/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "../idlib/precompiled.h" #pragma hdrstop #include "Model_local.h" #include "tr_local.h" // just for R_FreeWorldInteractions and R_CreateWorldInteractions class idRenderModelManagerLocal : public idRenderModelManager { public: idRenderModelManagerLocal(); virtual ~idRenderModelManagerLocal() {} virtual void Init(); virtual void Shutdown(); virtual idRenderModel * AllocModel(); virtual void FreeModel( idRenderModel *model ); virtual idRenderModel * FindModel( const char *modelName ); virtual idRenderModel * CheckModel( const char *modelName ); virtual idRenderModel * DefaultModel(); virtual void AddModel( idRenderModel *model ); virtual void RemoveModel( idRenderModel *model ); virtual void ReloadModels( bool forceAll = false ); virtual void FreeModelVertexCaches(); virtual void WritePrecacheCommands( idFile *file ); virtual void BeginLevelLoad(); virtual void EndLevelLoad(); virtual void PrintMemInfo( MemInfo_t *mi ); private: idList models; idHashIndex hash; idRenderModel * defaultModel; idRenderModel * beamModel; idRenderModel * spriteModel; idRenderModel * trailModel; bool insideLevelLoad; // don't actually load now idRenderModel * GetModel( const char *modelName, bool createIfNotFound ); static void PrintModel_f( const idCmdArgs &args ); static void ListModels_f( const idCmdArgs &args ); static void ReloadModels_f( const idCmdArgs &args ); static void TouchModel_f( const idCmdArgs &args ); }; idRenderModelManagerLocal localModelManager; idRenderModelManager * renderModelManager = &localModelManager; /* ============== idRenderModelManagerLocal::idRenderModelManagerLocal ============== */ idRenderModelManagerLocal::idRenderModelManagerLocal() { defaultModel = NULL; beamModel = NULL; spriteModel = NULL; insideLevelLoad = false; trailModel = NULL; } /* ============== idRenderModelManagerLocal::PrintModel_f ============== */ void idRenderModelManagerLocal::PrintModel_f( const idCmdArgs &args ) { idRenderModel *model; if ( args.Argc() != 2 ) { common->Printf( "usage: printModel \n" ); return; } model = renderModelManager->CheckModel( args.Argv( 1 ) ); if ( !model ) { common->Printf( "model \"%s\" not found\n", args.Argv( 1 ) ); return; } model->Print(); } /* ============== idRenderModelManagerLocal::ListModels_f ============== */ void idRenderModelManagerLocal::ListModels_f( const idCmdArgs &args ) { int totalMem = 0; int inUse = 0; common->Printf( " mem srf verts tris\n" ); common->Printf( " --- --- ----- ----\n" ); for ( int i = 0 ; i < localModelManager.models.Num() ; i++ ) { idRenderModel *model = localModelManager.models[i]; if ( !model->IsLoaded() ) { continue; } model->List(); totalMem += model->Memory(); inUse++; } common->Printf( " --- --- ----- ----\n" ); common->Printf( " mem srf verts tris\n" ); common->Printf( "%i loaded models\n", inUse ); common->Printf( "total memory: %4.1fM\n", (float)totalMem / (1024*1024) ); } /* ============== idRenderModelManagerLocal::ReloadModels_f ============== */ void idRenderModelManagerLocal::ReloadModels_f( const idCmdArgs &args ) { if ( idStr::Icmp( args.Argv(1), "all" ) == 0 ) { localModelManager.ReloadModels( true ); } else { localModelManager.ReloadModels( false ); } } /* ============== idRenderModelManagerLocal::TouchModel_f Precache a specific model ============== */ void idRenderModelManagerLocal::TouchModel_f( const idCmdArgs &args ) { const char *model = args.Argv( 1 ); if ( !model[0] ) { common->Printf( "usage: touchModel \n" ); return; } common->Printf( "touchModel %s\n", model ); session->UpdateScreen(); idRenderModel *m = renderModelManager->CheckModel( model ); if ( !m ) { common->Printf( "...not found\n" ); } } /* ================= idRenderModelManagerLocal::WritePrecacheCommands ================= */ void idRenderModelManagerLocal::WritePrecacheCommands( idFile *f ) { for ( int i = 0 ; i < models.Num() ; i++ ) { idRenderModel *model = models[i]; if ( !model ) { continue; } if ( !model->IsReloadable() ) { continue; } char str[1024]; sprintf( str, "touchModel %s\n", model->Name() ); common->Printf( "%s", str ); f->Printf( "%s", str ); } } /* ================= idRenderModelManagerLocal::Init ================= */ void idRenderModelManagerLocal::Init() { cmdSystem->AddCommand( "listModels", ListModels_f, CMD_FL_RENDERER, "lists all models" ); cmdSystem->AddCommand( "printModel", PrintModel_f, CMD_FL_RENDERER, "prints model info", idCmdSystem::ArgCompletion_ModelName ); cmdSystem->AddCommand( "reloadModels", ReloadModels_f, CMD_FL_RENDERER|CMD_FL_CHEAT, "reloads models" ); cmdSystem->AddCommand( "touchModel", TouchModel_f, CMD_FL_RENDERER, "touches a model", idCmdSystem::ArgCompletion_ModelName ); insideLevelLoad = false; // create a default model idRenderModelStatic *model = new idRenderModelStatic; model->InitEmpty( "_DEFAULT" ); model->MakeDefaultModel(); model->SetLevelLoadReferenced( true ); defaultModel = model; AddModel( model ); // create the beam model idRenderModelStatic *beam = new idRenderModelBeam; beam->InitEmpty( "_BEAM" ); beam->SetLevelLoadReferenced( true ); beamModel = beam; AddModel( beam ); idRenderModelStatic *sprite = new idRenderModelSprite; sprite->InitEmpty( "_SPRITE" ); sprite->SetLevelLoadReferenced( true ); spriteModel = sprite; AddModel( sprite ); } /* ================= idRenderModelManagerLocal::Shutdown ================= */ void idRenderModelManagerLocal::Shutdown() { models.DeleteContents( true ); hash.Free(); } /* ================= idRenderModelManagerLocal::GetModel ================= */ idRenderModel *idRenderModelManagerLocal::GetModel( const char *modelName, bool createIfNotFound ) { idStr canonical; idStr extension; if ( !modelName || !modelName[0] ) { return NULL; } canonical = modelName; canonical.ToLower(); // see if it is already present int key = hash.GenerateKey( modelName, false ); for ( int i = hash.First( key ); i != -1; i = hash.Next( i ) ) { idRenderModel *model = models[i]; if ( canonical.Icmp( model->Name() ) == 0 ) { if ( !model->IsLoaded() ) { // reload it if it was purged model->LoadModel(); } else if ( insideLevelLoad && !model->IsLevelLoadReferenced() ) { // we are reusing a model already in memory, but // touch all the materials to make sure they stay // in memory as well model->TouchData(); } model->SetLevelLoadReferenced( true ); return model; } } // see if we can load it // determine which subclass of idRenderModel to initialize idRenderModel *model; canonical.ExtractFileExtension( extension ); if ( ( extension.Icmp( "ase" ) == 0 ) || ( extension.Icmp( "lwo" ) == 0 ) || ( extension.Icmp( "flt" ) == 0 ) ) { model = new idRenderModelStatic; model->InitFromFile( modelName ); } else if ( extension.Icmp( "ma" ) == 0 ) { model = new idRenderModelStatic; model->InitFromFile( modelName ); } else if ( extension.Icmp( MD5_MESH_EXT ) == 0 ) { model = new idRenderModelMD5; model->InitFromFile( modelName ); } else if ( extension.Icmp( "md3" ) == 0 ) { model = new idRenderModelMD3; model->InitFromFile( modelName ); } else if ( extension.Icmp( "prt" ) == 0 ) { model = new idRenderModelPrt; model->InitFromFile( modelName ); } else if ( extension.Icmp( "liquid" ) == 0 ) { model = new idRenderModelLiquid; model->InitFromFile( modelName ); } else { if ( extension.Length() ) { common->Warning( "unknown model type '%s'", canonical.c_str() ); } if ( !createIfNotFound ) { return NULL; } idRenderModelStatic *smodel = new idRenderModelStatic; smodel->InitEmpty( modelName ); smodel->MakeDefaultModel(); model = smodel; } model->SetLevelLoadReferenced( true ); if ( !createIfNotFound && model->IsDefaultModel() ) { delete model; model = NULL; return NULL; } AddModel( model ); return model; } /* ================= idRenderModelManagerLocal::AllocModel ================= */ idRenderModel *idRenderModelManagerLocal::AllocModel() { return new idRenderModelStatic(); } /* ================= idRenderModelManagerLocal::FreeModel ================= */ void idRenderModelManagerLocal::FreeModel( idRenderModel *model ) { if ( !model ) { return; } if ( !dynamic_cast( model ) ) { common->Error( "idRenderModelManager::FreeModel: model '%s' is not a static model", model->Name() ); return; } if ( model == defaultModel ) { common->Error( "idRenderModelManager::FreeModel: can't free the default model" ); return; } if ( model == beamModel ) { common->Error( "idRenderModelManager::FreeModel: can't free the beam model" ); return; } if ( model == spriteModel ) { common->Error( "idRenderModelManager::FreeModel: can't free the sprite model" ); return; } R_CheckForEntityDefsUsingModel( model ); delete model; } /* ================= idRenderModelManagerLocal::FindModel ================= */ idRenderModel *idRenderModelManagerLocal::FindModel( const char *modelName ) { return GetModel( modelName, true ); } /* ================= idRenderModelManagerLocal::CheckModel ================= */ idRenderModel *idRenderModelManagerLocal::CheckModel( const char *modelName ) { return GetModel( modelName, false ); } /* ================= idRenderModelManagerLocal::DefaultModel ================= */ idRenderModel *idRenderModelManagerLocal::DefaultModel() { return defaultModel; } /* ================= idRenderModelManagerLocal::AddModel ================= */ void idRenderModelManagerLocal::AddModel( idRenderModel *model ) { hash.Add( hash.GenerateKey( model->Name(), false ), models.Append( model ) ); } /* ================= idRenderModelManagerLocal::RemoveModel ================= */ void idRenderModelManagerLocal::RemoveModel( idRenderModel *model ) { int index = models.FindIndex( model ); hash.RemoveIndex( hash.GenerateKey( model->Name(), false ), index ); models.RemoveIndex( index ); } /* ================= idRenderModelManagerLocal::ReloadModels ================= */ void idRenderModelManagerLocal::ReloadModels( bool forceAll ) { if ( forceAll ) { common->Printf( "Reloading all model files...\n" ); } else { common->Printf( "Checking for changed model files...\n" ); } R_FreeDerivedData(); // skip the default model at index 0 for ( int i = 1 ; i < models.Num() ; i++ ) { idRenderModel *model = models[i]; // we may want to allow world model reloading in the future, but we don't now if ( !model->IsReloadable() ) { continue; } if ( !forceAll ) { // check timestamp ID_TIME_T current; fileSystem->ReadFile( model->Name(), NULL, ¤t ); if ( current <= model->Timestamp() ) { continue; } } common->DPrintf( "reloading %s.\n", model->Name() ); model->LoadModel(); } // we must force the world to regenerate, because models may // have changed size, making their references invalid R_ReCreateWorldReferences(); } /* ================= idRenderModelManagerLocal::FreeModelVertexCaches ================= */ void idRenderModelManagerLocal::FreeModelVertexCaches() { for ( int i = 0 ; i < models.Num() ; i++ ) { idRenderModel *model = models[i]; model->FreeVertexCache(); } } /* ================= idRenderModelManagerLocal::BeginLevelLoad ================= */ void idRenderModelManagerLocal::BeginLevelLoad() { insideLevelLoad = true; for ( int i = 0 ; i < models.Num() ; i++ ) { idRenderModel *model = models[i]; if ( com_purgeAll.GetBool() && model->IsReloadable() ) { R_CheckForEntityDefsUsingModel( model ); model->PurgeModel(); } model->SetLevelLoadReferenced( false ); } // purge unused triangle surface memory R_PurgeTriSurfData( frameData ); } /* ================= idRenderModelManagerLocal::EndLevelLoad ================= */ void idRenderModelManagerLocal::EndLevelLoad() { common->Printf( "----- idRenderModelManagerLocal::EndLevelLoad -----\n" ); int start = Sys_Milliseconds(); insideLevelLoad = false; int purgeCount = 0; int keepCount = 0; int loadCount = 0; // purge any models not touched for ( int i = 0 ; i < models.Num() ; i++ ) { idRenderModel *model = models[i]; if ( !model->IsLevelLoadReferenced() && model->IsLoaded() && model->IsReloadable() ) { // common->Printf( "purging %s\n", model->Name() ); purgeCount++; R_CheckForEntityDefsUsingModel( model ); model->PurgeModel(); } else { // common->Printf( "keeping %s\n", model->Name() ); keepCount++; } } // purge unused triangle surface memory R_PurgeTriSurfData( frameData ); // load any new ones for ( int i = 0 ; i < models.Num() ; i++ ) { idRenderModel *model = models[i]; if ( model->IsLevelLoadReferenced() && !model->IsLoaded() && model->IsReloadable() ) { loadCount++; model->LoadModel(); if ( ( loadCount & 15 ) == 0 ) { session->PacifierUpdate(); } } } // _D3XP added this int end = Sys_Milliseconds(); common->Printf( "%5i models purged from previous level, ", purgeCount ); common->Printf( "%5i models kept.\n", keepCount ); if ( loadCount ) { common->Printf( "%5i new models loaded in %5.1f seconds\n", loadCount, (end-start) * 0.001 ); } common->Printf( "---------------------------------------------------\n" ); } /* ================= idRenderModelManagerLocal::PrintMemInfo ================= */ void idRenderModelManagerLocal::PrintMemInfo( MemInfo_t *mi ) { int i, j, totalMem = 0; int *sortIndex; idFile *f; f = fileSystem->OpenFileWrite( mi->filebase + "_models.txt" ); if ( !f ) { return; } // sort first sortIndex = new int[ localModelManager.models.Num()]; for ( i = 0; i < localModelManager.models.Num(); i++ ) { sortIndex[i] = i; } for ( i = 0; i < localModelManager.models.Num() - 1; i++ ) { for ( j = i + 1; j < localModelManager.models.Num(); j++ ) { if ( localModelManager.models[sortIndex[i]]->Memory() < localModelManager.models[sortIndex[j]]->Memory() ) { int temp = sortIndex[i]; sortIndex[i] = sortIndex[j]; sortIndex[j] = temp; } } } // print next for ( int i = 0 ; i < localModelManager.models.Num() ; i++ ) { idRenderModel *model = localModelManager.models[sortIndex[i]]; int mem; if ( !model->IsLoaded() ) { continue; } mem = model->Memory(); totalMem += mem; f->Printf( "%s %s\n", idStr::FormatNumber( mem ).c_str(), model->Name() ); } delete sortIndex; mi->modelAssetsTotal = totalMem; f->Printf( "\nTotal model bytes allocated: %s\n", idStr::FormatNumber( totalMem ).c_str() ); fileSystem->CloseFile( f ); }