Counter Strike : Global Offensive Source Code
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//====== Copyright c 1996-2007, Valve Corporation, All rights reserved. =======//
//
// Purpose:
//
//=============================================================================//
#ifndef MDLLIB_STRIPINFO_H
#define MDLLIB_STRIPINFO_H
#ifdef _WIN32
#pragma once
#endif
#include "mdllib/mdllib.h"
#include "mdllib_utils.h"
#include "UtlSortVector.h"
//
// CMdlStripInfo
// Implementation of IMdlStripInfo interface
//
class CMdlStripInfo : public IMdlStripInfo
{
public:
CMdlStripInfo();
~CMdlStripInfo() { m_ps3studioBatches.PurgeAndDeleteElements(); }
//
// Serialization
//
public:
// Save the strip info to the buffer (appends to the end)
virtual bool Serialize( CUtlBuffer &bufStorage ) const;
// Load the strip info from the buffer (reads from the current position as much as needed)
virtual bool UnSerialize( CUtlBuffer &bufData );
//
// Stripping info state
//
public:
// Returns the checksums that the stripping info was generated for:
// plChecksumOriginal if non-NULL will hold the checksum of the original model submitted for stripping
// plChecksumStripped if non-NULL will hold the resulting checksum of the stripped model
virtual bool GetCheckSum( long *plChecksumOriginal, long *plChecksumStripped ) const;
//
// Stripping
//
public:
//
// StripHardwareVertsBuffer
// The main function that strips the vhv buffer
// vhvBuffer - vhv buffer, updated, size reduced
//
virtual bool StripHardwareVertsBuffer( CUtlBuffer &vhvBuffer );
//
// StripModelBuffer
// The main function that strips the mdl buffer
// mdlBuffer - mdl buffer, updated
//
virtual bool StripModelBuffer( CUtlBuffer &mdlBuffer );
//
// StripVertexDataBuffer
// The main function that strips the vvd buffer
// vvdBuffer - vvd buffer, updated, size reduced
//
virtual bool StripVertexDataBuffer( CUtlBuffer &vvdBuffer );
//
// StripOptimizedModelBuffer
// The main function that strips the vtx buffer
// vtxBuffer - vtx buffer, updated, size reduced
//
virtual bool StripOptimizedModelBuffer( CUtlBuffer &vtxBuffer );
//
// Release the object with "delete this"
//
public:
virtual void DeleteThis();
public:
void Reset();
public:
enum Mode
{
MODE_UNINITIALIZED = 0,
MODE_NO_CHANGE = 1,
MODE_STRIP_LOD_1N = 2,
MODE_PS3_PARTITIONS = 3,
MODE_PS3_FORMAT_BASIC = 4,
};
//
// Internal data used for stripping
//
public:
int m_eMode;
long m_lChecksumOld, m_lChecksumNew;
CGrowableBitVec m_vtxVerts;
CUtlSortVector< unsigned short, CLessSimple< unsigned short > > m_vtxIndices;
//
// PS3 partitioning data
//
public:
struct Ps3studioPartition_t
{
CUtlVector< uint16 > m_arrLocalIndices;
CUtlVector< uint32 > m_arrVertOriginalIndices;
CUtlVector< uint32 > m_arrStripLocalOriginalIndices;
uint32 m_nIoBufferSize;
// -- not serialized in .vsi --
uint32 m_nEdgeDmaInputIdx;
uint32 m_nEdgeDmaInputVtx;
uint32 m_nEdgeDmaInputEnd;
// compressed idx information
uint8 *m_pEdgeCompressedIdx;
uint16 m_uiEdgeCompressedIdxDmaTagSize[2];
// compressed vtx information
uint8 *m_pEdgeCompressedVtx;
uint32 *m_pEdgeCompressedVtxFixedOffsets;
uint16 m_uiEdgeCompressedVtxDmaTagSize[3];
uint32 m_uiEdgeCompressedVtxFixedOffsetsSize;
};
struct Ps3studioBatch_t
{
CUtlVector< Ps3studioPartition_t * > m_arrPartitions;
uint32 m_uiModelIndexOffset;
uint32 m_uiVhvIndexOffset;
~Ps3studioBatch_t() { m_arrPartitions.PurgeAndDeleteElements(); }
};
CUtlVector< Ps3studioBatch_t * > m_ps3studioBatches;
CUtlVector< uint32 > m_ps3studioStripGroupHeaderBatchOffset;
//
// Mesh ranges fixup
//
public:
struct MdlRangeItem
{
/* implicit */ MdlRangeItem( int offOld = 0, int numOld = 0, int offNew = 0, int numNew = 0 ) :
m_offOld( offOld ), m_offNew( offNew ), m_numOld( numOld ), m_numNew( numNew ) {}
int m_offOld, m_offNew;
int m_numOld, m_numNew;
bool operator < ( MdlRangeItem const &x ) const { return m_offNew < x.m_offNew; }
};
CUtlSortVector< CMdlStripInfo::MdlRangeItem, CLessSimple< CMdlStripInfo::MdlRangeItem > > m_vtxMdlOffsets;
};
#endif // #ifndef MDLLIB_STRIPINFO_H