/*
===========================================================================
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 "../idlib/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 );
idFileLocal outputFile( fileSystem->OpenFileWrite( generatedFileName, "fs_basepath" ) );
idLib::Printf( "Writing %s\n", generatedFileName.c_str() );
model->WriteBinaryModel( outputFile );
} /* 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 );
}