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doom3-bfg/neo/renderer/ModelManager.cpp
2023-04-13 21:49:39 +02:00

1524 lines
35 KiB
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/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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
#include <sys/DeviceManager.h>
extern DeviceManager* deviceManager;
extern idCVar r_uploadBufferSizeMB;
idCVar binaryLoadRenderModels( "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" );
// RB begin
idCVar postLoadExportModels( "postLoadExportModels", "0", CVAR_BOOL | CVAR_RENDERER, "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<idRenderModel*, TAG_MODEL> 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 <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 );
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()
{
if( !commandList )
{
nvrhi::CommandListParameters params = {};
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
// SRS - set upload buffer size to avoid Vulkan staging buffer fragmentation
size_t maxBufferSize = ( size_t )( r_uploadBufferSizeMB.GetInteger() * 1024 * 1024 );
params.setUploadChunkSize( maxBufferSize );
}
commandList = deviceManager->GetDevice()->createCommandList( params );
}
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();
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: Collada DAE and Wavefront OBJ
else if( ( extension.Icmp( "dae" ) == 0 ) || ( 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;
}
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;
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( 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 );
}
}
// 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<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, 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( 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, &current );
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();
}
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 );
}
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();
}
}
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 );
// _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