//========= 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 // valve hardware vertexes #define VHV_VERSION 2 namespace HardwareVerts { #pragma pack(1) struct MeshHeader_t { // 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 { // 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 VertexFormatFlags_t 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
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |