Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Hardware Verts
//
// Contains data purposely formatted for a dma copy into a D3D Vertex Buffer.
// The file is divided into two partitions, the foremost contains the static
// portion (header), the latter contains the streamable compliant portion.
// The streamable component starts and ends on a sector (512) aligned boundary.
// The header identifies the vertex format of the data and the atomic sizes of each component.
// The hierarchial mesh is flattened for dma but the vertex counts are available
// per mesh to transfer each mesh individually.
//=============================================================================//
#ifndef HARDWAREVERTS_H
#define HARDWAREVERTS_H
#ifdef _WIN32
#pragma once
#endif
#include "datamap.h"
// valve hardware vertexes
#define VHV_VERSION 2
namespace HardwareVerts {
#pragma pack(1)
struct MeshHeader_t { DECLARE_BYTESWAP_DATADESC();
// this mesh is part of this lod
unsigned int m_nLod;
// this mesh has this many vertexes
unsigned int m_nVertexes;
// starting at this offset
unsigned int m_nOffset;
unsigned int m_nUnused[4]; };
struct FileHeader_t { DECLARE_BYTESWAP_DATADESC();
// file version as defined by VHV_VERSION
int m_nVersion;
// must match checkSum in the .mdl header
unsigned int m_nChecksum;
// a vertex consists of these components
uint32 m_nVertexFlags;
// the byte size of a single vertex
// this won't be adequate, need some concept of byte format i.e. rgbexp32 vs rgba8888
unsigned int m_nVertexSize;
// total number of vertexes
unsigned int m_nVertexes;
int m_nMeshes; inline MeshHeader_t *pMesh( int nMesh ) const { return (MeshHeader_t *)(((byte *)this) + sizeof(FileHeader_t)) + nMesh; };
inline void *pVertexBase( int nMesh ) const { return (void *)((byte *)this + pMesh( nMesh )->m_nOffset); };
unsigned int m_nUnused[4]; };
#pragma pack()
}; // end namespace
#endif // HARDWAREVERTS_H
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