Difference between revisions of "RpGeometry"

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m (The hero moved page Geometry (RW Section) to RpGeometry: Restructuring RW pages to be less stream-oriented)
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Revision as of 17:15, 7 June 2016

{{{NAME}}}
RenderWare Stream Section
Vendor {{{VENDORNAME}}}
Module {{{MODULENAME}}}
Module ID 0x{{{MODULEID}}}
Identifier 0x{{{IDENTIFIER}}}
Chunk ID 0x{{{MODULEID}}}{{{IDENTIFIER}}}
Versions All
Hierarchy
Parents:
None
Children:
None
Extensions:
None
File Format

Geometry is a container chunk used in DFF files as child of a Geometry List section. The chunk itself does not store any data at all. All additional information get stored inside a Struct which directly follows this one as a child. Geometry is one of the most important chunks inside a .dff model file. It stores geometry information for models (like the mesh and the texture maps).

Structure

The format of the Geometry's Struct chunk is as follows:

int32        format (see below)
int32        number of triangles (numTriangles)
int32        number of vertices (numVertices)
int32        number of morph targets (numMorphTargets) (morphing is not used in GTA series, so this is always 1)
#if version < 0x34000
  surface properties:
    float32  ambient
    float32  specular
    float32  diffuse
#endif

#if (format & rpGEOMETRYNATIVE) == 0
    #if (format & rpGEOMETRYPRELIT)
        RwRGBA   prelitcolor[numVertices] (RwRGBA: uint8 r, g, b, a)
    #endif

    #if format & (rpGEOMETRYTEXTURED | rpGEOMETRYTEXTURED2)
        #repeat numTexSets (see below)
            RwTexCoords    texCoords[numVertices]  (RwTexCoords: float32 u, v)
        #endrepeat
    #endif
   
    RpTriangle   triangles[numTriangles]  (RpTriangle: uint16 vertex2, vertex1, materialId, vertex3)
#endif

#repeat numMorphTargets
    RwSphere    boundingSphere    (RwSphere: float32 x, y, z, radius)
    bool32      has vertices
    bool32      has normals
    #if has vertices
        RwV3d   vertices[numVertices] (RwV3d: float32 x, y, z)
    #endif
    #if has normals
        RwV3d   normals[numVertices]
    #endif
#endrepeat

Format

The following flags describe the behaviour of the mesh during the rendering progress. Some of the flags indicate the existence of data inside the following file format.

Flag Name Description
0x00000001 rpGEOMETRYTRISTRIP Is triangle strip (if disabled it will be an triangle list)
0x00000002 rpGEOMETRYPOSITIONS Vertex translation
0x00000004 rpGEOMETRYTEXTURED Texture coordinates
0x00000008 rpGEOMETRYPRELIT Vertex colors
0x00000010 rpGEOMETRYNORMALS Store normals
0x00000020 rpGEOMETRYLIGHT Dynamic vertex lightning (?)
0x00000040 rpGEOMETRYMODULATEMATERIALCOLOR Modulate material color
0x00000080 rpGEOMETRYTEXTURED2 Texture coordinates 2
0x01000000 rpGEOMETRYNATIVE Native Geometry

Bits 16-23 (mask 0x00FF0000) in the format description give the number of texture coordinate sets (numTexSets). If the value in the file is zero, rpGEOMETRYTEXTURED means there is one set of texture coordinates, rpGEOMETRYTEXTURED2 means there are two.

If rpGEOMETRYNATIVE is set, the platform dependent geometry data is to be found in the Native Data chunk.

Child sections

Extension

The extension of an geometry usually holds the following sections in the order they are listed in here:

See also

References

^ * http://msdn.microsoft.com/en-us/library/bb172518%28VS.85%29.aspx
^ * http://msdn.microsoft.com/en-us/library/bb172559%28VS.85%29.aspx