diff --git a/src/client/refresh/gl3/gl3_model.c b/src/client/refresh/gl3/gl3_model.c index d6b2faae..27ddb630 100644 --- a/src/client/refresh/gl3/gl3_model.c +++ b/src/client/refresh/gl3/gl3_model.c @@ -379,6 +379,81 @@ Mod_CalcSurfaceExtents(msurface_t *s) extern void GL3_SubdivideSurface(msurface_t *fa, gl3model_t* loadmodel); +static int calcTexinfoAndFacesSize(const lump_t *fl, const lump_t *tl) +{ + dface_t* face_in = (void *)(mod_base + fl->fileofs); + texinfo_t* texinfo_in = (void *)(mod_base + tl->fileofs); + + if (fl->filelen % sizeof(*face_in) || tl->filelen % sizeof(*texinfo_in)) + { + // will error out when actually loading it + return 0; + } + + int ret = 0; + + int face_count = fl->filelen / sizeof(*face_in); + int texinfo_count = tl->filelen / sizeof(*texinfo_in); + + { + // out = Hunk_Alloc(count * sizeof(*out)); + int baseSize = face_count * sizeof(msurface_t); + baseSize = (baseSize + 31) & ~31; + ret += baseSize; + + int ti_size = texinfo_count * sizeof(mtexinfo_t); + ti_size = (ti_size + 31) & ~31; + ret += ti_size; + } + + int numWarpFaces = 0; + + for (int surfnum = 0; surfnum < face_count; surfnum++, face_in++) + { + int numverts = LittleShort(face_in->numedges); + int ti = LittleShort(face_in->texinfo); + if ((ti < 0) || (ti >= texinfo_count)) + { + return 0; // will error out + } + int texFlags = LittleLong(texinfo_in[ti].flags); + + /* set the drawing flags */ + if (texFlags & SURF_WARP) + { + if (numverts > 60) + return 0; // will error out in R_SubdividePolygon() + + // GL3_SubdivideSurface(out, loadmodel); /* cut up polygon for warps */ + // for each (pot. recursive) call to R_SubdividePolygon(): + // sizeof(glpoly_t) + ((numverts - 4) + 2) * sizeof(gl3_3D_vtx_t) + + // this is tricky, how much is allocated depends on the size of the surface + // which we don't know (we'd need the vertices etc to know, but we can't load + // those without allocating...) + // so we just count warped faces and use a generous estimate below + + ++numWarpFaces; + } + else + { + // GL3_LM_BuildPolygonFromSurface(out); + // => poly = Hunk_Alloc(sizeof(glpoly_t) + (numverts - 4) * sizeof(gl3_3D_vtx_t)); + int polySize = sizeof(glpoly_t) + (numverts - 4) * sizeof(gl3_3D_vtx_t); + polySize = (polySize + 31) & ~31; + ret += polySize; + } + } + + // yeah, this is a bit hacky, but it looks like for each warped face + // 256-55000 bytes are allocated (usually on the lower end), + // so just assume 48k per face to be safe + ret += numWarpFaces * 49152; + ret += 1000000; // and 1MB extra just in case + + return ret; +} + static void Mod_LoadFaces(lump_t *l) { @@ -709,6 +784,26 @@ Mod_LoadPlanes(lump_t *l) } } +// calculate the size that Hunk_Alloc(), called by Mod_Load*() from Mod_LoadBrushModel(), +// will use (=> includes its padding), so we'll know how big the hunk needs to be +static int calcLumpHunkSize(const lump_t *l, int inSize, int outSize) +{ + if (l->filelen % inSize) + { + // Mod_Load*() will error out on this because of "funny size" + // don't error out here because in Mod_Load*() it can print the functionname + // (=> tells us what kind of lump) before shutting down the game + return 0; + } + + int count = l->filelen / inSize; + int size = count * outSize; + + // round to cacheline, like Hunk_Alloc() does + size = (size + 31) & ~31; + return size; +} + static void Mod_LoadBrushModel(gl3model_t *mod, void *buffer, int modfilelen) { @@ -716,17 +811,6 @@ Mod_LoadBrushModel(gl3model_t *mod, void *buffer, int modfilelen) dheader_t *header; mmodel_t *bm; - /* Because Quake II is is sometimes so ... "optimized" this - * is going to be somewhat dirty. The map data contains indices - * that we're converting into pointers. Yeah. No comments. The - * indices are 32 bit long, they just encode the offset between - * the hunks base address and the position in the hunk, so 32 bit - * pointers should be enough. But let's play save, waste some - * allocations and just take the plattforms pointer size instead - * of relying on assumptions. */ - loadmodel->extradata = Hunk_Begin(modfilelen * sizeof(void*)); - loadmodel->type = mod_brush; - if (loadmodel != mod_known) { ri.Sys_Error(ERR_DROP, "Loaded a brush model after the world"); @@ -750,6 +834,26 @@ Mod_LoadBrushModel(gl3model_t *mod, void *buffer, int modfilelen) ((int *)header)[i] = LittleLong(((int *)header)[i]); } + // calculate the needed hunksize from the lumps + int hunkSize = 0; + hunkSize += calcLumpHunkSize(&header->lumps[LUMP_VERTEXES], sizeof(dvertex_t), sizeof(mvertex_t)); + hunkSize += calcLumpHunkSize(&header->lumps[LUMP_EDGES], sizeof(dedge_t), sizeof(medge_t)); + hunkSize += sizeof(medge_t) + 31; // for count+1 in Mod_LoadEdges() + float surfEdgeCount = header->lumps[LUMP_SURFEDGES].filelen/sizeof(int); + if(surfEdgeCount < MAX_MAP_SURFEDGES) // else it errors out later anyway + hunkSize += calcLumpHunkSize(&header->lumps[LUMP_SURFEDGES], sizeof(int), sizeof(int)); + hunkSize += calcLumpHunkSize(&header->lumps[LUMP_LIGHTING], 1, 1); + hunkSize += calcLumpHunkSize(&header->lumps[LUMP_PLANES], sizeof(dplane_t), sizeof(cplane_t)*2); + hunkSize += calcTexinfoAndFacesSize(&header->lumps[LUMP_FACES], &header->lumps[LUMP_TEXINFO]); + hunkSize += calcLumpHunkSize(&header->lumps[LUMP_LEAFFACES], sizeof(short), sizeof(msurface_t *)); // yes, out is indeeed a pointer! + hunkSize += calcLumpHunkSize(&header->lumps[LUMP_VISIBILITY], 1, 1); + hunkSize += calcLumpHunkSize(&header->lumps[LUMP_LEAFS], sizeof(dleaf_t), sizeof(mleaf_t)); + hunkSize += calcLumpHunkSize(&header->lumps[LUMP_NODES], sizeof(dnode_t), sizeof(mnode_t)); + hunkSize += calcLumpHunkSize(&header->lumps[LUMP_MODELS], sizeof(dmodel_t), sizeof(mmodel_t)); + + loadmodel->extradata = Hunk_Begin(hunkSize); + loadmodel->type = mod_brush; + /* load into heap */ Mod_LoadVertexes(&header->lumps[LUMP_VERTEXES]); Mod_LoadEdges(&header->lumps[LUMP_EDGES]);