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add MDL version 49 support
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@ -1680,6 +1680,36 @@ bool CMDLCache::BuildHardwareData( MDLHandle_t handle, studiodata_t *pStudioData
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Assert( GetVertexData( handle ) );
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if( pStudioHdr->version == 49 )
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{
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for( int i = 0; i < pVtxHdr->numBodyParts; i++)
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{
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OptimizedModel::BodyPartHeader_t *pBodyPartHdr = pVtxHdr->pBodyPart(i);
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for( int j = 0; j < pBodyPartHdr->numModels; j++ )
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{
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OptimizedModel::ModelHeader_t *pModelHdr = pBodyPartHdr->pModel(j);
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for( int k = 0; k < pModelHdr->numLODs; k++)
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{
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OptimizedModel::ModelLODHeader_t *pModelLODHdr = pModelHdr->pLOD(k);
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for( int l = 0; l < pModelLODHdr->numMeshes; l++ )
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{
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OptimizedModel::MeshHeader_t *pMeshHdr = pModelLODHdr->pMesh(l);
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pMeshHdr->flags |= OptimizedModel::MESH_IS_MDL49;
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for( int m = 0; m < pMeshHdr->numStripGroups; m++ )
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{
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OptimizedModel::StripGroupHeader_t *pStripGroupHdr = pMeshHdr->pStripGroup(m);
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pStripGroupHdr->flags |= OptimizedModel::STRIPGROUP_IS_MDL49;
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}
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}
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}
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}
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}
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}
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BeginLock();
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bool bLoaded = g_pStudioRender->LoadModel( pStudioHdr, pVtxHdr, &pStudioData->m_HardwareData );
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EndLock();
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@ -56,8 +56,6 @@ enum StripHeaderFlags_t {
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STRIP_IS_TRISTRIP = 0x02
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};
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// a strip is a piece of a stripgroup that is divided by bones
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// (and potentially tristrips if we remove some degenerates.)
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struct StripHeader_t
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{
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DECLARE_BYTESWAP_DATADESC();
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@ -84,12 +82,42 @@ struct StripHeader_t
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};
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};
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struct StripHeader_v49_t
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{
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DECLARE_BYTESWAP_DATADESC();
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// indexOffset offsets into the mesh's index array.
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int numIndices;
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int indexOffset;
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// vertexOffset offsets into the mesh's vert array.
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int numVerts;
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int vertOffset;
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// use this to enable/disable skinning.
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// May decide (in optimize.cpp) to put all with 1 bone in a different strip
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// than those that need skinning.
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short numBones;
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unsigned char flags;
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int numBoneStateChanges;
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int boneStateChangeOffset;
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inline BoneStateChangeHeader_t *pBoneStateChange( int i ) const
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{
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return (BoneStateChangeHeader_t *)(((byte *)this) + boneStateChangeOffset) + i;
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};
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int numTopologyIndices;
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int topologyOffset;
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};
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enum StripGroupFlags_t
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{
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STRIPGROUP_IS_FLEXED = 0x01,
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STRIPGROUP_IS_HWSKINNED = 0x02,
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STRIPGROUP_IS_DELTA_FLEXED = 0x04,
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STRIPGROUP_SUPPRESS_HW_MORPH = 0x08, // NOTE: This is a temporary flag used at run time.
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STRIPGROUP_IS_MDL49 = 0x80
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};
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// a locking group
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@ -117,16 +145,51 @@ struct StripGroupHeader_t
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int stripOffset;
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inline StripHeader_t *pStrip( int i ) const
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{
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return (StripHeader_t *)(((byte *)this) + stripOffset) + i;
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if( flags & STRIPGROUP_IS_MDL49 )
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return (StripHeader_t *)((StripHeader_v49_t *)(((byte *)this) + stripOffset) + i);
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else
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return (StripHeader_t *)(((byte *)this) + stripOffset) + i;
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};
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unsigned char flags;
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};
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struct StripGroupHeader_v49_t
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{
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DECLARE_BYTESWAP_DATADESC();
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// These are the arrays of all verts and indices for this mesh. strips index into this.
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int numVerts;
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int vertOffset;
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inline Vertex_t *pVertex( int i ) const
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{
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return (Vertex_t *)(((byte *)this) + vertOffset) + i;
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};
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int numIndices;
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int indexOffset;
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inline unsigned short *pIndex( int i ) const
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{
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return (unsigned short *)(((byte *)this) + indexOffset) + i;
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};
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int numStrips;
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int stripOffset;
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inline StripHeader_v49_t *pStrip( int i ) const
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{
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return (StripHeader_v49_t *)(((byte *)this) + stripOffset) + i;
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};
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unsigned char flags;
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int numTopologyIndices;
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int topologyOffset;
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};
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enum MeshFlags_t {
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// these are both material properties, and a mesh has a single material.
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MESH_IS_TEETH = 0x01,
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MESH_IS_EYES = 0x02
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MESH_IS_EYES = 0x02,
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MESH_IS_MDL49 = 0x80
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};
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// a collection of locking groups:
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@ -144,8 +207,10 @@ struct MeshHeader_t
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int stripGroupHeaderOffset;
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inline StripGroupHeader_t *pStripGroup( int i ) const
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{
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StripGroupHeader_t *pDebug = (StripGroupHeader_t *)(((byte *)this) + stripGroupHeaderOffset) + i;
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return pDebug;
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if( flags & STRIPGROUP_IS_MDL49 )
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return (StripGroupHeader_t *)((StripGroupHeader_v49_t *)(((byte *)this) + stripGroupHeaderOffset) + i);
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else
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return (StripGroupHeader_t *)(((byte *)this) + stripGroupHeaderOffset) + i;
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};
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unsigned char flags;
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};
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@ -67,26 +67,26 @@ Studio models are position independent, so the cache manager can move them.
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==============================================================================
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*/
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#define STUDIO_VERSION 48
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#define STUDIO_VERSION 49
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#ifndef _XBOX
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#define MAXSTUDIOTRIANGLES 65536 // TODO: tune this
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#define MAXSTUDIOVERTS 65536 // TODO: tune this
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#define MAXSTUDIOFLEXVERTS 10000 // max number of verts that can be flexed per mesh. TODO: tune this
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#else
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#define MAXSTUDIOTRIANGLES 25000
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#define MAXSTUDIOVERTS 10000
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#define MAXSTUDIOFLEXVERTS 1000
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#define MAXSTUDIOTRIANGLES 65536
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#define MAXSTUDIOVERTS 32768
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#define MAXSTUDIOFLEXVERTS 5000
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#endif
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#define MAXSTUDIOSKINS 32 // total textures
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#define MAXSTUDIOBONES 128 // total bones actually used
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#define MAXSTUDIOBONES 256 // total bones actually used
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#define MAXSTUDIOFLEXDESC 1024 // maximum number of low level flexes (actual morph targets)
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#define MAXSTUDIOFLEXCTRL 96 // maximum number of flexcontrollers (input sliders)
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#define MAXSTUDIOPOSEPARAM 24
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#define MAXSTUDIOBONECTRLS 5
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#define MAXSTUDIOANIMBLOCKS 256
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#define MAXSTUDIOBONEBITS 7 // NOTE: MUST MATCH MAXSTUDIOBONES
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#define MAXSTUDIOBONEBITS 8 // NOTE: MUST MATCH MAXSTUDIOBONES
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// NOTE!!! : Changing this number also changes the vtx file format!!!!!
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#define MAX_NUM_BONES_PER_VERT 3
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@ -3101,7 +3101,7 @@ inline const mstudioflexcontroller_t *mstudioflexcontrollerui_t::pController( in
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// If we only support the current version, this function should be empty.
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inline bool Studio_ConvertStudioHdrToNewVersion( studiohdr_t *pStudioHdr )
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{
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COMPILE_TIME_ASSERT( STUDIO_VERSION == 48 ); // put this to make sure this code is updated upon changing version.
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COMPILE_TIME_ASSERT( STUDIO_VERSION == 49 ); // put this to make sure this code is updated upon changing version.
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int version = pStudioHdr->version;
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if ( version == STUDIO_VERSION )
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@ -3159,7 +3159,9 @@ inline bool Studio_ConvertStudioHdrToNewVersion( studiohdr_t *pStudioHdr )
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}
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// for now, just slam the version number since they're compatible
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pStudioHdr->version = STUDIO_VERSION;
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// nillerusr: that's stupid, comment this shit
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//pStudioHdr->version = STUDIO_VERSION;
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return bResult;
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}
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@ -897,9 +897,13 @@ void CStudioRenderContext::R_StudioBuildMeshStrips( studiomeshgroup_t* pMeshGrou
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// Compute the amount of memory we need to store the strip data
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int i;
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int stripDataSize = 0;
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size_t stripHdrSize = (pStripGroup->flags & OptimizedModel::STRIPGROUP_IS_MDL49)
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? sizeof(OptimizedModel::StripHeader_v49_t) : sizeof(OptimizedModel::StripHeader_t);
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for( i = 0; i < pStripGroup->numStrips; ++i )
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{
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stripDataSize += sizeof(OptimizedModel::StripHeader_t);
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stripDataSize += stripHdrSize;
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stripDataSize += pStripGroup->pStrip(i)->numBoneStateChanges *
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sizeof(OptimizedModel::BoneStateChangeHeader_t);
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}
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@ -907,15 +911,14 @@ void CStudioRenderContext::R_StudioBuildMeshStrips( studiomeshgroup_t* pMeshGrou
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pMeshGroup->m_pStripData = (OptimizedModel::StripHeader_t*)malloc(stripDataSize);
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// Copy over the strip info
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int boneStateChangeOffset = pStripGroup->numStrips * sizeof(OptimizedModel::StripHeader_t);
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int boneStateChangeOffset = pStripGroup->numStrips * stripHdrSize;
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for( i = 0; i < pStripGroup->numStrips; ++i )
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{
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memcpy( &pMeshGroup->m_pStripData[i], pStripGroup->pStrip(i),
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sizeof( OptimizedModel::StripHeader_t ) );
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memcpy( &pMeshGroup->m_pStripData[i], pStripGroup->pStrip(i), stripHdrSize);
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// Fixup the bone state change offset, since we have it right after the strip data
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pMeshGroup->m_pStripData[i].boneStateChangeOffset = boneStateChangeOffset -
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i * sizeof(OptimizedModel::StripHeader_t);
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i * stripHdrSize;
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// copy over bone state changes
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int boneWeightSize = pMeshGroup->m_pStripData[i].numBoneStateChanges *
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