mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
622 lines
16 KiB
C++
622 lines
16 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Model_local.h"
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#include "tr_local.h" // just for R_FreeWorldInteractions and R_CreateWorldInteractions
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class idRenderModelManagerLocal : public idRenderModelManager {
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public:
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idRenderModelManagerLocal();
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virtual ~idRenderModelManagerLocal() {}
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virtual void Init();
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virtual void Shutdown();
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virtual idRenderModel * AllocModel();
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virtual void FreeModel( idRenderModel *model );
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virtual idRenderModel * FindModel( const char *modelName );
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virtual idRenderModel * CheckModel( const char *modelName );
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virtual idRenderModel * DefaultModel();
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virtual void AddModel( idRenderModel *model );
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virtual void RemoveModel( idRenderModel *model );
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virtual void ReloadModels( bool forceAll = false );
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virtual void FreeModelVertexCaches();
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virtual void WritePrecacheCommands( idFile *file );
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virtual void BeginLevelLoad();
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virtual void EndLevelLoad();
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virtual void PrintMemInfo( MemInfo_t *mi );
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private:
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idList<idRenderModel*> models;
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idHashIndex hash;
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idRenderModel * defaultModel;
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idRenderModel * beamModel;
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idRenderModel * spriteModel;
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idRenderModel * trailModel;
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bool insideLevelLoad; // don't actually load now
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idRenderModel * GetModel( const char *modelName, bool createIfNotFound );
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static void PrintModel_f( const idCmdArgs &args );
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static void ListModels_f( const idCmdArgs &args );
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static void ReloadModels_f( const idCmdArgs &args );
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static void TouchModel_f( const idCmdArgs &args );
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};
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idRenderModelManagerLocal localModelManager;
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idRenderModelManager * renderModelManager = &localModelManager;
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/*
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==============
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idRenderModelManagerLocal::idRenderModelManagerLocal
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==============
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*/
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idRenderModelManagerLocal::idRenderModelManagerLocal() {
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defaultModel = NULL;
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beamModel = NULL;
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spriteModel = NULL;
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insideLevelLoad = false;
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trailModel = NULL;
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}
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/*
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==============
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idRenderModelManagerLocal::PrintModel_f
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==============
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*/
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void idRenderModelManagerLocal::PrintModel_f( const idCmdArgs &args ) {
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idRenderModel *model;
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if ( args.Argc() != 2 ) {
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common->Printf( "usage: printModel <modelName>\n" );
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return;
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}
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model = renderModelManager->CheckModel( args.Argv( 1 ) );
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if ( !model ) {
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common->Printf( "model \"%s\" not found\n", args.Argv( 1 ) );
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return;
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}
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model->Print();
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}
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/*
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==============
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idRenderModelManagerLocal::ListModels_f
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==============
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*/
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void idRenderModelManagerLocal::ListModels_f( const idCmdArgs &args ) {
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int totalMem = 0;
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int inUse = 0;
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common->Printf( " mem srf verts tris\n" );
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common->Printf( " --- --- ----- ----\n" );
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for ( int i = 0 ; i < localModelManager.models.Num() ; i++ ) {
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idRenderModel *model = localModelManager.models[i];
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if ( !model->IsLoaded() ) {
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continue;
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}
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model->List();
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totalMem += model->Memory();
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inUse++;
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}
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common->Printf( " --- --- ----- ----\n" );
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common->Printf( " mem srf verts tris\n" );
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common->Printf( "%i loaded models\n", inUse );
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common->Printf( "total memory: %4.1fM\n", (float)totalMem / (1024*1024) );
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}
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/*
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==============
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idRenderModelManagerLocal::ReloadModels_f
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==============
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*/
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void idRenderModelManagerLocal::ReloadModels_f( const idCmdArgs &args ) {
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if ( idStr::Icmp( args.Argv(1), "all" ) == 0 ) {
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localModelManager.ReloadModels( true );
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} else {
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localModelManager.ReloadModels( false );
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}
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}
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/*
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==============
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idRenderModelManagerLocal::TouchModel_f
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Precache a specific model
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==============
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*/
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void idRenderModelManagerLocal::TouchModel_f( const idCmdArgs &args ) {
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const char *model = args.Argv( 1 );
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if ( !model[0] ) {
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common->Printf( "usage: touchModel <modelName>\n" );
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return;
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}
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common->Printf( "touchModel %s\n", model );
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session->UpdateScreen();
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idRenderModel *m = renderModelManager->CheckModel( model );
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if ( !m ) {
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common->Printf( "...not found\n" );
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}
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}
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/*
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=================
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idRenderModelManagerLocal::WritePrecacheCommands
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=================
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*/
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void idRenderModelManagerLocal::WritePrecacheCommands( idFile *f ) {
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for ( int i = 0 ; i < models.Num() ; i++ ) {
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idRenderModel *model = models[i];
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if ( !model ) {
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continue;
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}
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if ( !model->IsReloadable() ) {
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continue;
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}
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char str[1024];
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sprintf( str, "touchModel %s\n", model->Name() );
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common->Printf( "%s", str );
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f->Printf( "%s", str );
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}
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}
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/*
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=================
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idRenderModelManagerLocal::Init
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=================
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*/
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void idRenderModelManagerLocal::Init() {
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cmdSystem->AddCommand( "listModels", ListModels_f, CMD_FL_RENDERER, "lists all models" );
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cmdSystem->AddCommand( "printModel", PrintModel_f, CMD_FL_RENDERER, "prints model info", idCmdSystem::ArgCompletion_ModelName );
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cmdSystem->AddCommand( "reloadModels", ReloadModels_f, CMD_FL_RENDERER|CMD_FL_CHEAT, "reloads models" );
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cmdSystem->AddCommand( "touchModel", TouchModel_f, CMD_FL_RENDERER, "touches a model", idCmdSystem::ArgCompletion_ModelName );
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insideLevelLoad = false;
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// create a default model
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idRenderModelStatic *model = new idRenderModelStatic;
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model->InitEmpty( "_DEFAULT" );
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model->MakeDefaultModel();
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model->SetLevelLoadReferenced( true );
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defaultModel = model;
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AddModel( model );
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// create the beam model
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idRenderModelStatic *beam = new idRenderModelBeam;
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beam->InitEmpty( "_BEAM" );
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beam->SetLevelLoadReferenced( true );
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beamModel = beam;
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AddModel( beam );
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idRenderModelStatic *sprite = new idRenderModelSprite;
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sprite->InitEmpty( "_SPRITE" );
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sprite->SetLevelLoadReferenced( true );
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spriteModel = sprite;
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AddModel( sprite );
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}
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/*
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=================
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idRenderModelManagerLocal::Shutdown
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=================
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*/
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void idRenderModelManagerLocal::Shutdown() {
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models.DeleteContents( true );
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hash.Free();
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}
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/*
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=================
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idRenderModelManagerLocal::GetModel
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=================
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*/
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idRenderModel *idRenderModelManagerLocal::GetModel( const char *modelName, bool createIfNotFound ) {
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idStr canonical;
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idStr extension;
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if ( !modelName || !modelName[0] ) {
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return NULL;
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}
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canonical = modelName;
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canonical.ToLower();
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// see if it is already present
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int key = hash.GenerateKey( modelName, false );
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for ( int i = hash.First( key ); i != -1; i = hash.Next( i ) ) {
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idRenderModel *model = models[i];
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if ( canonical.Icmp( model->Name() ) == 0 ) {
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if ( !model->IsLoaded() ) {
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// reload it if it was purged
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model->LoadModel();
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} else if ( insideLevelLoad && !model->IsLevelLoadReferenced() ) {
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// we are reusing a model already in memory, but
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// touch all the materials to make sure they stay
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// in memory as well
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model->TouchData();
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}
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model->SetLevelLoadReferenced( true );
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return model;
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}
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}
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// see if we can load it
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// determine which subclass of idRenderModel to initialize
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idRenderModel *model;
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canonical.ExtractFileExtension( extension );
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if ( ( extension.Icmp( "ase" ) == 0 ) || ( extension.Icmp( "lwo" ) == 0 ) || ( extension.Icmp( "flt" ) == 0 ) ) {
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model = new idRenderModelStatic;
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model->InitFromFile( modelName );
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} else if ( extension.Icmp( "ma" ) == 0 ) {
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model = new idRenderModelStatic;
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model->InitFromFile( modelName );
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} else if ( extension.Icmp( MD5_MESH_EXT ) == 0 ) {
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model = new idRenderModelMD5;
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model->InitFromFile( modelName );
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} else if ( extension.Icmp( "md3" ) == 0 ) {
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model = new idRenderModelMD3;
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model->InitFromFile( modelName );
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} else if ( extension.Icmp( "prt" ) == 0 ) {
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model = new idRenderModelPrt;
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model->InitFromFile( modelName );
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} else if ( extension.Icmp( "liquid" ) == 0 ) {
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model = new idRenderModelLiquid;
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model->InitFromFile( modelName );
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} else {
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if ( extension.Length() ) {
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common->Warning( "unknown model type '%s'", canonical.c_str() );
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}
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if ( !createIfNotFound ) {
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return NULL;
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}
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idRenderModelStatic *smodel = new idRenderModelStatic;
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smodel->InitEmpty( modelName );
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smodel->MakeDefaultModel();
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model = smodel;
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}
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model->SetLevelLoadReferenced( true );
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if ( !createIfNotFound && model->IsDefaultModel() ) {
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delete model;
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model = NULL;
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return NULL;
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}
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AddModel( model );
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return model;
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}
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/*
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=================
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idRenderModelManagerLocal::AllocModel
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=================
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*/
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idRenderModel *idRenderModelManagerLocal::AllocModel() {
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return new idRenderModelStatic();
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}
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/*
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=================
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idRenderModelManagerLocal::FreeModel
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=================
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*/
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void idRenderModelManagerLocal::FreeModel( idRenderModel *model ) {
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if ( !model ) {
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return;
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}
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if ( !dynamic_cast<idRenderModelStatic *>( model ) ) {
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common->Error( "idRenderModelManager::FreeModel: model '%s' is not a static model", model->Name() );
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return;
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}
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if ( model == defaultModel ) {
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common->Error( "idRenderModelManager::FreeModel: can't free the default model" );
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return;
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}
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if ( model == beamModel ) {
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common->Error( "idRenderModelManager::FreeModel: can't free the beam model" );
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return;
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}
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if ( model == spriteModel ) {
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common->Error( "idRenderModelManager::FreeModel: can't free the sprite model" );
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return;
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}
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R_CheckForEntityDefsUsingModel( model );
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delete model;
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}
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/*
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=================
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idRenderModelManagerLocal::FindModel
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=================
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*/
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idRenderModel *idRenderModelManagerLocal::FindModel( const char *modelName ) {
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return GetModel( modelName, true );
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}
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/*
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=================
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idRenderModelManagerLocal::CheckModel
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=================
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*/
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idRenderModel *idRenderModelManagerLocal::CheckModel( const char *modelName ) {
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return GetModel( modelName, false );
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}
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/*
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=================
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idRenderModelManagerLocal::DefaultModel
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=================
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*/
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idRenderModel *idRenderModelManagerLocal::DefaultModel() {
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return defaultModel;
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}
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/*
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=================
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idRenderModelManagerLocal::AddModel
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=================
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*/
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void idRenderModelManagerLocal::AddModel( idRenderModel *model ) {
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hash.Add( hash.GenerateKey( model->Name(), false ), models.Append( model ) );
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}
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/*
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=================
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idRenderModelManagerLocal::RemoveModel
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=================
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*/
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void idRenderModelManagerLocal::RemoveModel( idRenderModel *model ) {
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int index = models.FindIndex( model );
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hash.RemoveIndex( hash.GenerateKey( model->Name(), false ), index );
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models.RemoveIndex( index );
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}
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/*
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=================
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idRenderModelManagerLocal::ReloadModels
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=================
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*/
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void idRenderModelManagerLocal::ReloadModels( bool forceAll ) {
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if ( forceAll ) {
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common->Printf( "Reloading all model files...\n" );
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} else {
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common->Printf( "Checking for changed model files...\n" );
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}
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R_FreeDerivedData();
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// skip the default model at index 0
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for ( int i = 1 ; i < models.Num() ; i++ ) {
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idRenderModel *model = models[i];
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// we may want to allow world model reloading in the future, but we don't now
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if ( !model->IsReloadable() ) {
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continue;
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}
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if ( !forceAll ) {
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// check timestamp
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ID_TIME_T current;
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fileSystem->ReadFile( model->Name(), NULL, ¤t );
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if ( current <= model->Timestamp() ) {
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continue;
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}
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}
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common->DPrintf( "reloading %s.\n", model->Name() );
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model->LoadModel();
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}
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// we must force the world to regenerate, because models may
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// have changed size, making their references invalid
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R_ReCreateWorldReferences();
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}
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/*
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=================
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idRenderModelManagerLocal::FreeModelVertexCaches
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=================
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*/
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void idRenderModelManagerLocal::FreeModelVertexCaches() {
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for ( int i = 0 ; i < models.Num() ; i++ ) {
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idRenderModel *model = models[i];
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model->FreeVertexCache();
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}
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}
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/*
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=================
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idRenderModelManagerLocal::BeginLevelLoad
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=================
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*/
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void idRenderModelManagerLocal::BeginLevelLoad() {
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insideLevelLoad = true;
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for ( int i = 0 ; i < models.Num() ; i++ ) {
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idRenderModel *model = models[i];
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if ( com_purgeAll.GetBool() && model->IsReloadable() ) {
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R_CheckForEntityDefsUsingModel( model );
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model->PurgeModel();
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}
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model->SetLevelLoadReferenced( false );
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}
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// purge unused triangle surface memory
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R_PurgeTriSurfData( frameData );
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}
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/*
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=================
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idRenderModelManagerLocal::EndLevelLoad
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=================
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*/
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void idRenderModelManagerLocal::EndLevelLoad() {
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common->Printf( "----- idRenderModelManagerLocal::EndLevelLoad -----\n" );
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int start = Sys_Milliseconds();
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insideLevelLoad = false;
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int purgeCount = 0;
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int keepCount = 0;
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int loadCount = 0;
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// purge any models not touched
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for ( int i = 0 ; i < models.Num() ; i++ ) {
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idRenderModel *model = models[i];
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if ( !model->IsLevelLoadReferenced() && model->IsLoaded() && model->IsReloadable() ) {
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// common->Printf( "purging %s\n", model->Name() );
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purgeCount++;
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R_CheckForEntityDefsUsingModel( model );
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model->PurgeModel();
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} else {
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// common->Printf( "keeping %s\n", model->Name() );
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keepCount++;
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}
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}
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// purge unused triangle surface memory
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R_PurgeTriSurfData( frameData );
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// load any new ones
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for ( int i = 0 ; i < models.Num() ; i++ ) {
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idRenderModel *model = models[i];
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if ( model->IsLevelLoadReferenced() && !model->IsLoaded() && model->IsReloadable() ) {
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loadCount++;
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model->LoadModel();
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if ( ( loadCount & 15 ) == 0 ) {
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session->PacifierUpdate();
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}
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}
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}
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// _D3XP added this
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int end = Sys_Milliseconds();
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common->Printf( "%5i models purged from previous level, ", purgeCount );
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common->Printf( "%5i models kept.\n", keepCount );
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if ( loadCount ) {
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common->Printf( "%5i new models loaded in %5.1f seconds\n", loadCount, (end-start) * 0.001 );
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}
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common->Printf( "---------------------------------------------------\n" );
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}
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/*
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=================
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idRenderModelManagerLocal::PrintMemInfo
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=================
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*/
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void idRenderModelManagerLocal::PrintMemInfo( MemInfo_t *mi ) {
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int i, j, totalMem = 0;
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int *sortIndex;
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idFile *f;
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f = fileSystem->OpenFileWrite( mi->filebase + "_models.txt" );
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if ( !f ) {
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return;
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}
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// sort first
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sortIndex = new int[ localModelManager.models.Num()];
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for ( i = 0; i < localModelManager.models.Num(); i++ ) {
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sortIndex[i] = i;
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}
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for ( i = 0; i < localModelManager.models.Num() - 1; i++ ) {
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for ( j = i + 1; j < localModelManager.models.Num(); j++ ) {
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if ( localModelManager.models[sortIndex[i]]->Memory() < localModelManager.models[sortIndex[j]]->Memory() ) {
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int temp = sortIndex[i];
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sortIndex[i] = sortIndex[j];
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sortIndex[j] = temp;
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}
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}
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}
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// print next
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for ( int i = 0 ; i < localModelManager.models.Num() ; i++ ) {
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idRenderModel *model = localModelManager.models[sortIndex[i]];
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int mem;
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if ( !model->IsLoaded() ) {
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continue;
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}
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mem = model->Memory();
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totalMem += mem;
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f->Printf( "%s %s\n", idStr::FormatNumber( mem ).c_str(), model->Name() );
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}
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delete sortIndex;
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mi->modelAssetsTotal = totalMem;
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f->Printf( "\nTotal model bytes allocated: %s\n", idStr::FormatNumber( totalMem ).c_str() );
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fileSystem->CloseFile( f );
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}
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