isle/LEGO1/mxdirect3drmdevice.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

106 lines
2.4 KiB
C++

#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();
}
}