quadrilateralcowboy/renderer/ModelManager.cpp

623 lines
16 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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<idRenderModel*> 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 <modelName>\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 <modelName>\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<idRenderModelStatic *>( 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, &current );
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 );
}