isle/LEGO1/mxdirect3drmclasses.cpp
Mark Langen c15ca8a34d Bootstrap decomp of D3DRM rendering code
* This PR kicks off work on decompiling the D3D Retained Mode (D3DRM)
  rendering part of the codebase.

* High level overview:

* There is a base IMxDirect3DRMObject class which all of the D3DRM
  rendering objects inherit from. Its only virtual method is one to get
  the underlying object handle.

* A hierarchy of abstract classes inherits from this base class, which
  I've called "IMxDirect3DRM<class>". These classes only have pure
  virtual methods on them and don't contain any data.

* Each one of the abstract classes has exactly one concrete
  implementation, which I've called "MxDirect3DRM<class>". These classes
  have exactly one piece of data, which is a pointer to the underlying
  D3D Retained Mode object.

* If the classes need to store additional data, they store it in a
  userdata blob which is attached to the D3DRM object rather than the
  additional data being stored in the class itself.

* I've worked out about twice this many classes related to D3DRM
  rendering so far but the PR was getting large enough as is, so I'm
  cutting it here for now.

* I decomped sufficiently many methods of these classe to convince
  myself that the above observations are correct. About 60% of the
  decomped methods here are perfect matches, including at least one
  non-trivial method per class.
2023-11-28 21:43:59 -08:00

97 lines
2.5 KiB
C++

#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;
}