/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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. =========================================================================== */ #pragma hdrstop #include "precompiled.h" #include "Model_local.h" #include "tr_local.h" // just for R_FreeWorldInteractions and R_CreateWorldInteractions idCVar r_binaryLoadRenderModels( "r_binaryLoadRenderModels", "1", 0, "enable binary load/write of render models" ); idCVar preload_MapModels( "preload_MapModels", "1", CVAR_SYSTEM | CVAR_BOOL, "preload models during begin or end levelload" ); 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 Preload( const idPreloadManifest& manifest ); virtual void PrintMemInfo( MemInfo_t* mi ); private: idList models; idHashIndex hash; idRenderModel* defaultModel; idRenderModel* beamModel; idRenderModel* spriteModel; 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; } /* ============== 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 ); const bool captureToImage = false; common->UpdateScreen( captureToImage ); 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( TAG_MODEL ) idRenderModelStatic; model->InitEmpty( "_DEFAULT" ); model->MakeDefaultModel(); model->SetLevelLoadReferenced( true ); defaultModel = model; AddModel( model ); // create the beam model idRenderModelStatic* beam = new( TAG_MODEL ) idRenderModelBeam; beam->InitEmpty( "_BEAM" ); beam->SetLevelLoadReferenced( true ); beamModel = beam; AddModel( beam ); idRenderModelStatic* sprite = new( TAG_MODEL ) 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 ) { if( !_modelName || !_modelName[0] ) { return NULL; } idStrStatic< MAX_OSPATH > canonical = _modelName; canonical.ToLower(); idStrStatic< MAX_OSPATH > extension; canonical.ExtractFileExtension( extension ); // see if it is already present int key = hash.GenerateKey( canonical, 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 idStr generatedFileName = "generated/rendermodels/"; generatedFileName.AppendPath( canonical ); generatedFileName.SetFileExtension( va( "b%s", extension.c_str() ) ); if( model->SupportsBinaryModel() && r_binaryLoadRenderModels.GetBool() ) { idFileLocal file( fileSystem->OpenFileReadMemory( generatedFileName ) ); model->PurgeModel(); if( !model->LoadBinaryModel( file, 0 ) ) { model->LoadModel(); } } else { 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 = NULL; if( ( extension.Icmp( "ase" ) == 0 ) || ( extension.Icmp( "lwo" ) == 0 ) || ( extension.Icmp( "flt" ) == 0 ) || ( extension.Icmp( "ma" ) == 0 ) ) { model = new( TAG_MODEL ) idRenderModelStatic; } else if( extension.Icmp( MD5_MESH_EXT ) == 0 ) { model = new( TAG_MODEL ) idRenderModelMD5; } else if( extension.Icmp( "md3" ) == 0 ) { model = new( TAG_MODEL ) idRenderModelMD3; } else if( extension.Icmp( "prt" ) == 0 ) { model = new( TAG_MODEL ) idRenderModelPrt; } else if( extension.Icmp( "liquid" ) == 0 ) { model = new( TAG_MODEL ) idRenderModelLiquid; } idStrStatic< MAX_OSPATH > generatedFileName; if( model != NULL ) { generatedFileName = "generated/rendermodels/"; generatedFileName.AppendPath( canonical ); generatedFileName.SetFileExtension( va( "b%s", extension.c_str() ) ); // Get the timestamp on the original file, if it's newer than what is stored in binary model, regenerate it ID_TIME_T sourceTimeStamp = fileSystem->GetTimestamp( canonical ); idFileLocal file( fileSystem->OpenFileReadMemory( generatedFileName ) ); if( !model->SupportsBinaryModel() || !r_binaryLoadRenderModels.GetBool() ) { model->InitFromFile( canonical ); } else { if( !model->LoadBinaryModel( file, sourceTimeStamp ) ) { model->InitFromFile( canonical ); // RB: default models shouldn't be cached as binary models if( !model->IsDefaultModel() ) { idFileLocal outputFile( fileSystem->OpenFileWrite( generatedFileName, "fs_basepath" ) ); idLib::Printf( "Writing %s\n", generatedFileName.c_str() ); model->WriteBinaryModel( outputFile ); } // RB end } /* else { idLib::Printf( "loaded binary model %s from file %s\n", model->Name(), generatedFileName.c_str() ); } */ } } // Not one of the known formats if( model == NULL ) { if( extension.Length() ) { common->Warning( "unknown model type '%s'", canonical.c_str() ); } if( !createIfNotFound ) { return NULL; } idRenderModelStatic* smodel = new( TAG_MODEL ) idRenderModelStatic; smodel->InitEmpty( canonical ); smodel->MakeDefaultModel(); model = smodel; } if( cvarSystem->GetCVarBool( "fs_buildresources" ) ) { fileSystem->AddModelPreload( canonical ); } model->SetLevelLoadReferenced( true ); if( !createIfNotFound && model->IsDefaultModel() ) { delete model; model = NULL; return NULL; } if( cvarSystem->GetCVarBool( "fs_buildgame" ) ) { fileSystem->AddModelPreload( model->Name() ); } AddModel( model ); return model; } /* ================= idRenderModelManagerLocal::AllocModel ================= */ idRenderModel* idRenderModelManagerLocal::AllocModel() { return new( TAG_MODEL ) 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 ); if( index != -1 ) { 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]; // always reload all models if( model->IsReloadable() ) { R_CheckForEntityDefsUsingModel( model ); model->PurgeModel(); } model->SetLevelLoadReferenced( false ); } vertexCache.FreeStaticData(); } /* ================= idRenderModelManagerLocal::Preload ================= */ void idRenderModelManagerLocal::Preload( const idPreloadManifest& manifest ) { if( preload_MapModels.GetBool() ) { // preload this levels images int start = Sys_Milliseconds(); int numLoaded = 0; idList< preloadSort_t > preloadSort; preloadSort.Resize( manifest.NumResources() ); for( int i = 0; i < manifest.NumResources(); i++ ) { const preloadEntry_s& p = manifest.GetPreloadByIndex( i ); idResourceCacheEntry rc; idStrStatic< MAX_OSPATH > filename; if( p.resType == PRELOAD_MODEL ) { filename = "generated/rendermodels/"; filename += p.resourceName; idStrStatic< 16 > ext; filename.ExtractFileExtension( ext ); filename.SetFileExtension( va( "b%s", ext.c_str() ) ); } if( p.resType == PRELOAD_PARTICLE ) { filename = "generated/particles/"; filename += p.resourceName; filename += ".bprt"; } if( !filename.IsEmpty() ) { if( fileSystem->GetResourceCacheEntry( filename, rc ) ) { preloadSort_t ps = {}; ps.idx = i; ps.ofs = rc.offset; preloadSort.Append( ps ); } } } preloadSort.SortWithTemplate( idSort_Preload() ); for( int i = 0; i < preloadSort.Num(); i++ ) { const preloadSort_t& ps = preloadSort[ i ]; const preloadEntry_s& p = manifest.GetPreloadByIndex( ps.idx ); if( p.resType == PRELOAD_MODEL ) { idRenderModel* model = FindModel( p.resourceName ); if( model != NULL ) { model->SetLevelLoadReferenced( true ); } } else if( p.resType == PRELOAD_PARTICLE ) { declManager->FindType( DECL_PARTICLE, p.resourceName ); } numLoaded++; } int end = Sys_Milliseconds(); common->Printf( "%05d models preloaded ( or were already loaded ) in %5.1f seconds\n", numLoaded, ( end - start ) * 0.001 ); common->Printf( "----------------------------------------\n" ); } } /* ================= 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++; } common->UpdateLevelLoadPacifier(); } // load any new ones for( int i = 0; i < models.Num(); i++ ) { common->UpdateLevelLoadPacifier(); idRenderModel* model = models[i]; if( model->IsLevelLoadReferenced() && !model->IsLoaded() && model->IsReloadable() ) { loadCount++; model->LoadModel(); } } // create static vertex/index buffers for all models for( int i = 0; i < models.Num(); i++ ) { common->UpdateLevelLoadPacifier(); idRenderModel* model = models[i]; if( model->IsLoaded() ) { for( int j = 0; j < model->NumSurfaces(); j++ ) { R_CreateStaticBuffersForTri( *( model->Surface( j )->geometry ) ); } } } // _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( TAG_MODEL ) 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 ); }