YDR/YDD/XML conversion

This commit is contained in:
dexy
2020-01-20 02:08:04 +11:00
Unverified
parent 9ed308df7a
commit bec16ea42d
14 changed files with 1213 additions and 437 deletions
File diff suppressed because it is too large Load Diff
@@ -10,15 +10,15 @@ namespace CodeWalker.GameFiles
public enum VertexComponentType : byte
{
Nothing = 0,
Float16Two = 1,
Half2 = 1,
Float = 2,
Float16Four = 3,
Float_unk = 4,
Half4 = 3,
FloatUnk = 4,
Float2 = 5,
Float3 = 6,
Float4 = 7,
UByte4 = 8,
Color = 9,
Colour = 9,
Dec3N = 10,
Unk1 = 11,
Unk2 = 12,
@@ -27,11 +27,53 @@ namespace CodeWalker.GameFiles
Unk5 = 15,
}
public static class VertexComponentTypes
{
public static int GetSizeInBytes(VertexComponentType type)
{
switch (type)
{
case VertexComponentType.Nothing: return 0;
case VertexComponentType.Half2: return 4;
case VertexComponentType.Float: return 4;
case VertexComponentType.Half4: return 8;
case VertexComponentType.FloatUnk: return 0;
case VertexComponentType.Float2: return 8;
case VertexComponentType.Float3: return 12;
case VertexComponentType.Float4: return 16;
case VertexComponentType.UByte4: return 4;
case VertexComponentType.Colour: return 4;
case VertexComponentType.Dec3N: return 4;
default: return 0;
}
}
public static int GetComponentCount(VertexComponentType type)
{
switch (type)
{
case VertexComponentType.Nothing: return 0;
case VertexComponentType.Half2: return 2;
case VertexComponentType.Float: return 1;
case VertexComponentType.Half4: return 4;
case VertexComponentType.FloatUnk: return 0;
case VertexComponentType.Float2: return 2;
case VertexComponentType.Float3: return 3;
case VertexComponentType.Float4: return 4;
case VertexComponentType.UByte4: return 4;
case VertexComponentType.Colour: return 4;
case VertexComponentType.Dec3N: return 3;
default: return 0;
}
}
}
public enum VertexDeclarationTypes : ulong
{
Types1 = 0x7755555555996996, // GTAV - used by most drawables
Types2 = 0x030000000199A006, // GTAV - used on cloth?
Types3 = 0x0300000001996006, // GTAV - used on cloth?
GTAV1 = 0x7755555555996996, // GTAV - used by most drawables
GTAV2 = 0x030000000199A006, // GTAV - used on cloth?
GTAV3 = 0x0300000001996006, // GTAV - used on cloth?
//Types4 = 0x0000000007097007, // Max Payne 3
//Types5 = 0x0700000007097977, // Max Payne 3
@@ -40,6 +82,26 @@ namespace CodeWalker.GameFiles
//Types8 = 0x0700007777997977, // Max Payne 3
}
public enum VertexSemantics : int
{
Position = 0,
BlendWeights = 1,
BlendIndices = 2,
Normal = 3,
Colour0 = 4,
Colour1 = 5,
TexCoord0 = 6,
TexCoord1 = 7,
TexCoord2 = 8,
TexCoord3 = 9,
TexCoord4 = 10,
TexCoord5 = 11,
TexCoord6 = 12,
TexCoord7 = 13,
Tangent = 14,
Binormal = 15,
}
public enum VertexType : uint
{
Default = 89, //PNCT
@@ -82,52 +144,47 @@ namespace CodeWalker.GameFiles
PBBNCTTTX = 16863,
}
//0x7755555555996996
public struct VertexTypeGTAV1
public struct VertexTypeGTAV1 //0x7755555555996996
{
public Vector3 Position;
public uint BlendWeights;
public uint BlendIndices;
public Vector3 Normals;
public Vector3 Normal;
public uint Colour0;
public uint Colour1;
public Vector2 Texcoords0;
public Vector2 Texcoords1;
public Vector2 Texcoords2;
public Vector2 Texcoords3;
public Vector2 Texcoords4;
public Vector2 Texcoords5;
public Vector2 Texcoords6;
public Vector2 Texcoords7;
public Vector4 Tangents;
public Vector4 Binormals;
public Vector2 Texcoord0;
public Vector2 Texcoord1;
public Vector2 Texcoord2;
public Vector2 Texcoord3;
public Vector2 Texcoord4;
public Vector2 Texcoord5;
public Vector2 Texcoord6;
public Vector2 Texcoord7;
public Vector4 Tangent;
public Vector4 Binormal;
}
//0x030000000199A006
public struct VertexTypeGTAV2
public struct VertexTypeGTAV2 //0x030000000199A006
{
public Vector3 Position;
public uint Normals; // Packed as Dec3N
public uint Normal; // Packed as Dec3N
public uint Colour0;
public uint Colour1;
public Half2 Texcoords0;
public Half4 Tangents;
public Half2 Texcoord0;
public Half4 Tangent;
}
//0x0300000001996006
public struct VertexTypeGTAV3
public struct VertexTypeGTAV3 //0x0300000001996006
{
public Vector3 Position;
public Vector3 Normals;
public Vector3 Normal;
public uint Colour0;
public uint Colour1;
public Half2 Texcoords0;
public Half4 Tangents;
public Half2 Texcoord0;
public Half4 Tangent;
}
//vertex data to be used by the editor. TODO: maybe move somewhere else.
public struct EditorVertex
public struct EditorVertex //vertex data to be used by the editor. TODO: maybe move somewhere else.
{
public Vector3 Position;
public uint Colour;