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doom3-bfg/neo/framework/Common_demos.cpp
2022-02-12 12:55:46 +01:00

693 lines
18 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2014-2016 Robert Beckebans
Copyright (C) 2014-2016 Kot in Action Creative Artel
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 "Common_local.h"
/*
================
FindUnusedFileName
================
*/
static idStr FindUnusedFileName( const char* format )
{
idStr filename;
for( int i = 0 ; i < 999 ; i++ )
{
filename.Format( format, i );
int len = fileSystem->ReadFile( filename, NULL, NULL );
if( len <= 0 )
{
return filename; // file doesn't exist
}
}
return filename;
}
//extern idCVar com_smp; // SRS - No longer require non-smp mode for demos
void WriteDeclCache( idDemoFile* f, int demoCategory, int demoCode, declType_t declType )
{
f->WriteInt( demoCategory );
f->WriteInt( demoCode );
int numDecls = 0;
for( int i = 0; i < declManager->GetNumDecls( declType ); i++ )
{
const idDecl* decl = declManager->DeclByIndex( declType, i, false );
if( decl && decl->IsValid() )
{
++numDecls;
}
}
f->WriteInt( numDecls );
for( int i = 0; i < declManager->GetNumDecls( declType ); i++ )
{
const idDecl* decl = declManager->DeclByIndex( declType, i, false );
if( decl && decl->IsValid() )
{
f->WriteHashString( decl->GetName() );
}
}
}
/*
================
idCommonLocal::StartRecordingRenderDemo
================
*/
void idCommonLocal::StartRecordingRenderDemo( const char* demoName )
{
if( writeDemo )
{
// allow it to act like a toggle
StopRecordingRenderDemo();
return;
}
if( !demoName[0] )
{
common->Printf( "idCommonLocal::StartRecordingRenderDemo: no name specified\n" );
return;
}
console->Close();
// com_smp.SetInteger( 0 ); // SRS - No longer require non-smp mode for demos
writeDemo = new( TAG_SYSTEM ) idDemoFile;
if( !writeDemo->OpenForWriting( demoName ) )
{
common->Printf( "error opening %s\n", demoName );
delete writeDemo;
writeDemo = NULL;
return;
}
common->Printf( "recording to %s\n", writeDemo->GetName() );
writeDemo->WriteInt( DS_VERSION );
writeDemo->WriteInt( RENDERDEMO_VERSION );
// if we are in a map already, dump the current state
soundWorld->StartWritingDemo( writeDemo );
renderWorld->StartWritingDemo( writeDemo );
}
/*
================
idCommonLocal::StopRecordingRenderDemo
================
*/
void idCommonLocal::StopRecordingRenderDemo()
{
if( !writeDemo )
{
common->Printf( "idCommonLocal::StopRecordingRenderDemo: not recording\n" );
return;
}
soundWorld->StopWritingDemo();
renderWorld->StopWritingDemo();
writeDemo->Close();
common->Printf( "stopped recording %s.\n", writeDemo->GetName() );
delete writeDemo;
writeDemo = NULL;
// com_smp.SetInteger( 1 ); // motorsep 12-30-2014; turn multithreading back on; SRS - No longer require non-smp mode for demos
}
/*
================
idCommonLocal::StopPlayingRenderDemo
Reports timeDemo numbers and finishes any avi recording
================
*/
void idCommonLocal::StopPlayingRenderDemo()
{
if( !readDemo )
{
timeDemo = TD_NO;
return;
}
// Record the stop time before doing anything that could be time consuming
int timeDemoStopTime = Sys_Milliseconds();
EndAVICapture();
readDemo->Close();
soundWorld->StopAllSounds();
soundSystem->SetPlayingSoundWorld( menuSoundWorld );
common->Printf( "stopped playing %s.\n", readDemo->GetName() );
delete readDemo;
readDemo = NULL;
if( timeDemo )
{
// report the stats
float demoSeconds = ( timeDemoStopTime - timeDemoStartTime ) * 0.001f;
float demoFPS = numDemoFrames / demoSeconds;
idStr message = va( "%i frames rendered in %3.1f seconds = %3.1f fps\n", numDemoFrames, demoSeconds, demoFPS );
common->Printf( message );
if( timeDemo == TD_YES_THEN_QUIT )
{
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "quit\n" );
}
timeDemo = TD_NO;
}
// com_smp.SetInteger( 1 ); // motorsep 12-30-2014; turn multithreading back on; SRS - No longer require non-smp mode for demos
}
/*
================
idCommonLocal::DemoShot
A demoShot is a single frame demo
================
*/
void idCommonLocal::DemoShot( const char* demoName )
{
StartRecordingRenderDemo( demoName );
// force draw one frame
const bool captureToImage = false;
UpdateScreen( captureToImage );
StopRecordingRenderDemo();
}
/*
================
idCommonLocal::StartPlayingRenderDemo
================
*/
void idCommonLocal::StartPlayingRenderDemo( idStr demoName )
{
if( !demoName[0] )
{
common->Printf( "idCommonLocal::StartPlayingRenderDemo: no name specified\n" );
return;
}
// com_smp.SetInteger( 0 ); // SRS - No longer require non-smp mode for demos
// make sure localSound / GUI intro music shuts up
soundWorld->StopAllSounds();
soundWorld->PlayShaderDirectly( "", 0 );
menuSoundWorld->StopAllSounds();
menuSoundWorld->PlayShaderDirectly( "", 0 );
// exit any current game
Stop();
// automatically put the console away
console->Close();
readDemo = new( TAG_SYSTEM ) idDemoFile;
demoName.DefaultFileExtension( ".demo" );
if( !readDemo->OpenForReading( demoName ) )
{
common->Printf( "couldn't open %s\n", demoName.c_str() );
delete readDemo;
readDemo = NULL;
CreateMainMenu(); // SRS - drop back to main menu if demo playback fails
StartMenu();
return;
}
int opcode = -1, demoVersion = -1;
readDemo->ReadInt( opcode );
if( opcode != DS_VERSION )
{
common->Printf( "StartPlayingRenderDemo invalid demo file\n" );
readDemo->Close();
delete readDemo;
readDemo = NULL;
CreateMainMenu(); // SRS - drop back to main menu if demo playback fails
StartMenu();
return;
}
readDemo->ReadInt( demoVersion );
if( demoVersion != RENDERDEMO_VERSION )
{
common->Printf( "StartPlayingRenderDemo got version %d, expected version %d\n", demoVersion, RENDERDEMO_VERSION );
readDemo->Close();
delete readDemo;
readDemo = NULL;
CreateMainMenu(); // SRS - drop back to main menu if demo playback fails
StartMenu();
return;
}
numDemoFrames = 0; // SRS - Moved ahead of first call to AdvanceRenderDemo to properly handle demoshots
numShotFrames = 0; // SRS - Initialize count of demoShot frames to play before timeout to main menu
renderSystem->BeginLevelLoad(); // SRS - Free static data from previous level before loading demo assets
soundSystem->BeginLevelLoad(); // SRS - Free sound media from previous level before loading demo assets
declManager->BeginLevelLoad(); // SRS - Clear declaration manager data before loading demo assets
uiManager->BeginLevelLoad(); // SRS - Clear gui manager data before loading demo assets
AdvanceRenderDemo( true ); // SRS - Call AdvanceRenderDemo() once to load map and initial assets (like level load)
renderSystem->EndLevelLoad(); // SRS - Define static data for use by RB_StencilShadowPass if stencil shadows enabled
soundSystem->EndLevelLoad();
declManager->EndLevelLoad();
uiManager->EndLevelLoad( "" ); // SRS - FIXME: No gui assets are currently saved/reloaded in demo file, fix later?
Game()->StartDemoPlayback( renderWorld );
renderWorld->GenerateAllInteractions();
soundSystem->SetPlayingSoundWorld( soundWorld );
timeDemoStartTime = Sys_Milliseconds();
}
/*
================
idCommonLocal::TimeRenderDemo
================
*/
void idCommonLocal::TimeRenderDemo( const char* demoName, bool twice, bool quit )
{
extern idCVar com_smp;
idStr demo = demoName;
StartPlayingRenderDemo( demo );
if( twice && readDemo )
{
timeDemo = TD_YES; // SRS - Set timeDemo to TD_YES to disable time demo playback pause when window not in focus
int smp_mode = com_smp.GetInteger();
com_smp.SetInteger( 0 ); // SRS - First pass of timedemo is effectively in com_smp == 0 mode, so set this for ImGui timings to be correct
while( readDemo )
{
BusyWait(); // SRS - BusyWait() calls UpdateScreen() which draws and renders out-of-sequence but still supports frame timing
commonLocal.frameTiming.finishSyncTime_EndFrame = Sys_Microseconds();
commonLocal.mainFrameTiming = commonLocal.frameTiming;
// ** End of current logical frame **
// ** Start of next logical frame **
commonLocal.frameTiming.startSyncTime = Sys_Microseconds();
commonLocal.frameTiming.finishSyncTime = commonLocal.frameTiming.startSyncTime;
commonLocal.frameTiming.startGameTime = commonLocal.frameTiming.finishSyncTime;
AdvanceRenderDemo( true ); // SRS - Advance demo commands to manually run the next game frame during first pass of the timedemo
commonLocal.frameTiming.finishGameTime = Sys_Microseconds();
eventLoop->RunEventLoop( false ); // SRS - Run event loop (with no commands) to allow keyboard escape to cancel first pass of the timedemo
}
com_smp.SetInteger( smp_mode ); // SRS - Restore original com_smp mode before second pass of timedemo which runs within normal rendering loop
StartPlayingRenderDemo( demo );
}
if( !readDemo )
{
timeDemo = TD_NO; // SRS - Make sure timeDemo flag is off if readDemo is NULL
return;
}
if( quit )
{
// this allows hardware vendors to automate some testing
timeDemo = TD_YES_THEN_QUIT;
}
else
{
timeDemo = TD_YES;
}
}
/*
================
idCommonLocal::BeginAVICapture
================
*/
void idCommonLocal::BeginAVICapture( const char* demoName )
{
idStr name = demoName;
name.ExtractFileBase( aviDemoShortName );
aviCaptureMode = true;
aviDemoFrameCount = 0;
soundWorld->AVIOpen( va( "demos/%s/", aviDemoShortName.c_str() ), aviDemoShortName.c_str() );
}
/*
================
idCommonLocal::EndAVICapture
================
*/
void idCommonLocal::EndAVICapture()
{
if( !aviCaptureMode )
{
return;
}
soundWorld->AVIClose();
// write a .roqParam file so the demo can be converted to a roq file
idFile* f = fileSystem->OpenFileWrite( va( "demos/%s/%s.roqParam",
aviDemoShortName.c_str(), aviDemoShortName.c_str() ) );
f->Printf( "INPUT_DIR demos/%s\n", aviDemoShortName.c_str() );
f->Printf( "FILENAME demos/%s/%s.RoQ\n", aviDemoShortName.c_str(), aviDemoShortName.c_str() );
f->Printf( "\nINPUT\n" );
f->Printf( "%s_*.tga [00000-%05i]\n", aviDemoShortName.c_str(), ( int )( aviDemoFrameCount - 1 ) );
f->Printf( "END_INPUT\n" );
delete f;
common->Printf( "captured %i frames for %s.\n", ( int )aviDemoFrameCount, aviDemoShortName.c_str() );
aviCaptureMode = false;
}
/*
================
idCommonLocal::AVIRenderDemo
================
*/
void idCommonLocal::AVIRenderDemo( const char* _demoName )
{
idStr demoName = _demoName; // copy off from va() buffer
StartPlayingRenderDemo( demoName );
if( !readDemo )
{
return;
}
BeginAVICapture( demoName.c_str() ) ;
// I don't understand why I need to do this twice, something
// strange with the nvidia swapbuffers?
const bool captureToImage = false;
UpdateScreen( captureToImage );
}
/*
================
idCommonLocal::AVIGame
Start AVI recording the current game session
================
*/
void idCommonLocal::AVIGame( const char* demoName )
{
if( aviCaptureMode )
{
EndAVICapture();
return;
}
if( !mapSpawned )
{
common->Printf( "No map spawned.\n" );
}
if( !demoName || !demoName[0] )
{
idStr filename = FindUnusedFileName( "demos/game%03i.game" );
demoName = filename.c_str();
// write a one byte stub .game file just so the FindUnusedFileName works,
fileSystem->WriteFile( demoName, demoName, 1 );
}
BeginAVICapture( demoName ) ;
}
/*
================
idCommonLocal::CompressDemoFile
================
*/
void idCommonLocal::CompressDemoFile( const char* scheme, const char* demoName )
{
idStr fullDemoName = "demos/";
fullDemoName += demoName;
fullDemoName.DefaultFileExtension( ".demo" );
idStr compressedName = fullDemoName;
compressedName.StripFileExtension();
compressedName.Append( "_compressed.demo" );
int savedCompression = cvarSystem->GetCVarInteger( "com_compressDemos" );
bool savedPreload = cvarSystem->GetCVarBool( "com_preloadDemos" );
cvarSystem->SetCVarBool( "com_preloadDemos", false );
cvarSystem->SetCVarInteger( "com_compressDemos", atoi( scheme ) );
idDemoFile demoread, demowrite;
if( !demoread.OpenForReading( fullDemoName ) )
{
common->Printf( "Could not open %s for reading\n", fullDemoName.c_str() );
return;
}
if( !demowrite.OpenForWriting( compressedName ) )
{
common->Printf( "Could not open %s for writing\n", compressedName.c_str() );
demoread.Close();
cvarSystem->SetCVarBool( "com_preloadDemos", savedPreload );
cvarSystem->SetCVarInteger( "com_compressDemos", savedCompression );
return;
}
common->SetRefreshOnPrint( true );
common->Printf( "Compressing %s to %s...\n", fullDemoName.c_str(), compressedName.c_str() );
static const int bufferSize = 65535;
char buffer[bufferSize];
int bytesRead;
while( 0 != ( bytesRead = demoread.Read( buffer, bufferSize ) ) )
{
demowrite.Write( buffer, bytesRead );
common->Printf( "." );
}
demoread.Close();
demowrite.Close();
cvarSystem->SetCVarBool( "com_preloadDemos", savedPreload );
cvarSystem->SetCVarInteger( "com_compressDemos", savedCompression );
common->Printf( "Done\n" );
common->SetRefreshOnPrint( false );
}
/*
===============
idCommonLocal::AdvanceRenderDemo
===============
*/
void idCommonLocal::AdvanceRenderDemo( bool singleFrameOnly )
{
while( true )
{
int ds = DS_FINISHED;
readDemo->ReadInt( ds );
switch( ds )
{
case DS_FINISHED:
if( numDemoFrames == 1 )
{
// if the demo has a single frame (a demoShot), continuously replay
// the renderView that has already been read
if( numShotFrames++ < com_engineHz_latched * 10 ) // SRS - play demoShot for min 10 sec then timeout
{
return;
}
}
LeaveGame(); // SRS - drop back to main menu after demo playback is finished
return;
case DS_RENDER:
if( renderWorld->ProcessDemoCommand( readDemo, &currentDemoRenderView, &demoTimeOffset ) )
{
// a view is ready to render
numDemoFrames++;
return;
}
break;
case DS_SOUND:
soundWorld->ProcessDemoCommand( readDemo );
break;
case DS_GAME:
Game()->ProcessDemoCommand( readDemo );
break;
default:
common->Error( "Bad render demo token %d", ds );
}
}
}
// SRS - Changed macro from CONSOLE_COMMAND to CONSOLE_COMMAND_SHIP for demo-related commands - i.e. include in release builds
/*
================
Common_DemoShot_f
================
*/
CONSOLE_COMMAND_SHIP( demoShot, "writes a screenshot as a demo", NULL )
{
if( args.Argc() != 2 )
{
idStr filename = FindUnusedFileName( "demos/shot%03i.demo" );
commonLocal.DemoShot( filename );
}
else
{
commonLocal.DemoShot( va( "demos/shot_%s.demo", args.Argv( 1 ) ) );
}
}
/*
================
Common_RecordDemo_f
================
*/
CONSOLE_COMMAND_SHIP( recordDemo, "records a demo", NULL )
{
if( args.Argc() != 2 )
{
idStr filename = FindUnusedFileName( "demos/demo%03i.demo" );
commonLocal.StartRecordingRenderDemo( filename );
}
else
{
commonLocal.StartRecordingRenderDemo( va( "demos/%s.demo", args.Argv( 1 ) ) );
}
}
/*
================
Common_CompressDemo_f
================
*/
CONSOLE_COMMAND_SHIP( compressDemo, "compresses a demo file", idCmdSystem::ArgCompletion_DemoName )
{
if( args.Argc() == 2 )
{
commonLocal.CompressDemoFile( "2", args.Argv( 1 ) );
}
else if( args.Argc() == 3 )
{
commonLocal.CompressDemoFile( args.Argv( 2 ), args.Argv( 1 ) );
}
else
{
common->Printf( "use: CompressDemo <file> [scheme]\nscheme is the same as com_compressDemo, defaults to 2" );
}
}
/*
================
Common_StopRecordingDemo_f
================
*/
CONSOLE_COMMAND_SHIP( stopRecording, "stops demo recording", NULL )
{
commonLocal.StopRecordingRenderDemo();
}
/*
================
Common_PlayDemo_f
================
*/
CONSOLE_COMMAND_SHIP( playDemo, "plays back a demo", idCmdSystem::ArgCompletion_DemoName )
{
if( args.Argc() >= 2 )
{
commonLocal.StartPlayingRenderDemo( va( "demos/%s", args.Argv( 1 ) ) );
}
}
/*
================
Common_TimeDemo_f
================
*/
CONSOLE_COMMAND_SHIP( timeDemo, "times a demo", idCmdSystem::ArgCompletion_DemoName )
{
if( args.Argc() >= 2 )
{
commonLocal.TimeRenderDemo( va( "demos/%s", args.Argv( 1 ) ), ( args.Argc() > 2 ), false );
}
}
/*
================
Common_TimeDemoQuit_f
================
*/
CONSOLE_COMMAND_SHIP( timeDemoQuit, "times a demo and quits", idCmdSystem::ArgCompletion_DemoName )
{
commonLocal.TimeRenderDemo( va( "demos/%s", args.Argv( 1 ) ), ( args.Argc() > 2 ), true ); // SRS - fixed missing "twice" argument
}
/*
================
Common_AVIDemo_f
================
*/
CONSOLE_COMMAND_SHIP( aviDemo, "writes AVIs for a demo", idCmdSystem::ArgCompletion_DemoName )
{
commonLocal.AVIRenderDemo( va( "demos/%s", args.Argv( 1 ) ) );
}
/*
================
Common_AVIGame_f
================
*/
CONSOLE_COMMAND_SHIP( aviGame, "writes AVIs for the current game", NULL )
{
commonLocal.AVIGame( args.Argv( 1 ) );
}