jediacademy/code/renderer/tr_model.cpp
2013-04-04 17:35:38 -05:00

1197 lines
No EOL
32 KiB
C++

// tr_models.c -- model loading and caching
// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
#include "tr_local.h"
#include "MatComp.h"
#include "../qcommon/sstring.h"
#define LL(x) x=LittleLong(x)
void RE_LoadWorldMap_Actual( const char *name, world_t &worldData, int index ); //should only be called for sub-bsp instances
static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *name, qboolean &bAlreadyCached );
/*
Ghoul2 Insert Start
*/
typedef struct modelHash_s
{
char name[MAX_QPATH];
qhandle_t handle;
struct modelHash_s *next;
}modelHash_t;
#define FILE_HASH_SIZE 1024
static modelHash_t *mhHashTable[FILE_HASH_SIZE];
/*
Ghoul2 Insert End
*/
// This stuff looks a bit messy, but it's kept here as black box, and nothing appears in any .H files for other
// modules to worry about. I may make another module for this sometime.
//
typedef pair<int,int> StringOffsetAndShaderIndexDest_t;
typedef vector <StringOffsetAndShaderIndexDest_t> ShaderRegisterData_t;
struct CachedEndianedModelBinary_s
{
void *pModelDiskImage;
int iAllocSize; // may be useful for mem-query, but I don't actually need it
ShaderRegisterData_t ShaderRegisterData;
int iLastLevelUsedOn;
CachedEndianedModelBinary_s()
{
pModelDiskImage = 0;
iLastLevelUsedOn = -1;
iAllocSize = 0;
ShaderRegisterData.clear();
}
};
typedef struct CachedEndianedModelBinary_s CachedEndianedModelBinary_t;
typedef map <sstring_t,CachedEndianedModelBinary_t> CachedModels_t;
CachedModels_t *CachedModels = NULL; // the important cache item.
void RE_RegisterModels_StoreShaderRequest(const char *psModelFileName, const char *psShaderName, const int *piShaderIndexPoke)
{
char sModelName[MAX_QPATH];
Q_strncpyz(sModelName,psModelFileName,sizeof(sModelName));
Q_strlwr (sModelName);
CachedEndianedModelBinary_t &ModelBin = (*CachedModels)[sModelName];
if (ModelBin.pModelDiskImage == NULL)
{
assert(0); // should never happen, means that we're being called on a model that wasn't loaded
}
else
{
const int iNameOffset = psShaderName - (char *)ModelBin.pModelDiskImage;
const int iPokeOffset = (char*) piShaderIndexPoke - (char *)ModelBin.pModelDiskImage;
ModelBin.ShaderRegisterData.push_back( StringOffsetAndShaderIndexDest_t( iNameOffset,iPokeOffset) );
}
}
static const byte FakeGLAFile[] =
{
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x01, 0x00, 0x00, 0x00,
0x14, 0x01, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x18, 0x01, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00,
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0x00, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD,
0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD,
0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0xCD, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFD, 0xBF, 0xFE, 0x7F, 0xFE, 0x7F, 0xFE, 0x7F,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80
};
// returns qtrue if loaded, and sets the supplied qbool to true if it was from cache (instead of disk)
// (which we need to know to avoid LittleLong()ing everything again (well, the Mac needs to know anyway)...
//
qboolean RE_RegisterModels_GetDiskFile( const char *psModelFileName, void **ppvBuffer, qboolean *pqbAlreadyCached)
{
char sModelName[MAX_QPATH];
Q_strncpyz(sModelName,psModelFileName,sizeof(sModelName));
Q_strlwr (sModelName);
CachedEndianedModelBinary_t &ModelBin = (*CachedModels)[sModelName];
if (ModelBin.pModelDiskImage == NULL)
{
// didn't have it cached, so try the disk...
//
// special case intercept first...
//
if (!strcmp(sDEFAULT_GLA_NAME ".gla" , psModelFileName))
{
// return fake params as though it was found on disk...
//
void *pvFakeGLAFile = Z_Malloc( sizeof(FakeGLAFile), TAG_FILESYS, qfalse );
memcpy(pvFakeGLAFile, &FakeGLAFile[0], sizeof(FakeGLAFile));
*ppvBuffer = pvFakeGLAFile;
*pqbAlreadyCached = qfalse; // faking it like this should mean that it works fine on the Mac as well
return qtrue;
}
FS_ReadFile( sModelName, ppvBuffer );
*pqbAlreadyCached = qfalse;
const bool bSuccess = !!(*ppvBuffer);
return bSuccess;
}
else
{
*ppvBuffer = ModelBin.pModelDiskImage;
*pqbAlreadyCached = qtrue;
return qtrue;
}
}
// if return == true, no further action needed by the caller...
//
void *RE_RegisterModels_Malloc(int iSize, void *pvDiskBufferIfJustLoaded, const char *psModelFileName, qboolean *pqbAlreadyFound, memtag_t eTag)
{
char sModelName[MAX_QPATH];
Q_strncpyz(sModelName,psModelFileName,sizeof(sModelName));
Q_strlwr (sModelName);
CachedEndianedModelBinary_t &ModelBin = (*CachedModels)[sModelName];
if (ModelBin.pModelDiskImage == NULL)
{
// ... then this entry has only just been created, ie we need to load it fully...
//
// new, instead of doing a Z_Malloc and assigning that we just morph the disk buffer alloc
// then don't thrown it away on return - cuts down on mem overhead
//
// ... groan, but not if doing a limb hierarchy creation (some VV stuff?), in which case it's NULL
//
if ( pvDiskBufferIfJustLoaded )
{
Z_MorphMallocTag( pvDiskBufferIfJustLoaded, eTag );
}
else
{
pvDiskBufferIfJustLoaded = Z_Malloc(iSize,eTag, qfalse );
}
ModelBin.pModelDiskImage= pvDiskBufferIfJustLoaded;
ModelBin.iAllocSize = iSize;
*pqbAlreadyFound = qfalse;
}
else
{
// if we already had this model entry, then re-register all the shaders it wanted...
//
const int iEntries = ModelBin.ShaderRegisterData.size();
for (int i=0; i<iEntries; i++)
{
int iShaderNameOffset = ModelBin.ShaderRegisterData[i].first;
int iShaderPokeOffset = ModelBin.ShaderRegisterData[i].second;
const char *const psShaderName = &((char*)ModelBin.pModelDiskImage)[iShaderNameOffset];
int *const piShaderPokePtr= (int *) &((char*)ModelBin.pModelDiskImage)[iShaderPokeOffset];
shader_t *sh = R_FindShader( psShaderName, lightmapsNone, stylesDefault, qtrue );
if ( sh->defaultShader )
{
*piShaderPokePtr = 0;
} else {
*piShaderPokePtr = sh->index;
}
}
*pqbAlreadyFound = qtrue; // tell caller not to re-Endian or re-Shader this binary
}
ModelBin.iLastLevelUsedOn = RE_RegisterMedia_GetLevel();
return ModelBin.pModelDiskImage;
}
// dump any models not being used by this level if we're running low on memory...
//
static int GetModelDataAllocSize(void)
{
return Z_MemSize( TAG_MODEL_MD3) +
Z_MemSize( TAG_MODEL_GLM) +
Z_MemSize( TAG_MODEL_GLA);
}
extern cvar_t *r_modelpoolmegs;
//
// return qtrue if at least one cached model was freed (which tells z_malloc()-fail recovery code to try again)
//
extern qboolean gbInsideRegisterModel;
qboolean RE_RegisterModels_LevelLoadEnd(qboolean bDeleteEverythingNotUsedThisLevel /* = qfalse */)
{
qboolean bAtLeastoneModelFreed = qfalse;
if (gbInsideRegisterModel)
{
Com_DPrintf( "(Inside RE_RegisterModel (z_malloc recovery?), exiting...\n");
}
else
{
int iLoadedModelBytes = GetModelDataAllocSize();
const int iMaxModelBytes= r_modelpoolmegs->integer * 1024 * 1024;
qboolean bEraseOccured = qfalse;
for (CachedModels_t::iterator itModel = CachedModels->begin(); itModel != CachedModels->end() && ( bDeleteEverythingNotUsedThisLevel || iLoadedModelBytes > iMaxModelBytes ); bEraseOccured?itModel:++itModel)
{
bEraseOccured = qfalse;
CachedEndianedModelBinary_t &CachedModel = (*itModel).second;
qboolean bDeleteThis = qfalse;
if (bDeleteEverythingNotUsedThisLevel)
{
bDeleteThis = (CachedModel.iLastLevelUsedOn != RE_RegisterMedia_GetLevel());
}
else
{
bDeleteThis = (CachedModel.iLastLevelUsedOn < RE_RegisterMedia_GetLevel());
}
// if it wasn't used on this level, dump it...
//
if (bDeleteThis)
{
#ifdef _DEBUG
// LPCSTR psModelName = (*itModel).first.c_str();
// VID_Printf( PRINT_DEVELOPER, "Dumping \"%s\"", psModelName);
// VID_Printf( PRINT_DEVELOPER, ", used on lvl %d\n",CachedModel.iLastLevelUsedOn);
#endif
if (CachedModel.pModelDiskImage) {
Z_Free(CachedModel.pModelDiskImage);
//CachedModel.pModelDiskImage = NULL; // REM for reference, erase() call below negates the need for it.
bAtLeastoneModelFreed = qtrue;
}
itModel = CachedModels->erase(itModel);
bEraseOccured = qtrue;
iLoadedModelBytes = GetModelDataAllocSize();
}
}
}
//VID_Printf( PRINT_DEVELOPER, "RE_RegisterModels_LevelLoadEnd(): Ok\n");
return bAtLeastoneModelFreed;
}
void RE_RegisterModels_Info_f( void )
{
int iTotalBytes = 0;
if(!CachedModels) {
Com_Printf ("%d bytes total (%.2fMB)\n",iTotalBytes, (float)iTotalBytes / 1024.0f / 1024.0f);
return;
}
int iModels = CachedModels->size();
int iModel = 0;
for (CachedModels_t::iterator itModel = CachedModels->begin(); itModel != CachedModels->end(); ++itModel,iModel++)
{
CachedEndianedModelBinary_t &CachedModel = (*itModel).second;
VID_Printf( PRINT_ALL, "%d/%d: \"%s\" (%d bytes)",iModel,iModels,(*itModel).first.c_str(),CachedModel.iAllocSize );
#ifdef _DEBUG
VID_Printf( PRINT_ALL, ", lvl %d\n",CachedModel.iLastLevelUsedOn);
#endif
iTotalBytes += CachedModel.iAllocSize;
}
VID_Printf( PRINT_ALL, "%d bytes total (%.2fMB)\n",iTotalBytes, (float)iTotalBytes / 1024.0f / 1024.0f);
}
static void RE_RegisterModels_DeleteAll(void)
{
for (CachedModels_t::iterator itModel = CachedModels->begin(); itModel != CachedModels->end(); )
{
CachedEndianedModelBinary_t &CachedModel = (*itModel).second;
if (CachedModel.pModelDiskImage) {
Z_Free(CachedModel.pModelDiskImage);
}
itModel = CachedModels->erase(itModel);
}
extern void RE_AnimationCFGs_DeleteAll(void);
RE_AnimationCFGs_DeleteAll();
}
static int giRegisterMedia_CurrentLevel=0;
static qboolean gbAllowScreenDissolve = qtrue;
//
// param "bAllowScreenDissolve" is just a convenient way of getting hold of a bool which can be checked by the code that
// issues the InitDissolve command later in RE_RegisterMedia_LevelLoadEnd()
//
void RE_RegisterMedia_LevelLoadBegin(const char *psMapName, ForceReload_e eForceReload, qboolean bAllowScreenDissolve)
{
gbAllowScreenDissolve = bAllowScreenDissolve;
tr.numBSPModels = 0;
// for development purposes we may want to ditch certain media just before loading a map...
//
switch (eForceReload)
{
case eForceReload_BSP:
CM_DeleteCachedMap(qtrue);
R_Images_DeleteLightMaps();
break;
case eForceReload_MODELS:
RE_RegisterModels_DeleteAll();
break;
case eForceReload_ALL:
// BSP...
//
CM_DeleteCachedMap(qtrue);
R_Images_DeleteLightMaps();
//
// models...
//
RE_RegisterModels_DeleteAll();
break;
}
// at some stage I'll probably want to put some special logic here, like not incrementing the level number
// when going into a map like "brig" or something, so returning to the previous level doesn't require an
// asset reload etc, but for now...
//
// only bump level number if we're not on the same level.
// Note that this will hide uncached models, which is perhaps a bad thing?...
//
static char sPrevMapName[MAX_QPATH]={0};
if (Q_stricmp( psMapName,sPrevMapName ))
{
Q_strncpyz( sPrevMapName, psMapName, sizeof(sPrevMapName) );
giRegisterMedia_CurrentLevel++;
}
}
int RE_RegisterMedia_GetLevel(void)
{
return giRegisterMedia_CurrentLevel;
}
extern qboolean SND_RegisterAudio_LevelLoadEnd(qboolean bDeleteEverythingNotUsedThisLevel);
void RE_RegisterMedia_LevelLoadEnd(void)
{
RE_RegisterModels_LevelLoadEnd(qfalse);
RE_RegisterImages_LevelLoadEnd();
SND_RegisterAudio_LevelLoadEnd(qfalse);
if (gbAllowScreenDissolve)
{
RE_InitDissolve(qfalse);
}
S_RestartMusic();
extern qboolean gbAlreadyDoingLoad;
gbAlreadyDoingLoad = qfalse;
}
/*
** R_GetModelByHandle
*/
model_t *R_GetModelByHandle( qhandle_t index ) {
model_t *mod;
// out of range gets the defualt model
if ( index < 1 || index >= tr.numModels ) {
return tr.models[0];
}
mod = tr.models[index];
return mod;
}
//===============================================================================
/*
** R_AllocModel
*/
model_t *R_AllocModel( void ) {
model_t *mod;
if ( tr.numModels == MAX_MOD_KNOWN ) {
return NULL;
}
mod = (model_t*) Hunk_Alloc( sizeof( *tr.models[tr.numModels] ), qtrue );
mod->index= tr.numModels;
tr.models[tr.numModels] = mod;
tr.numModels++;
return mod;
}
/*
Ghoul2 Insert Start
*/
/*
================
return a hash value for the filename
================
*/
static long generateHashValue( const char *fname, const int size ) {
int i;
long hash;
char letter;
hash = 0;
i = 0;
while (fname[i] != '\0') {
letter = tolower(fname[i]);
if (letter =='.') break; // don't include extension
if (letter =='\\') letter = '/'; // damn path names
hash+=(long)(letter)*(i+119);
i++;
}
hash &= (size-1);
return hash;
}
void RE_InsertModelIntoHash(const char *name, model_t *mod)
{
int hash;
modelHash_t *mh;
hash = generateHashValue(name, FILE_HASH_SIZE);
// insert this file into the hash table so we can look it up faster later
mh = (modelHash_t*)Hunk_Alloc( sizeof( modelHash_t ), qtrue );
mh->next = mhHashTable[hash];
mh->handle = mod->index;
strcpy(mh->name, name);
mhHashTable[hash] = mh;
}
/*
Ghoul2 Insert End
*/
/*
====================
RE_RegisterModel
Loads in a model for the given name
Zero will be returned if the model fails to load.
An entry will be retained for failed models as an
optimization to prevent disk rescanning if they are
asked for again.
====================
*/
static qhandle_t RE_RegisterModel_Actual( const char *name )
{
model_t *mod;
unsigned *buf;
int lod;
int ident;
qboolean loaded;
// qhandle_t hModel;
int numLoaded;
/*
Ghoul2 Insert Start
*/
int hash;
modelHash_t *mh;
/*
Ghoul2 Insert End
*/
if ( !name || !name[0] ) {
VID_Printf( PRINT_WARNING, "RE_RegisterModel: NULL name\n" );
return 0;
}
if ( strlen( name ) >= MAX_QPATH ) {
VID_Printf( PRINT_DEVELOPER, "Model name exceeds MAX_QPATH\n" );
return 0;
}
/*
Ghoul2 Insert Start
*/
// if (!tr.registered) {
// VID_Printf( PRINT_WARNING, "RE_RegisterModel (%s) called before ready!\n",name );
// return 0;
// }
//
// search the currently loaded models
//
hash = generateHashValue(name, FILE_HASH_SIZE);
//
// see if the model is already loaded
//
for (mh=mhHashTable[hash]; mh; mh=mh->next) {
if (Q_stricmp(mh->name, name) == 0) {
if (tr.models[mh->handle]->type == MOD_BAD)
{
return 0;
}
return mh->handle;
}
}
/*
Ghoul2 Insert End
*/
if (name[0] == '#')
{
char temp[MAX_QPATH];
tr.numBSPModels++;
#ifndef DEDICATED
RE_LoadWorldMap_Actual(va("maps/%s.bsp", name + 1), tr.bspModels[tr.numBSPModels - 1], tr.numBSPModels); //this calls R_LoadSubmodels which will put them into the Hash
#endif
Com_sprintf(temp, MAX_QPATH, "*%d-0", tr.numBSPModels);
hash = generateHashValue(temp, FILE_HASH_SIZE);
for (mh=mhHashTable[hash]; mh; mh=mh->next)
{
if (Q_stricmp(mh->name, temp) == 0)
{
return mh->handle;
}
}
return 0;
}
// allocate a new model_t
if ( ( mod = R_AllocModel() ) == NULL ) {
VID_Printf( PRINT_WARNING, "RE_RegisterModel: R_AllocModel() failed for '%s'\n", name);
return 0;
}
// only set the name after the model has been successfully loaded
Q_strncpyz( mod->name, name, sizeof( mod->name ) );
// make sure the render thread is stopped
//R_SyncRenderThread();
int iLODStart = 0;
if (strstr (name, ".md3")) {
iLODStart = MD3_MAX_LODS-1; //this loads the md3s in reverse so they can be biased
}
mod->numLods = 0;
//
// load the files
//
numLoaded = 0;
for ( lod = iLODStart; lod >= 0 ; lod-- ) {
char filename[1024];
strcpy( filename, name );
if ( lod != 0 ) {
char namebuf[80];
if ( strrchr( filename, '.' ) ) {
*strrchr( filename, '.' ) = 0;
}
sprintf( namebuf, "_%d.md3", lod );
strcat( filename, namebuf );
}
qboolean bAlreadyCached = qfalse;
if (!RE_RegisterModels_GetDiskFile(filename, (void **)&buf, &bAlreadyCached))
{
if (numLoaded) //we loaded one already, but a higher LOD is missing!
{
Com_Error (ERR_DROP, "R_LoadMD3: %s has LOD %d but is missing LOD %d ('%s')!", mod->name, lod+1, lod, filename);
}
continue;
}
//loadmodel = mod; // this seems to be fairly pointless
// important that from now on we pass 'filename' instead of 'name' to all model load functions,
// because 'filename' accounts for any LOD mangling etc so guarantees unique lookups for yet more
// internal caching...
//
ident = *(unsigned *)buf;
if (!bAlreadyCached)
{
ident = LittleLong(ident);
}
switch (ident)
{
// if you add any new types of model load in this switch-case, tell me,
// or copy what I've done with the cache scheme (-ste).
//
case MDXA_IDENT:
loaded = R_LoadMDXA( mod, buf, filename, bAlreadyCached );
break;
case MDXM_IDENT:
loaded = R_LoadMDXM( mod, buf, filename, bAlreadyCached );
break;
case MD3_IDENT:
loaded = R_LoadMD3( mod, lod, buf, filename, bAlreadyCached );
break;
default:
VID_Printf (PRINT_WARNING,"RE_RegisterModel: unknown fileid for %s\n", filename);
goto fail;
}
if (!bAlreadyCached){ // important to check!!
FS_FreeFile (buf);
}
if ( !loaded ) {
if ( lod == 0 ) {
VID_Printf (PRINT_WARNING,"RE_RegisterModel: cannot load %s\n", filename);
goto fail;
} else {
break;
}
} else {
mod->numLods++;
numLoaded++;
// if we have a valid model and are biased
// so that we won't see any higher detail ones,
// stop loading them
if ( lod <= r_lodbias->integer ) {
break;
}
}
}
if ( numLoaded ) {
// duplicate into higher lod spots that weren't
// loaded, in case the user changes r_lodbias on the fly
for ( lod-- ; lod >= 0 ; lod-- ) {
mod->numLods++;
mod->md3[lod] = mod->md3[lod+1];
}
/*
Ghoul2 Insert Start
*/
RE_InsertModelIntoHash(name, mod);
return mod->index;
/*
Ghoul2 Insert End
*/
}
fail:
// we still keep the model_t around, so if the model name is asked for
// again, we won't bother scanning the filesystem
mod->type = MOD_BAD;
RE_InsertModelIntoHash(name, mod);
return 0;
}
// wrapper function needed to avoid problems with mid-function returns so I can safely use this bool to tell the
// z_malloc-fail recovery code whether it's safe to ditch any model caches...
//
qboolean gbInsideRegisterModel = qfalse;
qhandle_t RE_RegisterModel( const char *name )
{
gbInsideRegisterModel = qtrue; // !!!!!!!!!!!!!!
qhandle_t q = RE_RegisterModel_Actual( name );
if (stricmp(&name[strlen(name)-4],".gla")){
gbInsideRegisterModel = qfalse; // GLA files recursively call this, so don't turn off half way. A reference count would be nice, but if any ERR_DROP ever occurs within the load then the refcount will be knackered from then on
}
return q;
}
/*
=================
R_LoadMD3
=================
*/
static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *mod_name, qboolean &bAlreadyCached ) {
int i, j;
md3Header_t *pinmodel;
md3Surface_t *surf;
md3Shader_t *shader;
int version;
int size;
#ifndef _M_IX86
md3Frame_t *frame;
md3Triangle_t *tri;
md3St_t *st;
md3XyzNormal_t *xyz;
md3Tag_t *tag;
#endif
pinmodel= (md3Header_t *)buffer;
//
// read some fields from the binary, but only LittleLong() them when we know this wasn't an already-cached model...
//
version = pinmodel->version;
size = pinmodel->ofsEnd;
if (!bAlreadyCached)
{
version = LittleLong(version);
size = LittleLong(size);
}
if (version != MD3_VERSION) {
VID_Printf( PRINT_WARNING, "R_LoadMD3: %s has wrong version (%i should be %i)\n",
mod_name, version, MD3_VERSION);
return qfalse;
}
mod->type = MOD_MESH;
mod->dataSize += size;
qboolean bAlreadyFound = qfalse;
mod->md3[lod] = (md3Header_t *) RE_RegisterModels_Malloc(size, buffer, mod_name, &bAlreadyFound, TAG_MODEL_MD3);
assert(bAlreadyCached == bAlreadyFound);
if (!bAlreadyFound)
{
// horrible new hackery, if !bAlreadyFound then we've just done a tag-morph, so we need to set the
// bool reference passed into this function to true, to tell the caller NOT to do an FS_Freefile since
// we've hijacked that memory block...
//
// Aaaargh. Kill me now...
//
bAlreadyCached = qtrue;
assert( mod->md3[lod] == buffer );
// memcpy( mod->md3[lod], buffer, size ); // and don't do this now, since it's the same thing
LL(mod->md3[lod]->ident);
LL(mod->md3[lod]->version);
LL(mod->md3[lod]->numFrames);
LL(mod->md3[lod]->numTags);
LL(mod->md3[lod]->numSurfaces);
LL(mod->md3[lod]->ofsFrames);
LL(mod->md3[lod]->ofsTags);
LL(mod->md3[lod]->ofsSurfaces);
LL(mod->md3[lod]->ofsEnd);
}
if ( mod->md3[lod]->numFrames < 1 ) {
VID_Printf( PRINT_WARNING, "R_LoadMD3: %s has no frames\n", mod_name );
return qfalse;
}
if (bAlreadyFound)
{
return qtrue; // All done. Stop, go no further, do not pass Go...
}
#ifndef _M_IX86
//
// optimisation, we don't bother doing this for standard intel case since our data's already in that format...
//
// swap all the frames
frame = (md3Frame_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsFrames );
for ( i = 0 ; i < mod->md3[lod]->numFrames ; i++, frame++) {
frame->radius = LittleFloat( frame->radius );
for ( j = 0 ; j < 3 ; j++ ) {
frame->bounds[0][j] = LittleFloat( frame->bounds[0][j] );
frame->bounds[1][j] = LittleFloat( frame->bounds[1][j] );
frame->localOrigin[j] = LittleFloat( frame->localOrigin[j] );
}
}
// swap all the tags
tag = (md3Tag_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsTags );
for ( i = 0 ; i < mod->md3[lod]->numTags * mod->md3[lod]->numFrames ; i++, tag++) {
for ( j = 0 ; j < 3 ; j++ ) {
tag->origin[j] = LittleFloat( tag->origin[j] );
tag->axis[0][j] = LittleFloat( tag->axis[0][j] );
tag->axis[1][j] = LittleFloat( tag->axis[1][j] );
tag->axis[2][j] = LittleFloat( tag->axis[2][j] );
}
}
#endif
// swap all the surfaces
surf = (md3Surface_t *) ( (byte *)mod->md3[lod] + mod->md3[lod]->ofsSurfaces );
for ( i = 0 ; i < mod->md3[lod]->numSurfaces ; i++) {
LL(surf->flags);
LL(surf->numFrames);
LL(surf->numShaders);
LL(surf->numTriangles);
LL(surf->ofsTriangles);
LL(surf->numVerts);
LL(surf->ofsShaders);
LL(surf->ofsSt);
LL(surf->ofsXyzNormals);
LL(surf->ofsEnd);
if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
Com_Error (ERR_DROP, "R_LoadMD3: %s has more than %i verts on a surface (%i)",
mod_name, SHADER_MAX_VERTEXES, surf->numVerts );
}
if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
Com_Error (ERR_DROP, "R_LoadMD3: %s has more than %i triangles on a surface (%i)",
mod_name, SHADER_MAX_INDEXES / 3, surf->numTriangles );
}
// change to surface identifier
surf->ident = SF_MD3;
// lowercase the surface name so skin compares are faster
Q_strlwr( surf->name );
// strip off a trailing _1 or _2
// this is a crutch for q3data being a mess
j = strlen( surf->name );
if ( j > 2 && surf->name[j-2] == '_' ) {
surf->name[j-2] = 0;
}
// register the shaders
shader = (md3Shader_t *) ( (byte *)surf + surf->ofsShaders );
for ( j = 0 ; j < surf->numShaders ; j++, shader++ ) {
shader_t *sh;
sh = R_FindShader( shader->name, lightmapsNone, stylesDefault, qtrue );
if ( sh->defaultShader ) {
shader->shaderIndex = 0;
} else {
shader->shaderIndex = sh->index;
}
RE_RegisterModels_StoreShaderRequest(mod_name, &shader->name[0], &shader->shaderIndex);
}
#ifndef _M_IX86
//
// optimisation, we don't bother doing this for standard intel case since our data's already in that format...
//
// swap all the triangles
tri = (md3Triangle_t *) ( (byte *)surf + surf->ofsTriangles );
for ( j = 0 ; j < surf->numTriangles ; j++, tri++ ) {
LL(tri->indexes[0]);
LL(tri->indexes[1]);
LL(tri->indexes[2]);
}
// swap all the ST
st = (md3St_t *) ( (byte *)surf + surf->ofsSt );
for ( j = 0 ; j < surf->numVerts ; j++, st++ ) {
st->st[0] = LittleFloat( st->st[0] );
st->st[1] = LittleFloat( st->st[1] );
}
// swap all the XyzNormals
xyz = (md3XyzNormal_t *) ( (byte *)surf + surf->ofsXyzNormals );
for ( j = 0 ; j < surf->numVerts * surf->numFrames ; j++, xyz++ )
{
xyz->xyz[0] = LittleShort( xyz->xyz[0] );
xyz->xyz[1] = LittleShort( xyz->xyz[1] );
xyz->xyz[2] = LittleShort( xyz->xyz[2] );
xyz->normal = LittleShort( xyz->normal );
}
#endif
// find the next surface
surf = (md3Surface_t *)( (byte *)surf + surf->ofsEnd );
}
return qtrue;
}
//=============================================================================
void ShaderTableCleanup();
void CM_LoadShaderText(bool forceReload);
void CM_SetupShaderProperties(void);
/*
** RE_BeginRegistration
*/
void RE_BeginRegistration( glconfig_t *glconfigOut ) {
#ifndef _XBOX
ShaderTableCleanup();
#endif
Hunk_ClearToMark();
R_Init();
*glconfigOut = glConfig;
tr.viewCluster = -1; // force markleafs to regenerate
RE_ClearScene();
tr.registered = qtrue;
R_SyncRenderThread();
}
//=============================================================================
/*
===============
R_ModelInit
===============
*/
void R_ModelInit( void )
{
#ifdef _XBOX
// Sorry Raven, but static maps == fragmentation
if (!CachedModels)
{
CachedModels = new CachedModels_t;
}
#else
static CachedModels_t singleton; // sorry vv, your dynamic allocation was a (false) memory leak
CachedModels = &singleton;
#endif
model_t *mod;
// leave a space for NULL model
tr.numModels = 0;
mod = R_AllocModel();
mod->type = MOD_BAD;
/*
Ghoul2 Insert Start
*/
memset(mhHashTable, 0, sizeof(mhHashTable));
/*
Ghoul2 Insert End
*/
}
/*
================
R_Modellist_f
================
*/
void R_Modellist_f( void ) {
int i, j;
model_t *mod;
int total;
int lods;
total = 0;
for ( i = 1 ; i < tr.numModels; i++ ) {
mod = tr.models[i];
switch (mod->type)
{
default:
assert(0);
VID_Printf( PRINT_ALL, "UNKNOWN : %s\n", mod->name );
break;
case MOD_BAD:
VID_Printf( PRINT_ALL, "MOD_BAD : %s\n", mod->name );
break;
case MOD_BRUSH:
VID_Printf( PRINT_ALL, "%8i : (%i) %s\n", mod->dataSize, mod->numLods, mod->name );
break;
case MOD_MDXA:
VID_Printf( PRINT_ALL, "%8i : (%i) %s\n", mod->dataSize, mod->numLods, mod->name );
break;
case MOD_MDXM:
VID_Printf( PRINT_ALL, "%8i : (%i) %s\n", mod->dataSize, mod->numLods, mod->name );
break;
case MOD_MESH:
lods = 1;
for ( j = 1 ; j < MD3_MAX_LODS ; j++ ) {
if ( mod->md3[j] && mod->md3[j] != mod->md3[j-1] ) {
lods++;
}
}
VID_Printf( PRINT_ALL, "%8i : (%i) %s\n",mod->dataSize, lods, mod->name );
break;
}
total += mod->dataSize;
}
VID_Printf( PRINT_ALL, "%8i : Total models\n", total );
/* this doesn't work with the new hunks
if ( tr.world ) {
VID_Printf( PRINT_ALL, "%8i : %s\n", tr.world->dataSize, tr.world->name );
} */
}
//=============================================================================
/*
================
R_GetTag for MD3s
================
*/
static md3Tag_t *R_GetTag( md3Header_t *mod, int frame, const char *tagName ) {
md3Tag_t *tag;
int i;
if ( frame >= mod->numFrames ) {
// it is possible to have a bad frame while changing models, so don't error
frame = mod->numFrames - 1;
}
tag = (md3Tag_t *)((byte *)mod + mod->ofsTags) + frame * mod->numTags;
for ( i = 0 ; i < mod->numTags ; i++, tag++ ) {
if ( !strcmp( tag->name, tagName ) ) {
return tag; // found it
}
}
return NULL;
}
/*
================
R_LerpTag
================
*/
void R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame,
float frac, const char *tagName ) {
md3Tag_t *start, *finish;
int i;
float frontLerp, backLerp;
model_t *model;
model = R_GetModelByHandle( handle );
if ( model->md3[0] )
{
start = R_GetTag( model->md3[0], startFrame, tagName );
finish = R_GetTag( model->md3[0], endFrame, tagName );
}
else
{
AxisClear( tag->axis );
VectorClear( tag->origin );
return;
}
if ( !start || !finish ) {
AxisClear( tag->axis );
VectorClear( tag->origin );
return;
}
frontLerp = frac;
backLerp = 1.0 - frac;
for ( i = 0 ; i < 3 ; i++ ) {
tag->origin[i] = start->origin[i] * backLerp + finish->origin[i] * frontLerp;
tag->axis[0][i] = start->axis[0][i] * backLerp + finish->axis[0][i] * frontLerp;
tag->axis[1][i] = start->axis[1][i] * backLerp + finish->axis[1][i] * frontLerp;
tag->axis[2][i] = start->axis[2][i] * backLerp + finish->axis[2][i] * frontLerp;
}
VectorNormalize( tag->axis[0] );
VectorNormalize( tag->axis[1] );
VectorNormalize( tag->axis[2] );
}
/*
====================
R_ModelBounds
====================
*/
void R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs ) {
model_t *model;
model = R_GetModelByHandle( handle );
if ( model->bmodel ) {
VectorCopy( model->bmodel->bounds[0], mins );
VectorCopy( model->bmodel->bounds[1], maxs );
return;
}
if ( model->md3[0] ) {
md3Header_t *header;
md3Frame_t *frame;
header = model->md3[0];
frame = (md3Frame_t *)( (byte *)header + header->ofsFrames );
VectorCopy( frame->bounds[0], mins );
VectorCopy( frame->bounds[1], maxs );
}
else
{
VectorClear( mins );
VectorClear( maxs );
return;
}
}
#ifdef _XBOX
void R_ModelFree(void)
{
if (CachedModels)
{
RE_RegisterModels_DeleteAll();
delete CachedModels;
CachedModels = NULL;
}
}
#endif