Initial commit: Complete open-source Decal rebuild
All 5 phases of the open-source Decal rebuild: Phase 1: 14 decompiled .NET projects (Interop.*, Adapter, FileService, DecalUtil) Phase 2: 10 native DLLs rewritten as C# COM servers with matching GUIDs - DecalDat, DHS, SpellFilter, DecalInput, DecalNet, DecalFilters - Decal.Core, DecalControls, DecalRender, D3DService Phase 3: C++ shims for Inject.DLL (D3D9 hooking) and LauncherHook.DLL Phase 4: DenAgent WinForms tray application Phase 5: WiX installer and build script 25 C# projects building with 0 errors. Native C++ projects require VS 2022 + Windows SDK (x86). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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NewNativeStubs/D3DService/NOTES.md
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NewNativeStubs/D3DService/NOTES.md
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# D3DService.DLL
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## Origin
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**Entirely new** — no corresponding code in the old source tree.
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Provides a higher-level 3D graphics API that plugins can use to render 3D objects
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in the game world (meshes, 3D text, transformed geometry).
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## Binary Facts
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- Size: **262 KB** (the largest of the new native modules)
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- Type: COM in-process server (DLL)
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- Standard 4 COM exports: `DllCanUnloadNow`, `DllGetClassObject`, `DllRegisterServer`, `DllUnregisterServer`
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## Key Imports
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| DLL | Functions |
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|-----|-----------|
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| **Inject.DLL** | `BeginSceneO`, `EndSceneO` |
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| **d3dx9_30.dll** | `D3DXCreateRenderToSurface`, `D3DXLoadMeshFromXResource`, `D3DXLoadMeshFromXW`, `D3DXCreateTextW`, `D3DXMatrixTranslation`, `D3DXMatrixRotationY`, and others |
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## What It Does
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- Loads `.x` mesh files (from resources or from disk)
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- Creates 3D text geometry
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- Performs matrix transforms (translation, rotation)
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- Renders to off-screen surfaces
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- Essentially a "3D drawing toolkit" layered on top of Inject's scene hooks
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## Reconstruction Notes
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- **LOOK AT:** `Managed/Decal.Interop.D3DService/` for the COM interface definitions
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this DLL must implement. That directory contains **8 decompiled C# files**.
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- There is **no old source** to reference. This must be reimplemented from:
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1. The COM interfaces defined in the interop assembly
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2. Knowledge of the D3DX9 API calls it makes
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3. Understanding of how `BeginSceneO`/`EndSceneO` work (see `Native/Inject/`)
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- This is the most complex new module to reconstruct due to its size and the
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lack of any prior source code.
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