virtual Result SetTexels(int p_width, int p_height, int p_bitsPerTexel, void* p_texels) = 0;
virtual void FillRowsOfTexture(int p_y, int p_height, void* p_buffer) = 0;
//////////////////////////////////////////////////////////////////////////////
// vtable+0x10
virtual Result Changed(int p_texelsChanged, int p_paletteChanged) = 0;
virtual Result GetBufferAndPalette(
int* p_width,
int* p_height,
int* p_depth,
void** p_buffer,
int* p_paletteSize,
PaletteEntry** p_palette
) = 0;
virtual Result SetPalette(int p_entryCount, PaletteEntry* p_entries) = 0;
};
} // namespace Tgl
#endif // TGL_H
#endif /* _tgl_h */

View File

@ -1,7 +1,10 @@
#ifndef TGLVECTOR_H
#define TGLVECTOR_H
#ifndef _tglVector_h
#define _tglVector_h
// Note: This file is almost an exact copy of the one from
// the leak but using floats instead of doubles, hence the
// strange formatting in some places.
#include "math.h" // ??? sin() in RotateAroundY()
#include "math.h" // sin() in RotateAroundY()
#include <stddef.h> // offsetof()
@ -72,22 +75,22 @@ inline void Array<T, N>::operator+=(const Array<T, N>& rArray)
//////////////////////////////////////////////////////////////////////////////
//
// FloatMatrix4
// FloatMatrix
class FloatMatrix4 : public Array<Array<float, 4>, 4> {
class FloatMatrix : public Array<Array<float, 4>, 4> {
public:
FloatMatrix4() {}
FloatMatrix4(const FloatMatrix4& rMatrix) { *this = rMatrix; }
FloatMatrix4(const FloatMatrix4&, const FloatMatrix4&);
FloatMatrix() {}
FloatMatrix(const FloatMatrix& rMatrix) { *this = rMatrix; }
FloatMatrix(const FloatMatrix&, const FloatMatrix&);
void operator*=(const FloatMatrix4&);
void operator*=(const FloatMatrix&);
};
//////////////////////////////////////////////////////////////////////////////
//
// FloatMatrix4 implementation
// FloatMatrix implementation
inline FloatMatrix4::FloatMatrix4(const FloatMatrix4& rMatrix1, const FloatMatrix4& rMatrix2)
inline FloatMatrix::FloatMatrix(const FloatMatrix& rMatrix1, const FloatMatrix& rMatrix2)
{
for (int row = 0; row < 4; row++) {
for (int column = 0; column < 4; column++) {
@ -102,11 +105,11 @@ inline FloatMatrix4::FloatMatrix4(const FloatMatrix4& rMatrix1, const FloatMatri
}
}
inline void FloatMatrix4::operator*=(const FloatMatrix4& rMatrix)
inline void FloatMatrix::operator*=(const FloatMatrix& rMatrix)
{
FloatMatrix4 temp(*this, rMatrix);
FloatMatrix temp(*this, rMatrix);
// *this = FloatMatrix4(*this, rMatrix);
// *this = FloatMatrix(*this, rMatrix);
*this = temp;
}
@ -114,7 +117,7 @@ inline void FloatMatrix4::operator*=(const FloatMatrix4& rMatrix)
//
// Transformation matrices
class Translation : public FloatMatrix4 {
class Translation : public FloatMatrix {
public:
Translation(const float[3]);
Translation(float x, float y, float z);
@ -123,7 +126,7 @@ class Translation : public FloatMatrix4 {
void Init(float x, float y, float z);
};
class Scale : public FloatMatrix4 {
class Scale : public FloatMatrix {
public:
Scale(const float[3]);
Scale(float x, float y, float z);
@ -133,16 +136,15 @@ class Scale : public FloatMatrix4 {
void Init(float x, float y, float z);
};
class RotationX : public FloatMatrix4 {
class RotationX : public FloatMatrix {
public:
RotationX(float radians);
};
class RotationY : public FloatMatrix4 {
class RotationY : public FloatMatrix {
public:
RotationY(float radians);
};
//////////////////////////////////////////////////////////////////////////////
//
// Transformation matrices implementation
@ -274,4 +276,4 @@ inline RotationY::RotationY(float radians)
} // namespace Tgl
#endif // TLGVECTOR_H
#endif /* _tglVector_h */