Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef OPTIMIZE_H
#define OPTIMIZE_H
#ifdef _WIN32
#pragma once
#endif
#include "studio.h"
// NOTE: You can change this without affecting the vtx file format.
#define MAX_NUM_BONES_PER_TRI ( MAX_NUM_BONES_PER_VERT * 3 )
#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
char boneID[MAX_NUM_BONES_PER_VERT]; };
enum StripHeaderFlags_t { STRIP_IS_TRILIST = 0x01, STRIP_IS_TRISTRIP = 0x02 };
// a strip is a piece of a stripgroup that is divided by bones
// (and potentially tristrips if we remove some degenerates.)
struct StripHeader_t { DECLARE_BYTESWAP_DATADESC(); // indexOffset offsets into the mesh's index array.
int numIndices; int indexOffset;
// vertexOffset offsets into the mesh's vert array.
int numVerts; 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; }; };
enum StripGroupFlags_t { STRIPGROUP_IS_FLEXED = 0x01, 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; };
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 maxBonesPerTri; 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
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