openDecal/NewNativeStubs/D3DService/NOTES.md
erik d1442e3747 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>
2026-02-08 18:27:56 +01:00

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Markdown

# D3DService.DLL
## Origin
**Entirely new** — no corresponding code in the old source tree.
Provides a higher-level 3D graphics API that plugins can use to render 3D objects
in the game world (meshes, 3D text, transformed geometry).
## Binary Facts
- Size: **262 KB** (the largest of the new native modules)
- Type: COM in-process server (DLL)
- Standard 4 COM exports: `DllCanUnloadNow`, `DllGetClassObject`, `DllRegisterServer`, `DllUnregisterServer`
## Key Imports
| DLL | Functions |
|-----|-----------|
| **Inject.DLL** | `BeginSceneO`, `EndSceneO` |
| **d3dx9_30.dll** | `D3DXCreateRenderToSurface`, `D3DXLoadMeshFromXResource`, `D3DXLoadMeshFromXW`, `D3DXCreateTextW`, `D3DXMatrixTranslation`, `D3DXMatrixRotationY`, and others |
## What It Does
- Loads `.x` mesh files (from resources or from disk)
- Creates 3D text geometry
- Performs matrix transforms (translation, rotation)
- Renders to off-screen surfaces
- Essentially a "3D drawing toolkit" layered on top of Inject's scene hooks
## Reconstruction Notes
- **LOOK AT:** `Managed/Decal.Interop.D3DService/` for the COM interface definitions
this DLL must implement. That directory contains **8 decompiled C# files**.
- There is **no old source** to reference. This must be reimplemented from:
1. The COM interfaces defined in the interop assembly
2. Knowledge of the D3DX9 API calls it makes
3. Understanding of how `BeginSceneO`/`EndSceneO` work (see `Native/Inject/`)
- This is the most complex new module to reconstruct due to its size and the
lack of any prior source code.