/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2022 Stephen Pridham Copyright (C) 2022 Robert Beckebans 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. =========================================================================== */ #include "precompiled.h" #pragma hdrstop #include "Model_gltf.h" #include "Model_local.h" #include "RenderCommon.h" // just for R_FreeWorldInteractions and R_CreateWorldInteractions #if !defined( DMAP ) #include extern DeviceManager* deviceManager; #endif extern idCVar r_vkUploadBufferSizeMB; idCVar binaryLoadRenderModels( "binaryLoadRenderModels", "1", CVAR_NEW, "enable binary load/write of render models" ); idCVar preload_MapModels( "preload_MapModels", "1", CVAR_SYSTEM | CVAR_BOOL, "preload models during begin or end levelload" ); // RB begin idCVar postLoadExportModels( "postLoadExportModels", "0", CVAR_BOOL | CVAR_RENDERER | CVAR_NEW, "export models after loading to OBJ model format" ); // RB end 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, const idImportOptions* options = NULL ); 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 CreateMeshBuffers( nvrhi::ICommandList* commandList ); 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 nvrhi::CommandListHandle commandList; idRenderModel* GetModel( const char* modelName, bool createIfNotFound, const idImportOptions* options ); 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]; idStr::snPrintf( str, sizeof( str ), "touchModel %s\n", model->Name() ); common->Printf( "%s", str ); f->Printf( "%s", str ); } } /* ================= idRenderModelManagerLocal::Init ================= */ void idRenderModelManagerLocal::Init() { #if !defined( DMAP ) if( !commandList ) { nvrhi::CommandListParameters params = {}; params.enableImmediateExecution = false; if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN ) { // SRS - set upload buffer size to avoid Vulkan staging buffer fragmentation size_t maxBufferSize = ( size_t )( r_vkUploadBufferSizeMB.GetInteger() * 1024 * 1024 ); params.setUploadChunkSize( maxBufferSize ); } commandList = deviceManager->GetDevice()->createCommandList( params ); } #endif 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 ); #if !defined( DMAP ) // 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 ); #endif } /* ================= idRenderModelManagerLocal::Shutdown ================= */ void idRenderModelManagerLocal::Shutdown() { models.DeleteContents( true ); hash.Free(); commandList.Reset(); } /* ================= idRenderModelManagerLocal::GetModel ================= */ idRenderModel* idRenderModelManagerLocal::GetModel( const char* _modelName, bool createIfNotFound, const idImportOptions* options ) { if( !_modelName || !_modelName[0] ) { return NULL; } idStrStatic< MAX_OSPATH > canonical = _modelName; canonical.ToLower(); idStrStatic< MAX_OSPATH > extension; canonical.ExtractFileExtension( extension ); bool isGLTF = false; // HvG: GLTF 2 support if( ( extension.Icmp( GLTF_GLB_EXT ) == 0 ) || ( extension.Icmp( GLTF_EXT ) == 0 ) ) { isGLTF = true; } // 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() ) ); // Get the timestamp on the original file, if it's newer than what is stored in binary model, regenerate it ID_TIME_T sourceTimeStamp; if( isGLTF ) { idStr gltfFileName = idStr( canonical ); int gltfMeshId = -1; idStr gltfMeshName; gltfManager::ExtractIdentifier( gltfFileName, gltfMeshId, gltfMeshName ); sourceTimeStamp = fileSystem->GetTimestamp( gltfFileName ); } else { sourceTimeStamp = fileSystem->GetTimestamp( canonical ); } if( model->SupportsBinaryModel() && binaryLoadRenderModels.GetBool() ) { idFileLocal file( fileSystem->OpenFileReadMemory( generatedFileName ) ); model->PurgeModel(); if( !model->LoadBinaryModel( file, sourceTimeStamp ) ) { if( isGLTF ) { model->InitFromFile( canonical, options ); } else { 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; // HvG: GLTF 2 support if( isGLTF ) { model = new( TAG_MODEL ) idRenderModelGLTF; isGLTF = true; } // RB: Wavefront OBJ else if( ( extension.Icmp( "obj" ) == 0 ) || ( extension.Icmp( "ase" ) == 0 ) || ( extension.Icmp( "lwo" ) == 0 ) || ( extension.Icmp( "flt" ) == 0 ) || ( extension.Icmp( "ma" ) == 0 ) ) { model = new( TAG_MODEL ) idRenderModelStatic; } #if !defined( DMAP ) 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; } #endif 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; if( isGLTF ) { idStr gltfFileName = idStr( canonical ); int gltfMeshId = -1; idStr gltfMeshName; gltfManager::ExtractIdentifier( gltfFileName, gltfMeshId, gltfMeshName ); sourceTimeStamp = fileSystem->GetTimestamp( gltfFileName ); } else { sourceTimeStamp = fileSystem->GetTimestamp( canonical ); } idFileLocal file( fileSystem->OpenFileReadMemory( generatedFileName ) ); if( !model->SupportsBinaryModel() || !binaryLoadRenderModels.GetBool() ) { model->InitFromFile( canonical, options ); } else { if( !model->LoadBinaryModel( file, sourceTimeStamp ) ) { model->InitFromFile( canonical, options ); // 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, &sourceTimeStamp ); } // 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() ); } // RB begin #if !defined( DMAP ) if( postLoadExportModels.GetBool() && ( model != defaultModel && model != beamModel && model != spriteModel ) ) { idStrStatic< MAX_OSPATH > exportedFileName; exportedFileName = "exported/rendermodels/"; if( com_editors & EDITOR_EXPORTDEFS ) { exportedFileName = "_tb/"; } exportedFileName.AppendPath( canonical ); exportedFileName.SetFileExtension( ".obj" ); ID_TIME_T sourceTimeStamp = fileSystem->GetTimestamp( canonical ); ID_TIME_T timeStamp = fileSystem->GetTimestamp( exportedFileName ); // TODO only update if generated has changed //if( timeStamp == FILE_NOT_FOUND_TIMESTAMP ) { idFileLocal objFile( fileSystem->OpenFileWrite( exportedFileName, "fs_basepath" ) ); idLib::Printf( "Writing %s\n", exportedFileName.c_str() ); exportedFileName.SetFileExtension( ".mtl" ); idFileLocal mtlFile( fileSystem->OpenFileWrite( exportedFileName, "fs_basepath" ) ); model->ExportOBJ( objFile, mtlFile ); } } #endif // RB end 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, const idImportOptions* options ) { return GetModel( modelName, true, options ); } /* ================= idRenderModelManagerLocal::CheckModel ================= */ idRenderModel* idRenderModelManagerLocal::CheckModel( const char* modelName ) { return GetModel( modelName, false, nullptr ); } /* ================= 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 !defined( DMAP ) 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; } bool isGLTF = false; idStr filename = model->Name(); idStr extension; idStr assetName = filename; assetName.ExtractFileExtension( extension ); isGLTF = extension.Icmp( "glb" ) == 0 || extension.Icmp( "gltf" ) == 0; if( !forceAll ) { // check timestamp ID_TIME_T current; if( isGLTF ) { idStr meshName; int meshID = -1; gltfManager::ExtractIdentifier( filename, meshID, meshName ); } fileSystem->ReadFile( filename, NULL, ¤t ); if( current <= model->Timestamp() ) { continue; } } common->DPrintf( "^1Reloading %s.\n", model->Name() ); if( isGLTF ) { // RB: we don't have the options here so make sure this only applies to static models model->InitFromFile( model->Name(), NULL ); } else { model->LoadModel(); } } // we must force the world to regenerate, because models may // have changed size, making their references invalid R_ReCreateWorldReferences(); #endif } void idRenderModelManagerLocal::CreateMeshBuffers( nvrhi::ICommandList* commandList ) { for( int i = 0; i < models.Num(); i++ ) { idRenderModel* model = models[i]; // Upload vertices and indices and shadow vertices into the vertex cache. assert( false && "Stephen should implement me!" ); } } /* ================= 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 ); } #if !defined( DMAP ) vertexCache.FreeStaticData(); #endif } /* ================= 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(); } } #if !defined( DMAP ) commandList->open(); for( int i = 0; i < models.Num(); i++ ) { idRenderModel* model = models[i]; model->CreateBuffers( commandList ); } // create static vertex/index buffers for all models for( int i = 0; i < models.Num(); i++ ) { idRenderModel* model = models[i]; if( model->IsLoaded() ) { for( int j = 0; j < model->NumSurfaces(); j++ ) { R_CreateStaticBuffersForTri( *( model->Surface( j )->geometry ), commandList ); } } } commandList->close(); deviceManager->GetDevice()->executeCommandList( commandList ); #endif // _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 ); } // RB: added Maya exporter options /* ============================================================================================== idTokenizer ============================================================================================== */ /* ================= MayaError ================= */ void MayaError( const char* fmt, ... ) { va_list argptr; char text[ 8192 ]; va_start( argptr, fmt ); idStr::vsnPrintf( text, sizeof( text ), fmt, argptr ); va_end( argptr ); throw idException( text ); } class idTokenizer { private: int currentToken; idStrList tokens; public: idTokenizer() { Clear(); }; void Clear() { currentToken = 0; tokens.Clear(); }; int SetTokens( const char* buffer ); const char* NextToken( const char* errorstring = NULL ); bool TokenAvailable() { return currentToken < tokens.Num(); }; int Num() { return tokens.Num(); }; void UnGetToken() { if( currentToken > 0 ) { currentToken--; } }; const char* GetToken( int index ) { if( ( index >= 0 ) && ( index < tokens.Num() ) ) { return tokens[ index ]; } else { return NULL; } }; const char* CurrentToken() { return GetToken( currentToken ); }; }; /* ==================== idTokenizer::SetTokens ==================== */ int idTokenizer::SetTokens( const char* buffer ) { const char* cmd; Clear(); // tokenize commandline cmd = buffer; while( *cmd ) { // skip whitespace while( *cmd && isspace( *cmd ) ) { cmd++; } if( !*cmd ) { break; } idStr& current = tokens.Alloc(); while( *cmd && !isspace( *cmd ) ) { current += *cmd; cmd++; } } return tokens.Num(); } /* ==================== idTokenizer::NextToken ==================== */ const char* idTokenizer::NextToken( const char* errorstring ) { if( currentToken < tokens.Num() ) { return tokens[ currentToken++ ]; } if( errorstring ) { MayaError( "Error: %s", errorstring ); } return NULL; } /* ============================================================================================== idImportOptions ============================================================================================== */ #define DEFAULT_ANIM_EPSILON 0.125f #define DEFAULT_QUAT_EPSILON ( 1.0f / 8192.0f ) void idImportOptions::Init( const char* commandline, const char* ospath ) { idStr token; idNamePair joints; int i; idAnimGroup* group; idStr sourceDir; idStr destDir; //Reset( commandline ); scale = 1.0f; //type = WRITE_MESH; startframe = -1; endframe = -1; ignoreMeshes = false; clearOrigin = false; clearOriginAxis = false; addOrigin = false; transferRootMotion = ""; framerate = 24; align = ""; rotate = 0.0f; commandLine = commandline; prefix = ""; jointThreshold = 0.05f; ignoreScale = false; xyzPrecision = DEFAULT_ANIM_EPSILON; quatPrecision = DEFAULT_QUAT_EPSILON; cycleStart = -1; reOrient = ang_zero; armature = ""; noMikktspace = false; src.Clear(); dest.Clear(); idTokenizer tokens; tokens.SetTokens( commandline ); keepjoints.Clear(); renamejoints.Clear(); remapjoints.Clear(); exportgroups.Clear(); skipmeshes.Clear(); keepmeshes.Clear(); groups.Clear(); /* token = tokens.NextToken( "Missing export command" ); if( token == "mesh" ) { type = WRITE_MESH; } else if( token == "anim" ) { type = WRITE_ANIM; } else if( token == "camera" ) { type = WRITE_CAMERA; } else { MayaError( "Unknown export command '%s'", token.c_str() ); } */ //src = tokens.NextToken( "Missing source filename" ); //dest = src; for( token = tokens.NextToken(); token != ""; token = tokens.NextToken() ) { if( token == "-" ) { token = tokens.NextToken( "Missing import parameter" ); if( token == "force" ) { // skip } else if( token == "game" ) { // parse game name game = tokens.NextToken( "Expecting game name after -game" ); } else if( token == "rename" ) { // parse joint to rename joints.from = tokens.NextToken( "Missing joint name for -rename. Usage: -rename [joint name] [new name]" ); joints.to = tokens.NextToken( "Missing new name for -rename. Usage: -rename [joint name] [new name]" ); renamejoints.Append( joints ); } else if( token == "prefix" ) { prefix = tokens.NextToken( "Missing name for -prefix. Usage: -prefix [joint prefix]" ); } else if( token == "parent" ) { // parse joint to reparent joints.from = tokens.NextToken( "Missing joint name for -parent. Usage: -parent [joint name] [new parent]" ); joints.to = tokens.NextToken( "Missing new parent for -parent. Usage: -parent [joint name] [new parent]" ); remapjoints.Append( joints ); } else if( !token.Icmp( "sourcedir" ) ) { // parse source directory sourceDir = tokens.NextToken( "Missing filename for -sourcedir. Usage: -sourcedir [directory]" ); } else if( !token.Icmp( "destdir" ) ) { // parse destination directory destDir = tokens.NextToken( "Missing filename for -destdir. Usage: -destdir [directory]" ); } else if( token == "dest" ) { // parse destination filename dest = tokens.NextToken( "Missing filename for -dest. Usage: -dest [filename]" ); } else if( token == "range" ) { // parse frame range to export token = tokens.NextToken( "Missing start frame for -range. Usage: -range [start frame] [end frame]" ); startframe = atoi( token ); token = tokens.NextToken( "Missing end frame for -range. Usage: -range [start frame] [end frame]" ); endframe = atoi( token ); if( startframe > endframe ) { MayaError( "Start frame is greater than end frame." ); } } else if( !token.Icmp( "cycleStart" ) ) { // parse start frame of cycle token = tokens.NextToken( "Missing cycle start frame for -cycleStart. Usage: -cycleStart [first frame of cycle]" ); cycleStart = atoi( token ); } else if( token == "scale" ) { // parse scale token = tokens.NextToken( "Missing scale amount for -scale. Usage: -scale [scale amount]" ); scale = atof( token ); } else if( token == "align" ) { // parse align joint align = tokens.NextToken( "Missing joint name for -align. Usage: -align [joint name]" ); } else if( token == "rotate" ) { // parse angle rotation token = tokens.NextToken( "Missing value for -rotate. Usage: -rotate [yaw]" ); rotate = atof( token ); } else if( token == "nomesh" ) { ignoreMeshes = true; } else if( token == "nomikktspace" ) { noMikktspace = true; } else if( token == "clearorigin" ) { clearOrigin = true; clearOriginAxis = true; } else if( token == "clearoriginaxis" ) { clearOriginAxis = true; } else if( token == "addorigin" ) { addOrigin = true; } else if( token == "transfermotion" ) { token = tokens.NextToken( "Missing value for -transfermotion. Usage: -transfermotion [bonename]" ); transferRootMotion = token; } else if( token == "ignorescale" ) { ignoreScale = true; } else if( token == "xyzprecision" ) { // parse quaternion precision token = tokens.NextToken( "Missing value for -xyzprecision. Usage: -xyzprecision [precision]" ); xyzPrecision = atof( token ); if( xyzPrecision < 0.0f ) { MayaError( "Invalid value for -xyzprecision. Must be >= 0" ); } } else if( token == "quatprecision" ) { // parse quaternion precision token = tokens.NextToken( "Missing value for -quatprecision. Usage: -quatprecision [precision]" ); quatPrecision = atof( token ); if( quatPrecision < 0.0f ) { MayaError( "Invalid value for -quatprecision. Must be >= 0" ); } } else if( token == "jointthreshold" ) { // parse joint threshold token = tokens.NextToken( "Missing weight for -jointthreshold. Usage: -jointthreshold [minimum joint weight]" ); jointThreshold = atof( token ); } else if( token == "skipmesh" ) { token = tokens.NextToken( "Missing name for -skipmesh. Usage: -skipmesh [name of mesh to skip]" ); skipmeshes.AddUnique( token ); } else if( token == "keepmesh" ) { token = tokens.NextToken( "Missing name for -keepmesh. Usage: -keepmesh [name of mesh to keep]" ); keepmeshes.AddUnique( token ); } else if( token == "jointgroup" ) { token = tokens.NextToken( "Missing name for -jointgroup. Usage: -jointgroup [group name] [joint1] [joint2]...[joint n]" ); group = groups.Ptr(); for( i = 0; i < groups.Num(); i++, group++ ) { if( group->name == token ) { break; } } if( i >= groups.Num() ) { // create a new group group = &groups.Alloc(); group->name = token; } while( tokens.TokenAvailable() ) { token = tokens.NextToken(); if( token[ 0 ] == '-' ) { tokens.UnGetToken(); break; } group->joints.AddUnique( token ); } } else if( token == "group" ) { // add the list of groups to export (these don't affect the hierarchy) while( tokens.TokenAvailable() ) { token = tokens.NextToken(); if( token[ 0 ] == '-' ) { tokens.UnGetToken(); break; } group = groups.Ptr(); for( i = 0; i < groups.Num(); i++, group++ ) { if( group->name == token ) { break; } } if( i >= groups.Num() ) { MayaError( "Unknown group '%s'", token.c_str() ); } exportgroups.AddUnique( group ); } } else if( token == "keep" ) { // add joints that are kept whether they're used by a mesh or not while( tokens.TokenAvailable() ) { token = tokens.NextToken(); if( token[ 0 ] == '-' ) { tokens.UnGetToken(); break; } keepjoints.AddUnique( token ); } } else if( token == "reorient" ) { while( tokens.TokenAvailable() ) { idAngles angle; float x = atof( tokens.NextToken() ); float y = atof( tokens.NextToken() ); float z = atof( tokens.NextToken() ); reOrient = idAngles( x, y, z ); token = tokens.NextToken(); if( token[0] == '-' ) { tokens.UnGetToken(); break; } } } else if( token == "armature" ) { armature = tokens.NextToken( "Missing skin name for -armature. Usage: -armature [gltfSkin name]" ); } else { MayaError( "Unknown option '%s'", token.c_str() ); } } } token = src; src = ospath; src.BackSlashesToSlashes(); src.AppendPath( sourceDir ); src.AppendPath( token ); token = dest; dest = ospath; dest.BackSlashesToSlashes(); dest.AppendPath( destDir ); dest.AppendPath( token ); // Maya only accepts unix style path separators src.BackSlashesToSlashes(); dest.BackSlashesToSlashes(); if( skipmeshes.Num() && keepmeshes.Num() ) { MayaError( "Can't use -keepmesh and -skipmesh together." ); } } // RB end