mirror of
https://github.com/ncblakely/GiantsTools
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339 lines
12 KiB
C++
339 lines
12 KiB
C++
//--------------------------------------------------------------------------------------
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// File: SDKMesh.h
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//
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// SDKMESH format is generated by the legacy DirectX SDK's Content Exporter and
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// originally rendered by the DXUT helper class SDKMesh
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//
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// http://go.microsoft.com/fwlink/?LinkId=226208
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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// http://go.microsoft.com/fwlink/?LinkID=615561
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//--------------------------------------------------------------------------------------
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#pragma once
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#include <cstdint>
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namespace DXUT
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{
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// .SDKMESH files
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// SDKMESH_HEADER
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// SDKMESH_VERTEX_BUFFER_HEADER header->VertexStreamHeadersOffset
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// SDKMESH_INDEX_BUFFER_HEADER header->IndexStreamHeadersOffset
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// SDKMESH_MESH header->MeshDataOffset
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// SDKMESH_SUBSET header->SubsetDataOffset
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// SDKMESH_FRAME header->FrameDataOffset
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// SDKMESH_MATERIAL header->MaterialDataOffset
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// [header->NonBufferDataSize]
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// { [ header->NumVertexBuffers]
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// VB data
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// }
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// { [ header->NumIndexBuffers]
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// IB data
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// }
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// .SDDKANIM files
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// SDKANIMATION_FILE_HEADER
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// uint8_t[] - Length of fileheader->AnimationDataSize
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// .SDKMESH uses Direct3D 9 decls, but only a subset of these is ever generated by the legacy DirectX SDK Content Exporter
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// D3DDECLUSAGE_POSITION / D3DDECLTYPE_FLOAT3
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// (D3DDECLUSAGE_BLENDWEIGHT / D3DDECLTYPE_UBYTE4N
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// D3DDECLUSAGE_BLENDINDICES / D3DDECLTYPE_UBYTE4)?
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// (D3DDECLUSAGE_NORMAL / D3DDECLTYPE_FLOAT3, D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_UBYTE4N, or D3DDECLTYPE_DEC3N)?
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// (D3DDECLUSAGE_COLOR / D3DDECLTYPE_D3DCOLOR)?
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// (D3DDECLUSAGE_TEXCOORD / D3DDECLTYPE_FLOAT1, D3DDECLTYPE_FLOAT2 or D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT3 or D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT4 or D3DDECLTYPE_FLOAT16_4)*
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// (D3DDECLUSAGE_TANGENT / same as D3DDECLUSAGE_NORMAL)?
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// (D3DDECLUSAGE_BINORMAL / same as D3DDECLUSAGE_NORMAL)?
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enum D3DDECLUSAGE
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{
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D3DDECLUSAGE_POSITION = 0,
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D3DDECLUSAGE_BLENDWEIGHT =1,
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D3DDECLUSAGE_BLENDINDICES =2,
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D3DDECLUSAGE_NORMAL =3,
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D3DDECLUSAGE_TEXCOORD = 5,
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D3DDECLUSAGE_TANGENT = 6,
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D3DDECLUSAGE_BINORMAL = 7,
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D3DDECLUSAGE_COLOR = 10,
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};
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enum D3DDECLTYPE
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{
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D3DDECLTYPE_FLOAT1 = 0, // 1D float expanded to (value, 0., 0., 1.)
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D3DDECLTYPE_FLOAT2 = 1, // 2D float expanded to (value, value, 0., 1.)
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D3DDECLTYPE_FLOAT3 = 2, // 3D float expanded to (value, value, value, 1.)
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D3DDECLTYPE_FLOAT4 = 3, // 4D float
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D3DDECLTYPE_D3DCOLOR = 4, // 4D packed unsigned bytes mapped to 0. to 1. range
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// Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
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D3DDECLTYPE_UBYTE4 = 5, // 4D unsigned uint8_t
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D3DDECLTYPE_UBYTE4N = 8, // Each of 4 bytes is normalized by dividing to 255.0
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D3DDECLTYPE_SHORT4N = 10, // 4D signed short normalized (v[0]/32767.0,v[1]/32767.0,v[2]/32767.0,v[3]/32767.0)
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D3DDECLTYPE_DEC3N = 14, // 3D signed normalized (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1.)
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// Note: There is no equivalent to D3DDECLTYPE_DEC3N (14) as a DXGI_FORMAT
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D3DDECLTYPE_FLOAT16_2 = 15, // Two 16-bit floating point values, expanded to (value, value, 0, 1)
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D3DDECLTYPE_FLOAT16_4 = 16, // Four 16-bit floating point values
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D3DDECLTYPE_UNUSED = 17, // When the type field in a decl is unused.
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// These are extensions for DXGI-based versions of Direct3D
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D3DDECLTYPE_DXGI_R10G10B10A2_UNORM = 32 + DXGI_FORMAT_R10G10B10A2_UNORM,
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D3DDECLTYPE_DXGI_R11G11B10_FLOAT = 32 + DXGI_FORMAT_R11G11B10_FLOAT,
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D3DDECLTYPE_DXGI_R8G8B8A8_SNORM = 32 + DXGI_FORMAT_R8G8B8A8_SNORM,
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};
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#pragma pack(push,4)
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struct D3DVERTEXELEMENT9
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{
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uint16_t Stream; // Stream index
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uint16_t Offset; // Offset in the stream in bytes
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uint8_t Type; // Data type
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uint8_t Method; // Processing method
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uint8_t Usage; // Semantics
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uint8_t UsageIndex; // Semantic index
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};
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#pragma pack(pop)
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//--------------------------------------------------------------------------------------
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// Hard Defines for the various structures
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//--------------------------------------------------------------------------------------
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constexpr uint32_t SDKMESH_FILE_VERSION = 101;
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constexpr uint32_t SDKMESH_FILE_VERSION_V2 = 200;
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constexpr uint32_t MAX_VERTEX_ELEMENTS = 32;
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constexpr uint32_t MAX_VERTEX_STREAMS = 16;
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constexpr uint32_t MAX_FRAME_NAME = 100;
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constexpr uint32_t MAX_MESH_NAME = 100;
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constexpr uint32_t MAX_SUBSET_NAME = 100;
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constexpr uint32_t MAX_MATERIAL_NAME = 100;
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constexpr uint32_t MAX_TEXTURE_NAME = MAX_PATH;
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constexpr uint32_t MAX_MATERIAL_PATH = MAX_PATH;
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constexpr uint32_t INVALID_FRAME = uint32_t(-1);
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constexpr uint32_t INVALID_MESH = uint32_t(-1);
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constexpr uint32_t INVALID_MATERIAL = uint32_t(-1);
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constexpr uint32_t INVALID_SUBSET = uint32_t(-1);
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constexpr uint32_t INVALID_ANIMATION_DATA = uint32_t(-1);
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//--------------------------------------------------------------------------------------
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// Enumerated Types.
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//--------------------------------------------------------------------------------------
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enum SDKMESH_PRIMITIVE_TYPE
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{
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PT_TRIANGLE_LIST = 0,
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PT_TRIANGLE_STRIP,
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PT_LINE_LIST,
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PT_LINE_STRIP,
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PT_POINT_LIST,
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PT_TRIANGLE_LIST_ADJ,
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PT_TRIANGLE_STRIP_ADJ,
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PT_LINE_LIST_ADJ,
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PT_LINE_STRIP_ADJ,
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PT_QUAD_PATCH_LIST,
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PT_TRIANGLE_PATCH_LIST,
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};
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enum SDKMESH_INDEX_TYPE
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{
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IT_16BIT = 0,
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IT_32BIT,
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};
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enum FRAME_TRANSFORM_TYPE
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{
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FTT_RELATIVE = 0,
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FTT_ABSOLUTE, //This is not currently used but is here to support absolute transformations in the future
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};
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//--------------------------------------------------------------------------------------
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// Structures.
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//--------------------------------------------------------------------------------------
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#pragma pack(push,8)
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struct SDKMESH_HEADER
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{
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//Basic Info and sizes
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uint32_t Version;
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uint8_t IsBigEndian;
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uint64_t HeaderSize;
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uint64_t NonBufferDataSize;
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uint64_t BufferDataSize;
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//Stats
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uint32_t NumVertexBuffers;
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uint32_t NumIndexBuffers;
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uint32_t NumMeshes;
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uint32_t NumTotalSubsets;
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uint32_t NumFrames;
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uint32_t NumMaterials;
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//Offsets to Data
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uint64_t VertexStreamHeadersOffset;
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uint64_t IndexStreamHeadersOffset;
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uint64_t MeshDataOffset;
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uint64_t SubsetDataOffset;
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uint64_t FrameDataOffset;
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uint64_t MaterialDataOffset;
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};
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struct SDKMESH_VERTEX_BUFFER_HEADER
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{
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uint64_t NumVertices;
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uint64_t SizeBytes;
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uint64_t StrideBytes;
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D3DVERTEXELEMENT9 Decl[MAX_VERTEX_ELEMENTS];
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uint64_t DataOffset;
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};
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struct SDKMESH_INDEX_BUFFER_HEADER
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{
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uint64_t NumIndices;
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uint64_t SizeBytes;
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uint32_t IndexType;
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uint64_t DataOffset;
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};
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struct SDKMESH_MESH
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{
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char Name[MAX_MESH_NAME];
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uint8_t NumVertexBuffers;
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uint32_t VertexBuffers[MAX_VERTEX_STREAMS];
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uint32_t IndexBuffer;
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uint32_t NumSubsets;
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uint32_t NumFrameInfluences; //aka bones
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DirectX::XMFLOAT3 BoundingBoxCenter;
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DirectX::XMFLOAT3 BoundingBoxExtents;
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union
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{
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uint64_t SubsetOffset;
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INT* pSubsets;
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};
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union
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{
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uint64_t FrameInfluenceOffset;
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uint32_t* pFrameInfluences;
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};
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};
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struct SDKMESH_SUBSET
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{
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char Name[MAX_SUBSET_NAME];
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uint32_t MaterialID;
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uint32_t PrimitiveType;
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uint64_t IndexStart;
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uint64_t IndexCount;
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uint64_t VertexStart;
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uint64_t VertexCount;
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};
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struct SDKMESH_FRAME
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{
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char Name[MAX_FRAME_NAME];
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uint32_t Mesh;
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uint32_t ParentFrame;
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uint32_t ChildFrame;
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uint32_t SiblingFrame;
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DirectX::XMFLOAT4X4 Matrix;
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uint32_t AnimationDataIndex; //Used to index which set of keyframes transforms this frame
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};
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struct SDKMESH_MATERIAL
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{
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char Name[MAX_MATERIAL_NAME];
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// Use MaterialInstancePath
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char MaterialInstancePath[MAX_MATERIAL_PATH];
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// Or fall back to d3d8-type materials
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char DiffuseTexture[MAX_TEXTURE_NAME];
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char NormalTexture[MAX_TEXTURE_NAME];
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char SpecularTexture[MAX_TEXTURE_NAME];
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DirectX::XMFLOAT4 Diffuse;
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DirectX::XMFLOAT4 Ambient;
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DirectX::XMFLOAT4 Specular;
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DirectX::XMFLOAT4 Emissive;
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float Power;
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uint64_t Force64_1;
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uint64_t Force64_2;
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uint64_t Force64_3;
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uint64_t Force64_4;
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uint64_t Force64_5;
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uint64_t Force64_6;
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};
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struct SDKMESH_MATERIAL_V2
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{
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char Name[MAX_MATERIAL_NAME];
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// PBR materials
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char RMATexture[MAX_TEXTURE_NAME];
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char AlbetoTexture[MAX_TEXTURE_NAME];
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char NormalTexture[MAX_TEXTURE_NAME];
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char EmissiveTexture[MAX_TEXTURE_NAME];
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float Alpha;
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char Reserved[60];
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uint64_t Force64_1;
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uint64_t Force64_2;
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uint64_t Force64_3;
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uint64_t Force64_4;
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uint64_t Force64_5;
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uint64_t Force64_6;
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};
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struct SDKANIMATION_FILE_HEADER
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{
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uint32_t Version;
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uint8_t IsBigEndian;
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uint32_t FrameTransformType;
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uint32_t NumFrames;
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uint32_t NumAnimationKeys;
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uint32_t AnimationFPS;
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uint64_t AnimationDataSize;
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uint64_t AnimationDataOffset;
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};
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struct SDKANIMATION_DATA
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{
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DirectX::XMFLOAT3 Translation;
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DirectX::XMFLOAT4 Orientation;
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DirectX::XMFLOAT3 Scaling;
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};
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struct SDKANIMATION_FRAME_DATA
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{
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char FrameName[MAX_FRAME_NAME];
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uint64_t DataOffset;
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};
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#pragma pack(pop)
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} // namespace
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static_assert( sizeof(DXUT::D3DVERTEXELEMENT9) == 8, "Direct3D9 Decl structure size incorrect" );
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static_assert( sizeof(DXUT::SDKMESH_HEADER)== 104, "SDK Mesh structure size incorrect" );
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static_assert( sizeof(DXUT::SDKMESH_VERTEX_BUFFER_HEADER) == 288, "SDK Mesh structure size incorrect" );
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static_assert( sizeof(DXUT::SDKMESH_INDEX_BUFFER_HEADER) == 32, "SDK Mesh structure size incorrect" );
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static_assert( sizeof(DXUT::SDKMESH_MESH) == 224, "SDK Mesh structure size incorrect" );
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static_assert( sizeof(DXUT::SDKMESH_SUBSET) == 144, "SDK Mesh structure size incorrect" );
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static_assert( sizeof(DXUT::SDKMESH_FRAME) == 184, "SDK Mesh structure size incorrect" );
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static_assert( sizeof(DXUT::SDKMESH_MATERIAL) == 1256, "SDK Mesh structure size incorrect" );
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static_assert( sizeof(DXUT::SDKMESH_MATERIAL_V2) == sizeof(DXUT::SDKMESH_MATERIAL), "SDK Mesh structure size incorrect" );
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static_assert( sizeof(DXUT::SDKANIMATION_FILE_HEADER) == 40, "SDK Mesh structure size incorrect" );
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static_assert( sizeof(DXUT::SDKANIMATION_DATA) == 40, "SDK Mesh structure size incorrect" );
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static_assert( sizeof(DXUT::SDKANIMATION_FRAME_DATA) == 112, "SDK Mesh structure size incorrect" );
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