isle/LEGO1/mxdirect3drmclasses.h
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

95 lines
2.3 KiB
C++

#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;
};