isle/LEGO1/tgl/tgl.h
Mark Langen 77730334d0 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).
2023-11-28 21:53:20 -08:00

313 lines
7.5 KiB
C++

#ifndef _tgl_h
#define _tgl_h
#include "tglvector.h"
#include <d3d.h>
#include <ddraw.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,
Flat,
Gouraud,
Phong
};
enum LightType {
Ambient,
Point,
Spot,
Directional,
ParallelPoint
};
enum ProjectionType {
Perspective,
Orthographic
};
enum TextureMappingMode {
Linear,
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;
};
struct DeviceDirect3DCreateData {
IDirect3D* m_pDirect3D;
IDirect3DDevice* m_pDirect3DDevice;
};
struct DeviceDirectDrawCreateData {
const GUID* m_driverGUID;
HWND m_hWnd;
IDirectDraw* m_pDirectDraw;
IDirectDrawSurface* m_pFrontBuffer;
IDirectDrawSurface* m_pBackBuffer;
// 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
};
inline int Succeeded(Result result)
{
return (result == Success);
}
// Forward declarations
class Renderer;
class Object;
class Device;
class View;
class Light;
class Camera;
class Group;
class Mesh;
class Texture;
class Something;
// VTABLE 0x100db980
class Object {
public:
virtual ~Object() {}
virtual void* ImplementationDataPtr() = 0;
};
// VTABLE 0x100db948
class Renderer : public Object {
public:
// vtable+0x08
virtual Device* CreateDevice(const DeviceDirect3DCreateData&) = 0;
virtual Device* CreateDevice(const DeviceDirectDrawCreateData&) = 0;
// vtable+0x10
virtual View* CreateView(
const Device*,
const Camera*,
unsigned long x,
unsigned long y,
unsigned long width,
unsigned long height
) = 0;
virtual Camera* CreateCamera() = 0;
virtual Light* CreateLight(LightType, float p_r, float p_g, float p_b) = 0;
virtual Group* CreateGroup(const Group* p_parent = 0) = 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;
};
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;
virtual void InitFromD3DDevice(Device*) = 0;
virtual void InitFromWindowsDevice(Device*) = 0;
};
// 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(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 Light*) = 0;
virtual Result ForceUpdate(unsigned long x, unsigned long y, unsigned long width, unsigned long height) = 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:
// view coordinates
//
// ppGroupsToPickFrom:
// array of (Group*) in any order
// Groups to pick from
//
// groupsToPickFromCount:
// size of ppGroupsToPickFrom
//
// rppPickedGroups:
// output parameter
// array of (Group*) representing a Group hierarchy
// top-down order (element 0 is root/scene)
// caller must deallocate array
// ref count of each element (Group*) has not been increased
// an element will be 0, if a corresponding Group was not found in ppGroupsToPickFrom
//
// rPickedGroupCount:
// output parameter
// size of rppPickedGroups
virtual Result Pick(
unsigned long x,
unsigned long y,
const Group** ppGroupsToPickFrom,
int groupsToPickFromCount,
const Group**& rppPickedGroups,
int& rPickedGroupCount
) = 0;
};
// VTABLE 0x100dbae8
class Camera : public Object {
public:
virtual Result SetTransformation(const FloatMatrix&) = 0;
};
// VTABLE 0x100dbb08
class Light : public Object {
public:
virtual Result SetTransformation(const FloatMatrix&) = 0;
virtual Result SetColor(float p_r, float p_g, float p_b) = 0;
};
// VTABLE 0x100dbbb0
class Mesh : public Object {
public:
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 SetTextureMappingMode(ProjectionType) = 0;
virtual Result SetShadingModel(ShadingModel) = 0;
// 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;
};
// 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:
// 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 */