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Merge pull request #64 from carmineos/vertexlayout
Dynamic generation of vertex layouts for GTAV vertex types
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@@ -7,7 +7,38 @@ using System.Threading.Tasks;
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namespace CodeWalker.GameFiles
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{
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public enum VertexComponentType : byte
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{
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Nothing = 0,
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Float16Two = 1,
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Float = 2,
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Float16Four = 3,
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Float_unk = 4,
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Float2 = 5,
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Float3 = 6,
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Float4 = 7,
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UByte4 = 8,
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Color = 9,
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Dec3N = 10,
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Unk1 = 11,
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Unk2 = 12,
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Unk3 = 13,
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Unk4 = 14,
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Unk5 = 15,
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}
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public enum VertexDeclarationTypes : ulong
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{
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Types1 = 0x7755555555996996, // GTAV - used by most drawables
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Types2 = 0x030000000199A006, // GTAV - used on cloth?
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Types3 = 0x0300000001996006, // GTAV - used on cloth?
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//Types4 = 0x0000000007097007, // Max Payne 3
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//Types5 = 0x0700000007097977, // Max Payne 3
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//Types6 = 0x0700000007997977, // Max Payne 3
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//Types7 = 0x0700007777097977, // Max Payne 3
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//Types8 = 0x0700007777997977, // Max Payne 3
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}
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public enum VertexType : uint
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{
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@@ -52,6 +83,49 @@ namespace CodeWalker.GameFiles
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}
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//0x7755555555996996
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public struct VertexTypeGTAV1
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{
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public Vector3 Position;
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public uint BlendWeights;
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public uint BlendIndices;
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public Vector3 Normals;
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public uint Colour0;
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public uint Colour1;
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public Vector2 Texcoords0;
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public Vector2 Texcoords1;
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public Vector2 Texcoords2;
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public Vector2 Texcoords3;
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public Vector2 Texcoords4;
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public Vector2 Texcoords5;
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public Vector2 Texcoords6;
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public Vector2 Texcoords7;
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public Vector4 Tangents;
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public Vector4 Binormals;
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}
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//0x030000000199A006
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public struct VertexTypeGTAV2
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{
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public Vector3 Position;
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public uint Normals; // Packed as Dec3N
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public uint Colour0;
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public uint Colour1;
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public Half2 Texcoords0;
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public Half4 Tangents;
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}
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//0x0300000001996006
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public struct VertexTypeGTAV3
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{
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public Vector3 Position;
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public Vector3 Normals;
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public uint Colour0;
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public uint Colour1;
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public Half2 Texcoords0;
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public Half4 Tangents;
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}
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//vertex data to be used by the editor. TODO: maybe move somewhere else.
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public struct EditorVertex
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{
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