//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef OPTIMIZE_H #define OPTIMIZE_H #ifdef _WIN32 #pragma once #endif #include "studio.h" #define MAX_NUM_BONES_PER_STRIP 512 #define OPTIMIZED_MODEL_FILE_VERSION 7 extern bool g_bDumpGLViewFiles; struct s_bodypart_t; namespace OptimizedModel { #pragma pack(1) struct BoneStateChangeHeader_t { DECLARE_BYTESWAP_DATADESC(); int hardwareID; int newBoneID; }; struct Vertex_t { DECLARE_BYTESWAP_DATADESC(); // these index into the mesh's vert[origMeshVertID]'s bones unsigned char boneWeightIndex[MAX_NUM_BONES_PER_VERT]; unsigned char numBones; unsigned short origMeshVertID; // for sw skinned verts, these are indices into the global list of bones // for hw skinned verts, these are hardware bone indices byte boneID[MAX_NUM_BONES_PER_VERT]; }; // We don't do actual strips anymore, only triangle lists and subd quad lists enum StripHeaderFlags_t { STRIP_IS_TRILIST = 0x01, STRIP_IS_QUADLIST_REG = 0x02, // Regular sub-d quads STRIP_IS_QUADLIST_EXTRA = 0x04 // Extraordinary sub-d quads }; // A strip is a piece of a stripgroup that is divided by bones struct StripHeader_t { DECLARE_BYTESWAP_DATADESC(); int numIndices; // indexOffset offsets into the mesh's index array int indexOffset; int numVerts; // vertexOffset offsets into the mesh's vert array int vertOffset; // Use this to enable/disable skinning. // May decide (in optimize.cpp) to put all with 1 bone in a different strip // than those that need skinning. short numBones; unsigned char flags; int numBoneStateChanges; int boneStateChangeOffset; inline BoneStateChangeHeader_t *pBoneStateChange( int i ) const { return (BoneStateChangeHeader_t *)(((byte *)this) + boneStateChangeOffset) + i; }; // These go last on purpose! int numTopologyIndices; int topologyOffset; }; enum StripGroupFlags_t { STRIPGROUP_IS_HWSKINNED = 0x02, STRIPGROUP_IS_DELTA_FLEXED = 0x04, STRIPGROUP_SUPPRESS_HW_MORPH = 0x08, // NOTE: This is a temporary flag used at run time. }; // a locking group // a single vertex buffer // a single index buffer struct StripGroupHeader_t { DECLARE_BYTESWAP_DATADESC(); // These are the arrays of all verts and indices for this mesh. strips index into this. int numVerts; int vertOffset; inline Vertex_t *pVertex( int i ) const { return (Vertex_t *)(((byte *)this) + vertOffset) + i; }; int numIndices; int indexOffset; inline unsigned short *pIndex( int i ) const { return (unsigned short *)(((byte *)this) + indexOffset) + i; }; int numStrips; int stripOffset; inline StripHeader_t *pStrip( int i ) const { return (StripHeader_t *)(((byte *)this) + stripOffset) + i; }; unsigned char flags; int numTopologyIndices; int topologyOffset; inline unsigned short *pTopologyIndex( int i ) const { return (unsigned short *)(((byte *)this) + topologyOffset) + i; }; }; enum MeshFlags_t { // these are both material properties, and a mesh has a single material. MESH_IS_TEETH = 0x01, MESH_IS_EYES = 0x02 }; // a collection of locking groups: // up to 4: // non-flexed, hardware skinned // flexed, hardware skinned // non-flexed, software skinned // flexed, software skinned // // A mesh has a material associated with it. struct MeshHeader_t { DECLARE_BYTESWAP_DATADESC(); int numStripGroups; int stripGroupHeaderOffset; inline StripGroupHeader_t *pStripGroup( int i ) const { StripGroupHeader_t *pDebug = (StripGroupHeader_t *)(((byte *)this) + stripGroupHeaderOffset) + i; return pDebug; }; unsigned char flags; }; struct ModelLODHeader_t { DECLARE_BYTESWAP_DATADESC(); int numMeshes; int meshOffset; float switchPoint; inline MeshHeader_t *pMesh( int i ) const { MeshHeader_t *pDebug = (MeshHeader_t *)(((byte *)this) + meshOffset) + i; return pDebug; }; }; // This maps one to one with models in the mdl file. // There are a bunch of model LODs stored inside potentially due to the qc $lod command struct ModelHeader_t { DECLARE_BYTESWAP_DATADESC(); int numLODs; // garymcthack - this is also specified in FileHeader_t int lodOffset; inline ModelLODHeader_t *pLOD( int i ) const { ModelLODHeader_t *pDebug = ( ModelLODHeader_t *)(((byte *)this) + lodOffset) + i; return pDebug; }; }; struct BodyPartHeader_t { DECLARE_BYTESWAP_DATADESC(); int numModels; int modelOffset; inline ModelHeader_t *pModel( int i ) const { ModelHeader_t *pDebug = (ModelHeader_t *)(((byte *)this) + modelOffset) + i; return pDebug; }; }; struct MaterialReplacementHeader_t { DECLARE_BYTESWAP_DATADESC(); short materialID; int replacementMaterialNameOffset; inline const char *pMaterialReplacementName( void ) { const char *pDebug = (const char *)(((byte *)this) + replacementMaterialNameOffset); return pDebug; } }; struct MaterialReplacementListHeader_t { DECLARE_BYTESWAP_DATADESC(); int numReplacements; int replacementOffset; inline MaterialReplacementHeader_t *pMaterialReplacement( int i ) const { MaterialReplacementHeader_t *pDebug = ( MaterialReplacementHeader_t *)(((byte *)this) + replacementOffset) + i; return pDebug; } }; struct FileHeader_t { DECLARE_BYTESWAP_DATADESC(); // file version as defined by OPTIMIZED_MODEL_FILE_VERSION int version; // hardware params that affect how the model is to be optimized. int vertCacheSize; unsigned short maxBonesPerStrip; unsigned short maxBonesPerFace; int maxBonesPerVert; // must match checkSum in the .mdl int checkSum; int numLODs; // garymcthack - this is also specified in ModelHeader_t and should match // one of these for each LOD int materialReplacementListOffset; MaterialReplacementListHeader_t *pMaterialReplacementList( int lodID ) const { MaterialReplacementListHeader_t *pDebug = (MaterialReplacementListHeader_t *)(((byte *)this) + materialReplacementListOffset) + lodID; return pDebug; } int numBodyParts; int bodyPartOffset; inline BodyPartHeader_t *pBodyPart( int i ) const { BodyPartHeader_t *pDebug = (BodyPartHeader_t *)(((byte *)this) + bodyPartOffset) + i; return pDebug; }; }; #pragma pack() void WriteOptimizedFiles( studiohdr_t *phdr, s_bodypart_t *pSrcBodyParts ); }; // namespace OptimizedModel #endif // OPTIMIZE_H