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