7579 lines
230 KiB
C++
7579 lines
230 KiB
C++
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Model loading / unloading interface
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "render_pch.h"
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#include "common.h"
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#include "modelloader.h"
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#include "sysexternal.h"
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#include "cmd.h"
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#include "istudiorender.h"
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#include "draw.h"
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#include "zone.h"
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#include "edict.h"
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#include "cmodel_engine.h"
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#include "cdll_engine_int.h"
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#include "iscratchpad3d.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "materialsystem/materialsystem_config.h"
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#include "gl_rsurf.h"
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#include "avi/iavi.h"
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#include "avi/ibik.h"
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#include "materialsystem/itexture.h"
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#include "Overlay.h"
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#include "utldict.h"
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#include "mempool.h"
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#include "r_decal.h"
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#include "l_studio.h"
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#include "optimize.h"
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#include "gl_drawlights.h"
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#include "tier0/icommandline.h"
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#include "MapReslistGenerator.h"
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#ifndef DEDICATED
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#include "vgui_baseui_interface.h"
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#endif
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#include "engine/ivmodelrender.h"
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#include "host.h"
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#include "datacache/idatacache.h"
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#include "sys_dll.h"
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#include "datacache/imdlcache.h"
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#include "gl_cvars.h"
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#include "vphysics_interface.h"
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#include "filesystem/IQueuedLoader.h"
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#include "tier2/tier2.h"
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#include "lightcache.h"
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#include "lumpfiles.h"
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#include "tier2/fileutils.h"
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#include "../utils/common/bsplib.h"
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#include "ibsppack.h"
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#include "utlsortvector.h"
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#include "utlhashtable.h"
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#include "UtlStringMap.h"
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#include "callqueue.h"
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#include "color.h"
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#include "tier1/lzmaDecoder.h"
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#include "eiface.h"
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#include "server.h"
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#include "ifilelist.h"
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#include "LoadScreenUpdate.h"
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#if defined( _X360 )
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#include "xbox/xbox_console.h"
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#elif defined( _PS3 )
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#include "ps3/ps3_console.h"
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#endif
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#include "materialsystem/imesh.h"
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#include "networkstringtable.h"
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#include "fmtstr.h"
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#include "engine_model_client.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Uncomment this line to break down Map_LoadModel into
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// smaller, individual scopes.
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// #define MEM_DETAILED_ACCOUNTING_MAP_LOADMODEL
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ConVar mat_loadtextures( "mat_loadtextures", "1", FCVAR_CHEAT );
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static ConVar mod_touchalldata( "mod_touchalldata", "1", 0, "Touch model data during level startup" );
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static ConVar mod_forcetouchdata( "mod_forcetouchdata", "1", 0, "Forces all model file data into cache on model load." );
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ConVar mat_excludetextures( "mat_excludetextures", "0", 0 );
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ConVar r_unloadlightmaps( "r_unloadlightmaps", "0" );
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ConVar r_hunkalloclightmaps( "r_hunkalloclightmaps", "1" );
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// Not compatible for PC (due to ALT+TAB req's), mutually exclusive and similar to "unloadlightmaps", but keeps only
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// the styled lightmaps for animated light updates and discards the static portion of the lightmaps
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// (after lightmap page setup), so dlight support is severed when this is enabled.
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ConVar r_keepstyledlightmapsonly( "r_keepstyledlightmapsonly", IsGameConsole() ? "1" : "0" );
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// keep this many weapon view models resident, LRU purge others
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// clamped to minimum player inventory to prevent LRU and needing to
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ConVar mod_weaponviewmodelcache( "mod_WeaponViewModelCache", "8", 0, "", true, 0, false, 0 );
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// keep this many weapon world models resident, LRU purge others
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ConVar mod_weaponworldmodelcache( "mod_WeaponWorldModelCache", "10", 0, "", true, 0, false, 0 );
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ConVar mod_weaponworldmodelminage( "mod_WeaponWorldModelMinAge", "3000", 0, "", true, 0, false, 0 );
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#if !defined( DEDICATED )
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extern ConVar r_lightcache_zbuffercache;
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#endif
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bool g_bHunkAllocLightmaps;
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bool g_bClearingClientState = false;
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extern CGlobalVars g_ServerGlobalVariables;
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extern IMaterial *g_materialEmpty;
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extern ConVar r_rootlod;
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model_t *g_pSimpleWorldModel = NULL;
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model_t *g_pSimpleWorldModelWater = NULL;
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bool g_bLoadedMapHasBakedPropLighting = false;
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bool g_bBakedPropLightingNoSeparateHDR = false; // Some maps only have HDR lighting on props, contained in the file for non-hdr light data
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bool g_bHasLightmapAlphaData = false;
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bool g_bBakedPropLightingStreams3 = false;
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bool g_bHasLightmapAlphaData3 = false; // newer alpha data for CSM blending
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bool g_bHasIndirectOnlyInLightingStreams = false;
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bool g_bLightstylesWithCSM = false;
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double g_flAccumulatedModelLoadTime;
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double g_flAccumulatedModelLoadTimeStudio;
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double g_flAccumulatedModelLoadTimeStaticMesh;
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double g_flAccumulatedModelLoadTimeBrush;
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double g_flAccumulatedModelLoadTimeSprite;
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double g_flAccumulatedModelLoadTimeVCollideSync;
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double g_flAccumulatedModelLoadTimeVCollideAsync;
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double g_flAccumulatedModelLoadTimeVirtualModel;
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double g_flAccumulatedModelLoadTimeMaterialNamesOnly;
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static ConVar mod_dynamicunloadtime( "mod_dynamicunloadtime", "150", FCVAR_HIDDEN | FCVAR_DONTRECORD );
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static ConVar mod_dynamicunloadtextures( "mod_dynamicunloadtex", "1", FCVAR_HIDDEN | FCVAR_DONTRECORD );
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static ConVar mod_dynamicloadpause( "mod_dynamicloadpause", "0", FCVAR_CHEAT | FCVAR_HIDDEN | FCVAR_DONTRECORD );
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static ConVar mod_dynamicloadthrottle( "mod_dynamicloadthrottle", "0", FCVAR_CHEAT | FCVAR_HIDDEN | FCVAR_DONTRECORD );
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static ConVar mod_dynamicloadspew( "mod_dynamicloadspew", "0", FCVAR_HIDDEN | FCVAR_DONTRECORD );
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#define DynamicModelDebugMsg(...) ( mod_dynamicloadspew.GetBool() ? Msg(__VA_ARGS__) : (void)0 )
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//-----------------------------------------------------------------------------
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// A dictionary used to store where to find game lump data in the .bsp file
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//-----------------------------------------------------------------------------
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// Extended from the on-disk struct to include uncompressed size and stop propagation of bogus signed values
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struct dgamelump_internal_t
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{
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dgamelump_internal_t( dgamelump_t &other, unsigned int nCompressedSize )
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: id( other.id )
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, flags( other.flags )
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, version( other.version )
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, offset( Max( other.fileofs, 0 ) )
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, uncompressedSize( Max( other.filelen, 0 ) )
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, compressedSize( nCompressedSize )
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{}
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GameLumpId_t id;
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unsigned short flags;
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unsigned short version;
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unsigned int offset;
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unsigned int uncompressedSize;
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unsigned int compressedSize;
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};
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static CUtlVector< dgamelump_internal_t > g_GameLumpDict;
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static char g_GameLumpFilename[MAX_PATH];
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//-----------------------------------------------------------------------------
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void Con_ColorPrintf( const Color& clr, const char *fmt, ... );
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void NotifyHunkBeginMapLoad( const char *pszMapName )
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{
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// Set the estimated hunk size. For maps where there's versus versions, using the larger of the two
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struct EstimatedHunkSize_t
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{
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const char *pszMapRoot;
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int nBytes;
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};
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// These hunk sizes are used to set the initial commit amount.
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// They are an optimization and they don't need to be perfect. Setting
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// them a little bit low ensures that there is no wasted commit.
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static EstimatedHunkSize_t EstimatedHunkSizes[] =
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{
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// TODO: if Portal 2 map hunk sizes end up being highly variable, add entries here for maps
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// requiring > HUNK_COMMIT_FLOOR (defined in zone.cpp), to avoid fragmentation issues
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//{ "hospital01", 9568256 },
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{ NULL, 1024*1024 },
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};
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for ( int i = 0; i < ARRAYSIZE(EstimatedHunkSizes); i++ )
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{
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if ( !EstimatedHunkSizes[i].pszMapRoot || V_stristr( pszMapName, EstimatedHunkSizes[i].pszMapRoot ) )
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{
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Hunk_OnMapStart( EstimatedHunkSizes[i].nBytes );
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// FIXME/TODO: Right now Host_FreeToLowMark unloads all models including studio
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// models that have Cache_Alloc data, too. This needs to be fixed before shipping
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BEGIN_BYTESWAP_DATADESC( lump_t )
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DEFINE_FIELD( fileofs, FIELD_INTEGER ),
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DEFINE_FIELD( filelen, FIELD_INTEGER ),
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DEFINE_FIELD( version, FIELD_INTEGER ),
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DEFINE_ARRAY( fourCC, FIELD_CHARACTER, 4 ),
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END_BYTESWAP_DATADESC()
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BEGIN_BYTESWAP_DATADESC( BSPHeader_t )
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DEFINE_FIELD( ident, FIELD_INTEGER ),
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DEFINE_FIELD( m_nVersion, FIELD_INTEGER ),
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DEFINE_EMBEDDED_ARRAY( lumps, HEADER_LUMPS ),
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DEFINE_FIELD( mapRevision, FIELD_INTEGER ),
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END_BYTESWAP_DATADESC()
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bool Model_LessFunc( FileNameHandle_t const &a, FileNameHandle_t const &b )
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{
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return a < b;
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}
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struct ViewWeaponEntry_t
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{
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ViewWeaponEntry_t( bool bIsViewModel )
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{
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m_nAgeTime = 0;
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m_bStudioHWDataResident = false;
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m_bViewModel = bIsViewModel;
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m_hAsyncVTXControl = NULL;
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m_hAsyncVVDControl = NULL;
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}
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CUtlVector< CUtlString > m_Materials;
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unsigned int m_nAgeTime;
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bool m_bStudioHWDataResident;
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bool m_bViewModel;
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FSAsyncControl_t m_hAsyncVTXControl;
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FSAsyncControl_t m_hAsyncVVDControl;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Implements IModelLoader
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//-----------------------------------------------------------------------------
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class CModelLoader : public IModelLoader
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{
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friend class CMDLCacheNotify;
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// Implement IModelLoader interface
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public:
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CModelLoader() :
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m_ModelPool( sizeof( model_t ), MAX_KNOWN_MODELS, CUtlMemoryPool::GROW_FAST, "CModelLoader::m_ModelPool" ),
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m_Models( 0, 0, Model_LessFunc ),
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m_WeaponModelCache( 0, 0, DefLessFunc( model_t* ) )
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{
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}
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void Init( void );
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void Shutdown( void );
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int GetCount( void );
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model_t *GetModelForIndex( int i );
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// Look up name for model
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const char *GetName( model_t const *model );
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// Check cache for data, reload model if needed
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void *GetExtraData( model_t *model );
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int GetModelFileSize( char const *name );
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// Finds the model, and loads it if it isn't already present. Updates reference flags
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model_t *GetModelForName( const char *name, REFERENCETYPE referencetype );
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// Mark as referenced by name
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model_t *ReferenceModel( const char *name, REFERENCETYPE referencetype );
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// Unmasks the referencetype field for the model
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void UnreferenceModel( model_t *model, REFERENCETYPE referencetype );
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// Unmasks the specified reference type across all models
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void UnreferenceAllModels( REFERENCETYPE referencetype );
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// For any models with referencetype blank, frees all memory associated with the model
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// and frees up the models slot
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void UnloadUnreferencedModels( void );
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void PurgeUnusedModels( void );
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void UnMountCompatibilityPaths( void );
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void AddCompatibilityPath( const char *szNewCompatibilityPath );
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bool Map_GetRenderInfoAllocated( void );
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void Map_SetRenderInfoAllocated( bool allocated );
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virtual void Map_LoadDisplacements( model_t *pModel, bool bRestoring );
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// Validate version/header of a .bsp file
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bool Map_IsValid( char const *mapname, bool bQuiet = false );
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virtual void RecomputeSurfaceFlags( model_t *mod );
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virtual void Studio_ReloadModels( ReloadType_t reloadType );
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void Print( void );
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// Is a model loaded?
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virtual bool IsLoaded( const model_t *mod );
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virtual bool LastLoadedMapHasHDRLighting(void);
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virtual bool LastLoadedMapHasLightmapAlphaData( void );
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void DumpVCollideStats();
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// Returns the map model, otherwise NULL, no load or create
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model_t *FindModelNoCreate( const char *pModelName );
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// Finds the model, builds a model entry if not present
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model_t *FindModel( const char *name );
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modtype_t GetTypeFromName( const char *pModelName );
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// start with -1, list terminates with -1
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int FindNext( int iIndex, model_t **ppModel );
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void UnloadModel( model_t *pModel );
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virtual void ReloadFilesInList( IFileList *pFilesToReload );
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// Dynamic model loading
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virtual void UpdateDynamicModels() { InternalUpdateDynamicModels(false); }
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virtual void FlushDynamicModels() { InternalUpdateDynamicModels(true); }
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virtual void ForceUnloadNonClientDynamicModels();
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virtual model_t *GetDynamicModel( const char *name, bool bClientOnly );
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virtual model_t *GetDynamicCombinedModel( const char *name, bool bClientOnly );
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virtual void UpdateDynamicCombinedModel( model_t *pModel, MDLHandle_t Handle, bool bClientSide );
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virtual bool SetCombineModels( model_t* pModel, const CUtlVector< SCombinerModelInput_t > &vecModelsToCombine );
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virtual bool FinishCombinedModel( model_t *pModel, CombinedModelLoadedCallback pFunc, void *pUserData );
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virtual bool IsDynamicModelLoading( model_t *pModel );
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virtual void AddRefDynamicModel( model_t *pModel, bool bClientSideRef );
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virtual void ReleaseDynamicModel( model_t *pModel, bool bClientSideRef );
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virtual bool RegisterModelLoadCallback( model_t *pModel, IModelLoadCallback *pCallback, bool bCallImmediatelyIfLoaded );
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virtual void UnregisterModelLoadCallback( model_t *pModel, IModelLoadCallback *pCallback );
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virtual void Client_OnServerModelStateChanged( model_t *pModel, bool bServerLoaded );
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void DebugPrintDynamicModels();
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void DebugCombinerInfo( );
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byte *GetLightstyles( model_t *pModel );
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void AllocateLightstyles( model_t *pModel, byte *pStyles, int nStyleCount );
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virtual void UpdateViewWeaponModelCache( const char **ppWeaponModels, int nWeaponModels );
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virtual void TouchWorldWeaponModelCache( const char **ppWeaponModels, int nWeaponModels );
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void DumpWeaponModelCache( bool bViewModelsOnly );
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virtual bool IsModelInWeaponCache( const model_t *pModel );
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virtual void EvictAllWeaponsFromModelCache( bool bLoadingComplete );
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virtual bool IsViewWeaponModelResident( const model_t *pModel );
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bool ProcessWeaponModelCacheOperations();
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// Internal types
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private:
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// TODO, flag these and allow for UnloadUnreferencedModels to check for allocation type
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// so we don't have to flush all of the studio models when we free the hunk
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enum
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{
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FALLOC_USESHUNKALLOC = (1<<31),
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FALLOC_USESCACHEALLOC = (1<<30),
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};
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// Internal methods
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private:
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// Set reference flags and load model if it's not present already
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model_t *LoadModel( model_t *model, REFERENCETYPE *referencetype );
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// Unload models ( won't unload referenced models if checkreferences is true )
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void UnloadAllModels( bool checkreference );
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void SetupSubModels( model_t *model, CUtlVector<mmodel_t> &list );
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// World/map
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void Map_LoadModel( model_t *mod );
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void Map_LoadModelGuts( model_t *mod );
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void Map_UnloadModel( model_t *mod );
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void Map_UnloadCubemapSamples( model_t *mod );
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void Map_UnloadSimpleWorldModel( model_t *mod );
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// World loading helper
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void SetWorldModel( model_t *mod );
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void ClearWorldModel( void );
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bool IsWorldModelSet( void );
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int GetNumWorldSubmodels( void );
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// Sprites
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void Sprite_LoadModel( model_t *mod );
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void Sprite_UnloadModel( model_t *mod );
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// Studio models
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void Studio_LoadModel( model_t *mod, bool bTouchAllData );
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void Studio_UnloadModel( model_t *mod );
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// Byteswap
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int UpdateOrCreate( const char *pSourceName, char *pTargetName, int maxLen, bool bForce );
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// Dynamic model state
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void InternalUpdateDynamicModels( bool bForceFlushUnreferenced );
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// Dynamic load queue
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class CDynamicModelInfo;
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void QueueDynamicModelLoad( CDynamicModelInfo *dyn, model_t *mod );
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bool CancelDynamicModelLoad( CDynamicModelInfo *dyn, model_t *mod );
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void UpdateDynamicModelLoadQueue();
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void FinishDynamicModelLoadIfReady( CDynamicModelInfo *dyn, model_t *mod );
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void EvictWeaponModel( int CacheIndex, bool bForce );
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void RestoreWeaponModel( int CacheIndex );
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// Internal data
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private:
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enum
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{
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MAX_KNOWN_MODELS = 1024,
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};
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struct ModelEntry_t
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{
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model_t *modelpointer;
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};
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CUtlMap< FileNameHandle_t, ModelEntry_t > m_Models;
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CUtlMemoryPool m_ModelPool;
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CUtlVector<model_t> m_InlineModels;
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model_t *m_pWorldModel;
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public: // HACKHACK
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worldbrushdata_t m_worldBrushData;
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private:
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// local base name of current loading model
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// generally used for debugging spew where only the name is desired, not the disk path
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char m_szBaseName[64];
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bool m_bMapRenderInfoLoaded;
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bool m_bMapHasHDRLighting;
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// Dynamic model support:
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class CDynamicModelInfo
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{
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public:
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enum
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{
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QUEUED = 0x01,
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LOADING = 0x02,
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LOCKED = 0x04,
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SERVERLOADING = 0x08,
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READY = 0x10,
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INVALIDFLAG = 0x20,
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COMBINED = 0x40,
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}; // flags
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CDynamicModelInfo() : m_iRefCount(0), m_iClientRefCount(0), m_nLoadFlags(INVALIDFLAG), m_uLastTouchedMS_Div256(0) { }
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int16 m_iRefCount;
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int16 m_iClientRefCount; // also doublecounted in m_iRefCount
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uint32 m_nLoadFlags : 8;
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uint32 m_uLastTouchedMS_Div256 : 24;
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CUtlVector< IModelLoadCallback * > m_Callbacks;
|
||
};
|
||
CUtlHashtable< model_t * , CDynamicModelInfo > m_DynamicModels;
|
||
CUtlHashtable< IModelLoadCallback * , int > m_RegisteredDynamicCallbacks;
|
||
|
||
// Dynamic model load queue
|
||
CUtlVector< model_t* > m_DynamicModelLoadQueue;
|
||
bool m_bDynamicLoadQueueHeadActive;
|
||
|
||
CUtlVector<byte> m_LightStyleList;
|
||
|
||
CMemoryStack m_WorldLightingDataStack;
|
||
|
||
bool m_bAllowWeaponModelCache;
|
||
bool m_bAllowWeaponVertexEviction;
|
||
bool m_bAllowWorldWeaponEviction;
|
||
CUtlMap< model_t *, ViewWeaponEntry_t * > m_WeaponModelCache;
|
||
int m_nNumWeaponsPartialResident;
|
||
|
||
struct compatibility_path_t
|
||
{
|
||
CUtlString mPath;
|
||
CUtlString mPathId;
|
||
};
|
||
CUtlVector< compatibility_path_t > m_vecSzCompatibilityPaths;
|
||
|
||
};
|
||
|
||
// Expose interface
|
||
static CModelLoader g_ModelLoader;
|
||
IModelLoader *modelloader = ( IModelLoader * )&g_ModelLoader;
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Globals used by the CMapLoadHelper
|
||
//-----------------------------------------------------------------------------
|
||
static BSPHeader_t s_MapHeader;
|
||
static FileHandle_t s_MapFileHandle = FILESYSTEM_INVALID_HANDLE;
|
||
static char s_szMapPathName[MAX_PATH];
|
||
static char s_szMapPathNameOnDisk[MAX_PATH];
|
||
static worldbrushdata_t *s_pMap = NULL;
|
||
static int s_nMapLoadRecursion = 0;
|
||
CMemoryStack s_MapBuffer;
|
||
|
||
// Lump files are patches for a shipped map
|
||
// List of lump files found when map was loaded. Each entry is the lump file index for that lump id.
|
||
struct lumpfiles_t
|
||
{
|
||
FileHandle_t file;
|
||
int lumpfileindex;
|
||
lumpfileheader_t header;
|
||
};
|
||
static lumpfiles_t s_MapLumpFiles[ HEADER_LUMPS ];
|
||
|
||
CON_COMMAND( mem_vcollide, "Dumps the memory used by vcollides" )
|
||
{
|
||
g_ModelLoader.DumpVCollideStats();
|
||
}
|
||
|
||
CON_COMMAND( mod_DumpWeaponWiewModelCache, "Dumps the weapon view model cache contents" )
|
||
{
|
||
g_ModelLoader.DumpWeaponModelCache( true );
|
||
}
|
||
|
||
CON_COMMAND( mod_DumpWeaponWorldModelCache, "Dumps the weapon world model cache contents" )
|
||
{
|
||
g_ModelLoader.DumpWeaponModelCache( false );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Get the map name with the appropriate platform extension. Used to hide
|
||
// the expected platform suffix, which is desired to be private. The code
|
||
// on all platforms generally expects the PC name and only changes it before i/o.
|
||
//-----------------------------------------------------------------------------
|
||
char *GetMapPathNameOnDisk( char *pDiskName, const char *pFullMapName, unsigned int nDiskNameSize )
|
||
{
|
||
if ( !IsGameConsole() )
|
||
{
|
||
// pc names are as is
|
||
if ( pFullMapName != pDiskName )
|
||
{
|
||
V_strncpy( pDiskName, pFullMapName, nDiskNameSize );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// expecting the input name to be maps/foo.bsp
|
||
V_StripExtension( pFullMapName, pDiskName, nDiskNameSize );
|
||
V_strncat( pDiskName, PLATFORM_EXT ".bsp", nDiskNameSize );
|
||
}
|
||
return pDiskName;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Returns the ref count for this bsp
|
||
//-----------------------------------------------------------------------------
|
||
int CMapLoadHelper::GetRefCount()
|
||
{
|
||
return s_nMapLoadRecursion;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Setup a BSP loading context, maintains a ref count.
|
||
//-----------------------------------------------------------------------------
|
||
void CMapLoadHelper::Init( model_t *pMapModel, const char *pPathName )
|
||
{
|
||
if ( ++s_nMapLoadRecursion > 1 )
|
||
{
|
||
return;
|
||
}
|
||
|
||
s_pMap = NULL;
|
||
s_MapFileHandle = FILESYSTEM_INVALID_HANDLE;
|
||
V_memset( &s_MapHeader, 0, sizeof( s_MapHeader ) );
|
||
V_memset( &s_MapLumpFiles, 0, sizeof( s_MapLumpFiles ) );
|
||
|
||
if ( !pMapModel )
|
||
{
|
||
Q_strncpy( s_szMapPathName, pPathName, sizeof( s_szMapPathName ) );
|
||
}
|
||
else
|
||
{
|
||
Q_strncpy( s_szMapPathName, pMapModel->szPathName, sizeof( s_szMapPathName ) );
|
||
}
|
||
|
||
char szNameOnDisk[MAX_PATH];
|
||
GetMapPathNameOnDisk( szNameOnDisk, s_szMapPathName, sizeof( szNameOnDisk ) );
|
||
s_MapFileHandle = g_pFileSystem->OpenEx( szNameOnDisk, "rb", IsGameConsole() ? FSOPEN_NEVERINPACK : 0, IsGameConsole() ? "GAME" : NULL );
|
||
if ( s_MapFileHandle == FILESYSTEM_INVALID_HANDLE )
|
||
{
|
||
if ( !g_bClearingClientState )
|
||
{
|
||
Host_Error( "CMapLoadHelper::Init, unable to open %s\n", szNameOnDisk );
|
||
}
|
||
return;
|
||
}
|
||
|
||
g_pFileSystem->Read( &s_MapHeader, sizeof( BSPHeader_t ), s_MapFileHandle );
|
||
if ( s_MapHeader.ident != IDBSPHEADER )
|
||
{
|
||
g_pFileSystem->Close( s_MapFileHandle );
|
||
s_MapFileHandle = FILESYSTEM_INVALID_HANDLE;
|
||
Host_Error( "CMapLoadHelper::Init, map %s has wrong identifier\n", szNameOnDisk );
|
||
return;
|
||
}
|
||
|
||
if ( s_MapHeader.m_nVersion < MINBSPVERSION || s_MapHeader.m_nVersion > BSPVERSION )
|
||
{
|
||
g_pFileSystem->Close( s_MapFileHandle );
|
||
s_MapFileHandle = FILESYSTEM_INVALID_HANDLE;
|
||
Host_Error( "CMapLoadHelper::Init, map %s has wrong version (%i when expecting %i)\n", szNameOnDisk,
|
||
s_MapHeader.m_nVersion, BSPVERSION );
|
||
return;
|
||
}
|
||
|
||
// Store map version, but only do it once so that the communication between the engine and Hammer isn't broken. The map version
|
||
// is incremented whenever a Hammer to Engine session is established so resetting the global map version each time causes a problem.
|
||
if ( 0 == g_ServerGlobalVariables.mapversion )
|
||
{
|
||
g_ServerGlobalVariables.mapversion = s_MapHeader.mapRevision;
|
||
}
|
||
|
||
#ifndef DEDICATED
|
||
InitDLightGlobals( s_MapHeader.m_nVersion );
|
||
#endif
|
||
|
||
s_pMap = &g_ModelLoader.m_worldBrushData;
|
||
|
||
if ( IsPC() )
|
||
{
|
||
// Now find and open our lump files, and create the master list of them.
|
||
for ( int iIndex = 0; iIndex < MAX_LUMPFILES; iIndex++ )
|
||
{
|
||
lumpfileheader_t lumpHeader;
|
||
char lumpfilename[MAX_PATH];
|
||
|
||
GenerateLumpFileName( s_szMapPathName, lumpfilename, MAX_PATH, iIndex );
|
||
if ( !g_pFileSystem->FileExists( lumpfilename ) )
|
||
break;
|
||
|
||
// Open the lump file
|
||
FileHandle_t lumpFile = g_pFileSystem->Open( lumpfilename, "rb" );
|
||
if ( lumpFile == FILESYSTEM_INVALID_HANDLE )
|
||
{
|
||
Host_Error( "CMapLoadHelper::Init, failed to load lump file %s\n", lumpfilename );
|
||
return;
|
||
}
|
||
|
||
// Read the lump header
|
||
memset( &lumpHeader, 0, sizeof( lumpHeader ) );
|
||
g_pFileSystem->Read( &lumpHeader, sizeof( lumpfileheader_t ), lumpFile );
|
||
|
||
if ( lumpHeader.lumpID >= 0 && lumpHeader.lumpID < HEADER_LUMPS )
|
||
{
|
||
// We may find multiple lump files for the same lump ID. If so,
|
||
// close the earlier lump file, because the later one overwrites it.
|
||
if ( s_MapLumpFiles[lumpHeader.lumpID].file != FILESYSTEM_INVALID_HANDLE )
|
||
{
|
||
g_pFileSystem->Close( s_MapLumpFiles[lumpHeader.lumpID].file );
|
||
}
|
||
|
||
s_MapLumpFiles[lumpHeader.lumpID].file = lumpFile;
|
||
s_MapLumpFiles[lumpHeader.lumpID].lumpfileindex = iIndex;
|
||
memcpy( &(s_MapLumpFiles[lumpHeader.lumpID].header), &lumpHeader, sizeof(lumpHeader) );
|
||
}
|
||
else
|
||
{
|
||
Warning( "Found invalid lump file '%s'. Lump Id: %d\n", lumpfilename, lumpHeader.lumpID );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Setup a BSP loading context from a supplied buffer
|
||
//-----------------------------------------------------------------------------
|
||
void CMapLoadHelper::InitFromMemory( model_t *pMapModel, const void *pData, int nDataSize )
|
||
{
|
||
// valid for consoles only
|
||
// consoles have reorganized bsp format and no external lump files
|
||
Assert( IsGameConsole() && pData && nDataSize );
|
||
|
||
// the memory should be contained in s_MapBuffer
|
||
Assert( ( pData == s_MapBuffer.GetBase() ) && ( nDataSize == s_MapBuffer.GetUsed() ) );
|
||
|
||
if ( ++s_nMapLoadRecursion > 1 )
|
||
{
|
||
return;
|
||
}
|
||
|
||
s_pMap = NULL;
|
||
s_MapFileHandle = FILESYSTEM_INVALID_HANDLE;
|
||
V_memset( &s_MapHeader, 0, sizeof( s_MapHeader ) );
|
||
V_memset( &s_MapLumpFiles, 0, sizeof( s_MapLumpFiles ) );
|
||
|
||
// mimic the expected globals, as if loading from disk
|
||
V_strncpy( s_szMapPathName, pMapModel->szPathName, sizeof( s_szMapPathName ) );
|
||
|
||
char szNameOnDisk[MAX_PATH];
|
||
GetMapPathNameOnDisk( szNameOnDisk, s_szMapPathName, sizeof( szNameOnDisk ) );
|
||
|
||
g_ModelLoader.m_worldBrushData.m_nBSPFileSize = nDataSize;
|
||
|
||
V_memcpy( &s_MapHeader, pData, sizeof( BSPHeader_t ) );
|
||
|
||
if ( s_MapHeader.ident != IDBSPHEADER )
|
||
{
|
||
Host_Error( "CMapLoadHelper::Init, map %s has wrong identifier\n", szNameOnDisk );
|
||
return;
|
||
}
|
||
|
||
if ( s_MapHeader.m_nVersion < MINBSPVERSION || s_MapHeader.m_nVersion > BSPVERSION )
|
||
{
|
||
Host_Error( "CMapLoadHelper::Init, map %s has wrong version (%i when expecting %i)\n", szNameOnDisk, s_MapHeader.m_nVersion, BSPVERSION );
|
||
return;
|
||
}
|
||
|
||
// Store map version
|
||
g_ServerGlobalVariables.mapversion = s_MapHeader.mapRevision;
|
||
|
||
#ifndef DEDICATED
|
||
InitDLightGlobals( s_MapHeader.m_nVersion );
|
||
#endif
|
||
|
||
s_pMap = &g_ModelLoader.m_worldBrushData;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Shutdown a BSP loading context.
|
||
//-----------------------------------------------------------------------------
|
||
void CMapLoadHelper::Shutdown( void )
|
||
{
|
||
if ( --s_nMapLoadRecursion > 0 )
|
||
{
|
||
return;
|
||
}
|
||
|
||
if ( s_MapFileHandle != FILESYSTEM_INVALID_HANDLE )
|
||
{
|
||
g_pFileSystem->Close( s_MapFileHandle );
|
||
s_MapFileHandle = FILESYSTEM_INVALID_HANDLE;
|
||
}
|
||
|
||
if ( IsPC() )
|
||
{
|
||
// Close our open lump files
|
||
for ( int i = 0; i < HEADER_LUMPS; i++ )
|
||
{
|
||
if ( s_MapLumpFiles[i].file != FILESYSTEM_INVALID_HANDLE )
|
||
{
|
||
g_pFileSystem->Close( s_MapLumpFiles[i].file );
|
||
}
|
||
}
|
||
V_memset( &s_MapLumpFiles, 0, sizeof( s_MapLumpFiles ) );
|
||
}
|
||
|
||
s_szMapPathName[ 0 ] = '\0';
|
||
V_memset( &s_MapHeader, 0, sizeof( s_MapHeader ) );
|
||
s_pMap = NULL;
|
||
|
||
// discard from memory
|
||
if ( s_MapBuffer.GetUsed() )
|
||
{
|
||
s_MapBuffer.FreeAll();
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Free the lighting lump (increases free memory during loading on 360)
|
||
//-----------------------------------------------------------------------------
|
||
void CMapLoadHelper::FreeLightingLump( void )
|
||
{
|
||
if ( IsGameConsole() && ( s_MapFileHandle == FILESYSTEM_INVALID_HANDLE ) && s_MapBuffer.GetUsed() )
|
||
{
|
||
int lightingLump = LumpSize( LUMP_LIGHTING_HDR ) ? LUMP_LIGHTING_HDR : LUMP_LIGHTING;
|
||
// Should never have both lighting lumps on 360
|
||
Assert( ( lightingLump == LUMP_LIGHTING ) || ( LumpSize( LUMP_LIGHTING ) == 0 ) );
|
||
|
||
if ( LumpSize( lightingLump ) )
|
||
{
|
||
// Check that the lighting lump is next to the last one in the BSP
|
||
// The pak file is expected to be last
|
||
int lightingOffset = LumpOffset( lightingLump );
|
||
for ( int i = 0; i < HEADER_LUMPS; i++ )
|
||
{
|
||
if ( ( LumpOffset( i ) > lightingOffset ) && ( i != LUMP_PAKFILE ) )
|
||
{
|
||
Warning( "CMapLoadHelper: Cannot free lighting lump (should be last before the PAK lump).\n" );
|
||
Warning( "Lumps may be now be incorrectly ordered. Regenerate the " PLATFORM_EXT ".bsp file with MakeGameData.\n" );
|
||
return;
|
||
}
|
||
}
|
||
|
||
// Flag the lighting chunk as gone from the BSP (principally, this sets 'filelen' to 0)
|
||
V_memset( &s_MapHeader.lumps[ lightingLump ], 0, sizeof( lump_t ) );
|
||
|
||
// Shrink the buffer to free up the space that was used by the lighting lump
|
||
// The pak file is not part of the original allocation
|
||
s_MapBuffer.FreeToAllocPoint( (MemoryStackMark_t)lightingOffset );
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Returns the size of a particular lump without loading it...
|
||
//-----------------------------------------------------------------------------
|
||
int CMapLoadHelper::LumpSize( int lumpId )
|
||
{
|
||
// If we have a lump file for this lump, return its length instead
|
||
if ( IsPC() && s_MapLumpFiles[lumpId].file != FILESYSTEM_INVALID_HANDLE )
|
||
{
|
||
return s_MapLumpFiles[lumpId].header.lumpLength;
|
||
}
|
||
|
||
lump_t *pLump = &s_MapHeader.lumps[ lumpId ];
|
||
Assert( pLump );
|
||
|
||
if ( IsGameConsole() )
|
||
{
|
||
// a compressed lump hides the uncompressed size in the unused fourCC
|
||
// otherwise, the data has to be loaded to determine original size
|
||
// all knowledge of compression is private, they expect and get the original size
|
||
int originalSize = BigLong( *((int *)s_MapHeader.lumps[lumpId].fourCC) );
|
||
if ( originalSize )
|
||
{
|
||
return originalSize;
|
||
}
|
||
}
|
||
|
||
return pLump->filelen;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Returns the offset of a particular lump without loading it...
|
||
//-----------------------------------------------------------------------------
|
||
int CMapLoadHelper::LumpOffset( int lumpID )
|
||
{
|
||
// If we have a lump file for this lump, return
|
||
// the offset to move past the lump file header.
|
||
if ( IsPC() && s_MapLumpFiles[lumpID].file != FILESYSTEM_INVALID_HANDLE )
|
||
{
|
||
return s_MapLumpFiles[lumpID].header.lumpOffset;
|
||
}
|
||
|
||
lump_t *pLump = &s_MapHeader.lumps[ lumpID ];
|
||
Assert( pLump );
|
||
|
||
return pLump->fileofs;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Loads one element in a lump.
|
||
//-----------------------------------------------------------------------------
|
||
void CMapLoadHelper::LoadLumpElement( int nElemIndex, int nElemSize, void *pData )
|
||
{
|
||
if ( !nElemSize || !m_nLumpSize )
|
||
{
|
||
return;
|
||
}
|
||
|
||
// supply from memory
|
||
if ( nElemIndex * nElemSize + nElemSize <= m_nLumpSize )
|
||
{
|
||
V_memcpy( pData, m_pData + nElemIndex * nElemSize, nElemSize );
|
||
}
|
||
else
|
||
{
|
||
// out of range
|
||
Assert( 0 );
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Loads one element in a lump.
|
||
//-----------------------------------------------------------------------------
|
||
void CMapLoadHelper::LoadLumpData( int offset, int size, void *pData )
|
||
{
|
||
if ( !size || !m_nLumpSize )
|
||
{
|
||
return;
|
||
}
|
||
|
||
if ( offset + size <= m_nLumpSize )
|
||
{
|
||
V_memcpy( pData, m_pData + offset, size );
|
||
}
|
||
else
|
||
{
|
||
// out of range
|
||
Assert( 0 );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : mapfile -
|
||
// lumpToLoad -
|
||
//-----------------------------------------------------------------------------
|
||
CMapLoadHelper::CMapLoadHelper( int lumpToLoad, bool bUncompress )
|
||
{
|
||
if ( lumpToLoad < 0 || lumpToLoad >= HEADER_LUMPS )
|
||
{
|
||
Sys_Error( "Can't load lump %i, range is 0 to %i!!!", lumpToLoad, HEADER_LUMPS - 1 );
|
||
}
|
||
|
||
m_nLumpID = lumpToLoad;
|
||
m_nLumpSize = 0;
|
||
m_nLumpOffset = -1;
|
||
m_pData = NULL;
|
||
m_pRawData = NULL;
|
||
m_pUncompressedData = NULL;
|
||
m_nUncompressedLumpSize = 0;
|
||
m_bUncompressedDataExternal = false;
|
||
|
||
// Load raw lump from disk
|
||
lump_t *lump = &s_MapHeader.lumps[ lumpToLoad ];
|
||
Assert( lump );
|
||
|
||
m_nLumpSize = lump->filelen;
|
||
m_nLumpOffset = lump->fileofs;
|
||
m_nLumpVersion = lump->version;
|
||
|
||
FileHandle_t fileToUse = s_MapFileHandle;
|
||
|
||
// If we have a lump file for this lump, use it instead
|
||
if ( IsPC() && s_MapLumpFiles[lumpToLoad].file != FILESYSTEM_INVALID_HANDLE )
|
||
{
|
||
fileToUse = s_MapLumpFiles[lumpToLoad].file;
|
||
m_nLumpSize = s_MapLumpFiles[lumpToLoad].header.lumpLength;
|
||
m_nLumpOffset = s_MapLumpFiles[lumpToLoad].header.lumpOffset;
|
||
m_nLumpVersion = s_MapLumpFiles[lumpToLoad].header.lumpVersion;
|
||
|
||
// Store off the lump file name
|
||
GenerateLumpFileName( s_szMapPathName, m_szLumpFilename, sizeof( m_szLumpFilename ), s_MapLumpFiles[lumpToLoad].lumpfileindex );
|
||
}
|
||
|
||
if ( !m_nLumpSize )
|
||
{
|
||
// this lump has no data
|
||
return;
|
||
}
|
||
|
||
if ( s_MapBuffer.GetUsed() )
|
||
{
|
||
// bsp is in memory
|
||
m_pData = (unsigned char*)s_MapBuffer.GetBase() + m_nLumpOffset;
|
||
}
|
||
else
|
||
{
|
||
if ( s_MapFileHandle == FILESYSTEM_INVALID_HANDLE )
|
||
{
|
||
Sys_Error( "Can't load map from invalid handle!!!" );
|
||
}
|
||
|
||
unsigned nOffsetAlign, nSizeAlign, nBufferAlign;
|
||
bool bTryOptimal = g_pFileSystem->GetOptimalIOConstraints( fileToUse, &nOffsetAlign, &nSizeAlign, &nBufferAlign );
|
||
|
||
if ( bTryOptimal )
|
||
{
|
||
bTryOptimal = ( m_nLumpOffset % 4 == 0 ); // Don't return badly aligned data
|
||
}
|
||
|
||
unsigned int alignedOffset = m_nLumpOffset;
|
||
unsigned int alignedBytesToRead = ( ( m_nLumpSize ) ? m_nLumpSize : 1 );
|
||
|
||
if ( bTryOptimal )
|
||
{
|
||
alignedOffset = AlignValue( ( alignedOffset - nOffsetAlign ) + 1, nOffsetAlign );
|
||
alignedBytesToRead = AlignValue( ( m_nLumpOffset - alignedOffset ) + alignedBytesToRead, nSizeAlign );
|
||
}
|
||
|
||
m_pRawData = (byte *)g_pFileSystem->AllocOptimalReadBuffer( fileToUse, alignedBytesToRead, alignedOffset );
|
||
if ( !m_pRawData && m_nLumpSize )
|
||
{
|
||
Sys_Error( "Can't load lump %i, allocation of %i bytes failed!!!", lumpToLoad, m_nLumpSize + 1 );
|
||
}
|
||
|
||
if ( m_nLumpSize )
|
||
{
|
||
g_pFileSystem->Seek( fileToUse, alignedOffset, FILESYSTEM_SEEK_HEAD );
|
||
g_pFileSystem->ReadEx( m_pRawData, alignedBytesToRead, alignedBytesToRead, fileToUse );
|
||
m_pData = m_pRawData + ( m_nLumpOffset - alignedOffset );
|
||
}
|
||
}
|
||
|
||
m_nUncompressedLumpSize = m_nLumpSize;
|
||
if ( IsGameConsole() )
|
||
{
|
||
CLZMA lzma;
|
||
if ( lzma.IsCompressed( m_pData ) )
|
||
{
|
||
m_nUncompressedLumpSize = lzma.GetActualSize( m_pData );
|
||
if ( bUncompress )
|
||
{
|
||
UncompressLump();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
CMapLoadHelper::~CMapLoadHelper( void )
|
||
{
|
||
if ( IsGameConsole() && m_pUncompressedData && !m_bUncompressedDataExternal )
|
||
{
|
||
free( m_pUncompressedData );
|
||
}
|
||
|
||
if ( m_pRawData )
|
||
{
|
||
g_pFileSystem->FreeOptimalReadBuffer( m_pRawData );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: decompress a compressed lump
|
||
//-----------------------------------------------------------------------------
|
||
void CMapLoadHelper::UncompressLump( void *pExternalBuffer )
|
||
{
|
||
Assert( !m_pUncompressedData );
|
||
if ( m_pUncompressedData )
|
||
return; // Already uncompressed!
|
||
|
||
|
||
if ( pExternalBuffer )
|
||
{
|
||
m_pUncompressedData = (unsigned char *)pExternalBuffer;
|
||
m_bUncompressedDataExternal = true;
|
||
}
|
||
else
|
||
{
|
||
m_pUncompressedData = (unsigned char *)malloc( m_nUncompressedLumpSize );
|
||
m_bUncompressedDataExternal = false;
|
||
}
|
||
CLZMA lzma;
|
||
int decodedLength;
|
||
if ( IsGameConsole() && lzma.IsCompressed( m_pData ) )
|
||
{
|
||
// Uncompress into the dest buffer
|
||
decodedLength = lzma.Uncompress( m_pData, m_pUncompressedData );
|
||
Assert( decodedLength == m_nUncompressedLumpSize );
|
||
}
|
||
else
|
||
{
|
||
// Copy into the dest buffer
|
||
Assert( m_nLumpSize == m_nUncompressedLumpSize );
|
||
memcpy( m_pUncompressedData, m_pData, m_nUncompressedLumpSize );
|
||
}
|
||
|
||
// a user of the class sees the uncompressed data
|
||
m_pData = m_pUncompressedData;
|
||
m_nLumpSize = m_nUncompressedLumpSize;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Output : model_t
|
||
//-----------------------------------------------------------------------------
|
||
worldbrushdata_t *CMapLoadHelper::GetMap( void )
|
||
{
|
||
Assert( s_pMap );
|
||
return s_pMap;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Output : const char
|
||
//-----------------------------------------------------------------------------
|
||
const char *CMapLoadHelper::GetMapPathName( void )
|
||
{
|
||
return s_szMapPathName;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Return the path for the lump, can be the map path or an atomic lump file
|
||
// override.
|
||
//-----------------------------------------------------------------------------
|
||
char *CMapLoadHelper::GetLoadName( void )
|
||
{
|
||
// If we have a custom lump file for the lump this helper
|
||
// is loading, return it instead.
|
||
if ( IsPC() && s_MapLumpFiles[m_nLumpID].file != FILESYSTEM_INVALID_HANDLE )
|
||
{
|
||
return m_szLumpFilename;
|
||
}
|
||
|
||
return s_szMapPathName;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Hides possible platform extension.
|
||
//-----------------------------------------------------------------------------
|
||
char *CMapLoadHelper::GetDiskName( void )
|
||
{
|
||
return GetMapPathNameOnDisk( s_szMapPathNameOnDisk, GetLoadName(), sizeof( s_szMapPathNameOnDisk ) );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Output : byte
|
||
//-----------------------------------------------------------------------------
|
||
byte *CMapLoadHelper::LumpBase( void )
|
||
{
|
||
return m_pData;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Output : int
|
||
//-----------------------------------------------------------------------------
|
||
int CMapLoadHelper::LumpSize()
|
||
{
|
||
return m_nLumpSize;
|
||
}
|
||
|
||
int CMapLoadHelper::UncompressedLumpSize()
|
||
{
|
||
return m_nUncompressedLumpSize;
|
||
}
|
||
|
||
int CMapLoadHelper::LumpOffset()
|
||
{
|
||
return m_nLumpOffset;
|
||
}
|
||
|
||
int CMapLoadHelper::LumpVersion() const
|
||
{
|
||
return m_nLumpVersion;
|
||
}
|
||
|
||
void EnableHDR( bool bEnable )
|
||
{
|
||
if ( g_pMaterialSystemHardwareConfig->GetHDREnabled() == bEnable )
|
||
return;
|
||
|
||
g_pMaterialSystemHardwareConfig->SetHDREnabled( bEnable );
|
||
|
||
if ( IsGameConsole() )
|
||
{
|
||
// cannot do what the pc does and ditch resources, we're loading!
|
||
// can safely do the state update only, knowing that the state change won't affect 360 resources
|
||
((MaterialSystem_Config_t *)g_pMaterialSystemConfig)->SetFlag( MATSYS_VIDCFG_FLAGS_ENABLE_HDR, bEnable );
|
||
return;
|
||
}
|
||
|
||
// And this is okay here!
|
||
materials->ReEnableRenderTargetAllocation_IRealizeIfICallThisAllTexturesWillBeUnloadedAndLoadTimeWillSufferHorribly();
|
||
|
||
ShutdownWellKnownRenderTargets();
|
||
InitWellKnownRenderTargets();
|
||
|
||
// Grah. This is terrible. changin mat_hdr_enabled at the commandline
|
||
// will by definition break because the release/restore methods don't call
|
||
// ShutdownWellKnownRenderTargets/InitWellKnownRenderTargets.
|
||
// Also, this forces two alt-tabs, one for InitWellKnownRenderTargets, one
|
||
// for UpdateMaterialSystemConfig.
|
||
UpdateMaterialSystemConfig();
|
||
|
||
// Worse, since we need to init+shutdown render targets here, we can't
|
||
// rely on UpdateMaterialSystemConfig to release + reacquire resources
|
||
// because it could be called at any time. We have to precisely control
|
||
// when hdr is changed since this is the only time the code can handle it.
|
||
materials->ReleaseResources();
|
||
materials->ReacquireResources();
|
||
|
||
materials->FinishRenderTargetAllocation();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Determine feature flags
|
||
//-----------------------------------------------------------------------------
|
||
void Map_CheckFeatureFlags()
|
||
{
|
||
g_bLoadedMapHasBakedPropLighting = false;
|
||
g_bBakedPropLightingNoSeparateHDR = false;
|
||
g_bHasLightmapAlphaData = false;
|
||
g_bBakedPropLightingStreams3 = false;
|
||
g_bHasIndirectOnlyInLightingStreams = false;
|
||
g_bLightstylesWithCSM = false;
|
||
|
||
if ( CMapLoadHelper::LumpSize( LUMP_MAP_FLAGS ) > 0 )
|
||
{
|
||
CMapLoadHelper lh( LUMP_MAP_FLAGS );
|
||
dflagslump_t flags_lump;
|
||
flags_lump = *( (dflagslump_t *)( lh.LumpBase() ) );
|
||
|
||
// check if loaded map has baked static prop lighting
|
||
g_bLoadedMapHasBakedPropLighting =
|
||
( flags_lump.m_LevelFlags & LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_NONHDR ) != 0 ||
|
||
( flags_lump.m_LevelFlags & LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_HDR ) != 0;
|
||
g_bBakedPropLightingNoSeparateHDR =
|
||
( flags_lump.m_LevelFlags & LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_HDR ) == 0;
|
||
g_bHasLightmapAlphaData = ( flags_lump.m_LevelFlags & LVLFLAGS_LIGHTMAP_ALPHA ) != 0;
|
||
g_bBakedPropLightingStreams3 = ( flags_lump.m_LevelFlags & LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_3 ) != 0;
|
||
g_bHasLightmapAlphaData3 = ( flags_lump.m_LevelFlags & LVLFLAGS_LIGHTMAP_ALPHA_3 ) != 0;
|
||
g_bHasIndirectOnlyInLightingStreams = ( flags_lump.m_LevelFlags & LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_3_NO_SUN ) != 0;
|
||
g_bLightstylesWithCSM = ( flags_lump.m_LevelFlags & LVLFLAGS_LIGHTSTYLES_WITH_CSM ) != 0;
|
||
|
||
// set num static light streams value
|
||
ConVarRef r_staticlight_streams( "r_staticlight_streams" );
|
||
r_staticlight_streams.SetValue( g_bBakedPropLightingStreams3 ? 3 : 1 );
|
||
ConVarRef r_staticlight_streams_indirect_only( "r_staticlight_streams_indirect_only" );
|
||
r_staticlight_streams_indirect_only.SetValue( g_bHasIndirectOnlyInLightingStreams );
|
||
|
||
g_pMaterialSystemHardwareConfig->SetCSMAccurateBlending( g_bHasLightmapAlphaData3 );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Parse the map header for HDR ability. Returns the presence of HDR data only,
|
||
// not the HDR enable state.
|
||
//-----------------------------------------------------------------------------
|
||
bool Map_CheckForHDR( model_t *pModel, const char *pMapPathName )
|
||
{
|
||
// parse the map header only
|
||
CMapLoadHelper::Init( pModel, pMapPathName );
|
||
|
||
bool bHasHDR = false;
|
||
if ( IsGameConsole() )
|
||
{
|
||
// If this is true, the 360 MUST use HDR, because the LDR data gets stripped out.
|
||
bHasHDR = CMapLoadHelper::LumpSize( LUMP_LIGHTING_HDR ) > 0;
|
||
}
|
||
else
|
||
{
|
||
// might want to also consider the game lumps GAMELUMP_DETAIL_PROP_LIGHTING_HDR
|
||
bHasHDR = CMapLoadHelper::LumpSize( LUMP_LIGHTING_HDR ) > 0 &&
|
||
CMapLoadHelper::LumpSize( LUMP_WORLDLIGHTS_HDR ) > 0;
|
||
// Mod_GameLumpSize( GAMELUMP_DETAIL_PROP_LIGHTING_HDR ) > 0 // fixme
|
||
}
|
||
if ( s_MapHeader.m_nVersion >= 20 && CMapLoadHelper::LumpSize( LUMP_LEAF_AMBIENT_LIGHTING_HDR ) == 0 )
|
||
{
|
||
// This lump only exists in version 20 and greater, so don't bother checking for it on earlier versions.
|
||
bHasHDR = false;
|
||
}
|
||
|
||
bool bEnableHDR = ( IsGameConsole() && bHasHDR ) ||
|
||
bHasHDR &&
|
||
( mat_hdr_level.GetInt() >= 2 ) &&
|
||
( g_pMaterialSystemHardwareConfig->GetHardwareHDRType() != HDR_TYPE_NONE );
|
||
EnableHDR( bEnableHDR );
|
||
|
||
// this data really should have been in the header, but it isn't
|
||
// establish the features now, before the real bsp load commences
|
||
Map_CheckFeatureFlags();
|
||
|
||
CMapLoadHelper::Shutdown();
|
||
|
||
return bHasHDR;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Allocates, frees lighting data
|
||
//-----------------------------------------------------------------------------
|
||
static void AllocateLightingData( worldbrushdata_t *pBrushData, int nSize )
|
||
{
|
||
g_bHunkAllocLightmaps = ( !r_keepstyledlightmapsonly.GetBool() && !r_unloadlightmaps.GetBool() && r_hunkalloclightmaps.GetBool() );
|
||
if ( g_bHunkAllocLightmaps )
|
||
{
|
||
pBrushData->lightdata = (ColorRGBExp32 *)Hunk_AllocName( nSize, "Lightmaps", false );
|
||
}
|
||
else if ( r_keepstyledlightmapsonly.GetBool() && !r_unloadlightmaps.GetBool() && pBrushData->m_pLightingDataStack )
|
||
{
|
||
// the lighting data is allocated from a memory stack
|
||
// this is to facilitate the decommit after compaction due to discarding lightmaps
|
||
pBrushData->m_pLightingDataStack->Term();
|
||
pBrushData->m_pLightingDataStack->Init( "LightingData", nSize );
|
||
pBrushData->lightdata = (ColorRGBExp32 *)pBrushData->m_pLightingDataStack->Alloc( nSize );
|
||
}
|
||
else
|
||
{
|
||
// Specifically *not* adding it to the hunk.
|
||
// If this malloc changes, also change the free in CacheAndUnloadLightmapData()
|
||
pBrushData->lightdata = (ColorRGBExp32 *)malloc( nSize );
|
||
}
|
||
|
||
pBrushData->m_nLightingDataSize = nSize;
|
||
pBrushData->m_bUnloadedAllLightmaps = false;
|
||
}
|
||
|
||
void DeallocateLightingData( worldbrushdata_t *pBrushData )
|
||
{
|
||
if ( pBrushData && pBrushData->lightdata )
|
||
{
|
||
if ( !g_bHunkAllocLightmaps )
|
||
{
|
||
if ( pBrushData->m_pLightingDataStack && pBrushData->m_pLightingDataStack->GetSize() )
|
||
{
|
||
// the lighting data was placed in the memory stack
|
||
pBrushData->m_pLightingDataStack->Term();
|
||
}
|
||
else
|
||
{
|
||
free( pBrushData->lightdata );
|
||
}
|
||
}
|
||
|
||
pBrushData->lightdata = NULL;
|
||
pBrushData->m_nLightingDataSize = 0;
|
||
}
|
||
}
|
||
|
||
static int ComputeLightmapSize( dface_t *pFace, mtexinfo_t *pTexInfo )
|
||
{
|
||
bool bNeedsBumpmap = false;
|
||
if( pTexInfo[pFace->texinfo].flags & SURF_BUMPLIGHT )
|
||
{
|
||
bNeedsBumpmap = true;
|
||
}
|
||
|
||
int lightstyles;
|
||
for (lightstyles=0; lightstyles < MAXLIGHTMAPS; lightstyles++ )
|
||
{
|
||
if ( pFace->styles[lightstyles] == 255 )
|
||
break;
|
||
}
|
||
|
||
int nLuxels = (pFace->m_LightmapTextureSizeInLuxels[0]+1) * (pFace->m_LightmapTextureSizeInLuxels[1]+1);
|
||
if( bNeedsBumpmap )
|
||
{
|
||
return nLuxels * 4 * lightstyles * ( NUM_BUMP_VECTS + 1 );
|
||
}
|
||
|
||
return nLuxels * 4 * lightstyles;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadLighting( bool bLoadHDR )
|
||
{
|
||
// NOTE: we tell CMapLoadHelper to NOT decompress the lighting lump, since we want to allocate the final buffer here:
|
||
bool bDontDecompress = false;
|
||
CMapLoadHelper lh( bLoadHDR ? LUMP_LIGHTING_HDR : LUMP_LIGHTING, bDontDecompress );
|
||
|
||
if ( !lh.LumpSize() )
|
||
{
|
||
lh.GetMap()->lightdata = NULL;
|
||
return;
|
||
}
|
||
Assert ( lh.LumpVersion() != 0 );
|
||
|
||
AllocateLightingData( lh.GetMap(), lh.UncompressedLumpSize() );
|
||
if ( !lh.GetMap()->lightdata )
|
||
{
|
||
// TERROR: If we fail this huge malloc, don't crash on a memcpy. We'll rely on the fact that lightdata
|
||
// can be NULL if the lump is 0 bytes above, and hope that we won't crash. No worse than the
|
||
// guaranteed crash below if we don't bail.
|
||
return;
|
||
}
|
||
|
||
// Now pass in our buffer for decompression to occur (just a memcpy if the data is not compressed):
|
||
lh.UncompressLump( lh.GetMap()->lightdata );
|
||
|
||
if ( IsGameConsole() )
|
||
{
|
||
// Free the lighting lump, to increase the amount of memory free during the rest of loading
|
||
CMapLoadHelper::FreeLightingLump();
|
||
}
|
||
}
|
||
|
||
void Mod_LoadFaceBrushes()
|
||
{
|
||
{
|
||
CMapLoadHelper lh( LUMP_FACEBRUSHLIST );
|
||
if ( !lh.LumpSize() )
|
||
{
|
||
lh.GetMap()->m_pSurfaceBrushes = NULL;
|
||
lh.GetMap()->m_pSurfaceBrushList = NULL;
|
||
return;
|
||
}
|
||
lh.GetMap()->m_pSurfaceBrushList = (dfacebrushlist_t *)Hunk_AllocName( lh.LumpSize(), "FaceBrushLists", false );
|
||
memcpy( lh.GetMap()->m_pSurfaceBrushList, lh.LumpBase(), lh.LumpSize() );
|
||
}
|
||
{
|
||
CMapLoadHelper lh( LUMP_FACEBRUSHES );
|
||
lh.GetMap()->m_pSurfaceBrushes = (uint16 *)Hunk_AllocName( lh.LumpSize(), "FaceBrushes", false );
|
||
memcpy( lh.GetMap()->m_pSurfaceBrushes, lh.LumpBase(), lh.LumpSize() );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadWorldlights( CMapLoadHelper &lh, bool bIsHDR )
|
||
{
|
||
lh.GetMap()->shadowzbuffers = NULL;
|
||
if ( !lh.LumpSize() )
|
||
{
|
||
lh.GetMap()->numworldlights = 0;
|
||
lh.GetMap()->worldlights = NULL;
|
||
return;
|
||
}
|
||
|
||
switch ( lh.LumpVersion() )
|
||
{
|
||
case LUMP_WORLDLIGHTS_VERSION:
|
||
{
|
||
lh.GetMap()->numworldlights = lh.LumpSize() / sizeof( dworldlight_t );
|
||
lh.GetMap()->worldlights = (dworldlight_t *)Hunk_AllocName( lh.LumpSize(), va( "%s [%s]", lh.GetLoadName(), "worldlights" ) );
|
||
memcpy( lh.GetMap()->worldlights, lh.LumpBase(), lh.LumpSize() );
|
||
break;
|
||
}
|
||
|
||
case 0:
|
||
{
|
||
int nNumWorldLights = lh.LumpSize() / sizeof( dworldlight_version0_t );
|
||
lh.GetMap()->numworldlights = nNumWorldLights;
|
||
lh.GetMap()->worldlights = (dworldlight_t *)Hunk_AllocName( nNumWorldLights * sizeof( dworldlight_t ), va( "%s [%s]", lh.GetLoadName(), "worldlights" ) );
|
||
dworldlight_version0_t* RESTRICT pOldWorldLight = reinterpret_cast<dworldlight_version0_t*>( lh.LumpBase() );
|
||
dworldlight_t* RESTRICT pNewWorldLight = lh.GetMap()->worldlights;
|
||
|
||
for ( int i = 0; i < nNumWorldLights; i++ )
|
||
{
|
||
pNewWorldLight->origin = pOldWorldLight->origin;
|
||
pNewWorldLight->intensity = pOldWorldLight->intensity;
|
||
pNewWorldLight->normal = pOldWorldLight->normal;
|
||
pNewWorldLight->shadow_cast_offset.Init( 0.0f, 0.0f, 0.0f );
|
||
pNewWorldLight->cluster = pOldWorldLight->cluster;
|
||
pNewWorldLight->type = pOldWorldLight->type;
|
||
pNewWorldLight->style = pOldWorldLight->style;
|
||
pNewWorldLight->stopdot = pOldWorldLight->stopdot;
|
||
pNewWorldLight->stopdot2 = pOldWorldLight->stopdot2;
|
||
pNewWorldLight->exponent = pOldWorldLight->exponent;
|
||
pNewWorldLight->radius = pOldWorldLight->radius;
|
||
pNewWorldLight->constant_attn = pOldWorldLight->constant_attn;
|
||
pNewWorldLight->linear_attn = pOldWorldLight->linear_attn;
|
||
pNewWorldLight->quadratic_attn = pOldWorldLight->quadratic_attn;
|
||
pNewWorldLight->flags = pOldWorldLight->flags;
|
||
pNewWorldLight->texinfo = pOldWorldLight->texinfo;
|
||
pNewWorldLight->owner = pOldWorldLight->owner;
|
||
pNewWorldLight++;
|
||
pOldWorldLight++;
|
||
}
|
||
break;
|
||
}
|
||
|
||
default:
|
||
Host_Error( "Invalid worldlight lump version!\n" );
|
||
break;
|
||
}
|
||
|
||
#if !defined( DEDICATED )
|
||
if ( r_lightcache_zbuffercache.GetInt() )
|
||
{
|
||
size_t zbufSize = lh.GetMap()->numworldlights * sizeof( lightzbuffer_t );
|
||
lh.GetMap()->shadowzbuffers = ( lightzbuffer_t *)Hunk_AllocName( zbufSize, va( "%s [%s]", lh.GetLoadName(), "shadowzbuffers" ) );
|
||
memset( lh.GetMap()->shadowzbuffers, 0, zbufSize ); // mark empty
|
||
}
|
||
#endif
|
||
|
||
// Fixup for backward compatability
|
||
for ( int i = 0; i < lh.GetMap()->numworldlights; i++ )
|
||
{
|
||
if ( lh.GetMap()->worldlights[i].type == emit_spotlight )
|
||
{
|
||
if ((lh.GetMap()->worldlights[i].constant_attn == 0.0) &&
|
||
(lh.GetMap()->worldlights[i].linear_attn == 0.0) &&
|
||
(lh.GetMap()->worldlights[i].quadratic_attn == 0.0))
|
||
{
|
||
lh.GetMap()->worldlights[i].quadratic_attn = 1.0;
|
||
}
|
||
|
||
if ( lh.GetMap()->worldlights[i].exponent == 0.0 )
|
||
lh.GetMap()->worldlights[i].exponent = 1.0;
|
||
}
|
||
else if ( lh.GetMap()->worldlights[i].type == emit_point )
|
||
{
|
||
// To match earlier lighting, use quadratic...
|
||
if ((lh.GetMap()->worldlights[i].constant_attn == 0.0) &&
|
||
(lh.GetMap()->worldlights[i].linear_attn == 0.0) &&
|
||
(lh.GetMap()->worldlights[i].quadratic_attn == 0.0))
|
||
{
|
||
lh.GetMap()->worldlights[i].quadratic_attn = 1.0;
|
||
}
|
||
}
|
||
|
||
// I replaced the cuttoff_dot field (which took a value from 0 to 1)
|
||
// with a max light radius. Radius of less than 1 will never happen,
|
||
// so I can get away with this. When I set radius to 0, it'll
|
||
// run the old code which computed a radius
|
||
if ( lh.GetMap()->worldlights[i].radius < 1 )
|
||
{
|
||
lh.GetMap()->worldlights[i].radius = ComputeLightRadius( &lh.GetMap()->worldlights[i], bIsHDR );
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadVertices( void )
|
||
{
|
||
dvertex_t *in;
|
||
mvertex_t *out;
|
||
int i, count;
|
||
|
||
CMapLoadHelper lh( LUMP_VERTEXES );
|
||
|
||
in = (dvertex_t *)lh.LumpBase();
|
||
if ( lh.LumpSize() % sizeof(*in) )
|
||
{
|
||
Host_Error( "Mod_LoadVertices: funny lump size in %s", lh.GetMapPathName() );
|
||
}
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
out = (mvertex_t *)Hunk_AllocName( count*sizeof(*out), va( "%s [%s]", lh.GetLoadName(), "vertexes" ) );
|
||
|
||
lh.GetMap()->vertexes = out;
|
||
lh.GetMap()->numvertexes = count;
|
||
|
||
for ( i=0 ; i<count ; i++, in++, out++)
|
||
{
|
||
out->position[0] = in->point[0];
|
||
out->position[1] = in->point[1];
|
||
out->position[2] = in->point[2];
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : mins -
|
||
// maxs -
|
||
// Output : float
|
||
//-----------------------------------------------------------------------------
|
||
static float RadiusFromBounds (Vector& mins, Vector& maxs)
|
||
{
|
||
int i;
|
||
Vector corner;
|
||
|
||
for (i=0 ; i<3 ; i++)
|
||
{
|
||
corner[i] = fabs(mins[i]) > fabs(maxs[i]) ? fabs(mins[i]) : fabs(maxs[i]);
|
||
}
|
||
|
||
return VectorLength( corner );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadSubmodels( CUtlVector<mmodel_t> &submodelList )
|
||
{
|
||
dmodel_t *in;
|
||
int i, j, count;
|
||
|
||
CMapLoadHelper lh( LUMP_MODELS );
|
||
|
||
in = (dmodel_t *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error("Mod_LoadSubmodels: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
|
||
submodelList.SetCount( count );
|
||
lh.GetMap()->numsubmodels = count;
|
||
// first submodel is the world, copy out the face count
|
||
lh.GetMap()->nWorldFaceCount = in->numfaces;
|
||
|
||
for ( i=0 ; i<count ; i++, in++)
|
||
{
|
||
for (j=0 ; j<3 ; j++)
|
||
{ // spread the mins / maxs by a pixel
|
||
submodelList[i].mins[j] = in->mins[j] - 1;
|
||
submodelList[i].maxs[j] = in->maxs[j] + 1;
|
||
submodelList[i].origin[j] = in->origin[j];
|
||
}
|
||
submodelList[i].radius = RadiusFromBounds (submodelList[i].mins, submodelList[i].maxs);
|
||
submodelList[i].headnode = in->headnode;
|
||
submodelList[i].firstface = in->firstface;
|
||
submodelList[i].numfaces = in->numfaces;
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Output : medge_t *Mod_LoadEdges
|
||
//-----------------------------------------------------------------------------
|
||
medge_t *Mod_LoadEdges ( void )
|
||
{
|
||
dedge_t *in;
|
||
medge_t *out;
|
||
int i, count;
|
||
|
||
CMapLoadHelper lh( LUMP_EDGES );
|
||
|
||
in = (dedge_t *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error ("Mod_LoadEdges: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
medge_t *pedges = new medge_t[count];
|
||
|
||
out = pedges;
|
||
|
||
for ( i=0 ; i<count ; i++, in++, out++)
|
||
{
|
||
out->v[0] = in->v[0];
|
||
out->v[1] = in->v[1];
|
||
}
|
||
|
||
// delete this in the loader
|
||
return pedges;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadOcclusion( void )
|
||
{
|
||
CMapLoadHelper lh( LUMP_OCCLUSION );
|
||
|
||
worldbrushdata_t *b = lh.GetMap();
|
||
b->numoccluders = 0;
|
||
b->occluders = NULL;
|
||
b->numoccluderpolys = 0;
|
||
b->occluderpolys = NULL;
|
||
b->numoccludervertindices = 0;
|
||
b->occludervertindices = NULL;
|
||
|
||
if ( !lh.LumpSize() )
|
||
{
|
||
return;
|
||
}
|
||
|
||
CUtlBuffer buf( lh.LumpBase(), lh.LumpSize(), CUtlBuffer::READ_ONLY );
|
||
|
||
switch( lh.LumpVersion() )
|
||
{
|
||
case LUMP_OCCLUSION_VERSION:
|
||
{
|
||
b->numoccluders = buf.GetInt();
|
||
if (b->numoccluders)
|
||
{
|
||
int nSize = b->numoccluders * sizeof(doccluderdata_t);
|
||
b->occluders = (doccluderdata_t*)Hunk_AllocName( nSize, "occluder data" );
|
||
buf.Get( b->occluders, nSize );
|
||
}
|
||
|
||
b->numoccluderpolys = buf.GetInt();
|
||
if (b->numoccluderpolys)
|
||
{
|
||
int nSize = b->numoccluderpolys * sizeof(doccluderpolydata_t);
|
||
b->occluderpolys = (doccluderpolydata_t*)Hunk_AllocName( nSize, "occluder poly data" );
|
||
buf.Get( b->occluderpolys, nSize );
|
||
}
|
||
|
||
b->numoccludervertindices = buf.GetInt();
|
||
if (b->numoccludervertindices)
|
||
{
|
||
int nSize = b->numoccludervertindices * sizeof(int);
|
||
b->occludervertindices = (int*)Hunk_AllocName( nSize, "occluder vertices" );
|
||
buf.Get( b->occludervertindices, nSize );
|
||
}
|
||
}
|
||
break;
|
||
|
||
case 1:
|
||
{
|
||
b->numoccluders = buf.GetInt();
|
||
if (b->numoccluders)
|
||
{
|
||
int nSize = b->numoccluders * sizeof(doccluderdata_t);
|
||
b->occluders = (doccluderdata_t*)Hunk_AllocName( nSize, "occluder data" );
|
||
|
||
doccluderdataV1_t temp;
|
||
for ( int i = 0; i < b->numoccluders; ++i )
|
||
{
|
||
buf.Get( &temp, sizeof(doccluderdataV1_t) );
|
||
memcpy( &b->occluders[i], &temp, sizeof(doccluderdataV1_t) );
|
||
b->occluders[i].area = 1;
|
||
}
|
||
}
|
||
|
||
b->numoccluderpolys = buf.GetInt();
|
||
if (b->numoccluderpolys)
|
||
{
|
||
int nSize = b->numoccluderpolys * sizeof(doccluderpolydata_t);
|
||
b->occluderpolys = (doccluderpolydata_t*)Hunk_AllocName( nSize, "occluder poly data" );
|
||
buf.Get( b->occluderpolys, nSize );
|
||
}
|
||
|
||
b->numoccludervertindices = buf.GetInt();
|
||
if (b->numoccludervertindices)
|
||
{
|
||
int nSize = b->numoccludervertindices * sizeof(int);
|
||
b->occludervertindices = (int*)Hunk_AllocName( nSize, "occluder vertices" );
|
||
buf.Get( b->occludervertindices, nSize );
|
||
}
|
||
}
|
||
break;
|
||
|
||
case 0:
|
||
break;
|
||
|
||
default:
|
||
Host_Error("Invalid occlusion lump version!\n");
|
||
break;
|
||
}
|
||
}
|
||
|
||
|
||
|
||
// UNDONE: Really, it's stored 2 times because the texture system keeps a
|
||
// copy of the name too. I guess we'll get rid of this when we have a material
|
||
// system that works without a graphics context. At that point, everyone can
|
||
// reference the name in the material, or just the material itself.
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadTexdata( void )
|
||
{
|
||
// Don't bother loading these again; they're already stored in the collision model
|
||
// which is guaranteed to be loaded at this point
|
||
s_pMap->numtexdata = GetCollisionBSPData()->numtextures;
|
||
s_pMap->texdata = GetCollisionBSPData()->map_surfaces.Base();
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadTexinfo( CMapLoadHelper &lh )
|
||
{
|
||
texinfo_t *in;
|
||
mtexinfo_t *out;
|
||
int i, j, count;
|
||
// UNDONE: Fix this
|
||
|
||
in = (texinfo_t *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error ("Mod_LoadTexinfo: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
out = (mtexinfo_t *)Hunk_AllocName( count*sizeof(*out), va( "%s [%s]", lh.GetLoadName(), "texinfo" ) );
|
||
|
||
s_pMap->texinfo = out;
|
||
s_pMap->numtexinfo = count;
|
||
|
||
#if defined( DEVELOPMENT_ONLY ) || defined( ALLOW_TEXT_MODE )
|
||
static bool s_bTextMode = CommandLine()->HasParm( "-textmode" );
|
||
#else
|
||
const bool s_bTextMode = false;
|
||
#endif
|
||
|
||
bool loadtextures = mat_loadtextures.GetBool() && !s_bTextMode;
|
||
|
||
for ( i=0 ; i<count ; ++i, ++in, ++out )
|
||
{
|
||
for (j=0; j<2; ++j)
|
||
{
|
||
for (int k=0 ; k<4 ; ++k)
|
||
{
|
||
out->textureVecsTexelsPerWorldUnits[j][k] = in->textureVecsTexelsPerWorldUnits[j][k];
|
||
out->lightmapVecsLuxelsPerWorldUnits[j][k] = in->lightmapVecsLuxelsPerWorldUnits[j][k] ;
|
||
}
|
||
}
|
||
|
||
// assume that the scale is the same on both s and t.
|
||
out->luxelsPerWorldUnit = VectorLength( out->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D() );
|
||
// Protect against divide-by-zero
|
||
if ( out->luxelsPerWorldUnit != 0 )
|
||
out->worldUnitsPerLuxel = 1.0f / out->luxelsPerWorldUnit;
|
||
|
||
out->flags = in->flags;
|
||
out->texinfoFlags = 0;
|
||
|
||
if ( loadtextures )
|
||
{
|
||
if ( in->texdata >= 0 )
|
||
{
|
||
out->material = GL_LoadMaterial( lh.GetMap()->texdata[ in->texdata ].name, TEXTURE_GROUP_WORLD );
|
||
if ( out->material->IsErrorMaterial() == true )
|
||
{
|
||
Msg( "Missing map material: %s\n", lh.GetMap()->texdata[ in->texdata ].name );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
DevMsg( "Mod_LoadTexinfo: texdata < 0 (index==%i/%i)\n", i, count );
|
||
out->material = NULL;
|
||
}
|
||
if ( !out->material )
|
||
{
|
||
out->material = g_materialEmpty;
|
||
g_materialEmpty->IncrementReferenceCount();
|
||
}
|
||
}
|
||
else
|
||
{
|
||
out->material = g_materialEmpty;
|
||
g_materialEmpty->IncrementReferenceCount();
|
||
}
|
||
}
|
||
}
|
||
|
||
// code to scan the lightmaps for empty lightstyles
|
||
static void LinearToGamma( unsigned char *pDstRGB, const float *pSrcRGB )
|
||
{
|
||
pDstRGB[0] = LinearToScreenGamma( pSrcRGB[0] );
|
||
pDstRGB[1] = LinearToScreenGamma( pSrcRGB[1] );
|
||
pDstRGB[2] = LinearToScreenGamma( pSrcRGB[2] );
|
||
}
|
||
|
||
static void CheckSurfaceLighting( SurfaceHandle_t surfID, worldbrushdata_t *pBrushData )
|
||
{
|
||
#if !defined( DEDICATED )
|
||
host_state.worldbrush = pBrushData;
|
||
msurfacelighting_t *pLighting = SurfaceLighting( surfID, pBrushData );
|
||
|
||
if ( !pLighting->m_pSamples )
|
||
return;
|
||
|
||
int smax = ( pLighting->m_LightmapExtents[0] ) + 1;
|
||
int tmax = ( pLighting->m_LightmapExtents[1] ) + 1;
|
||
int size = smax * tmax;
|
||
int offset = size;
|
||
if ( SurfHasBumpedLightmaps( surfID ) )
|
||
{
|
||
offset *= ( NUM_BUMP_VECTS + 1 );
|
||
}
|
||
// for old maps revert to data layout before lightstyles were fixed to work with CSM's
|
||
// this is so as not to break modders who used lightstyles in way that worked for them (i.e. no env_cascade light)
|
||
if ( g_bLightstylesWithCSM )
|
||
{
|
||
// extra CSM alpha data - for new maps
|
||
offset += size;
|
||
}
|
||
|
||
// how many additional lightmaps does this surface have?
|
||
int maxLightmapIndex = 0;
|
||
for (int maps = 1 ; maps < MAXLIGHTMAPS && pLighting->m_nStyles[maps] != 255 ; ++maps)
|
||
{
|
||
maxLightmapIndex = maps;
|
||
}
|
||
|
||
if ( maxLightmapIndex < 1 )
|
||
{
|
||
// can't purge the base lightmap
|
||
return;
|
||
}
|
||
|
||
// iterate and test each lightmap
|
||
for ( int maps = maxLightmapIndex; maps != 0; maps-- )
|
||
{
|
||
ColorRGBExp32 *pLightmap = pLighting->m_pSamples + (maps * offset);
|
||
float maxLen = -1;
|
||
Vector maxLight;
|
||
maxLight.Init();
|
||
for ( int i = 0; i < offset; i++ )
|
||
{
|
||
Vector c;
|
||
ColorRGBExp32ToVector( pLightmap[i], c );
|
||
if ( c.Length() > maxLen )
|
||
{
|
||
maxLight = c;
|
||
maxLen = c.Length();
|
||
}
|
||
}
|
||
|
||
unsigned char color[4];
|
||
LinearToGamma( color, maxLight.Base() );
|
||
const int minLightVal = 1;
|
||
if ( color[0] <= minLightVal && color[1] <= minLightVal && color[2] <= minLightVal )
|
||
{
|
||
// found a lightmap that is too dark, remove it and shift over the subsequent maps/styles
|
||
for ( int i = maps; i < maxLightmapIndex; i++ )
|
||
{
|
||
ColorRGBExp32 *pLightmapOverwrite = pLighting->m_pSamples + ( i * offset );
|
||
memcpy( pLightmapOverwrite, pLightmapOverwrite+offset, offset * sizeof( ColorRGBExp32 ) );
|
||
pLighting->m_nStyles[i] = pLighting->m_nStyles[i+1];
|
||
|
||
// shift 'up' avgcolor values
|
||
// the '-' is correct, the avgcolors are stored behind the lightmaps and in reverse order
|
||
pLighting->m_pSamples[-( i + 1 )] = pLighting->m_pSamples[-( i + 2 )];
|
||
}
|
||
|
||
// mark end lightstyle as removed, decrement max index
|
||
pLighting->m_nStyles[maxLightmapIndex] = 255;
|
||
maxLightmapIndex--;
|
||
}
|
||
}
|
||
|
||
// we removed all of the lightstyle maps so clear the flag
|
||
if ( maxLightmapIndex == 0 )
|
||
{
|
||
surfID->flags &= ~SURFDRAW_HASLIGHTSYTLES;
|
||
}
|
||
#endif
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *loadmodel -
|
||
// *s -
|
||
// Output : void CalcSurfaceExtents
|
||
//-----------------------------------------------------------------------------
|
||
static void CalcSurfaceExtents( CMapLoadHelper& lh, SurfaceHandle_t surfID )
|
||
{
|
||
float textureMins[2], textureMaxs[2], val;
|
||
int i,j, e;
|
||
mvertex_t *v;
|
||
mtexinfo_t *tex;
|
||
int bmins[2], bmaxs[2];
|
||
|
||
textureMins[0] = textureMins[1] = 999999;
|
||
textureMaxs[0] = textureMaxs[1] = -99999;
|
||
|
||
worldbrushdata_t *pBrushData = lh.GetMap();
|
||
tex = MSurf_TexInfo( surfID, pBrushData );
|
||
|
||
for (i=0 ; i<MSurf_VertCount( surfID ); i++)
|
||
{
|
||
e = pBrushData->vertindices[MSurf_FirstVertIndex( surfID )+i];
|
||
v = &pBrushData->vertexes[e];
|
||
|
||
for (j=0 ; j<2 ; j++)
|
||
{
|
||
val = v->position[0] * tex->textureVecsTexelsPerWorldUnits[j][0] +
|
||
v->position[1] * tex->textureVecsTexelsPerWorldUnits[j][1] +
|
||
v->position[2] * tex->textureVecsTexelsPerWorldUnits[j][2] +
|
||
tex->textureVecsTexelsPerWorldUnits[j][3];
|
||
if (val < textureMins[j])
|
||
textureMins[j] = val;
|
||
if (val > textureMaxs[j])
|
||
textureMaxs[j] = val;
|
||
}
|
||
}
|
||
|
||
for (i=0 ; i<2 ; i++)
|
||
{
|
||
if( MSurf_LightmapExtents( surfID, pBrushData )[i] == 0 && !MSurf_Samples( surfID, pBrushData ) )
|
||
{
|
||
MSurf_Flags( surfID ) |= SURFDRAW_NOLIGHT;
|
||
}
|
||
|
||
bmins[i] = Float2Int( textureMins[i] );
|
||
bmaxs[i] = Ceil2Int( textureMaxs[i] );
|
||
MSurf_TextureMins( surfID, pBrushData )[i] = bmins[i];
|
||
MSurf_TextureExtents( surfID, pBrushData )[i] = ( bmaxs[i] - bmins[i] );
|
||
|
||
if ( !(tex->flags & SURF_NOLIGHT) && MSurf_LightmapExtents( surfID, pBrushData )[i] > MSurf_MaxLightmapSizeWithBorder( surfID ) )
|
||
{
|
||
Sys_Error ("Bad surface extents on texture %s", tex->material->GetName() );
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Input : *pModel -
|
||
// *pLump -
|
||
// *loadname -
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadVertNormals( void )
|
||
{
|
||
CMapLoadHelper lh( LUMP_VERTNORMALS );
|
||
|
||
// get a pointer to the vertex normal data.
|
||
Vector *pVertNormals = ( Vector * )lh.LumpBase();
|
||
|
||
//
|
||
// verify vertnormals data size
|
||
//
|
||
if( lh.LumpSize() % sizeof( *pVertNormals ) )
|
||
Host_Error( "Mod_LoadVertNormals: funny lump size in %s!\n", lh.GetMapPathName() );
|
||
|
||
int count = lh.LumpSize() / sizeof(*pVertNormals);
|
||
Vector *out = (Vector *)Hunk_AllocName( lh.LumpSize(), va( "%s [%s]", lh.GetLoadName(), "vertnormals" ) );
|
||
memcpy( out, pVertNormals, lh.LumpSize() );
|
||
|
||
lh.GetMap()->vertnormals = out;
|
||
lh.GetMap()->numvertnormals = count;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadVertNormalIndices( void )
|
||
{
|
||
CMapLoadHelper lh( LUMP_VERTNORMALINDICES );
|
||
|
||
// get a pointer to the vertex normal data.
|
||
unsigned short *pIndices = ( unsigned short * )lh.LumpBase();
|
||
|
||
int count = lh.LumpSize() / sizeof(*pIndices);
|
||
unsigned short *out = (unsigned short *)Hunk_AllocName( lh.LumpSize(), va( "%s [%s]", lh.GetLoadName(), "vertnormalindices" ) );
|
||
memcpy( out, pIndices, lh.LumpSize() );
|
||
|
||
lh.GetMap()->vertnormalindices = out;
|
||
lh.GetMap()->numvertnormalindices = count;
|
||
|
||
// OPTIMIZE: Water surfaces don't need vertex normals?
|
||
int normalIndex = 0;
|
||
for( int i = 0; i < lh.GetMap()->numsurfaces; i++ )
|
||
{
|
||
SurfaceHandle_t surfID = SurfaceHandleFromIndex( i, lh.GetMap() );
|
||
MSurf_FirstVertNormal( surfID, lh.GetMap() ) = normalIndex;
|
||
normalIndex += MSurf_VertCount( surfID );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *loadmodel -
|
||
// *l -
|
||
// *loadname -
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadPrimitives( void )
|
||
{
|
||
dprimitive_t *in;
|
||
mprimitive_t *out;
|
||
int i, count;
|
||
|
||
CMapLoadHelper lh( LUMP_PRIMITIVES );
|
||
|
||
in = (dprimitive_t *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error ("Mod_LoadPrimitives: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
out = (mprimitive_t *)Hunk_AllocName( count*sizeof(*out), va( "%s [%s]", lh.GetLoadName(), "primitives" ) );
|
||
memset( out, 0, count * sizeof( mprimitive_t ) );
|
||
|
||
lh.GetMap()->primitives = out;
|
||
lh.GetMap()->numprimitives = count;
|
||
for ( i=0 ; i<count ; i++, in++, out++)
|
||
{
|
||
out->firstIndex = in->firstIndex;
|
||
out->firstVert = in->firstVert;
|
||
out->indexCount = in->indexCount;
|
||
out->type = in->type;
|
||
out->vertCount = in->vertCount;
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *loadmodel -
|
||
// *l -
|
||
// *loadname -
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadPrimVerts( void )
|
||
{
|
||
dprimvert_t *in;
|
||
mprimvert_t *out;
|
||
int i, count;
|
||
|
||
CMapLoadHelper lh( LUMP_PRIMVERTS );
|
||
|
||
in = (dprimvert_t *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error ("Mod_LoadPrimVerts: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
out = (mprimvert_t *)Hunk_AllocName( count*sizeof(*out), va( "%s [%s]", lh.GetLoadName(), "primverts" ) );
|
||
memset( out, 0, count * sizeof( mprimvert_t ) );
|
||
|
||
lh.GetMap()->primverts = out;
|
||
lh.GetMap()->numprimverts = count;
|
||
for ( i=0 ; i<count ; i++, in++, out++)
|
||
{
|
||
out->pos = in->pos;
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *loadmodel -
|
||
// *l -
|
||
// *loadname -
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadPrimIndices( void )
|
||
{
|
||
unsigned short *in;
|
||
unsigned short *out;
|
||
int count;
|
||
|
||
CMapLoadHelper lh( LUMP_PRIMINDICES );
|
||
|
||
in = (unsigned short *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error ("Mod_LoadPrimIndices: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
out = (unsigned short *)Hunk_AllocName( count*sizeof(*out), va("%s [%s]", lh.GetLoadName(), "primindices" ) );
|
||
memset( out, 0, count * sizeof( unsigned short ) );
|
||
|
||
lh.GetMap()->primindices = out;
|
||
lh.GetMap()->numprimindices = count;
|
||
|
||
memcpy( out, in, count * sizeof( unsigned short ) );
|
||
}
|
||
|
||
|
||
// This allocates memory for a lump and copies the lump data in.
|
||
void Mod_LoadLump(
|
||
model_t *loadmodel,
|
||
int iLump,
|
||
char *loadname,
|
||
int elementSize,
|
||
void **ppData,
|
||
int *nElements )
|
||
{
|
||
CMapLoadHelper lh( iLump );
|
||
|
||
if ( lh.LumpSize() % elementSize )
|
||
{
|
||
Host_Error( "Mod_LoadLump: funny lump size in %s", loadmodel->szPathName );
|
||
}
|
||
|
||
// How many elements?
|
||
*nElements = lh.LumpSize() / elementSize;
|
||
|
||
// Make room for the data and copy the data in.
|
||
*ppData = Hunk_AllocName( lh.LumpSize(), loadname );
|
||
memcpy( *ppData, lh.LumpBase(), lh.LumpSize() );
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Sets up the msurfacelighting_t structure
|
||
//-----------------------------------------------------------------------------
|
||
bool Mod_LoadSurfaceLighting( msurfacelighting_t *pLighting, dface_t *in, ColorRGBExp32 *pBaseLightData )
|
||
{
|
||
// Get lightmap extents from the file.
|
||
pLighting->m_LightmapExtents[0] = in->m_LightmapTextureSizeInLuxels[0];
|
||
pLighting->m_LightmapExtents[1] = in->m_LightmapTextureSizeInLuxels[1];
|
||
pLighting->m_LightmapMins[0] = in->m_LightmapTextureMinsInLuxels[0];
|
||
pLighting->m_LightmapMins[1] = in->m_LightmapTextureMinsInLuxels[1];
|
||
|
||
int lightOffset = in->lightofs;
|
||
if ( ( lightOffset == -1 ) || !pBaseLightData )
|
||
{
|
||
pLighting->m_pSamples = NULL;
|
||
|
||
// Can't have *any* lightstyles if we have no samples
|
||
for ( int i = 0; i < MAXLIGHTMAPS; ++i )
|
||
{
|
||
pLighting->m_nStyles[i] = 255;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
pLighting->m_pSamples = (ColorRGBExp32 *)( ((byte *)pBaseLightData) + lightOffset );
|
||
|
||
for ( int i = 0; i<MAXLIGHTMAPS; ++i )
|
||
{
|
||
pLighting->m_nStyles[i] = in->styles[i];
|
||
}
|
||
}
|
||
|
||
return ((pLighting->m_nStyles[0] != 0) && (pLighting->m_nStyles[0] != 255)) || (pLighting->m_nStyles[1] != 255);
|
||
}
|
||
|
||
void *Hunk_AllocNameAlignedClear_( int size, int alignment, const char *pHunkName )
|
||
{
|
||
Assert(IsPowerOfTwo(alignment));
|
||
void *pMem = Hunk_AllocName( alignment + size, pHunkName );
|
||
memset( pMem, 0, size + alignment );
|
||
pMem = (void *)( ( ( ( unsigned long )pMem ) + (alignment-1) ) & ~(alignment-1) );
|
||
|
||
return pMem;
|
||
}
|
||
|
||
// Allocates a block of T from the hunk. Aligns as specified and clears the memory
|
||
template< typename T >
|
||
T *Hunk_AllocNameAlignedClear( int count, int alignment, const char *pHunkName )
|
||
{
|
||
return (T *)Hunk_AllocNameAlignedClear_( alignment + count * sizeof(T), alignment, pHunkName );
|
||
}
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *loadmodel -
|
||
// *l -
|
||
// *loadname -
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadFaces( void )
|
||
{
|
||
dface_t *in;
|
||
int count, surfnum;
|
||
int planenum;
|
||
int ti, di;
|
||
|
||
int face_lump_to_load = LUMP_FACES;
|
||
if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE &&
|
||
CMapLoadHelper::LumpSize( LUMP_FACES_HDR ) > 0 )
|
||
{
|
||
face_lump_to_load = LUMP_FACES_HDR;
|
||
}
|
||
CMapLoadHelper lh( face_lump_to_load );
|
||
|
||
in = (dface_t *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error ("Mod_LoadFaces: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
|
||
// align these allocations
|
||
// If you trip one of these, you need to rethink the alignment of the struct
|
||
Assert( sizeof(msurface1_t) == 16 );
|
||
Assert( sizeof(msurface2_t) == 32 );
|
||
Assert( sizeof(msurfacelighting_t) == 32 );
|
||
|
||
msurface1_t *out1 = Hunk_AllocNameAlignedClear< msurface1_t >( count, 16, va( "%s [%s]", lh.GetLoadName(), "surface1" ) );
|
||
msurface2_t *out2 = Hunk_AllocNameAlignedClear< msurface2_t >( count, 32, va( "%s [%s]", lh.GetLoadName(), "surface2" ) );
|
||
|
||
msurfacelighting_t *pLighting = Hunk_AllocNameAlignedClear< msurfacelighting_t >( count, 32, va( "%s [%s]", lh.GetLoadName(), "surfacelighting" ) );
|
||
|
||
lh.GetMap()->surfaces1 = out1;
|
||
lh.GetMap()->surfaces2 = out2;
|
||
lh.GetMap()->surfacelighting = pLighting;
|
||
lh.GetMap()->surfacenormals = Hunk_AllocNameAlignedClear< msurfacenormal_t >( count, 2, va( "%s [%s]", lh.GetLoadName(), "surfacenormal" ) );
|
||
lh.GetMap()->numsurfaces = count;
|
||
|
||
worldbrushdata_t *pBrushData = lh.GetMap();
|
||
|
||
for ( surfnum=0 ; surfnum<count ; ++surfnum, ++in, ++out1, ++out2, ++pLighting )
|
||
{
|
||
SurfaceHandle_t surfID = SurfaceHandleFromIndex( surfnum, pBrushData );
|
||
MSurf_FirstVertIndex( surfID ) = in->firstedge;
|
||
|
||
int vertCount = in->numedges;
|
||
MSurf_Flags( surfID ) = 0;
|
||
Assert( vertCount <= 255 );
|
||
MSurf_SetVertCount( surfID, vertCount );
|
||
|
||
planenum = in->planenum;
|
||
|
||
if ( in->onNode )
|
||
{
|
||
MSurf_Flags( surfID ) |= SURFDRAW_NODE;
|
||
}
|
||
if ( in->side )
|
||
{
|
||
MSurf_Flags( surfID ) |= SURFDRAW_PLANEBACK;
|
||
}
|
||
|
||
#ifndef _PS3
|
||
out2->plane = lh.GetMap()->planes + planenum;
|
||
#else
|
||
out2->m_plane = *(lh.GetMap()->planes + planenum);
|
||
#endif
|
||
|
||
ti = in->texinfo;
|
||
if (ti < 0 || ti >= lh.GetMap()->numtexinfo)
|
||
{
|
||
Host_Error( "Mod_LoadFaces: bad texinfo number" );
|
||
}
|
||
surfID->texinfo = ti;
|
||
surfID->m_bDynamicShadowsEnabled = in->AreDynamicShadowsEnabled();
|
||
mtexinfo_t *pTex = lh.GetMap()->texinfo + ti;
|
||
|
||
// big hack!
|
||
if ( !pTex->material )
|
||
{
|
||
pTex->material = g_materialEmpty;
|
||
g_materialEmpty->IncrementReferenceCount();
|
||
}
|
||
|
||
// lighting info
|
||
if ( Mod_LoadSurfaceLighting( pLighting, in, lh.GetMap()->lightdata ) )
|
||
{
|
||
MSurf_Flags( surfID ) |= SURFDRAW_HASLIGHTSYTLES;
|
||
}
|
||
|
||
// set the drawing flags flag
|
||
if ( pTex->flags & SURF_NOLIGHT )
|
||
{
|
||
MSurf_Flags( surfID ) |= SURFDRAW_NOLIGHT;
|
||
}
|
||
|
||
if ( pTex->flags & SURF_NOSHADOWS )
|
||
{
|
||
MSurf_Flags( surfID ) |= SURFDRAW_NOSHADOWS;
|
||
}
|
||
|
||
if ( pTex->flags & SURF_WARP )
|
||
{
|
||
MSurf_Flags( surfID ) |= SURFDRAW_WATERSURFACE;
|
||
}
|
||
|
||
if ( pTex->flags & SURF_SKY )
|
||
{
|
||
MSurf_Flags( surfID ) |= SURFDRAW_SKY;
|
||
}
|
||
|
||
if ( pTex->flags & SURF_NOPAINT )
|
||
{
|
||
MSurf_Flags( surfID ) |= SURFDRAW_NOPAINT;
|
||
}
|
||
|
||
di = in->dispinfo;
|
||
out2->pDispInfo = NULL;
|
||
if( di != -1 )
|
||
{
|
||
// out->origSurfaceID = in->origFace;
|
||
MSurf_Flags( surfID ) |= SURFDRAW_HAS_DISP;
|
||
}
|
||
else
|
||
{
|
||
// non-displacement faces shouldn't come out of VBSP if they have nodraw.
|
||
Assert( !(pTex->flags & SURF_NODRAW) );
|
||
|
||
out1->prims.numPrims = in->GetNumPrims();
|
||
out1->prims.firstPrimID = in->firstPrimID;
|
||
if ( in->GetNumPrims() )
|
||
{
|
||
MSurf_Flags( surfID ) |= SURFDRAW_HAS_PRIMS;
|
||
mprimitive_t *pPrim = &pBrushData->primitives[in->firstPrimID];
|
||
if ( pPrim->vertCount > 0 )
|
||
{
|
||
MSurf_Flags( surfID ) |= SURFDRAW_DYNAMIC;
|
||
}
|
||
}
|
||
}
|
||
|
||
// No shadows on the surface to start with
|
||
out2->m_ShadowDecals = SHADOW_DECAL_HANDLE_INVALID;
|
||
out2->decals = WORLD_DECAL_HANDLE_INVALID;
|
||
|
||
// No overlays on the surface to start with
|
||
out2->m_nFirstOverlayFragment = OVERLAY_FRAGMENT_INVALID;
|
||
|
||
CalcSurfaceExtents( lh, surfID );
|
||
|
||
// check and purge needless lightmaps
|
||
CheckSurfaceLighting( surfID, pBrushData );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *node -
|
||
// *parent -
|
||
// Output : void Mod_SetParent
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_SetParent (mnode_t *node, mnode_t *parent)
|
||
{
|
||
node->parent = parent;
|
||
if (node->contents >= 0)
|
||
return;
|
||
Mod_SetParent (node->children[0], node);
|
||
Mod_SetParent (node->children[1], node);
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Mark an entire subtree as being too small to bother with
|
||
//-----------------------------------------------------------------------------
|
||
static void MarkSmallNode( mnode_t *node )
|
||
{
|
||
if (node->contents >= 0)
|
||
return;
|
||
node->contents = -2;
|
||
MarkSmallNode (node->children[0]);
|
||
MarkSmallNode (node->children[1]);
|
||
}
|
||
|
||
static void CheckSmallVolumeDifferences( mnode_t *pNode, const Vector &parentSize )
|
||
{
|
||
if (pNode->contents >= 0)
|
||
return;
|
||
|
||
Vector delta;
|
||
VectorSubtract( parentSize, pNode->m_vecHalfDiagonal, delta );
|
||
|
||
if ((delta.x < 5) && (delta.y < 5) && (delta.z < 5))
|
||
{
|
||
pNode->contents = -3;
|
||
CheckSmallVolumeDifferences( pNode->children[0], parentSize );
|
||
CheckSmallVolumeDifferences( pNode->children[1], parentSize );
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *loadmodel -
|
||
// *l -
|
||
// *loadname -
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadNodes( void )
|
||
{
|
||
Vector mins( 0, 0, 0 ), maxs( 0, 0, 0 );
|
||
int i, j, count, p;
|
||
dnode_t *in;
|
||
mnode_t *out;
|
||
|
||
CMapLoadHelper lh( LUMP_NODES );
|
||
|
||
in = (dnode_t *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error ("Mod_LoadNodes: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
out = (mnode_t *)Hunk_AllocName( count*sizeof(*out), va( "%s [%s]", lh.GetLoadName(), "nodes" ) );
|
||
|
||
lh.GetMap()->nodes = out;
|
||
lh.GetMap()->numnodes = count;
|
||
|
||
for ( i=0 ; i<count ; i++, in++, out++)
|
||
{
|
||
for (j=0 ; j<3 ; j++)
|
||
{
|
||
mins[j] = in->mins[j];
|
||
maxs[j] = in->maxs[j];
|
||
}
|
||
|
||
VectorAdd( mins, maxs, out->m_vecCenter );
|
||
out->m_vecCenter *= 0.5f;
|
||
VectorSubtract( maxs, out->m_vecCenter, out->m_vecHalfDiagonal );
|
||
|
||
p = in->planenum;
|
||
out->plane = lh.GetMap()->planes + p;
|
||
|
||
out->firstsurface = in->firstface;
|
||
out->numsurfaces = in->numfaces;
|
||
out->area = in->area;
|
||
out->contents = -1; // differentiate from leafs
|
||
|
||
for (j=0 ; j<2 ; j++)
|
||
{
|
||
p = in->children[j];
|
||
if (p >= 0)
|
||
out->children[j] = lh.GetMap()->nodes + p;
|
||
else
|
||
out->children[j] = (mnode_t *)(lh.GetMap()->leafs + (-1 - p));
|
||
}
|
||
}
|
||
|
||
Mod_SetParent (lh.GetMap()->nodes, NULL); // sets nodes and leafs
|
||
|
||
// Check for small-area parents... no culling below them...
|
||
mnode_t *pNode = lh.GetMap()->nodes;
|
||
for ( i=0 ; i<count ; ++i, ++pNode)
|
||
{
|
||
if (pNode->contents == -1)
|
||
{
|
||
if ((pNode->m_vecHalfDiagonal.x <= 50) && (pNode->m_vecHalfDiagonal.y <= 50) &&
|
||
(pNode->m_vecHalfDiagonal.z <= 50))
|
||
{
|
||
// Mark all children as being too small to bother with...
|
||
MarkSmallNode( pNode->children[0] );
|
||
MarkSmallNode( pNode->children[1] );
|
||
}
|
||
else
|
||
{
|
||
CheckSmallVolumeDifferences( pNode->children[0], pNode->m_vecHalfDiagonal );
|
||
CheckSmallVolumeDifferences( pNode->children[1], pNode->m_vecHalfDiagonal );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *loadmodel -
|
||
// *l -
|
||
// *loadname -
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadLeafs_Version_0( CMapLoadHelper &lh )
|
||
{
|
||
Vector mins( 0, 0, 0 ), maxs( 0, 0, 0 );
|
||
dleaf_version_0_t *in;
|
||
mleaf_t *out;
|
||
int i, j, count, p;
|
||
|
||
in = (dleaf_version_0_t *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error ("Mod_LoadLeafs: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
out = (mleaf_t *)Hunk_AllocName( count*sizeof(*out), va( "%s [%s]", lh.GetLoadName(), "leafs" ) );
|
||
|
||
lh.GetMap()->leafs = out;
|
||
lh.GetMap()->numleafs = count;
|
||
|
||
// one sample per leaf
|
||
lh.GetMap()->m_pLeafAmbient = (mleafambientindex_t *)Hunk_AllocName( count * sizeof(*lh.GetMap()->m_pLeafAmbient), "LeafAmbient" );
|
||
lh.GetMap()->m_pAmbientSamples = (mleafambientlighting_t *)Hunk_AllocName( count * sizeof(*lh.GetMap()->m_pAmbientSamples), "LeafAmbientSamples" );
|
||
mleafambientindex_t *pTable = lh.GetMap()->m_pLeafAmbient;
|
||
mleafambientlighting_t *pSamples = lh.GetMap()->m_pAmbientSamples;
|
||
|
||
for ( i=0 ; i<count ; i++, in++, out++)
|
||
{
|
||
for (j=0 ; j<3 ; j++)
|
||
{
|
||
mins[j] = in->mins[j];
|
||
maxs[j] = in->maxs[j];
|
||
}
|
||
|
||
VectorAdd( mins, maxs, out->m_vecCenter );
|
||
out->m_vecCenter *= 0.5f;
|
||
VectorSubtract( maxs, out->m_vecCenter, out->m_vecHalfDiagonal );
|
||
|
||
pTable[i].ambientSampleCount = 1;
|
||
pTable[i].firstAmbientSample = i;
|
||
pSamples[i].x = pSamples[i].y = pSamples[i].z = 128;
|
||
pSamples[i].pad = 0;
|
||
Q_memcpy( &pSamples[i].cube, &in->m_AmbientLighting, sizeof(pSamples[i].cube) );
|
||
|
||
|
||
p = in->contents;
|
||
out->contents = p;
|
||
|
||
out->cluster = in->cluster;
|
||
out->area = in->area;
|
||
out->flags = in->flags;
|
||
/*
|
||
out->firstmarksurface = lh.GetMap()->marksurfaces + in->firstleafface;
|
||
*/
|
||
out->firstmarksurface = in->firstleafface;
|
||
out->nummarksurfaces = in->numleaffaces;
|
||
out->parent = NULL;
|
||
|
||
out->dispCount = 0;
|
||
|
||
out->leafWaterDataID = in->leafWaterDataID;
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *loadmodel -
|
||
// *l -
|
||
// *loadname -
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadLeafs_Version_1( CMapLoadHelper &lh, CMapLoadHelper &ambientLightingLump, CMapLoadHelper &ambientLightingTable )
|
||
{
|
||
Vector mins( 0, 0, 0 ), maxs( 0, 0, 0 );
|
||
dleaf_t *in;
|
||
mleaf_t *out;
|
||
int i, j, count, p;
|
||
|
||
in = (dleaf_t *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error ("Mod_LoadLeafs: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
out = (mleaf_t *)Hunk_AllocName( count*sizeof(*out), va( "%s [%s]", lh.GetLoadName(), "leafs" ) );
|
||
|
||
lh.GetMap()->leafs = out;
|
||
lh.GetMap()->numleafs = count;
|
||
|
||
if ( ambientLightingLump.LumpVersion() != LUMP_LEAF_AMBIENT_LIGHTING_VERSION || ambientLightingTable.LumpSize() == 0 )
|
||
{
|
||
// convert from previous version
|
||
CompressedLightCube *inLightCubes = NULL;
|
||
if ( ambientLightingLump.LumpSize() )
|
||
{
|
||
inLightCubes = ( CompressedLightCube * )ambientLightingLump.LumpBase();
|
||
Assert( ambientLightingLump.LumpSize() % sizeof( CompressedLightCube ) == 0 );
|
||
Assert( ambientLightingLump.LumpSize() / sizeof( CompressedLightCube ) == lh.LumpSize() / sizeof( dleaf_t ) );
|
||
}
|
||
lh.GetMap()->m_pLeafAmbient = (mleafambientindex_t *)Hunk_AllocName( count * sizeof(*lh.GetMap()->m_pLeafAmbient), "LeafAmbient" );
|
||
lh.GetMap()->m_pAmbientSamples = (mleafambientlighting_t *)Hunk_AllocName( count * sizeof(*lh.GetMap()->m_pAmbientSamples), "LeafAmbientSamples" );
|
||
mleafambientindex_t *pTable = lh.GetMap()->m_pLeafAmbient;
|
||
mleafambientlighting_t *pSamples = lh.GetMap()->m_pAmbientSamples;
|
||
Vector gray(0.5, 0.5, 0.5);
|
||
ColorRGBExp32 grayColor;
|
||
VectorToColorRGBExp32( gray, grayColor );
|
||
for ( i = 0; i < count; i++ )
|
||
{
|
||
pTable[i].ambientSampleCount = 1;
|
||
pTable[i].firstAmbientSample = i;
|
||
pSamples[i].x = pSamples[i].y = pSamples[i].z = 128;
|
||
pSamples[i].pad = 0;
|
||
if ( inLightCubes )
|
||
{
|
||
Q_memcpy( &pSamples[i].cube, &inLightCubes[i], sizeof(pSamples[i].cube) );
|
||
}
|
||
else
|
||
{
|
||
for ( j = 0; j < 6; j++ )
|
||
{
|
||
pSamples[i].cube.m_Color[j] = grayColor;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
Assert( ambientLightingLump.LumpSize() % sizeof( dleafambientlighting_t ) == 0 );
|
||
Assert( ambientLightingTable.LumpSize() % sizeof( dleafambientindex_t ) == 0 );
|
||
Assert((ambientLightingTable.LumpSize() / sizeof(dleafambientindex_t)) == (unsigned)count); // should have one of these per leaf
|
||
lh.GetMap()->m_pLeafAmbient = (mleafambientindex_t *)Hunk_AllocName( ambientLightingTable.LumpSize(), "LeafAmbient" );
|
||
lh.GetMap()->m_pAmbientSamples = (mleafambientlighting_t *)Hunk_AllocName( ambientLightingLump.LumpSize(), "LeafAmbientSamples" );
|
||
Q_memcpy( lh.GetMap()->m_pLeafAmbient, ambientLightingTable.LumpBase(), ambientLightingTable.LumpSize() );
|
||
Q_memcpy( lh.GetMap()->m_pAmbientSamples, ambientLightingLump.LumpBase(), ambientLightingLump.LumpSize() );
|
||
}
|
||
|
||
|
||
for ( i=0 ; i<count ; i++, in++, out++ )
|
||
{
|
||
for (j=0 ; j<3 ; j++)
|
||
{
|
||
mins[j] = in->mins[j];
|
||
maxs[j] = in->maxs[j];
|
||
}
|
||
|
||
VectorAdd( mins, maxs, out->m_vecCenter );
|
||
out->m_vecCenter *= 0.5f;
|
||
VectorSubtract( maxs, out->m_vecCenter, out->m_vecHalfDiagonal );
|
||
|
||
p = in->contents;
|
||
out->contents = p;
|
||
|
||
out->cluster = in->cluster;
|
||
out->area = in->area;
|
||
out->flags = in->flags;
|
||
/*
|
||
out->firstmarksurface = lh.GetMap()->marksurfaces + in->firstleafface;
|
||
*/
|
||
out->firstmarksurface = in->firstleafface;
|
||
out->nummarksurfaces = in->numleaffaces;
|
||
out->parent = NULL;
|
||
|
||
out->dispCount = 0;
|
||
|
||
out->leafWaterDataID = in->leafWaterDataID;
|
||
}
|
||
}
|
||
|
||
void Mod_LoadLeafs( void )
|
||
{
|
||
CMapLoadHelper lh( LUMP_LEAFS );
|
||
|
||
switch( lh.LumpVersion() )
|
||
{
|
||
case 0:
|
||
Mod_LoadLeafs_Version_0( lh );
|
||
break;
|
||
case 1:
|
||
if( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE &&
|
||
CMapLoadHelper::LumpSize( LUMP_LEAF_AMBIENT_LIGHTING_HDR ) > 0 )
|
||
{
|
||
CMapLoadHelper mlh( LUMP_LEAF_AMBIENT_LIGHTING_HDR );
|
||
CMapLoadHelper mlhTable( LUMP_LEAF_AMBIENT_INDEX_HDR );
|
||
Mod_LoadLeafs_Version_1( lh, mlh, mlhTable );
|
||
}
|
||
else
|
||
{
|
||
CMapLoadHelper mlh( LUMP_LEAF_AMBIENT_LIGHTING );
|
||
CMapLoadHelper mlhTable( LUMP_LEAF_AMBIENT_INDEX );
|
||
Mod_LoadLeafs_Version_1( lh, mlh, mlhTable );
|
||
}
|
||
break;
|
||
default:
|
||
Assert( 0 );
|
||
Error( "Unknown LUMP_LEAFS version\n" );
|
||
break;
|
||
}
|
||
|
||
worldbrushdata_t *pMap = lh.GetMap();
|
||
cleaf_t *pCLeaf = GetCollisionBSPData()->map_leafs.Base();
|
||
for ( int i = 0; i < pMap->numleafs; i++ )
|
||
{
|
||
pMap->leafs[i].dispCount = pCLeaf[i].dispCount;
|
||
pMap->leafs[i].dispListStart = pCLeaf[i].dispListStart;
|
||
}
|
||
// HACKHACK: Copy over the shared global list here. Hunk_Alloc a copy?
|
||
pMap->m_pDispInfoReferences = GetCollisionBSPData()->map_dispList.Base();
|
||
pMap->m_nDispInfoReferences = GetCollisionBSPData()->numdisplist;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadLeafWaterData( void )
|
||
{
|
||
dleafwaterdata_t *in;
|
||
mleafwaterdata_t *out;
|
||
int count, i;
|
||
|
||
CMapLoadHelper lh( LUMP_LEAFWATERDATA );
|
||
|
||
in = (dleafwaterdata_t *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error ("Mod_LoadLeafs: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
out = (mleafwaterdata_t *)Hunk_AllocName( count*sizeof(*out), va( "%s [%s]", lh.GetLoadName(), "leafwaterdata" ) );
|
||
|
||
lh.GetMap()->leafwaterdata = out;
|
||
lh.GetMap()->numleafwaterdata = count;
|
||
for ( i=0 ; i<count ; i++, in++, out++)
|
||
{
|
||
out->minZ = in->minZ;
|
||
out->surfaceTexInfoID = in->surfaceTexInfoID;
|
||
out->surfaceZ = in->surfaceZ;
|
||
out->firstLeafIndex = -1;
|
||
}
|
||
if ( count == 1 )
|
||
{
|
||
worldbrushdata_t *brush = lh.GetMap();
|
||
for ( i = 0; i < brush->numleafs; i++ )
|
||
{
|
||
if ( brush->leafs[i].leafWaterDataID >= 0 )
|
||
{
|
||
brush->leafwaterdata[0].firstLeafIndex = i;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadCubemapSamples( void )
|
||
{
|
||
char textureName[512];
|
||
char loadName[ MAX_PATH ];
|
||
dcubemapsample_t *in;
|
||
mcubemapsample_t *out;
|
||
int count, i;
|
||
|
||
CMapLoadHelper lh( LUMP_CUBEMAPS );
|
||
|
||
V_StripExtension( lh.GetLoadName(), loadName, sizeof(loadName) );
|
||
|
||
in = (dcubemapsample_t *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error ("Mod_LoadCubemapSamples: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
out = (mcubemapsample_t *)Hunk_AllocName( count*sizeof(*out), va( "%s [%s]", lh.GetLoadName(), "cubemapsample" ) );
|
||
|
||
lh.GetMap()->m_pCubemapSamples = out;
|
||
lh.GetMap()->m_nCubemapSamples = count;
|
||
|
||
// We have separate HDR versions of the textures. In order to deal with this,
|
||
// we have blahenvmap.hdr.vtf and blahenvmap.vtf.
|
||
char *pHDRExtension = "";
|
||
if( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
|
||
{
|
||
pHDRExtension = ".hdr";
|
||
}
|
||
|
||
for ( i=0 ; i<count ; i++, in++, out++)
|
||
{
|
||
out->origin.Init( ( float )in->origin[0], ( float )in->origin[1], ( float )in->origin[2] );
|
||
out->size = in->size;
|
||
Q_snprintf( textureName, sizeof( textureName ), "%s/c%d_%d_%d%s", loadName, ( int )in->origin[0],
|
||
( int )in->origin[1], ( int )in->origin[2], pHDRExtension );
|
||
out->pTexture = materials->FindTexture( textureName, TEXTURE_GROUP_CUBE_MAP, true );
|
||
if ( IsErrorTexture( out->pTexture ) )
|
||
{
|
||
if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
|
||
{
|
||
Warning( "Couldn't get HDR '%s' -- ", textureName );
|
||
// try non hdr version
|
||
Q_snprintf( textureName, sizeof( textureName ), "%s/c%d_%d_%d", loadName, ( int )in->origin[0],
|
||
( int )in->origin[1], ( int )in->origin[2]);
|
||
Warning( "Trying non HDR '%s'\n", textureName);
|
||
out->pTexture = materials->FindTexture( textureName, TEXTURE_GROUP_CUBE_MAP, true );
|
||
}
|
||
if ( IsErrorTexture( out->pTexture ) )
|
||
{
|
||
Q_snprintf( textureName, sizeof( textureName ), "%s/cubemapdefault", loadName );
|
||
out->pTexture = materials->FindTexture( textureName, TEXTURE_GROUP_CUBE_MAP, true );
|
||
if ( IsErrorTexture( out->pTexture ) )
|
||
{
|
||
out->pTexture = materials->FindTexture( "engine/defaultcubemap", TEXTURE_GROUP_CUBE_MAP, true );
|
||
}
|
||
Warning( "Failed, using default cubemap '%s'\n", out->pTexture->GetName() );
|
||
}
|
||
}
|
||
out->pTexture->IncrementReferenceCount();
|
||
}
|
||
|
||
CMatRenderContextPtr pRenderContext( materials );
|
||
|
||
if ( count )
|
||
{
|
||
pRenderContext->BindLocalCubemap( lh.GetMap()->m_pCubemapSamples[0].pTexture );
|
||
}
|
||
else
|
||
{
|
||
if ( CommandLine()->CheckParm( "-requirecubemaps" ) )
|
||
{
|
||
Sys_Error( "Map \"%s\" does not have cubemaps!", lh.GetMapPathName() );
|
||
}
|
||
|
||
ITexture *pTexture;
|
||
Q_snprintf( textureName, sizeof( textureName ), "%s/cubemapdefault", loadName );
|
||
pTexture = materials->FindTexture( textureName, TEXTURE_GROUP_CUBE_MAP, true );
|
||
if ( IsErrorTexture( pTexture ) )
|
||
{
|
||
pTexture = materials->FindTexture( "engine/defaultcubemap", TEXTURE_GROUP_CUBE_MAP, true );
|
||
}
|
||
pTexture->IncrementReferenceCount();
|
||
pRenderContext->BindLocalCubemap( pTexture );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadSimpleWorldModel( const char *pMapBaseName )
|
||
{
|
||
#if defined( CSTRIKE15 )
|
||
// We only load the world imposter models for specific maps on cstrike15
|
||
if( !( V_stristr( pMapBaseName, "de_lake" ) ||
|
||
V_stristr( pMapBaseName, "de_stmarc" ) ||
|
||
V_stristr( pMapBaseName, "de_aztec" ) ) )
|
||
{
|
||
return;
|
||
}
|
||
#else
|
||
// We only load the world imposter models for multiplayer maps on consoles
|
||
// Note: This seems super-sketchy, but apparently we use the map name to decide if we are co-op or not in portal 2.
|
||
if ( !V_stristr( pMapBaseName, "mp_coop_" ) && IsGameConsole() )
|
||
{
|
||
return;
|
||
}
|
||
#endif
|
||
|
||
char modelPath[MAX_PATH];
|
||
V_snprintf( modelPath, MAX_PATH, "models/maps/%s/simpleworldmodel.mdl", pMapBaseName );
|
||
char modelPathWater[MAX_PATH];
|
||
V_snprintf( modelPathWater, MAX_PATH, "models/maps/%s/simpleworldmodel_water.mdl", pMapBaseName );
|
||
|
||
IModelLoader::REFERENCETYPE referenceType = IModelLoader::FMODELLOADER_SIMPLEWORLD;
|
||
g_pSimpleWorldModel = g_ModelLoader.GetModelForName( modelPath, referenceType );
|
||
g_pSimpleWorldModelWater = g_ModelLoader.GetModelForName( modelPathWater, referenceType );
|
||
|
||
if ( !g_pSimpleWorldModel )
|
||
{
|
||
// This is BAD: it implies an image-building failure, and will cause huge perf regressions!
|
||
Warning("\n\n###########################################\n"
|
||
"## !!FAILED TO LOAD SIMPLE WORLD MODEL!! ##\n"
|
||
"## (perf will be terrible) ##\n"
|
||
"## (image is broken) ##\n"
|
||
"###########################################\n\n\n" );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadLeafMinDistToWater( void )
|
||
{
|
||
CMapLoadHelper lh( LUMP_LEAFMINDISTTOWATER );
|
||
|
||
unsigned short *pTmp = ( unsigned short * )lh.LumpBase();
|
||
|
||
int i;
|
||
bool foundOne = false;
|
||
for( i = 0; i < ( int )( lh.LumpSize() / sizeof( *pTmp ) ); i++ )
|
||
{
|
||
if( pTmp[i] != 65535 ) // FIXME: make a marcro for this.
|
||
{
|
||
foundOne = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if( !foundOne || lh.LumpSize() == 0 || !g_pMaterialSystemHardwareConfig )
|
||
{
|
||
// We don't bother keeping this if:
|
||
// 1) there is no water in the map
|
||
// 2) we don't have this lump in the bsp file (old bsp file)
|
||
// 3) we aren't going to use it because we are on old hardware.
|
||
lh.GetMap()->m_LeafMinDistToWater = NULL;
|
||
}
|
||
else
|
||
{
|
||
int count;
|
||
unsigned short *in;
|
||
unsigned short *out;
|
||
|
||
in = (unsigned short *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error ("Mod_LoadLeafMinDistToWater: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
out = (unsigned short *)Hunk_AllocName( count*sizeof(*out), va( "%s [%s]", lh.GetLoadName(), "leafmindisttowater" ) );
|
||
|
||
memcpy( out, in, sizeof( out[0] ) * count );
|
||
lh.GetMap()->m_LeafMinDistToWater = out;
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadMarksurfaces( void )
|
||
{
|
||
int i, j, count;
|
||
unsigned short *in;
|
||
|
||
CMapLoadHelper lh( LUMP_LEAFFACES );
|
||
|
||
in = (unsigned short *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error ("Mod_LoadMarksurfaces: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
SurfaceHandle_t *tempDiskData = new SurfaceHandle_t[count];
|
||
|
||
worldbrushdata_t *pBrushData = lh.GetMap();
|
||
pBrushData->marksurfaces = tempDiskData;
|
||
pBrushData->nummarksurfaces = count;
|
||
|
||
// read in the mark surfaces, count out how many we'll actually need to store
|
||
int realCount = 0;
|
||
for ( i=0 ; i<count ; i++)
|
||
{
|
||
j = in[i];
|
||
if (j >= lh.GetMap()->numsurfaces)
|
||
Host_Error ("Mod_LoadMarksurfaces: bad surface number");
|
||
SurfaceHandle_t surfID = SurfaceHandleFromIndex( j, pBrushData );
|
||
tempDiskData[i] = surfID;
|
||
if ( !SurfaceHasDispInfo( surfID ) && !(MSurf_Flags(surfID) & SURFDRAW_NODRAW) )
|
||
{
|
||
realCount++;
|
||
}
|
||
}
|
||
|
||
// now allocate the permanent list, and copy the non-terrain, non-nodraw surfs into it
|
||
SurfaceHandle_t *surfList = (SurfaceHandle_t *)Hunk_AllocName( realCount*sizeof(SurfaceHandle_t), va( "%s [%s]", lh.GetLoadName(), "surfacehandle" ) );
|
||
|
||
int outCount = 0;
|
||
mleaf_t *pLeaf = pBrushData->leafs;
|
||
for ( i = 0; i < pBrushData->numleafs; i++ )
|
||
{
|
||
int firstMark = outCount;
|
||
int numMark = 0;
|
||
bool foundDetail = false;
|
||
int numMarkNode = 0;
|
||
for ( j = 0; j < pLeaf[i].nummarksurfaces; j++ )
|
||
{
|
||
// write a new copy of the mark surfaces for this leaf, strip out the nodraw & terrain
|
||
SurfaceHandle_t surfID = tempDiskData[pLeaf[i].firstmarksurface+j];
|
||
if ( !SurfaceHasDispInfo( surfID ) && !(MSurf_Flags(surfID) & SURFDRAW_NODRAW) )
|
||
{
|
||
surfList[outCount++] = surfID;
|
||
numMark++;
|
||
Assert(outCount<=realCount);
|
||
if ( MSurf_Flags(surfID) & SURFDRAW_NODE )
|
||
{
|
||
// this assert assures that all SURFDRAW_NODE surfs appear coherently
|
||
Assert( !foundDetail );
|
||
numMarkNode++;
|
||
}
|
||
else
|
||
{
|
||
foundDetail = true;
|
||
}
|
||
}
|
||
}
|
||
// update the leaf count
|
||
pLeaf[i].nummarksurfaces = numMark;
|
||
pLeaf[i].firstmarksurface = firstMark;
|
||
pLeaf[i].nummarknodesurfaces = numMarkNode;
|
||
}
|
||
|
||
// write out the compacted array
|
||
pBrushData->marksurfaces = surfList;
|
||
pBrushData->nummarksurfaces = realCount;
|
||
|
||
// remove the temp copy of the disk data
|
||
delete[] tempDiskData;
|
||
|
||
//Msg("Must check %d / %d faces\n", checkCount, pModel->brush.numsurfaces );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *pedges -
|
||
// *loadmodel -
|
||
// *l -
|
||
// *loadname -
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadSurfedges( medge_t *pedges )
|
||
{
|
||
int i, count;
|
||
int *in;
|
||
unsigned short *out;
|
||
|
||
CMapLoadHelper lh( LUMP_SURFEDGES );
|
||
|
||
in = (int *)lh.LumpBase();
|
||
if (lh.LumpSize() % sizeof(*in))
|
||
Host_Error ("Mod_LoadSurfedges: funny lump size in %s", lh.GetMapPathName());
|
||
count = lh.LumpSize() / sizeof(*in);
|
||
if (count < 1 || count >= MAX_MAP_SURFEDGES)
|
||
Host_Error ("Mod_LoadSurfedges: bad surfedges count in %s: %i",
|
||
lh.GetMapPathName(), count);
|
||
out = (unsigned short *)Hunk_AllocName( count*sizeof(*out), va( "%s [%s]", lh.GetLoadName(), "surfedges" ) );
|
||
|
||
lh.GetMap()->vertindices = out;
|
||
lh.GetMap()->numvertindices = count;
|
||
|
||
for ( i=0 ; i<count ; i++)
|
||
{
|
||
int edge = in[i];
|
||
int index = 0;
|
||
if ( edge < 0 )
|
||
{
|
||
edge = -edge;
|
||
index = 1;
|
||
}
|
||
out[i] = pedges[edge].v[index];
|
||
}
|
||
|
||
delete[] pedges;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *loadmodel -
|
||
// *l -
|
||
// *loadname -
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadPlanes( void )
|
||
{
|
||
// Don't bother loading them, they're already stored
|
||
s_pMap->planes = GetCollisionBSPData()->map_planes.Base();
|
||
s_pMap->numplanes = GetCollisionBSPData()->numplanes;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Returns game lump version
|
||
//-----------------------------------------------------------------------------
|
||
int Mod_GameLumpVersion( int lumpId )
|
||
{
|
||
for ( int i = g_GameLumpDict.Count(); --i >= 0; )
|
||
{
|
||
if ( g_GameLumpDict[i].id == lumpId )
|
||
{
|
||
return g_GameLumpDict[i].version;
|
||
}
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Returns game lump size
|
||
//-----------------------------------------------------------------------------
|
||
int Mod_GameLumpSize( int lumpId )
|
||
{
|
||
for ( int i = g_GameLumpDict.Count(); --i >= 0; )
|
||
{
|
||
if ( g_GameLumpDict[i].id == lumpId )
|
||
{
|
||
return g_GameLumpDict[i].uncompressedSize;
|
||
}
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Loads game lumps
|
||
//-----------------------------------------------------------------------------
|
||
bool Mod_LoadGameLump( int lumpId, void *pOutBuffer, int size )
|
||
{
|
||
int i;
|
||
for ( i = g_GameLumpDict.Count(); --i >= 0; )
|
||
{
|
||
if ( g_GameLumpDict[i].id == lumpId )
|
||
{
|
||
break;
|
||
}
|
||
}
|
||
if ( i < 0 )
|
||
{
|
||
// unknown
|
||
return false;
|
||
}
|
||
|
||
byte *pData;
|
||
bool bIsCompressed = ( g_GameLumpDict[i].flags & GAMELUMPFLAG_COMPRESSED ) != 0;
|
||
int dataLength;
|
||
int outSize;
|
||
if ( bIsCompressed )
|
||
{
|
||
// lump data length is always original uncompressed size
|
||
// compressed lump data length is determined from next dictionary entry offset
|
||
dataLength = g_GameLumpDict[i].compressedSize;
|
||
outSize = g_GameLumpDict[i].uncompressedSize;
|
||
}
|
||
else
|
||
{
|
||
dataLength = outSize = g_GameLumpDict[i].uncompressedSize;
|
||
}
|
||
|
||
if ( size < 0 || size < outSize )
|
||
{
|
||
// caller must supply a buffer that is large enough to hold the data
|
||
return false;
|
||
}
|
||
|
||
if ( s_MapBuffer.GetUsed() )
|
||
{
|
||
// data is in memory
|
||
Assert( CMapLoadHelper::GetRefCount() );
|
||
|
||
if ( g_GameLumpDict[i].offset + dataLength > (unsigned int)s_MapBuffer.GetUsed() )
|
||
{
|
||
// out of range
|
||
Assert( 0 );
|
||
return false;
|
||
}
|
||
|
||
pData = (unsigned char *)s_MapBuffer.GetBase() + g_GameLumpDict[i].offset;
|
||
if ( !bIsCompressed )
|
||
{
|
||
V_memcpy( pOutBuffer, pData, outSize );
|
||
return true;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Load file into buffer
|
||
char szNameOnDisk[MAX_PATH];
|
||
GetMapPathNameOnDisk( szNameOnDisk, g_GameLumpFilename, sizeof( szNameOnDisk ) );
|
||
FileHandle_t fileHandle = g_pFileSystem->OpenEx( szNameOnDisk, "rb", IsGameConsole() ? FSOPEN_NEVERINPACK : 0, IsGameConsole() ? "GAME" : NULL );
|
||
if ( fileHandle == FILESYSTEM_INVALID_HANDLE )
|
||
{
|
||
return false;
|
||
}
|
||
|
||
g_pFileSystem->Seek( fileHandle, g_GameLumpDict[i].offset, FILESYSTEM_SEEK_HEAD );
|
||
|
||
if ( !bIsCompressed )
|
||
{
|
||
// read directly into user's buffer
|
||
bool bOK = ( g_pFileSystem->Read( pOutBuffer, outSize, fileHandle ) > 0 );
|
||
g_pFileSystem->Close( fileHandle );
|
||
return bOK;
|
||
}
|
||
else
|
||
{
|
||
// data is compressed, read into temporary
|
||
pData = (byte *)malloc( dataLength );
|
||
bool bOK = ( g_pFileSystem->Read( pData, dataLength, fileHandle ) > 0 );
|
||
g_pFileSystem->Close( fileHandle );
|
||
if ( !bOK )
|
||
{
|
||
free( pData );
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
|
||
// NOTE: TF2 added support for compressed lumps on PC (see CL#2898466 & CL#2898683 in //Valve mainline), but we'll keep it disabled in CS:GO
|
||
#if COMPRESSED_GAMELUMPS_SUPPORTED_ON_PC
|
||
// We'll fall though to here through here if we're compressed
|
||
bool bResult = false;
|
||
if ( !CLZMA::IsCompressed( pData ) || CLZMA::GetActualSize( (unsigned char *)pData ) != g_GameLumpDict[i].uncompressedSize )
|
||
{
|
||
Warning( "Failed loading game lump %i: lump claims to be compressed but metadata does not match\n", lumpId );
|
||
}
|
||
else
|
||
{
|
||
// uncompress directly into caller's buffer
|
||
int outputLength = CLZMA::Uncompress( pData, ( unsigned char * ) pOutBuffer );
|
||
bResult = ( outputLength > 0 && ( unsigned int ) outputLength == g_GameLumpDict[ i ].uncompressedSize );
|
||
}
|
||
|
||
if ( !s_MapBuffer.Base() )
|
||
{
|
||
// done with temporary buffer
|
||
free( pData );
|
||
}
|
||
|
||
return bResult;
|
||
#endif
|
||
|
||
// only 360 has compressed gamelumps
|
||
Assert( 0 );
|
||
return false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Loads game lump dictionary
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_LoadGameLumpDict( void )
|
||
{
|
||
CMapLoadHelper lh( LUMP_GAME_LUMP );
|
||
|
||
// FIXME: This is brittle. If we ever try to load two game lumps
|
||
// (say, in multiple BSP files), the dictionary info I store here will get whacked
|
||
|
||
g_GameLumpDict.RemoveAll();
|
||
Q_strncpy( g_GameLumpFilename, lh.GetMapPathName(), sizeof( g_GameLumpFilename ) );
|
||
|
||
unsigned int lhSize = (unsigned int)Max( lh.LumpSize(), 0 );
|
||
if ( lhSize >= sizeof( dgamelumpheader_t ) )
|
||
{
|
||
dgamelumpheader_t* pGameLumpHeader = (dgamelumpheader_t*)lh.LumpBase();
|
||
|
||
// Ensure (lumpsize * numlumps + headersize) doesn't overflow
|
||
const int nMaxGameLumps = ( INT_MAX - sizeof( dgamelumpheader_t ) ) / sizeof( dgamelump_t );
|
||
if ( pGameLumpHeader->lumpCount < 0 ||
|
||
pGameLumpHeader->lumpCount > nMaxGameLumps ||
|
||
sizeof( dgamelumpheader_t ) + sizeof( dgamelump_t ) * pGameLumpHeader->lumpCount > lhSize )
|
||
{
|
||
Warning( "Bogus gamelump header in map, rejecting\n" );
|
||
}
|
||
else
|
||
{
|
||
// Load in lumps
|
||
dgamelump_t* pGameLump = (dgamelump_t*)(pGameLumpHeader + 1);
|
||
for (int i = 0; i < pGameLumpHeader->lumpCount; ++i )
|
||
{
|
||
if ( pGameLump[ i ].fileofs >= 0 &&
|
||
( unsigned int ) pGameLump[ i ].fileofs >= ( unsigned int ) lh.LumpOffset() &&
|
||
( unsigned int ) pGameLump[ i ].fileofs < ( unsigned int ) lh.LumpOffset() + lhSize &&
|
||
pGameLump[ i ].filelen > 0 )
|
||
{
|
||
unsigned int compressedSize = 0;
|
||
if ( i + 1 < pGameLumpHeader->lumpCount &&
|
||
pGameLump[ i + 1 ].fileofs > pGameLump[ i ].fileofs &&
|
||
pGameLump[ i + 1 ].fileofs >= 0 &&
|
||
( unsigned int ) pGameLump[ i + 1 ].fileofs <= ( unsigned int ) lh.LumpOffset() + lhSize )
|
||
{
|
||
compressedSize = ( unsigned int ) pGameLump[ i + 1 ].fileofs - ( unsigned int ) pGameLump[ i ].fileofs;
|
||
}
|
||
else
|
||
{
|
||
compressedSize = ( unsigned int ) lh.LumpOffset() + lhSize - ( unsigned int ) pGameLump[ i ].fileofs;
|
||
}
|
||
g_GameLumpDict.AddToTail( { pGameLump[ i ], compressedSize } );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Re-Loads all of a model's peer data
|
||
//-----------------------------------------------------------------------------
|
||
void Mod_TouchAllData( model_t *pModel, int nServerCount )
|
||
{
|
||
double t1 = Plat_FloatTime();
|
||
|
||
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
|
||
|
||
virtualmodel_t *pVirtualModel = g_pMDLCache->GetVirtualModel( pModel->studio );
|
||
|
||
double t2 = Plat_FloatTime();
|
||
g_flAccumulatedModelLoadTimeVirtualModel += ( t2 - t1 );
|
||
|
||
if ( pVirtualModel && nServerCount >= 1 )
|
||
{
|
||
// ensure all sub models get current count to avoid purge
|
||
// mark first to prevent re-entrant issues during possible reload
|
||
// skip self, start at children
|
||
for ( int i=1; i<pVirtualModel->m_group.Count(); ++i )
|
||
{
|
||
MDLHandle_t childHandle = VoidPtrToMDLHandle( pVirtualModel->m_group[i].cache );
|
||
model_t *pChildModel = (model_t *)g_pMDLCache->GetUserData( childHandle );
|
||
if ( pChildModel )
|
||
{
|
||
// child inherits parent reference
|
||
pChildModel->nLoadFlags |= ( pModel->nLoadFlags & IModelLoader::FMODELLOADER_REFERENCEMASK );
|
||
pChildModel->nLoadFlags |= IModelLoader::FMODELLOADER_LOADED;
|
||
pChildModel->nLoadFlags &= ~IModelLoader::FMODELLOADER_LOADED_BY_PRELOAD;
|
||
pChildModel->nServerCount = nServerCount;
|
||
}
|
||
}
|
||
}
|
||
|
||
// don't touch all the data
|
||
if ( !mod_forcetouchdata.GetBool() )
|
||
return;
|
||
|
||
g_pMDLCache->TouchAllData( pModel->studio );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Callbacks to get called when various data is loaded or unloaded
|
||
//-----------------------------------------------------------------------------
|
||
class CMDLCacheNotify : public IMDLCacheNotify
|
||
{
|
||
public:
|
||
virtual void OnDataLoaded( MDLCacheDataType_t type, MDLHandle_t handle );
|
||
virtual void OnCombinerPreCache( MDLHandle_t OldHandle, MDLHandle_t NewHandle );
|
||
virtual void OnDataUnloaded( MDLCacheDataType_t type, MDLHandle_t handle );
|
||
virtual bool ShouldSupressLoadWarning( MDLHandle_t handle );
|
||
|
||
private:
|
||
void ComputeModelFlags( model_t* mod, MDLHandle_t handle );
|
||
|
||
// Sets the bounds from the studiohdr
|
||
void SetBoundsFromStudioHdr( model_t *pModel, MDLHandle_t handle );
|
||
};
|
||
static CMDLCacheNotify s_MDLCacheNotify;
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Computes model flags
|
||
//-----------------------------------------------------------------------------
|
||
void CMDLCacheNotify::ComputeModelFlags( model_t* pModel, MDLHandle_t handle )
|
||
{
|
||
studiohdr_t *pStudioHdr = g_pMDLCache->GetStudioHdr( handle );
|
||
|
||
// Clear out those flags we set...
|
||
pModel->flags &= ~(MODELFLAG_TRANSLUCENT_TWOPASS | MODELFLAG_VERTEXLIT |
|
||
MODELFLAG_TRANSLUCENT | MODELFLAG_MATERIALPROXY | MODELFLAG_FRAMEBUFFER_TEXTURE |
|
||
MODELFLAG_STUDIOHDR_USES_FB_TEXTURE | MODELFLAG_STUDIOHDR_USES_BUMPMAPPING |
|
||
MODELFLAG_STUDIOHDR_USES_ENV_CUBEMAP | MODELFLAG_STUDIOHDR_IS_STATIC_PROP | MODELFLAG_STUDIOHDR_BAKED_VERTEX_LIGHTING_IS_INDIRECT_ONLY );
|
||
|
||
bool bForceOpaque = (pStudioHdr->flags & STUDIOHDR_FLAGS_FORCE_OPAQUE) != 0;
|
||
|
||
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_TRANSLUCENT_TWOPASS )
|
||
{
|
||
pModel->flags |= MODELFLAG_TRANSLUCENT_TWOPASS;
|
||
}
|
||
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_USES_FB_TEXTURE )
|
||
{
|
||
pModel->flags |= MODELFLAG_STUDIOHDR_USES_FB_TEXTURE;
|
||
}
|
||
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP )
|
||
{
|
||
pModel->flags |= MODELFLAG_STUDIOHDR_IS_STATIC_PROP;
|
||
}
|
||
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_USES_BUMPMAPPING )
|
||
{
|
||
pModel->flags |= MODELFLAG_STUDIOHDR_USES_BUMPMAPPING;
|
||
}
|
||
if ( pStudioHdr->flags & STUDIOHDR_BAKED_VERTEX_LIGHTING_IS_INDIRECT_ONLY )
|
||
{
|
||
pModel->flags |= MODELFLAG_STUDIOHDR_BAKED_VERTEX_LIGHTING_IS_INDIRECT_ONLY;
|
||
}
|
||
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_USES_ENV_CUBEMAP )
|
||
{
|
||
pModel->flags |= MODELFLAG_STUDIOHDR_USES_ENV_CUBEMAP;
|
||
}
|
||
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_AMBIENT_BOOST )
|
||
{
|
||
pModel->flags |= MODELFLAG_STUDIOHDR_AMBIENT_BOOST;
|
||
}
|
||
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_DO_NOT_CAST_SHADOWS )
|
||
{
|
||
pModel->flags |= MODELFLAG_STUDIOHDR_DO_NOT_CAST_SHADOWS;
|
||
}
|
||
|
||
IMaterial *materials[ 128 ];
|
||
int materialCount = Mod_GetModelMaterials( pModel, ARRAYSIZE( materials ), materials );
|
||
|
||
for ( int i = 0; i < materialCount; ++i )
|
||
{
|
||
IMaterial *pMaterial = materials[ i ];
|
||
if ( !pMaterial )
|
||
continue;
|
||
|
||
if ( pMaterial->IsVertexLit() )
|
||
{
|
||
pModel->flags |= MODELFLAG_VERTEXLIT;
|
||
}
|
||
|
||
if ( !bForceOpaque && pMaterial->IsTranslucent() )
|
||
{
|
||
//Msg("Translucent material %s for model %s\n", pLODData->ppMaterials[i]->GetName(), pModel->name );
|
||
pModel->flags |= MODELFLAG_TRANSLUCENT;
|
||
}
|
||
|
||
if ( pMaterial->HasProxy() )
|
||
{
|
||
pModel->flags |= MODELFLAG_MATERIALPROXY;
|
||
}
|
||
|
||
if ( pMaterial->NeedsPowerOfTwoFrameBufferTexture( false ) ) // The false checks if it will ever need the frame buffer, not just this frame
|
||
{
|
||
pModel->flags |= MODELFLAG_FRAMEBUFFER_TEXTURE;
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Sets the bounds from the studiohdr
|
||
//-----------------------------------------------------------------------------
|
||
void CMDLCacheNotify::SetBoundsFromStudioHdr( model_t *pModel, MDLHandle_t handle )
|
||
{
|
||
studiohdr_t *pStudioHdr = g_pMDLCache->GetStudioHdr( handle );
|
||
VectorCopy( pStudioHdr->hull_min, pModel->mins );
|
||
VectorCopy( pStudioHdr->hull_max, pModel->maxs );
|
||
pModel->radius = 0.0f;
|
||
for ( int i = 0; i < 3; i++ )
|
||
{
|
||
if ( fabs(pModel->mins[i]) > pModel->radius )
|
||
{
|
||
pModel->radius = fabs(pModel->mins[i]);
|
||
}
|
||
|
||
if ( fabs(pModel->maxs[i]) > pModel->radius )
|
||
{
|
||
pModel->radius = fabs(pModel->maxs[i]);
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Callbacks to get called when various data is loaded or unloaded
|
||
//-----------------------------------------------------------------------------
|
||
void CMDLCacheNotify::OnDataLoaded( MDLCacheDataType_t type, MDLHandle_t handle )
|
||
{
|
||
model_t *pModel = (model_t*)g_pMDLCache->GetUserData( handle );
|
||
|
||
// NOTE: A NULL model can occur for dependent MDLHandle_ts (like .ani files)
|
||
if ( !pModel )
|
||
return;
|
||
|
||
switch( type )
|
||
{
|
||
case MDLCACHE_STUDIOHDR:
|
||
{
|
||
// FIXME: This code only works because it assumes StudioHdr
|
||
// is loaded before VCollide.
|
||
SetBoundsFromStudioHdr( pModel, handle );
|
||
}
|
||
break;
|
||
|
||
case MDLCACHE_VCOLLIDE:
|
||
{
|
||
SetBoundsFromStudioHdr( pModel, handle );
|
||
|
||
// Expand the model bounds to enclose the collision model (should be done in studiomdl)
|
||
vcollide_t *pCollide = g_pMDLCache->GetVCollide( handle );
|
||
if ( pCollide )
|
||
{
|
||
Vector mins, maxs;
|
||
physcollision->CollideGetAABB( &mins, &maxs, pCollide->solids[0], vec3_origin, vec3_angle );
|
||
AddPointToBounds( mins, pModel->mins, pModel->maxs );
|
||
AddPointToBounds( maxs, pModel->mins, pModel->maxs );
|
||
}
|
||
}
|
||
break;
|
||
|
||
case MDLCACHE_STUDIOHWDATA:
|
||
{
|
||
ComputeModelFlags( pModel, handle );
|
||
|
||
#if !defined( DEDICATED )
|
||
if ( g_ModelLoader.m_bAllowWeaponModelCache )
|
||
{
|
||
int nMapIndex = g_ModelLoader.m_WeaponModelCache.Find( pModel );
|
||
if ( nMapIndex != g_ModelLoader.m_WeaponModelCache.InvalidIndex() )
|
||
{
|
||
g_ModelLoader.m_WeaponModelCache[nMapIndex]->m_bStudioHWDataResident = true;
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
|
||
void CMDLCacheNotify::OnCombinerPreCache( MDLHandle_t OldHandle, MDLHandle_t NewHandle )
|
||
{
|
||
model_t *pModel = ( model_t * )g_pMDLCache->GetUserData( OldHandle );
|
||
if ( !pModel )
|
||
{
|
||
Assert( 0 );
|
||
return;
|
||
}
|
||
|
||
pModel->studio = NewHandle;
|
||
g_pMDLCache->SetUserData( OldHandle, NULL );
|
||
g_pMDLCache->SetUserData( NewHandle, pModel );
|
||
}
|
||
|
||
|
||
void CMDLCacheNotify::OnDataUnloaded( MDLCacheDataType_t type, MDLHandle_t handle )
|
||
{
|
||
#if defined( PLATFORM_WINDOWS_PC ) || defined( DEDICATED )
|
||
// NOTE: This is because CMDLCache::UnloadQueuedHardwareData() FUNDAMENTALLY broke the modelcache due to its
|
||
// need to break the "flush" dependency. I did not investigate the validity of WHY THAT needed to be done.
|
||
// Since CMDLCache::ShutdownStudioData() breaks the dependency, the higher code does the m_MDLDict.RemoveAt( handle );
|
||
// not realizing the flush has been deferred, along comes the flush later and all sorts of code that expected
|
||
// the MDLHandle_t to be valid (now it's invalid) via the removal from underlying dictionary and code crashes.
|
||
return;
|
||
#endif
|
||
|
||
#if !defined( DEDICATED )
|
||
if ( g_ModelLoader.m_bAllowWeaponModelCache && type == MDLCACHE_STUDIOHWDATA )
|
||
{
|
||
model_t *pModel = (model_t*)g_pMDLCache->GetUserData( handle );
|
||
if ( pModel )
|
||
{
|
||
int nMapIndex = g_ModelLoader.m_WeaponModelCache.Find( pModel );
|
||
if ( nMapIndex != g_ModelLoader.m_WeaponModelCache.InvalidIndex() )
|
||
{
|
||
g_ModelLoader.m_WeaponModelCache[nMapIndex]->m_bStudioHWDataResident = false;
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
|
||
bool CMDLCacheNotify::ShouldSupressLoadWarning( MDLHandle_t handle )
|
||
{
|
||
#if !defined( DEDICATED )
|
||
if ( g_ModelLoader.m_bAllowWeaponModelCache )
|
||
{
|
||
// the QL wants to warn about loading data outside its awareness
|
||
// weapon models are explicitly prevented from the QL path
|
||
model_t *pModel = (model_t*)g_pMDLCache->GetUserData( handle );
|
||
if ( pModel )
|
||
{
|
||
int nMapIndex = g_ModelLoader.m_WeaponModelCache.Find( pModel );
|
||
if ( nMapIndex != g_ModelLoader.m_WeaponModelCache.InvalidIndex() )
|
||
{
|
||
// model is part of weapon model cache
|
||
// any QL load warnings are benign and should be suppressed
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
|
||
return false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Hooks the cache notify into the MDL cache system
|
||
//-----------------------------------------------------------------------------
|
||
void ConnectMDLCacheNotify( )
|
||
{
|
||
g_pMDLCache->SetCacheNotify( &s_MDLCacheNotify );
|
||
}
|
||
|
||
void DisconnectMDLCacheNotify( )
|
||
{
|
||
g_pMDLCache->SetCacheNotify( NULL );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Initialize studiomdl state
|
||
//-----------------------------------------------------------------------------
|
||
void InitStudioModelState( model_t *pModel )
|
||
{
|
||
Assert( pModel->type == mod_studio );
|
||
|
||
if ( g_pMDLCache->IsDataLoaded( pModel->studio, MDLCACHE_STUDIOHDR ) )
|
||
{
|
||
s_MDLCacheNotify.OnDataLoaded( MDLCACHE_STUDIOHDR, pModel->studio );
|
||
}
|
||
if ( g_pMDLCache->IsDataLoaded( pModel->studio, MDLCACHE_STUDIOHWDATA ) )
|
||
{
|
||
s_MDLCacheNotify.OnDataLoaded( MDLCACHE_STUDIOHWDATA, pModel->studio );
|
||
}
|
||
if ( g_pMDLCache->IsDataLoaded( pModel->studio, MDLCACHE_VCOLLIDE ) )
|
||
{
|
||
s_MDLCacheNotify.OnDataLoaded( MDLCACHE_VCOLLIDE, pModel->studio );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Resource loading for models
|
||
//-----------------------------------------------------------------------------
|
||
class CResourcePreloadModel : public CResourcePreload
|
||
{
|
||
static void QueuedLoaderMapCallback( void *pContext, void *pContext2, const void *pData, int nSize, LoaderError_t loaderError )
|
||
{
|
||
if ( loaderError == LOADERERROR_NONE )
|
||
{
|
||
// 360 mounts its bsp entirely into memory
|
||
// this data is discarded at the conclusion of the entire load process
|
||
Assert( CMapLoadHelper::GetRefCount() == 0 );
|
||
CMapLoadHelper::InitFromMemory( (model_t *)pContext, pData, nSize );
|
||
}
|
||
}
|
||
|
||
virtual bool CreateResource( const char *pName )
|
||
{
|
||
modtype_t modType = g_ModelLoader.GetTypeFromName( pName );
|
||
|
||
// each model type resource has entirely differnt schemes for loading/creating
|
||
if ( modType == mod_brush )
|
||
{
|
||
// expect to be the map bsp model
|
||
MEM_ALLOC_CREDIT_( "CResourcePreloadModel(BSP)" );
|
||
model_t *pMapModel = g_ModelLoader.FindModelNoCreate( pName );
|
||
if ( pMapModel )
|
||
{
|
||
Assert( CMapLoadHelper::GetRefCount() == 0 );
|
||
|
||
// 360 reads its specialized bsp into memory up to the pack lump, guaranteed last
|
||
// the real size of the i/o operation is up to pack lump
|
||
CMapLoadHelper::Init( pMapModel, pMapModel->szPathName );
|
||
int nBytesToRead = CMapLoadHelper::LumpOffset( LUMP_PAKFILE );
|
||
CMapLoadHelper::Shutdown();
|
||
|
||
void *pTargetData = NULL;
|
||
Assert( ( s_MapBuffer.GetUsed() == 0 ) && ( s_MapBuffer.GetMaxSize() >= nBytesToRead ) );
|
||
if ( ( ( s_MapBuffer.GetUsed() == 0 ) && ( s_MapBuffer.GetMaxSize() >= nBytesToRead ) ) )
|
||
pTargetData = s_MapBuffer.Alloc( nBytesToRead );
|
||
|
||
// create a loader job to perform i/o operation to mount the .bsp
|
||
char szNameOnDisk[MAX_PATH];
|
||
GetMapPathNameOnDisk( szNameOnDisk, pMapModel->szPathName, sizeof( szNameOnDisk ) );
|
||
LoaderJob_t loaderJobBSP;
|
||
loaderJobBSP.m_pFilename = szNameOnDisk;
|
||
loaderJobBSP.m_pPathID = "GAME";
|
||
loaderJobBSP.m_pCallback = QueuedLoaderMapCallback;
|
||
loaderJobBSP.m_pContext = (void *)pMapModel;
|
||
loaderJobBSP.m_pTargetData = pTargetData;
|
||
loaderJobBSP.m_nBytesToRead = nBytesToRead;
|
||
loaderJobBSP.m_Priority = LOADERPRIORITY_DURINGPRELOAD;
|
||
g_pQueuedLoader->AddJob( &loaderJobBSP );
|
||
|
||
bool bPreventAIN = false;
|
||
const char *pGame = V_UnqualifiedFileName( com_gamedir );
|
||
bPreventAIN = StringHasPrefix( pGame, "csgo" ) ||
|
||
StringHasPrefix( pGame, "cstrike" ) ||
|
||
StringHasPrefix( pGame, "portal2" ) ||
|
||
StringHasPrefix( pGame, "left4dead" );
|
||
if ( !bPreventAIN )
|
||
{
|
||
// create an anonymous job to perform i/o operation to mount the .ain
|
||
// the .ain gets claimed later
|
||
char szLoadName[MAX_PATH];
|
||
V_FileBase( pMapModel->szPathName, szLoadName, sizeof( szLoadName ) );
|
||
V_snprintf( szNameOnDisk, sizeof( szNameOnDisk ), "maps/graphs/%s" PLATFORM_EXT ".ain", szLoadName );
|
||
LoaderJob_t loaderJobAIN;
|
||
loaderJobAIN.m_pFilename = szNameOnDisk;
|
||
loaderJobAIN.m_pPathID = "GAME";
|
||
loaderJobAIN.m_Priority = LOADERPRIORITY_DURINGPRELOAD;
|
||
g_pQueuedLoader->AddJob( &loaderJobAIN );
|
||
}
|
||
|
||
return true;
|
||
}
|
||
}
|
||
else if ( modType == mod_studio )
|
||
{
|
||
MEM_ALLOC_CREDIT_( "CResourcePreloadModel(MDL)" );
|
||
|
||
char szFilename[MAX_PATH];
|
||
V_ComposeFileName( "models", pName, szFilename, sizeof( szFilename ) );
|
||
|
||
// find model or create empty entry
|
||
model_t *pModel = g_ModelLoader.FindModel( szFilename );
|
||
|
||
if ( g_ModelLoader.IsModelInWeaponCache( pModel ) )
|
||
{
|
||
// ignore it, these cannot be loaded now
|
||
return true;
|
||
}
|
||
|
||
// mark as touched
|
||
pModel->nLoadFlags |= IModelLoader::FMODELLOADER_TOUCHED_BY_PRELOAD;
|
||
|
||
if ( pModel->nLoadFlags & ( IModelLoader::FMODELLOADER_LOADED|IModelLoader::FMODELLOADER_LOADED_BY_PRELOAD ) )
|
||
{
|
||
// already loaded or preloaded
|
||
return true;
|
||
}
|
||
|
||
// the model in not supposed to be in memory
|
||
Assert( pModel->type == mod_bad );
|
||
|
||
// set its type
|
||
pModel->type = mod_studio;
|
||
|
||
// mark the model so that the normal studio load path can perform a final fixup
|
||
pModel->nLoadFlags |= IModelLoader::FMODELLOADER_LOADED_BY_PRELOAD;
|
||
|
||
// setup the new entry for preload to operate
|
||
pModel->studio = g_pMDLCache->FindMDL( pModel->szPathName );
|
||
|
||
// the model is not supposed to be in memory
|
||
// if this hits, the mdlcache is out of sync with the modelloder
|
||
// if this hits, the mdlcache has the model, but the modelloader doesn't think so
|
||
// if the refcounts go haywire, bad evil bugs will occur
|
||
Assert( g_pMDLCache->GetRef( pModel->studio ) == 1 );
|
||
|
||
g_pMDLCache->SetUserData( pModel->studio, pModel );
|
||
|
||
// get it into the cache
|
||
g_pMDLCache->PreloadModel( pModel->studio );
|
||
|
||
return true;
|
||
}
|
||
|
||
// unknown
|
||
return false;
|
||
}
|
||
|
||
void PurgeModels( bool bPurgeAll )
|
||
{
|
||
bool bSpew = ( g_pQueuedLoader->GetSpewDetail() & LOADER_DETAIL_PURGES ) != 0;
|
||
|
||
// purge any model that was not touched by the preload process
|
||
int iIndex = -1;
|
||
CUtlVector< model_t* > firstList;
|
||
CUtlVector< model_t* > otherList;
|
||
for ( ;; )
|
||
{
|
||
model_t *pModel;
|
||
iIndex = g_ModelLoader.FindNext( iIndex, &pModel );
|
||
if ( iIndex == -1 || !pModel )
|
||
{
|
||
// end of list
|
||
break;
|
||
}
|
||
if ( pModel->type == mod_studio )
|
||
{
|
||
// models that were touched during the preload stay, otherwise purged
|
||
bool bDoPurge = bPurgeAll || !( pModel->nLoadFlags & IModelLoader::FMODELLOADER_TOUCHED_BY_PRELOAD );
|
||
|
||
pModel->nLoadFlags &= ~IModelLoader::FMODELLOADER_TOUCHED_BY_PRELOAD;
|
||
|
||
if ( bDoPurge )
|
||
{
|
||
if ( bSpew )
|
||
{
|
||
Msg( "CResourcePreloadModel: Purging: %s\n", pModel->szPathName );
|
||
}
|
||
|
||
// Models that have virtual models have to unload first to
|
||
// ensure they properly unreference their virtual models.
|
||
if ( g_pMDLCache->IsDataLoaded( pModel->studio, MDLCACHE_VIRTUALMODEL ) )
|
||
{
|
||
firstList.AddToTail( pModel );
|
||
}
|
||
else
|
||
{
|
||
otherList.AddToTail( pModel );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
for ( int i=0; i<firstList.Count(); i++ )
|
||
{
|
||
g_ModelLoader.UnloadModel( firstList[i] );
|
||
}
|
||
for ( int i=0; i<otherList.Count(); i++ )
|
||
{
|
||
g_ModelLoader.UnloadModel( otherList[i] );
|
||
}
|
||
|
||
if ( bPurgeAll || !g_pQueuedLoader->IsSameMapLoading() )
|
||
{
|
||
g_pMDLCache->Flush( MDLCACHE_FLUSH_ANIMBLOCK );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Called before queued loader i/o jobs are actually performed. Must free up memory
|
||
// to ensure i/o requests have enough memory to succeed. The models that were
|
||
// touched by the CreateResource() are the ones to keep, all others get purged.
|
||
//-----------------------------------------------------------------------------
|
||
virtual void PurgeUnreferencedResources()
|
||
{
|
||
PurgeModels( false );
|
||
}
|
||
|
||
virtual void PurgeAll()
|
||
{
|
||
PurgeModels( true );
|
||
}
|
||
|
||
virtual void OnEndMapLoading( bool bAbort )
|
||
{
|
||
// discard the memory mounted bsp
|
||
CMapLoadHelper::Shutdown();
|
||
Assert( CMapLoadHelper::GetRefCount() == 0 );
|
||
}
|
||
|
||
#if defined( _PS3 )
|
||
virtual bool RequiresRendererLock()
|
||
{
|
||
return true;
|
||
}
|
||
#endif // _PS3
|
||
};
|
||
static CResourcePreloadModel s_ResourcePreloadModel;
|
||
|
||
bool ProcessWeaponModelCacheOperations()
|
||
{
|
||
return g_ModelLoader.ProcessWeaponModelCacheOperations();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::Init( void )
|
||
{
|
||
m_Models.RemoveAll();
|
||
m_InlineModels.Purge();
|
||
|
||
m_pWorldModel = NULL;
|
||
m_bMapRenderInfoLoaded = false;
|
||
m_bMapHasHDRLighting = false;
|
||
g_bLoadedMapHasBakedPropLighting = false;
|
||
g_bBakedPropLightingStreams3 = false;
|
||
g_bHasIndirectOnlyInLightingStreams = false;
|
||
|
||
m_worldBrushData.m_pLightingDataStack = &m_WorldLightingDataStack;
|
||
|
||
// Make sure we have physcollision and physprop interfaces
|
||
CollisionBSPData_LinkPhysics();
|
||
|
||
if ( IsGameConsole() && g_pQueuedLoader )
|
||
{
|
||
g_pQueuedLoader->InstallLoader( RESOURCEPRELOAD_MODEL, &s_ResourcePreloadModel );
|
||
}
|
||
if ( IsGameConsole() )
|
||
{
|
||
s_MapBuffer.Init( "s_MapBuffer", 32*1024*1024, 64*1024 );
|
||
}
|
||
|
||
#if defined( PLATFORM_WINDOWS_PC ) || defined( DEDICATED )
|
||
// not compatible for any platform but the game consoles due to at least CMDLCache::UnloadQueuedHardwareData() concepts
|
||
m_bAllowWeaponModelCache = false;
|
||
m_bAllowWeaponVertexEviction = false;
|
||
m_bAllowWorldWeaponEviction = false;
|
||
#else
|
||
// on for 360 by default
|
||
m_bAllowWeaponModelCache = IsX360() || IsPS3() || CommandLine()->FindParm( "-weaponmodelcache" ) != 0;
|
||
if ( CommandLine()->FindParm( "-noweaponmodelcache" ) != 0 )
|
||
{
|
||
// explicit opt-out
|
||
m_bAllowWeaponModelCache = false;
|
||
}
|
||
|
||
m_bAllowWeaponVertexEviction = true;
|
||
if ( CommandLine()->FindParm( "-keepweaponverts" ) != 0 )
|
||
{
|
||
// explicit opt-out
|
||
m_bAllowWeaponVertexEviction = false;
|
||
}
|
||
|
||
m_bAllowWorldWeaponEviction = true;
|
||
#endif
|
||
|
||
// now invalid due to m_Models purge
|
||
m_nNumWeaponsPartialResident = 0;
|
||
m_WeaponModelCache.PurgeAndDeleteElements();
|
||
|
||
#if !defined( DEDICATED )
|
||
if ( IsGameConsole() && m_bAllowWorldWeaponEviction && g_pMaterialSystem )
|
||
{
|
||
g_pMaterialSystem->AddEndFramePriorToNextContextFunc( ::ProcessWeaponModelCacheOperations );
|
||
}
|
||
#endif
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::Shutdown( void )
|
||
{
|
||
m_pWorldModel = NULL;
|
||
|
||
UnloadAllModels( false );
|
||
|
||
g_pMDLCache->UnloadQueuedHardwareData();
|
||
|
||
m_ModelPool.Clear();
|
||
|
||
if ( IsGameConsole() )
|
||
{
|
||
s_MapBuffer.Term();
|
||
}
|
||
|
||
if ( IsGameConsole() && m_bAllowWorldWeaponEviction && g_pMaterialSystem )
|
||
{
|
||
g_pMaterialSystem->RemoveEndFramePriorToNextContextFunc( ::ProcessWeaponModelCacheOperations );
|
||
}
|
||
}
|
||
|
||
int CModelLoader::GetCount( void )
|
||
{
|
||
return m_Models.Count();
|
||
}
|
||
|
||
model_t *CModelLoader::GetModelForIndex( int i )
|
||
{
|
||
if ( i < 0 || (unsigned)i >= m_Models.Count() )
|
||
{
|
||
return NULL;
|
||
}
|
||
|
||
return m_Models[i].modelpointer;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Look up name for model
|
||
// Input : *model -
|
||
// Output : const char
|
||
//-----------------------------------------------------------------------------
|
||
const char *CModelLoader::GetName( const model_t *pModel )
|
||
{
|
||
if ( pModel )
|
||
{
|
||
return pModel->szPathName;
|
||
}
|
||
return NULL;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Finds the model, builds entry if not present, always returns a model
|
||
// Input : *name -
|
||
// referencetype -
|
||
// Output : model_t
|
||
//-----------------------------------------------------------------------------
|
||
model_t *CModelLoader::FindModel( const char *pName )
|
||
{
|
||
if ( !pName || !pName[0] )
|
||
{
|
||
Sys_Error( "CModelLoader::FindModel: NULL name" );
|
||
}
|
||
|
||
// inline models are grabbed only from worldmodel
|
||
if ( pName[0] == '*' )
|
||
{
|
||
int modelNum = atoi( pName + 1 );
|
||
if ( !IsWorldModelSet() )
|
||
{
|
||
Warning( "bad inline model number %i, worldmodel not yet setup\n", modelNum );
|
||
return NULL;
|
||
}
|
||
|
||
if ( modelNum < 1 || modelNum >= GetNumWorldSubmodels() )
|
||
{
|
||
Warning( "bad inline model number %i\n", modelNum );
|
||
return NULL;
|
||
}
|
||
return &m_InlineModels[modelNum];
|
||
}
|
||
|
||
model_t *pModel = NULL;
|
||
|
||
// get a handle suitable to use as the model key
|
||
// handles are insensitive to case and slashes
|
||
FileNameHandle_t fnHandle = g_pFileSystem->FindOrAddFileName( pName );
|
||
|
||
int i = m_Models.Find( fnHandle );
|
||
if ( i == m_Models.InvalidIndex() )
|
||
{
|
||
pModel = (model_t *)m_ModelPool.Alloc();
|
||
Assert( pModel );
|
||
memset( pModel, 0, sizeof( model_t ) );
|
||
|
||
pModel->fnHandle = fnHandle;
|
||
|
||
// Mark that we should load from disk
|
||
pModel->nLoadFlags = FMODELLOADER_NOTLOADEDORREFERENCED;
|
||
|
||
// Copy in name and normalize!
|
||
// Various other subsystems fetch this 'object' name to do dictionary lookups,
|
||
// which are usually case insensitive, but not to slashes or dotslashes.
|
||
Q_strncpy( pModel->szPathName, pName, sizeof( pModel->szPathName ) );
|
||
V_RemoveDotSlashes( pModel->szPathName, '/' );
|
||
|
||
//
|
||
// Model censoring for perfect world, banlist loads here
|
||
//
|
||
static struct BannedMDLs_t
|
||
{
|
||
BannedMDLs_t()
|
||
{
|
||
bool bLoadBannedWords = !!CommandLine()->FindParm( "-perfectworld" );
|
||
bLoadBannedWords |= !!CommandLine()->FindParm( "-usebanlist" );
|
||
if ( bLoadBannedWords )
|
||
{
|
||
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
|
||
if ( g_pFullFileSystem->ReadFile( "banmdls.res", "MOD", buf ) )
|
||
{
|
||
while ( buf.IsValid() )
|
||
{
|
||
char chModel[ 256 ] = {};
|
||
buf.GetString( chModel, sizeof( chModel ) - 1 );
|
||
if ( chModel[0] )
|
||
{
|
||
m_map.AddString( chModel );
|
||
#ifdef _DEBUG
|
||
DevMsg( "Banned MDL: %s\n", chModel );
|
||
#endif
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
CUtlSymbolTable m_map;
|
||
} s_BannedMDLs;
|
||
|
||
//
|
||
// Check the banlist and flag models as render disabled
|
||
//
|
||
if ( s_BannedMDLs.m_map.GetNumStrings() > 0 )
|
||
{
|
||
if ( s_BannedMDLs.m_map.Find( pModel->szPathName ).IsValid() )
|
||
{
|
||
COMPILE_TIME_ASSERT( MODELFLAG_RENDER_DISABLED == ENGINE_MODEL_CLIENT_MODELFLAG_RENDER_DISABLED );
|
||
COMPILE_TIME_ASSERT( offsetof( model_t, flags ) == ENGINE_MODEL_CLIENT_MODELT_OFFSET_FLAGS );
|
||
|
||
pModel->flags |= MODELFLAG_RENDER_DISABLED;
|
||
#ifdef _DEBUG
|
||
DevMsg( "Render disabled for banned MDL: %s\n", pModel->szPathName );
|
||
#endif
|
||
}
|
||
}
|
||
|
||
//
|
||
// Proceed with inserting this model entry
|
||
//
|
||
ModelEntry_t entry;
|
||
entry.modelpointer = pModel;
|
||
m_Models.Insert( fnHandle, entry );
|
||
|
||
#if !defined( DEDICATED )
|
||
if ( m_bAllowWeaponModelCache )
|
||
{
|
||
// setup for tracking weapon models BEFORE anything else happens
|
||
// need the entries established before any data starts to arrive
|
||
if ( V_stristr( pModel->szPathName, "weapons/v_" ) != NULL )
|
||
{
|
||
// track weapon view models
|
||
int nMapIndex = m_WeaponModelCache.Find( pModel );
|
||
if ( nMapIndex == m_WeaponModelCache.InvalidIndex() )
|
||
{
|
||
nMapIndex = m_WeaponModelCache.Insert( pModel );
|
||
m_WeaponModelCache[nMapIndex] = new ViewWeaponEntry_t( true );
|
||
pModel->flags |= MODELFLAG_VIEW_WEAPON_MODEL;
|
||
}
|
||
}
|
||
else if ( V_stristr( pModel->szPathName, "weapons/w_" ) != NULL )
|
||
{
|
||
// track weapon world models
|
||
int nMapIndex = m_WeaponModelCache.Find( pModel );
|
||
if ( nMapIndex == m_WeaponModelCache.InvalidIndex() )
|
||
{
|
||
nMapIndex = m_WeaponModelCache.Insert( pModel );
|
||
m_WeaponModelCache[nMapIndex] = new ViewWeaponEntry_t( false );
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
else
|
||
{
|
||
pModel = m_Models[i].modelpointer;
|
||
}
|
||
|
||
// notify the reslist generator that this model may be referenced later in the level
|
||
// (does nothing if reslist generation is not enabled)
|
||
MapReslistGenerator().OnModelPrecached( pName );
|
||
|
||
Assert( pModel );
|
||
|
||
return pModel;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Finds the model, and loads it if it isn't already present. Updates reference flags
|
||
// Input : *name -
|
||
// referencetype -
|
||
// Output : model_t
|
||
//-----------------------------------------------------------------------------
|
||
model_t *CModelLoader::GetModelForName( const char *name, REFERENCETYPE referencetype )
|
||
{
|
||
// find or build new entry
|
||
model_t *model = FindModel( name );
|
||
if ( !model )
|
||
return NULL;
|
||
|
||
// touch and load if not present
|
||
model_t *retval = LoadModel( model, &referencetype );
|
||
|
||
return retval;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Add a reference to the model in question
|
||
// Input : *name -
|
||
// referencetype -
|
||
//-----------------------------------------------------------------------------
|
||
model_t *CModelLoader::ReferenceModel( const char *name, REFERENCETYPE referencetype )
|
||
{
|
||
model_t *model = FindModel( name );
|
||
|
||
model->nLoadFlags |= referencetype;
|
||
|
||
return model;
|
||
}
|
||
|
||
static void QueuedLoaderBeginMapLoadingCallback( int nStage )
|
||
{
|
||
if ( IsGameConsole() )
|
||
{
|
||
// unload lightmap textures before loading the next map (PC does this in CMatLightmaps::BeginLightmapAllocation)
|
||
g_pMaterialSystem->CleanupLightmaps();
|
||
}
|
||
|
||
#ifdef _PS3
|
||
// Reclaim the space from unloaded lightmaps and (if the queued loader ran) pre-purged assets not used by the next map
|
||
g_pMaterialSystem->CompactRsxLocalMemory( "BEGIN MAP LOADING" );
|
||
#endif
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *entry -
|
||
// referencetype -
|
||
//-----------------------------------------------------------------------------
|
||
model_t *CModelLoader::LoadModel( model_t *mod, REFERENCETYPE *pReferencetype )
|
||
{
|
||
if ( pReferencetype )
|
||
{
|
||
mod->nLoadFlags |= *pReferencetype;
|
||
}
|
||
|
||
// during initial load mark the model with an unique session ticket
|
||
// at load end, models that have a mismatch count are considered candidates for purge
|
||
// models that get marked, touch *all* their sub data to ensure the cache is pre-populated
|
||
// and hitches less during gameplay
|
||
bool bTouchAllData = false;
|
||
int nServerCount = Host_GetServerCount();
|
||
if ( mod->nServerCount != nServerCount )
|
||
{
|
||
// server has changed
|
||
mod->nServerCount = nServerCount;
|
||
bTouchAllData = true;
|
||
}
|
||
|
||
// Check if the studio model is in cache.
|
||
// The model type will not be set for first time models that need to fall through to the load path.
|
||
// A model that needs a post precache fixup will fall through to the load path.
|
||
if ( mod->type == mod_studio && !( mod->nLoadFlags & FMODELLOADER_LOADED_BY_PRELOAD ) )
|
||
{
|
||
// in cache
|
||
Verify( g_pMDLCache->GetStudioHdr( mod->studio ) != 0 );
|
||
Assert( FMODELLOADER_LOADED & mod->nLoadFlags );
|
||
|
||
if ( bTouchAllData )
|
||
{
|
||
// Touch all related .ani files and sub/dependent models
|
||
// only touches once, when server changes
|
||
Mod_TouchAllData( mod, nServerCount );
|
||
}
|
||
|
||
return mod;
|
||
}
|
||
|
||
// Check if brushes or sprites are loaded
|
||
if ( FMODELLOADER_LOADED & mod->nLoadFlags )
|
||
{
|
||
return mod;
|
||
}
|
||
|
||
// model needs to be loaded
|
||
double st = Plat_FloatTime();
|
||
|
||
// Set the name of the current model we are loading
|
||
V_FileBase( mod->szPathName, m_szBaseName, sizeof( m_szBaseName ) );
|
||
|
||
// load the file
|
||
if ( developer.GetInt() > 1 )
|
||
{
|
||
DevMsg( "Loading: %s\n", mod->szPathName );
|
||
}
|
||
|
||
mod->type = GetTypeFromName( mod->szPathName );
|
||
if ( developer.GetInt() > 1 )
|
||
{
|
||
DevMsg( "Loading type: %d\n", mod->type );
|
||
}
|
||
if ( mod->type == mod_bad )
|
||
{
|
||
mod->type = mod_studio;
|
||
}
|
||
|
||
// finalize the model data
|
||
switch ( mod->type )
|
||
{
|
||
case mod_sprite:
|
||
{
|
||
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
|
||
|
||
double t1 = Plat_FloatTime();
|
||
Sprite_LoadModel( mod );
|
||
double t2 = Plat_FloatTime();
|
||
g_flAccumulatedModelLoadTimeSprite += ( t2 - t1 );
|
||
}
|
||
break;
|
||
|
||
case mod_studio:
|
||
{
|
||
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
|
||
|
||
double t1 = Plat_FloatTime();
|
||
Studio_LoadModel( mod, bTouchAllData );
|
||
double t2 = Plat_FloatTime();
|
||
g_flAccumulatedModelLoadTimeStudio += ( t2 - t1 );
|
||
}
|
||
break;
|
||
|
||
case mod_brush:
|
||
{
|
||
double t1 = Plat_FloatTime();
|
||
|
||
if ( developer.GetInt() > 1 )
|
||
{
|
||
DevMsg( "Loading brush, compacting heap...\n" );
|
||
}
|
||
g_pMemAlloc->CompactHeap();
|
||
|
||
// the training map needs ALL the world weapons at high-res on a display wall
|
||
m_bAllowWorldWeaponEviction = ( V_stristr( m_szBaseName, "training1" ) == NULL );
|
||
|
||
// This is necessary on dedicated clients. On listen + dedicated servers, it's called twice.
|
||
// The second invocation is harmless.
|
||
// Add to file system before loading so referenced objects in map can use the filename.
|
||
char szNameOnDisk[MAX_PATH];
|
||
GetMapPathNameOnDisk( szNameOnDisk, mod->szPathName, sizeof( szNameOnDisk ) );
|
||
if ( developer.GetInt() > 1 )
|
||
{
|
||
DevMsg( "Loading map: %s\n", szNameOnDisk );
|
||
}
|
||
g_pFileSystem->AddSearchPath( szNameOnDisk, "GAME", PATH_ADD_TO_HEAD );
|
||
|
||
// the map may have explicit texture exclusion
|
||
// the texture state needs to be established before any loading work
|
||
if ( IsGameConsole() || mat_excludetextures.GetBool() )
|
||
{
|
||
#if defined( PORTAL2 )
|
||
char szExcludePath[MAX_PATH] = "";
|
||
// PORTAL2: we aren't using per-map excludes, we just need a few textures excluded in SP
|
||
if ( V_stristr( m_szBaseName, "sp_" ) )
|
||
{
|
||
v_snprintf( szExcludePath, sizeof( szExcludePath ), "//MOD/maps/sp_exclude.lst" );
|
||
}
|
||
#else
|
||
char szExcludePath[MAX_PATH];
|
||
V_snprintf( szExcludePath, sizeof( szExcludePath ), "//MOD/maps/%s_exclude.lst", m_szBaseName );
|
||
#endif
|
||
if ( developer.GetInt() > 1 )
|
||
{
|
||
DevMsg( "Setting excluded textures: %s\n", szExcludePath );
|
||
}
|
||
g_pMaterialSystem->SetExcludedTextures( szExcludePath, m_bAllowWeaponModelCache );
|
||
}
|
||
|
||
NotifyHunkBeginMapLoad( m_szBaseName );
|
||
|
||
bool bQueuedLoader = false;
|
||
if ( IsGameConsole() )
|
||
{
|
||
// must establish the bsp feature set first to ensure proper state during queued loading
|
||
Map_CheckForHDR( mod, mod->szPathName );
|
||
|
||
// Do not optimize map-to-same-map loading in TF
|
||
// FIXME/HACK: this fixes a bug (when shipping Orange Box) where static props would sometimes
|
||
// disappear when a client disconnects and reconnects to the same map+server
|
||
// (static prop lighting data persists when loading map A after map A)
|
||
bool bIsTF = !V_stricmp( COM_GetModDirectory(), "tf" );
|
||
bool bIsCSGO = !V_stricmp( COM_GetModDirectory(), "csgo" );
|
||
bool bOptimizeMapReload = !bIsTF && !bIsCSGO;
|
||
|
||
// start the queued loading process
|
||
if ( developer.GetInt() > 1 )
|
||
{
|
||
DevMsg( "Loading map: BeginMapLoading...\n" );
|
||
}
|
||
bQueuedLoader = g_pQueuedLoader && g_pQueuedLoader->BeginMapLoading( mod->szPathName, g_pMaterialSystemHardwareConfig->GetHDREnabled(), bOptimizeMapReload, QueuedLoaderBeginMapLoadingCallback );
|
||
}
|
||
|
||
if ( !bQueuedLoader )
|
||
{
|
||
if ( IsGameConsole() || mat_excludetextures.GetBool() )
|
||
{
|
||
// the queued loader process needs to own the actual texture update
|
||
g_pMaterialSystem->UpdateExcludedTextures();
|
||
}
|
||
|
||
// This needs to get run if the queued loader did not call it:
|
||
QueuedLoaderBeginMapLoadingCallback( 1 );
|
||
}
|
||
|
||
if ( developer.GetInt() > 1 )
|
||
{
|
||
DevMsg( "Loading map: BeginLoadingUpdates...\n" );
|
||
}
|
||
|
||
BeginLoadingUpdates( MATERIAL_NON_INTERACTIVE_MODE_LEVEL_LOAD );
|
||
g_pFileSystem->BeginMapAccess();
|
||
|
||
if ( developer.GetInt() > 1 )
|
||
{
|
||
DevMsg( "Loading map: Map_LoadModel...\n" );
|
||
}
|
||
|
||
Map_LoadModel( mod );
|
||
g_pFileSystem->EndMapAccess();
|
||
|
||
double t2 = Plat_FloatTime();
|
||
g_flAccumulatedModelLoadTimeBrush += (t2 - t1);
|
||
}
|
||
break;
|
||
|
||
default:
|
||
Assert( 0 );
|
||
break;
|
||
};
|
||
|
||
float dt = ( Plat_FloatTime() - st );
|
||
COM_TimestampedLog( "Load of %s took %.3f msec", mod->szPathName, 1000.0f * dt );
|
||
g_flAccumulatedModelLoadTime += dt;
|
||
|
||
return mod;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Creates the name of the sprite
|
||
//-----------------------------------------------------------------------------
|
||
static void BuildSpriteLoadName( const char *pName, char *pOut, int outLen, bool &bIsAVI, bool &bIsBIK )
|
||
{
|
||
// If it's a .vmt and they put a path in there, then use the path.
|
||
// Otherwise, use the old method of prepending the sprites directory.
|
||
const char *pExt = V_GetFileExtension( pName );
|
||
bIsAVI = !Q_stricmp( pExt, "avi" );
|
||
bIsBIK = !Q_stricmp( pExt, "bik" );
|
||
bool bIsVMT = !Q_stricmp( pExt, "vmt" );
|
||
if ( ( bIsAVI || bIsBIK || bIsVMT ) && ( strchr( pName, '/' ) || strchr( pName, '\\' ) ) )
|
||
{
|
||
// The material system cannot handle a prepended "materials" dir
|
||
// Keep .avi extensions on the material to load avi-based materials
|
||
if ( bIsVMT )
|
||
{
|
||
const char *pNameStart = pName;
|
||
if ( Q_stristr( pName, "materials/" ) == pName ||
|
||
Q_stristr( pName, "materials\\" ) == pName )
|
||
{
|
||
// skip past materials/
|
||
pNameStart = &pName[10];
|
||
}
|
||
Q_StripExtension( pNameStart, pOut, outLen );
|
||
}
|
||
else
|
||
{
|
||
// name is good as is
|
||
Q_strncpy( pOut, pName, outLen );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
char szBase[MAX_PATH];
|
||
Q_FileBase( pName, szBase, sizeof( szBase ) );
|
||
Q_snprintf( pOut, outLen, "sprites/%s", szBase );
|
||
}
|
||
return;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *name -
|
||
// Output : int
|
||
//-----------------------------------------------------------------------------
|
||
int CModelLoader::GetModelFileSize( char const *name )
|
||
{
|
||
if ( !name || !name[ 0 ] )
|
||
return -1;
|
||
|
||
model_t *model = FindModel( name );
|
||
|
||
int size = -1;
|
||
if ( Q_stristr( model->szPathName, ".spr" ) || Q_stristr( model->szPathName, ".vmt" ) )
|
||
{
|
||
char spritename[ MAX_PATH ];
|
||
Q_StripExtension( va( "materials/%s", model->szPathName ), spritename, MAX_PATH );
|
||
Q_DefaultExtension( spritename, ".vmt", sizeof( spritename ) );
|
||
|
||
size = COM_FileSize( spritename );
|
||
}
|
||
else
|
||
{
|
||
size = COM_FileSize( name );
|
||
}
|
||
|
||
return size;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Unmasks the referencetype field for the model
|
||
// Input : *model -
|
||
// referencetype -
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::UnreferenceModel( model_t *model, REFERENCETYPE referencetype )
|
||
{
|
||
model->nLoadFlags &= ~referencetype;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Unmasks the specified reference type across all models
|
||
// Input : referencetype -
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::UnreferenceAllModels( REFERENCETYPE referencetype )
|
||
{
|
||
int i;
|
||
model_t *mod;
|
||
|
||
// UNDONE: If we ever free a studio model, write code to free the collision data
|
||
// UNDONE: Reference count collision data?
|
||
|
||
int c = m_Models.Count();
|
||
for ( i=0 ; i < c ; i++ )
|
||
{
|
||
mod = m_Models[ i ].modelpointer;
|
||
UnreferenceModel( mod, referencetype );
|
||
}
|
||
}
|
||
|
||
void CModelLoader::ReloadFilesInList( IFileList *pFilesToReload )
|
||
{
|
||
int c = m_Models.Count();
|
||
for ( int i=0 ; i < c ; i++ )
|
||
{
|
||
model_t *pModel = m_Models[i].modelpointer;
|
||
|
||
if ( pModel->type != mod_studio )
|
||
continue;
|
||
|
||
if ( !IsLoaded( pModel ) )
|
||
continue;
|
||
|
||
if ( pModel->type != mod_studio )
|
||
continue;
|
||
|
||
if ( pFilesToReload->IsFileInList( pModel->szPathName ) )
|
||
{
|
||
// Flush out the model cache
|
||
// Don't flush vcollides since the vphysics system currently
|
||
// has no way of indicating they refer to vcollides
|
||
g_pMDLCache->Flush( pModel->studio, (int)(MDLCACHE_FLUSH_ALL & ~(MDLCACHE_FLUSH_IGNORELOCK|MDLCACHE_FLUSH_VCOLLIDE)) );
|
||
|
||
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
|
||
|
||
// Get the studiohdr into the cache
|
||
g_pMDLCache->GetStudioHdr( pModel->studio );
|
||
|
||
// force the collision to load
|
||
g_pMDLCache->GetVCollide( pModel->studio );
|
||
}
|
||
else
|
||
{
|
||
if ( g_pMDLCache->IsDataLoaded( pModel->studio, MDLCACHE_STUDIOHWDATA ) )
|
||
{
|
||
studiohdr_t *pStudioHdr = g_pMDLCache->GetStudioHdr( pModel->studio );
|
||
if ( pStudioHdr )
|
||
{
|
||
// Ok, we didn't have to do a full reload, but if any of our materials changed, flush out the studiohwdata because the
|
||
// vertex format may have changed.
|
||
IMaterial *pMaterials[128];
|
||
int nMaterials = g_pStudioRender->GetMaterialList( pStudioHdr, ARRAYSIZE( pMaterials ), &pMaterials[0] );
|
||
|
||
for ( int j=0; j < nMaterials; j++ )
|
||
{
|
||
if ( pMaterials[j] && pMaterials[j]->WasReloadedFromWhitelist() )
|
||
{
|
||
g_pMDLCache->Flush( pModel->studio, MDLCACHE_FLUSH_STUDIOHWDATA );
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: For any models with referencetype blank (if checking), frees all memory associated with the model
|
||
// and frees up the models slot
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::UnloadAllModels( bool bCheckReference )
|
||
{
|
||
int i;
|
||
model_t *model;
|
||
|
||
int c = m_Models.Count();
|
||
for ( i=0 ; i < c ; i++ )
|
||
{
|
||
model = m_Models[ i ].modelpointer;
|
||
if ( bCheckReference )
|
||
{
|
||
if ( model->nLoadFlags & FMODELLOADER_REFERENCEMASK )
|
||
{
|
||
if ( model->type == mod_studio && !IsModelInWeaponCache( model ) )
|
||
{
|
||
g_pMDLCache->MarkAsLoaded( model->studio );
|
||
}
|
||
continue;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Wipe current flags
|
||
model->nLoadFlags &= ~FMODELLOADER_REFERENCEMASK;
|
||
}
|
||
|
||
if ( IsGameConsole() &&
|
||
g_pQueuedLoader && g_pQueuedLoader->IsMapLoading() &&
|
||
( model->nLoadFlags & FMODELLOADER_LOADED_BY_PRELOAD ) )
|
||
{
|
||
// models preloaded by the queued loader are not initially claimed and MUST remain until the end of the load process
|
||
// unclaimed models get unloaded during the post load purge
|
||
continue;
|
||
}
|
||
|
||
if ( model->nLoadFlags & ( FMODELLOADER_LOADED | FMODELLOADER_LOADED_BY_PRELOAD ) )
|
||
{
|
||
UnloadModel( model );
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: For any models with referencetype blank (if checking), frees all memory associated with the model
|
||
// and frees up the models slot
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::UnloadUnreferencedModels( void )
|
||
{
|
||
// unload all unreferenced models
|
||
UnloadAllModels( true );
|
||
}
|
||
|
||
|
||
void CModelLoader::AddCompatibilityPath( const char* szNewCompatibilityPath )
|
||
{
|
||
g_pFullFileSystem->AddSearchPath( szNewCompatibilityPath, "COMPAT:GAME", PATH_ADD_TO_HEAD );
|
||
compatibility_path_t tNewCompatibilityPath;
|
||
tNewCompatibilityPath.mPath = szNewCompatibilityPath;
|
||
tNewCompatibilityPath.mPathId = "COMPAT:GAME";
|
||
m_vecSzCompatibilityPaths.AddToTail( tNewCompatibilityPath );
|
||
}
|
||
|
||
void CModelLoader::UnMountCompatibilityPaths( void )
|
||
{
|
||
FOR_EACH_VEC_BACK( m_vecSzCompatibilityPaths, i )
|
||
{
|
||
DevWarning( "UnMounting content compatibility path [%s] %s.\n", m_vecSzCompatibilityPaths[i].mPathId.Get(), m_vecSzCompatibilityPaths[i].mPath.Get() );
|
||
g_pFullFileSystem->RemoveSearchPath( m_vecSzCompatibilityPaths[i].mPath.Get(), m_vecSzCompatibilityPaths[i].mPathId.Get() );
|
||
m_vecSzCompatibilityPaths.Remove(i);
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Called at the conclusion of loading.
|
||
// Frees all memory associated with models (and their materials) that are not
|
||
// marked with the current session.
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::PurgeUnusedModels( void )
|
||
{
|
||
int nServerCount = Host_GetServerCount();
|
||
int count = m_Models.Count();
|
||
for ( int i = 0; i < count; i++ )
|
||
{
|
||
model_t *pModel = m_Models[i].modelpointer;
|
||
// Don't purge the simple world model here; it's managed separately
|
||
if ( ( pModel->nLoadFlags & FMODELLOADER_LOADED ) && ( pModel->nServerCount != nServerCount ) && !( pModel->nLoadFlags & FMODELLOADER_SIMPLEWORLD ) )
|
||
{
|
||
// mark as unreferenced
|
||
pModel->nLoadFlags &= ~FMODELLOADER_REFERENCEMASK;
|
||
}
|
||
}
|
||
|
||
// unload unreferenced models only
|
||
UnloadAllModels( true );
|
||
|
||
// now purge unreferenced materials
|
||
materials->UncacheUnusedMaterials( true );
|
||
}
|
||
|
||
|
||
byte *CModelLoader::GetLightstyles( model_t *pModel )
|
||
{
|
||
if ( pModel->brush.nLightstyleCount != 0 )
|
||
{
|
||
byte *pLightstyles = &m_LightStyleList[pModel->brush.nLightstyleIndex];
|
||
return pLightstyles;
|
||
}
|
||
return NULL;
|
||
}
|
||
|
||
void CModelLoader::AllocateLightstyles( model_t *pModel, byte *pStyles, int nStyleCount )
|
||
{
|
||
unsigned short nLast = m_LightStyleList.Count();
|
||
for ( int i = 0; i < nStyleCount; i++ )
|
||
{
|
||
m_LightStyleList.AddToTail( pStyles[i] );
|
||
}
|
||
pModel->brush.nLightstyleCount = nStyleCount;
|
||
pModel->brush.nLightstyleIndex = nLast;
|
||
}
|
||
|
||
bool Mod_NeedsLightstyleUpdate( model_t *pModel )
|
||
{
|
||
#ifndef SWDS
|
||
if ( pModel->brush.nLightstyleCount != 0 )
|
||
{
|
||
byte *pLightstyles = g_ModelLoader.GetLightstyles( pModel );
|
||
int nCount = pModel->brush.nLightstyleCount;
|
||
int nLastComputed = pModel->brush.nLightstyleLastComputedFrame;
|
||
for( int i = 0; i < nCount; i++ )
|
||
{
|
||
if( d_lightstyleframe[pLightstyles[i]] > nLastComputed )
|
||
return true;
|
||
}
|
||
}
|
||
#endif
|
||
return false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Compute whether this submodel uses material proxies or not
|
||
//-----------------------------------------------------------------------------
|
||
static void Mod_ComputeBrushModelFlags( model_t *mod )
|
||
{
|
||
Assert( mod );
|
||
|
||
worldbrushdata_t *pBrushData = mod->brush.pShared;
|
||
// Clear out flags we're going to set
|
||
mod->flags &= ~(MODELFLAG_MATERIALPROXY | MODELFLAG_TRANSLUCENT | MODELFLAG_FRAMEBUFFER_TEXTURE | MODELFLAG_TRANSLUCENT_TWOPASS );
|
||
mod->flags = MODELFLAG_HAS_DLIGHT; // force this check the first time
|
||
|
||
int i;
|
||
int scount = mod->brush.nummodelsurfaces;
|
||
bool bHasOpaqueSurfaces = false;
|
||
bool bHasTranslucentSurfaces = false;
|
||
mod->brush.nLightstyleIndex = 0;
|
||
mod->brush.nLightstyleCount = 0;
|
||
|
||
CUtlVector<byte> lightStyles;
|
||
|
||
for ( i = 0; i < scount; ++i )
|
||
{
|
||
SurfaceHandle_t surfID = SurfaceHandleFromIndex( mod->brush.firstmodelsurface + i, pBrushData );
|
||
|
||
// Clear out flags we're going to set
|
||
MSurf_Flags( surfID ) &= ~(SURFDRAW_NOCULL | SURFDRAW_TRANS | SURFDRAW_ALPHATEST | SURFDRAW_NODECALS);
|
||
|
||
mtexinfo_t *pTex = MSurf_TexInfo( surfID, pBrushData );
|
||
IMaterial* pMaterial = pTex->material;
|
||
|
||
if ( pMaterial->HasProxy() )
|
||
{
|
||
mod->flags |= MODELFLAG_MATERIALPROXY;
|
||
}
|
||
|
||
if ( pMaterial->NeedsPowerOfTwoFrameBufferTexture( false ) ) // The false checks if it will ever need the frame buffer, not just this frame
|
||
{
|
||
mod->flags |= MODELFLAG_FRAMEBUFFER_TEXTURE;
|
||
}
|
||
|
||
// Deactivate culling if the material is two sided
|
||
if ( pMaterial->IsTwoSided() )
|
||
{
|
||
MSurf_Flags( surfID ) |= SURFDRAW_NOCULL;
|
||
}
|
||
|
||
if ( (pTex->flags & SURF_TRANS) || pMaterial->IsTranslucent() )
|
||
{
|
||
mod->flags |= MODELFLAG_TRANSLUCENT;
|
||
MSurf_Flags( surfID ) |= SURFDRAW_TRANS;
|
||
bHasTranslucentSurfaces = true;
|
||
}
|
||
else
|
||
{
|
||
bHasOpaqueSurfaces = true;
|
||
}
|
||
|
||
// Certain surfaces don't want decals at all
|
||
if ( (pTex->flags & SURF_NODECALS) || pMaterial->GetMaterialVarFlag( MATERIAL_VAR_SUPPRESS_DECALS ) || pMaterial->IsAlphaTested() )
|
||
{
|
||
MSurf_Flags( surfID ) |= SURFDRAW_NODECALS;
|
||
}
|
||
|
||
if ( pMaterial->IsAlphaTested() )
|
||
{
|
||
MSurf_Flags( surfID ) |= SURFDRAW_ALPHATEST;
|
||
}
|
||
msurfacelighting_t *pLighting = SurfaceLighting( surfID, pBrushData );
|
||
|
||
for (int maps = 0; maps < MAXLIGHTMAPS && pLighting->m_nStyles[maps] != 255 ; ++maps )
|
||
{
|
||
byte nStyle = pLighting->m_nStyles[maps];
|
||
if ( lightStyles.Find(nStyle) == -1 )
|
||
{
|
||
lightStyles.AddToTail( nStyle );
|
||
}
|
||
}
|
||
}
|
||
|
||
if ( bHasOpaqueSurfaces && bHasTranslucentSurfaces )
|
||
{
|
||
mod->flags |= MODELFLAG_TRANSLUCENT_TWOPASS;
|
||
}
|
||
if ( lightStyles.Count() )
|
||
{
|
||
mod->brush.nLightstyleLastComputedFrame = 0;
|
||
g_ModelLoader.AllocateLightstyles( mod, lightStyles.Base(), lightStyles.Count() );
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Recomputes translucency for the model...
|
||
//-----------------------------------------------------------------------------
|
||
RenderableTranslucencyType_t Mod_ComputeTranslucencyType( model_t* mod, int nSkin, int nBody )
|
||
{
|
||
switch( mod->type )
|
||
{
|
||
case mod_brush:
|
||
if ( ( mod->flags & MODELFLAG_TRANSLUCENT ) == 0 )
|
||
return RENDERABLE_IS_OPAQUE;
|
||
return ( mod->flags & MODELFLAG_TRANSLUCENT_TWOPASS ) ? RENDERABLE_IS_TWO_PASS : RENDERABLE_IS_TRANSLUCENT;
|
||
|
||
case mod_studio:
|
||
{
|
||
studiohdr_t *pStudioHdr = g_pMDLCache->GetStudioHdr( mod->studio );
|
||
if ( pStudioHdr->flags & STUDIOHDR_FLAGS_FORCE_OPAQUE )
|
||
return RENDERABLE_IS_OPAQUE;
|
||
|
||
if ( IsGameConsole() && !g_ModelLoader.IsViewWeaponModelResident( mod ) )
|
||
{
|
||
// best guess
|
||
// purposely preventing any request that would cause the hwmesh to load
|
||
return RENDERABLE_IS_OPAQUE;
|
||
}
|
||
|
||
IMaterial *pMaterials[ 128 ];
|
||
int materialCount = g_pStudioRender->GetMaterialListFromBodyAndSkin( mod->studio, nSkin, nBody, ARRAYSIZE( pMaterials ), pMaterials );
|
||
for ( int i = 0; i < materialCount; i++ )
|
||
{
|
||
if ( pMaterials[i] == NULL )
|
||
continue;
|
||
|
||
bool bIsTranslucent = pMaterials[i]->IsTranslucent();
|
||
if ( bIsTranslucent )
|
||
return ( pStudioHdr->flags & STUDIOHDR_FLAGS_TRANSLUCENT_TWOPASS ) ? RENDERABLE_IS_TWO_PASS : RENDERABLE_IS_TRANSLUCENT;
|
||
}
|
||
|
||
return RENDERABLE_IS_OPAQUE;
|
||
}
|
||
break;
|
||
|
||
case mod_sprite:
|
||
return RENDERABLE_IS_TRANSLUCENT;
|
||
|
||
default:
|
||
return RENDERABLE_IS_OPAQUE;
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// returns the material count...
|
||
//-----------------------------------------------------------------------------
|
||
int Mod_GetMaterialCount( model_t* mod )
|
||
{
|
||
switch( mod->type )
|
||
{
|
||
case mod_brush:
|
||
{
|
||
CUtlVector<IMaterial*> uniqueMaterials( 0, 32 );
|
||
|
||
for (int i = 0; i < mod->brush.nummodelsurfaces; ++i)
|
||
{
|
||
SurfaceHandle_t surfID = SurfaceHandleFromIndex( mod->brush.firstmodelsurface + i, mod->brush.pShared );
|
||
|
||
if ( MSurf_Flags( surfID ) & SURFDRAW_NODRAW )
|
||
continue;
|
||
|
||
IMaterial* pMaterial = MSurf_TexInfo( surfID, mod->brush.pShared )->material;
|
||
|
||
// Try to find the material in the unique list of materials
|
||
// if it's not there, then add it
|
||
if (uniqueMaterials.Find(pMaterial) < 0)
|
||
uniqueMaterials.AddToTail(pMaterial);
|
||
}
|
||
|
||
return uniqueMaterials.Count();
|
||
}
|
||
break;
|
||
|
||
case mod_studio:
|
||
{
|
||
// FIXME: This should return the list of all materials
|
||
// across all LODs if we every decide to implement this
|
||
Assert(0);
|
||
}
|
||
break;
|
||
|
||
default:
|
||
// unimplemented
|
||
Assert(0);
|
||
break;
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// returns the first n materials.
|
||
//-----------------------------------------------------------------------------
|
||
int Mod_GetModelMaterials( model_t* pModel, int count, IMaterial** ppMaterials )
|
||
{
|
||
studiohdr_t *pStudioHdr;
|
||
int found = 0;
|
||
int i;
|
||
|
||
switch( pModel->type )
|
||
{
|
||
case mod_brush:
|
||
{
|
||
for ( i = 0; i < pModel->brush.nummodelsurfaces; ++i)
|
||
{
|
||
SurfaceHandle_t surfID = SurfaceHandleFromIndex( pModel->brush.firstmodelsurface + i, pModel->brush.pShared );
|
||
if ( MSurf_Flags( surfID ) & SURFDRAW_NODRAW )
|
||
continue;
|
||
|
||
IMaterial* pMaterial = MSurf_TexInfo( surfID, pModel->brush.pShared )->material;
|
||
|
||
// Try to find the material in the unique list of materials
|
||
// if it's not there, then add it
|
||
int j = found;
|
||
while ( --j >= 0 )
|
||
{
|
||
if ( ppMaterials[j] == pMaterial )
|
||
break;
|
||
}
|
||
if (j < 0)
|
||
ppMaterials[found++] = pMaterial;
|
||
|
||
// Stop when we've gotten count materials
|
||
if ( found >= count )
|
||
return found;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case mod_studio:
|
||
// Get the studiohdr into the cache
|
||
pStudioHdr = g_pMDLCache->GetStudioHdr( pModel->studio );
|
||
// Get the list of materials
|
||
found = g_pStudioRender->GetMaterialList( pStudioHdr, count, ppMaterials );
|
||
break;
|
||
|
||
default:
|
||
// unimplemented
|
||
Assert( 0 );
|
||
break;
|
||
}
|
||
|
||
return found;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Used to compute which surfaces are in water or not
|
||
//-----------------------------------------------------------------------------
|
||
|
||
static void MarkWaterSurfaces_ProcessLeafNode( mleaf_t *pLeaf )
|
||
{
|
||
int i;
|
||
|
||
int flags = ( pLeaf->leafWaterDataID == -1 ) ? SURFDRAW_ABOVEWATER : SURFDRAW_UNDERWATER;
|
||
|
||
SurfaceHandle_t *pHandle = &host_state.worldbrush->marksurfaces[pLeaf->firstmarksurface];
|
||
|
||
for( i = 0; i < pLeaf->nummarksurfaces; i++ )
|
||
{
|
||
SurfaceHandle_t surfID = pHandle[i];
|
||
ASSERT_SURF_VALID( surfID );
|
||
if( MSurf_Flags( surfID ) & SURFDRAW_WATERSURFACE )
|
||
continue;
|
||
|
||
if (SurfaceHasDispInfo( surfID ))
|
||
continue;
|
||
|
||
MSurf_Flags( surfID ) |= flags;
|
||
}
|
||
|
||
// FIXME: This is somewhat bogus, but I can do it quickly, and it's
|
||
// not clear I need to solve the harder problem.
|
||
|
||
// If any portion of a displacement surface hits a water surface,
|
||
// I'm going to mark it as being in water, and vice versa.
|
||
for ( i = 0; i < pLeaf->dispCount; i++ )
|
||
{
|
||
IDispInfo *pDispInfo = MLeaf_Disaplcement( pLeaf, i );
|
||
|
||
SurfaceHandle_t parentSurfID = pDispInfo->GetParent();
|
||
MSurf_Flags( parentSurfID ) |= flags;
|
||
}
|
||
}
|
||
|
||
|
||
void MarkWaterSurfaces_r( mnode_t *node )
|
||
{
|
||
// no polygons in solid nodes
|
||
if (node->contents == CONTENTS_SOLID)
|
||
return; // solid
|
||
|
||
// if a leaf node, . .mark all the polys as to whether or not they are in water.
|
||
if (node->contents >= 0)
|
||
{
|
||
MarkWaterSurfaces_ProcessLeafNode( (mleaf_t *)node );
|
||
return;
|
||
}
|
||
|
||
MarkWaterSurfaces_r( node->children[0] );
|
||
MarkWaterSurfaces_r( node->children[1] );
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Computes the sort group for a particular face
|
||
//-----------------------------------------------------------------------------
|
||
static int SurfFlagsToSortGroup( SurfaceHandle_t surfID, int flags )
|
||
{
|
||
if( flags & SURFDRAW_WATERSURFACE )
|
||
return MAT_SORT_GROUP_WATERSURFACE;
|
||
|
||
if( ( flags & ( SURFDRAW_UNDERWATER | SURFDRAW_ABOVEWATER ) ) == ( SURFDRAW_UNDERWATER | SURFDRAW_ABOVEWATER ) )
|
||
return MAT_SORT_GROUP_INTERSECTS_WATER_SURFACE;
|
||
|
||
if( flags & SURFDRAW_UNDERWATER )
|
||
return MAT_SORT_GROUP_STRICTLY_UNDERWATER;
|
||
|
||
if( flags & SURFDRAW_ABOVEWATER )
|
||
return MAT_SORT_GROUP_STRICTLY_ABOVEWATER;
|
||
|
||
static int warningcount = 0;
|
||
if ( ++warningcount < 10 )
|
||
{
|
||
Vector vecCenter;
|
||
Surf_ComputeCentroid( surfID, &vecCenter );
|
||
DevWarning( "SurfFlagsToSortGroup: unhandled flags (%X) (%s)!\n", flags, MSurf_TexInfo(surfID)->material->GetName() );
|
||
DevWarning( "- This implies you have a surface (usually a displacement) embedded in solid.\n" );
|
||
DevWarning( "- Look near (%.1f, %.1f, %.1f)\n", vecCenter.x, vecCenter.y, vecCenter.z );
|
||
}
|
||
//Assert( 0 );
|
||
return MAT_SORT_GROUP_STRICTLY_ABOVEWATER;
|
||
}
|
||
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Computes sort group
|
||
//-----------------------------------------------------------------------------
|
||
bool Mod_MarkWaterSurfaces( model_t *pModel )
|
||
{
|
||
bool bHasWaterSurfaces = false;
|
||
model_t *pSaveModel = host_state.worldmodel;
|
||
|
||
// garymcthack!!!!!!!!
|
||
// host_state.worldmodel isn't set at this point, so. . . .
|
||
host_state.SetWorldModel( pModel );
|
||
MarkWaterSurfaces_r( pModel->brush.pShared->nodes );
|
||
for ( int i = 0; i < pModel->brush.pShared->numsurfaces; i++ )
|
||
{
|
||
SurfaceHandle_t surfID = SurfaceHandleFromIndex( i, pModel->brush.pShared );
|
||
|
||
int sortGroup = SurfFlagsToSortGroup( surfID, MSurf_Flags( surfID ) );
|
||
if ( sortGroup == MAT_SORT_GROUP_WATERSURFACE )
|
||
{
|
||
bHasWaterSurfaces = true;
|
||
}
|
||
MSurf_SetSortGroup( surfID, sortGroup );
|
||
}
|
||
host_state.SetWorldModel( pSaveModel );
|
||
|
||
return bHasWaterSurfaces;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Marks identity brushes as being in fog volumes or not
|
||
//-----------------------------------------------------------------------------
|
||
class CBrushBSPIterator : public ISpatialLeafEnumerator
|
||
{
|
||
public:
|
||
CBrushBSPIterator( model_t *pWorld, model_t *pBrush )
|
||
{
|
||
m_pWorld = pWorld;
|
||
m_pBrush = pBrush;
|
||
m_pShared = pBrush->brush.pShared;
|
||
m_count = 0;
|
||
}
|
||
bool EnumerateLeaf( int leaf, intp )
|
||
{
|
||
// garymcthack - need to test identity brush models
|
||
int flags = ( m_pShared->leafs[leaf].leafWaterDataID == -1 ) ? SURFDRAW_ABOVEWATER : SURFDRAW_UNDERWATER;
|
||
MarkModelSurfaces( flags );
|
||
m_count++;
|
||
return true;
|
||
}
|
||
|
||
void MarkModelSurfaces( int flags )
|
||
{
|
||
// Iterate over all this models surfaces
|
||
int surfaceCount = m_pBrush->brush.nummodelsurfaces;
|
||
for (int i = 0; i < surfaceCount; ++i)
|
||
{
|
||
SurfaceHandle_t surfID = SurfaceHandleFromIndex( m_pBrush->brush.firstmodelsurface + i, m_pShared );
|
||
MSurf_Flags( surfID ) &= ~(SURFDRAW_ABOVEWATER | SURFDRAW_UNDERWATER);
|
||
MSurf_Flags( surfID ) |= flags;
|
||
}
|
||
}
|
||
|
||
void CheckSurfaces()
|
||
{
|
||
if ( !m_count )
|
||
{
|
||
MarkModelSurfaces( SURFDRAW_ABOVEWATER );
|
||
}
|
||
}
|
||
|
||
model_t* m_pWorld;
|
||
model_t* m_pBrush;
|
||
worldbrushdata_t *m_pShared;
|
||
int m_count;
|
||
};
|
||
|
||
static void MarkBrushModelWaterSurfaces( model_t* world,
|
||
Vector const& mins, Vector const& maxs, model_t* brush )
|
||
{
|
||
// HACK: This is a totally brutal hack dealing with initialization order issues.
|
||
// I want to use the same box enumeration code so I don't have multiple
|
||
// copies, but I want to use it from modelloader. host_state.worldmodel isn't
|
||
// set up at that time however, so I have to fly through these crazy hoops.
|
||
// Massive suckage.
|
||
|
||
model_t* pTemp = host_state.worldmodel;
|
||
CBrushBSPIterator brushIterator( world, brush );
|
||
host_state.SetWorldModel( world );
|
||
g_pToolBSPTree->EnumerateLeavesInBox( mins, maxs, &brushIterator, (intp)brush );
|
||
brushIterator.CheckSurfaces();
|
||
host_state.SetWorldModel( pTemp );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *mod -
|
||
// *buffer -
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::Map_LoadModel( model_t *mod )
|
||
{
|
||
if ( sv.IsDedicated() )
|
||
BeginWatchdogTimer( 4 * 60 ); // reset watchdog timer to allow 4 minutes for map load
|
||
|
||
#ifndef MEM_DETAILED_ACCOUNTING_MAP_LOADMODEL
|
||
MEM_ALLOC_CREDIT();
|
||
#endif
|
||
|
||
#ifndef DEDICATED
|
||
EngineVGui()->UpdateProgressBar(PROGRESS_LOADWORLDMODEL);
|
||
#endif
|
||
|
||
Assert( !( mod->nLoadFlags & FMODELLOADER_LOADED ) );
|
||
|
||
COM_TimestampedLog( "Map_LoadModel: Start" );
|
||
|
||
double startTime = Plat_FloatTime();
|
||
|
||
SetWorldModel( mod );
|
||
|
||
// point at the shared world/brush data
|
||
mod->brush.pShared = &m_worldBrushData;
|
||
mod->brush.renderHandle = 0;
|
||
mod->type = mod_brush;
|
||
mod->nLoadFlags |= FMODELLOADER_LOADED;
|
||
CMapLoadHelper::Init( mod, mod->szPathName );
|
||
Map_LoadModelGuts( mod );
|
||
// Close map file, etc.
|
||
CMapLoadHelper::Shutdown();
|
||
|
||
double elapsed = Plat_FloatTime() - startTime;
|
||
COM_TimestampedLog( "Map_LoadModel: Finish - loading took %.4f seconds", elapsed );
|
||
if ( sv.IsDedicated() )
|
||
EndWatchdogTimer();
|
||
}
|
||
|
||
int g_nMapLoadCount = 0;
|
||
|
||
// do all of the I/O. This is broken out to bracket the MapLoadHelper::Init/Shutdown
|
||
void CModelLoader::Map_LoadModelGuts( model_t *mod )
|
||
{
|
||
++g_nMapLoadCount;
|
||
// HDR and features must be established first
|
||
COM_TimestampedLog( " Map_CheckForHDR" );
|
||
m_bMapHasHDRLighting = Map_CheckForHDR( mod, mod->szPathName );
|
||
if ( IsGameConsole() && !m_bMapHasHDRLighting )
|
||
{
|
||
Warning( "Map '%s' lacks exepected HDR data! 360 does not support accurate LDR visuals.\n", mod->szPathName );
|
||
}
|
||
|
||
// load the texinfo lump (used by many subsequent lumps in raw form)
|
||
CMapLoadHelper lhTexinfo( LUMP_TEXINFO );
|
||
texinfo_t *pTexinfo = (texinfo_t *)lhTexinfo.LumpBase();
|
||
if ( lhTexinfo.LumpSize() % sizeof( *pTexinfo ) )
|
||
Host_Error( "Map_LoadModelGuts: bad LUMP_TEXINFO size in %s", mod->szPathName );
|
||
int texinfoCount = lhTexinfo.LumpSize() / sizeof( *pTexinfo );
|
||
if ( texinfoCount < 1 )
|
||
{
|
||
if ( !g_bClearingClientState )
|
||
{
|
||
Sys_Error( "Map_LoadModelGuts: Map with no texinfo, %s", mod->szPathName );
|
||
}
|
||
return;
|
||
}
|
||
if ( texinfoCount > MAX_MAP_TEXINFO )
|
||
Sys_Error( "Map_LoadModelGuts: Map has too many surfaces, %s", mod->szPathName );
|
||
|
||
// Load the collision model
|
||
COM_TimestampedLog( " CM_LoadMap" );
|
||
unsigned int checksum;
|
||
CM_LoadMap( mod->szPathName, false, pTexinfo, texinfoCount, &checksum );
|
||
|
||
// The MEM_ALLOC_CREDITs here will be overridden and credited to Map_LoadModel()
|
||
// unless you #define MEM_DETAILED_ACCOUNTING_MAP_LOADMODEL at the top of this file.
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadVertices");
|
||
COM_TimestampedLog( " Mod_LoadVertices" );
|
||
Mod_LoadVertices();
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadEdges");
|
||
COM_TimestampedLog( " Mod_LoadEdges" );
|
||
medge_t *pedges = Mod_LoadEdges();
|
||
|
||
COM_TimestampedLog( " Mod_LoadSurfedges" );
|
||
Mod_LoadSurfedges( pedges );
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadPlanes");
|
||
COM_TimestampedLog( " Mod_LoadPlanes" );
|
||
Mod_LoadPlanes();
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadOcclusion");
|
||
COM_TimestampedLog( " Mod_LoadOcclusion" );
|
||
Mod_LoadOcclusion();
|
||
}
|
||
|
||
{
|
||
// texdata needs to load before texinfo
|
||
MEM_ALLOC_CREDIT_("Mod_LoadTexdata");
|
||
COM_TimestampedLog( " Mod_LoadTexdata" );
|
||
Mod_LoadTexdata();
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadTexinfo");
|
||
COM_TimestampedLog( " Mod_LoadTexinfo" );
|
||
Mod_LoadTexinfo( lhTexinfo );
|
||
}
|
||
|
||
#ifndef DEDICATED
|
||
EngineVGui()->UpdateProgressBar(PROGRESS_LOADWORLDMODEL);
|
||
#endif
|
||
|
||
// Until BSP version 19, this must occur after loading texinfo
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadLighting");
|
||
COM_TimestampedLog( " Mod_LoadLighting" );
|
||
bool bLoadHDR = ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) &&
|
||
( CMapLoadHelper::LumpSize( LUMP_LIGHTING_HDR ) > 0 );
|
||
Mod_LoadLighting( bLoadHDR );
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadPrimitives");
|
||
COM_TimestampedLog( " Mod_LoadPrimitives" );
|
||
Mod_LoadPrimitives();
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadPrimVerts");
|
||
COM_TimestampedLog( " Mod_LoadPrimVerts" );
|
||
Mod_LoadPrimVerts();
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadPrimIndices");
|
||
COM_TimestampedLog( " Mod_LoadPrimIndices" );
|
||
Mod_LoadPrimIndices();
|
||
}
|
||
|
||
#ifndef DEDICATED
|
||
EngineVGui()->UpdateProgressBar(PROGRESS_LOADWORLDMODEL);
|
||
#endif
|
||
|
||
{
|
||
// faces need to be loaded before vertnormals
|
||
MEM_ALLOC_CREDIT_("Mod_LoadFaces");
|
||
COM_TimestampedLog( " Mod_LoadFaces" );
|
||
Mod_LoadFaces();
|
||
Mod_LoadFaceBrushes();
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadVertNormals");
|
||
COM_TimestampedLog( " Mod_LoadVertNormals" );
|
||
Mod_LoadVertNormals();
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadVertNormalIndices");
|
||
COM_TimestampedLog( " Mod_LoadVertNormalIndices" );
|
||
Mod_LoadVertNormalIndices();
|
||
}
|
||
|
||
#ifndef DEDICATED
|
||
EngineVGui()->UpdateProgressBar(PROGRESS_LOADWORLDMODEL);
|
||
#endif
|
||
|
||
{
|
||
// note leafs must load befor marksurfaces
|
||
MEM_ALLOC_CREDIT_("Mod_LoadLeafs");
|
||
COM_TimestampedLog( " Mod_LoadLeafs" );
|
||
Mod_LoadLeafs();
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadMarksurfaces");
|
||
COM_TimestampedLog( " Mod_LoadMarksurfaces" );
|
||
Mod_LoadMarksurfaces();
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadNodes");
|
||
COM_TimestampedLog( " Mod_LoadNodes" );
|
||
Mod_LoadNodes();
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadLeafWaterData");
|
||
COM_TimestampedLog( " Mod_LoadLeafWaterData" );
|
||
Mod_LoadLeafWaterData();
|
||
}
|
||
|
||
#ifndef DEDICATED
|
||
{
|
||
// UNDONE: Does the cmodel need worldlights?
|
||
MEM_ALLOC_CREDIT_("OverlayMgr()->LoadOverlays");
|
||
COM_TimestampedLog( " OverlayMgr()->LoadOverlays" );
|
||
OverlayMgr()->LoadOverlays();
|
||
}
|
||
#endif
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadLeafMinDistToWater");
|
||
COM_TimestampedLog( " Mod_LoadLeafMinDistToWater" );
|
||
Mod_LoadLeafMinDistToWater();
|
||
}
|
||
|
||
#ifndef DEDICATED
|
||
EngineVGui()->UpdateProgressBar(PROGRESS_LOADWORLDMODEL);
|
||
#endif
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("LUMP_CLIPPORTALVERTS");
|
||
COM_TimestampedLog( " LUMP_CLIPPORTALVERTS" );
|
||
Mod_LoadLump( mod,
|
||
LUMP_CLIPPORTALVERTS,
|
||
va( "%s [%s]", m_szBaseName, "clipportalverts" ),
|
||
sizeof(m_worldBrushData.m_pClipPortalVerts[0]),
|
||
(void**)&m_worldBrushData.m_pClipPortalVerts,
|
||
&m_worldBrushData.m_nClipPortalVerts );
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("LUMP_AREAPORTALS");
|
||
COM_TimestampedLog( " LUMP_AREAPORTALS" );
|
||
Mod_LoadLump( mod,
|
||
LUMP_AREAPORTALS,
|
||
va( "%s [%s]", m_szBaseName, "areaportals" ),
|
||
sizeof(m_worldBrushData.m_pAreaPortals[0]),
|
||
(void**)&m_worldBrushData.m_pAreaPortals,
|
||
&m_worldBrushData.m_nAreaPortals );
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("LUMP_AREAS");
|
||
COM_TimestampedLog( " LUMP_AREAS" );
|
||
Mod_LoadLump( mod,
|
||
LUMP_AREAS,
|
||
va( "%s [%s]", m_szBaseName, "areas" ),
|
||
sizeof(m_worldBrushData.m_pAreas[0]),
|
||
(void**)&m_worldBrushData.m_pAreas,
|
||
&m_worldBrushData.m_nAreas );
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadWorldlights");
|
||
COM_TimestampedLog( " Mod_LoadWorldlights" );
|
||
if ( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE &&
|
||
CMapLoadHelper::LumpSize( LUMP_WORLDLIGHTS_HDR ) > 0 )
|
||
{
|
||
CMapLoadHelper mlh( LUMP_WORLDLIGHTS_HDR );
|
||
Mod_LoadWorldlights( mlh, true );
|
||
}
|
||
else
|
||
{
|
||
CMapLoadHelper mlh( LUMP_WORLDLIGHTS );
|
||
Mod_LoadWorldlights( mlh, false );
|
||
}
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadCubemapSamples");
|
||
COM_TimestampedLog( " Mod_LoadCubemapSamples" );
|
||
Mod_LoadCubemapSamples();
|
||
}
|
||
|
||
#if defined( PORTAL2 ) || defined( CSTRIKE15 )
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadSimpleWorldModel");
|
||
COM_TimestampedLog( " Mod_LoadSimpleWorldModel" );
|
||
Mod_LoadSimpleWorldModel( m_szBaseName );
|
||
}
|
||
#endif
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadGameLumpDict");
|
||
COM_TimestampedLog( " Mod_LoadGameLumpDict" );
|
||
Mod_LoadGameLumpDict();
|
||
}
|
||
|
||
#ifndef DEDICATED
|
||
EngineVGui()->UpdateProgressBar(PROGRESS_LOADWORLDMODEL);
|
||
#endif
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Mod_LoadSubmodels");
|
||
COM_TimestampedLog( " Mod_LoadSubmodels" );
|
||
CUtlVector<mmodel_t> submodelList;
|
||
Mod_LoadSubmodels( submodelList );
|
||
|
||
#ifndef DEDICATED
|
||
EngineVGui()->UpdateProgressBar(PROGRESS_LOADWORLDMODEL);
|
||
#endif
|
||
|
||
COM_TimestampedLog( " SetupSubModels" );
|
||
SetupSubModels( mod, submodelList );
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("RecomputeSurfaceFlags");
|
||
COM_TimestampedLog( " RecomputeSurfaceFlags" );
|
||
RecomputeSurfaceFlags( mod );
|
||
}
|
||
|
||
#ifndef DEDICATED
|
||
EngineVGui()->UpdateProgressBar(PROGRESS_LOADWORLDMODEL);
|
||
#endif
|
||
{
|
||
MEM_ALLOC_CREDIT_("Map_VisClear");
|
||
COM_TimestampedLog( " Map_VisClear" );
|
||
Map_VisClear();
|
||
}
|
||
|
||
{
|
||
MEM_ALLOC_CREDIT_("Map_SetRenderInfoAllocated");
|
||
COM_TimestampedLog( " Map_SetRenderInfoAllocated" );
|
||
Map_SetRenderInfoAllocated( false );
|
||
}
|
||
}
|
||
|
||
void CModelLoader::Map_UnloadCubemapSamples( model_t *mod )
|
||
{
|
||
int i;
|
||
for ( i=0 ; i < mod->brush.pShared->m_nCubemapSamples ; i++ )
|
||
{
|
||
mcubemapsample_t *pSample = &mod->brush.pShared->m_pCubemapSamples[i];
|
||
pSample->pTexture->DecrementReferenceCount();
|
||
}
|
||
}
|
||
|
||
void CModelLoader::Map_UnloadSimpleWorldModel( model_t *mod )
|
||
{
|
||
if ( g_pSimpleWorldModel )
|
||
{
|
||
UnloadModel( g_pSimpleWorldModel );
|
||
}
|
||
if ( g_pSimpleWorldModelWater )
|
||
{
|
||
UnloadModel( g_pSimpleWorldModelWater );
|
||
}
|
||
g_pSimpleWorldModel = NULL;
|
||
g_pSimpleWorldModelWater = NULL;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Recomputes surface flags
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::RecomputeSurfaceFlags( model_t *mod )
|
||
{
|
||
for (int i=0 ; i<mod->brush.pShared->numsubmodels ; i++)
|
||
{
|
||
model_t *pSubModel = &m_InlineModels[i];
|
||
|
||
// Compute whether this submodel uses material proxies or not
|
||
Mod_ComputeBrushModelFlags( pSubModel );
|
||
|
||
// Mark if brush models are in water or not; we'll use this
|
||
// for identity brushes. If the brush is not an identity brush,
|
||
// then we'll not have to worry.
|
||
if ( i != 0 )
|
||
{
|
||
MarkBrushModelWaterSurfaces( mod, pSubModel->mins, pSubModel->maxs, pSubModel );
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Setup sub models
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::SetupSubModels( model_t *mod, CUtlVector<mmodel_t> &list )
|
||
{
|
||
int i;
|
||
|
||
m_InlineModels.SetCount( m_worldBrushData.numsubmodels );
|
||
|
||
for (i=0 ; i<m_worldBrushData.numsubmodels ; i++)
|
||
{
|
||
model_t *starmod;
|
||
mmodel_t *bm;
|
||
|
||
bm = &list[i];
|
||
starmod = &m_InlineModels[i];
|
||
|
||
*starmod = *mod;
|
||
|
||
starmod->brush.firstmodelsurface = bm->firstface;
|
||
starmod->brush.nummodelsurfaces = bm->numfaces;
|
||
starmod->brush.firstnode = bm->headnode;
|
||
if ( starmod->brush.firstnode >= m_worldBrushData.numnodes )
|
||
{
|
||
Sys_Error( "Inline model %i has bad firstnode", i );
|
||
}
|
||
|
||
VectorCopy(bm->maxs, starmod->maxs);
|
||
VectorCopy(bm->mins, starmod->mins);
|
||
starmod->radius = bm->radius;
|
||
|
||
if (i == 0)
|
||
{
|
||
*mod = *starmod;
|
||
}
|
||
else
|
||
{
|
||
Q_snprintf( starmod->szPathName, sizeof( starmod->szPathName ), "*%d", i );
|
||
starmod->fnHandle = g_pFileSystem->FindOrAddFileName( starmod->szPathName );
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *mod -
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::Map_UnloadModel( model_t *mod )
|
||
{
|
||
Assert( !( mod->nLoadFlags & FMODELLOADER_REFERENCEMASK ) );
|
||
mod->nLoadFlags &= ~FMODELLOADER_LOADED;
|
||
|
||
#ifndef DEDICATED
|
||
OverlayMgr()->UnloadOverlays();
|
||
#endif
|
||
|
||
DeallocateLightingData( &m_worldBrushData );
|
||
|
||
#ifndef DEDICATED
|
||
DispInfo_ReleaseMaterialSystemObjects( mod );
|
||
#endif
|
||
|
||
Map_UnloadSimpleWorldModel( mod );
|
||
|
||
Map_UnloadCubemapSamples( mod );
|
||
|
||
#ifndef DEDICATED
|
||
// Free decals in displacements.
|
||
R_DecalTerm( &m_worldBrushData, true, true );
|
||
#endif
|
||
|
||
if ( m_worldBrushData.hDispInfos )
|
||
{
|
||
DispInfo_DeleteArray( m_worldBrushData.hDispInfos );
|
||
m_worldBrushData.hDispInfos = NULL;
|
||
}
|
||
|
||
// Model loader loads world model materials, unload them here
|
||
for( int texinfoID = 0; texinfoID < m_worldBrushData.numtexinfo; texinfoID++ )
|
||
{
|
||
mtexinfo_t *pTexinfo = &m_worldBrushData.texinfo[texinfoID];
|
||
if ( pTexinfo )
|
||
{
|
||
GL_UnloadMaterial( pTexinfo->material );
|
||
}
|
||
}
|
||
|
||
MaterialSystem_DestroySortinfo();
|
||
|
||
// Don't store any reference to it here
|
||
ClearWorldModel();
|
||
Map_SetRenderInfoAllocated( false );
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Computes dimensions + frame count of a material
|
||
//-----------------------------------------------------------------------------
|
||
static void GetSpriteInfo( const char *pName, bool bIsAVI, bool bIsBIK, int &nWidth, int &nHeight, int &nFrameCount )
|
||
{
|
||
nFrameCount = 1;
|
||
nWidth = nHeight = 1;
|
||
|
||
// FIXME: The reason we are putting logic related to AVIs here,
|
||
// logic which is duplicated in the client DLL related to loading sprites,
|
||
// is that this code gets run on dedicated servers also.
|
||
IMaterial *pMaterial = NULL;
|
||
AVIMaterial_t hAVIMaterial = AVIMATERIAL_INVALID;
|
||
#if !defined( _GAMECONSOLE ) || defined( BINK_ENABLED_FOR_CONSOLE )
|
||
BIKMaterial_t hBIKMaterial = BIKMATERIAL_INVALID;
|
||
#endif
|
||
if ( bIsAVI )
|
||
{
|
||
hAVIMaterial = avi->CreateAVIMaterial( pName, pName, "GAME" );
|
||
avi->GetFrameSize( hAVIMaterial, &nWidth, &nHeight );
|
||
nFrameCount = avi->GetFrameCount( hAVIMaterial );
|
||
if ( hAVIMaterial != AVIMATERIAL_INVALID )
|
||
{
|
||
pMaterial = avi->GetMaterial( hAVIMaterial );
|
||
}
|
||
}
|
||
#if !defined( _GAMECONSOLE ) || defined( BINK_ENABLED_FOR_CONSOLE )
|
||
else if ( bIsBIK )
|
||
{
|
||
hBIKMaterial = bik->CreateMaterial( pName, pName, "GAME" );
|
||
if (hBIKMaterial != BIKMATERIAL_INVALID )
|
||
{
|
||
bik->GetFrameSize( hBIKMaterial, &nWidth, &nHeight );
|
||
nFrameCount = bik->GetFrameCount( hBIKMaterial );
|
||
pMaterial = bik->GetMaterial( hBIKMaterial );
|
||
}
|
||
}
|
||
#endif
|
||
else
|
||
{
|
||
pMaterial = GL_LoadMaterial( pName, TEXTURE_GROUP_OTHER );
|
||
if ( pMaterial )
|
||
{
|
||
// Store off our source height, width, frame count
|
||
nWidth = pMaterial->GetMappingWidth();
|
||
nHeight = pMaterial->GetMappingHeight();
|
||
nFrameCount = pMaterial->GetNumAnimationFrames();
|
||
}
|
||
}
|
||
|
||
if ( pMaterial == g_materialEmpty )
|
||
{
|
||
DevMsg( "Missing sprite material %s\n", pName );
|
||
}
|
||
|
||
if ( hAVIMaterial != AVIMATERIAL_INVALID )
|
||
{
|
||
avi->DestroyAVIMaterial( hAVIMaterial );
|
||
}
|
||
|
||
#if !defined( _GAMECONSOLE ) || defined( BINK_ENABLED_FOR_CONSOLE )
|
||
if ( hBIKMaterial != BIKMATERIAL_INVALID )
|
||
{
|
||
bik->DestroyMaterial( hBIKMaterial );
|
||
}
|
||
#endif
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::Sprite_LoadModel( model_t *mod )
|
||
{
|
||
Assert( !( mod->nLoadFlags & FMODELLOADER_LOADED ) );
|
||
|
||
mod->nLoadFlags |= FMODELLOADER_LOADED;
|
||
|
||
// The hunk data is not used on the server
|
||
byte* pSprite = NULL;
|
||
|
||
#ifndef DEDICATED
|
||
if ( g_ClientDLL )
|
||
{
|
||
int nSize = g_ClientDLL->GetSpriteSize();
|
||
if ( nSize )
|
||
{
|
||
pSprite = ( byte * )new byte[ nSize ];
|
||
}
|
||
}
|
||
#endif
|
||
|
||
mod->type = mod_sprite;
|
||
mod->sprite.sprite = (CEngineSprite *)pSprite;
|
||
|
||
// Fake the bounding box. We need it for PVS culling, and we don't
|
||
// know the scale at which the sprite is going to be rendered at
|
||
// when we load it
|
||
mod->mins = mod->maxs = Vector(0,0,0);
|
||
|
||
// Figure out the real load name..
|
||
char loadName[MAX_PATH];
|
||
bool bIsAVI, bIsBIK;
|
||
BuildSpriteLoadName( mod->szPathName, loadName, MAX_PATH, bIsAVI, bIsBIK );
|
||
GetSpriteInfo( loadName, bIsAVI, bIsBIK, mod->sprite.width, mod->sprite.height, mod->sprite.numframes );
|
||
|
||
#ifndef DEDICATED
|
||
if ( g_ClientDLL && mod->sprite.sprite )
|
||
{
|
||
g_ClientDLL->InitSprite( mod->sprite.sprite, loadName );
|
||
}
|
||
#endif
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::Sprite_UnloadModel( model_t *mod )
|
||
{
|
||
Assert( !( mod->nLoadFlags & FMODELLOADER_REFERENCEMASK ) );
|
||
mod->nLoadFlags &= ~FMODELLOADER_LOADED;
|
||
|
||
char loadName[MAX_PATH];
|
||
bool bIsAVI, bIsBIK;
|
||
BuildSpriteLoadName( mod->szPathName, loadName, sizeof( loadName ), bIsAVI, bIsBIK );
|
||
|
||
IMaterial *mat = materials->FindMaterial( loadName, TEXTURE_GROUP_OTHER );
|
||
if ( !IsErrorMaterial( mat ) )
|
||
{
|
||
GL_UnloadMaterial( mat );
|
||
}
|
||
|
||
#ifndef DEDICATED
|
||
if ( g_ClientDLL && mod->sprite.sprite )
|
||
{
|
||
g_ClientDLL->ShutdownSprite( mod->sprite.sprite );
|
||
}
|
||
#endif
|
||
|
||
delete[] (byte *)mod->sprite.sprite;
|
||
mod->sprite.sprite = 0;
|
||
mod->sprite.numframes = 0;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Flush and reload models. Intended for use when lod changes.
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::Studio_ReloadModels( CModelLoader::ReloadType_t reloadType )
|
||
{
|
||
#if !defined( DEDICATED )
|
||
if ( g_ClientDLL )
|
||
g_ClientDLL->InvalidateMdlCache();
|
||
#endif // DEDICATED
|
||
if ( serverGameDLL )
|
||
serverGameDLL->InvalidateMdlCache();
|
||
|
||
// ensure decals have no stale references to invalid lods
|
||
modelrender->RemoveAllDecalsFromAllModels( false );
|
||
|
||
// ensure static props have no stale references to invalid lods
|
||
modelrender->ReleaseAllStaticPropColorData();
|
||
|
||
// Flush out the model cache
|
||
// Don't flush vcollides since the vphysics system currently
|
||
// has no way of indicating they refer to vcollides
|
||
g_pMDLCache->Flush( (MDLCacheFlush_t) (MDLCACHE_FLUSH_ALL & ~(MDLCACHE_FLUSH_IGNORELOCK|MDLCACHE_FLUSH_VCOLLIDE)) );
|
||
|
||
// Load the critical pieces now
|
||
// The model cache will re-populate as models render
|
||
int c = m_Models.Count();
|
||
for ( int i=0 ; i < c ; i++ )
|
||
{
|
||
model_t *pModel = m_Models[ i ].modelpointer;
|
||
if ( !IsLoaded( pModel ) )
|
||
continue;
|
||
|
||
if ( pModel->type != mod_studio )
|
||
continue;
|
||
|
||
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
|
||
|
||
// Get the studiohdr into the cache
|
||
g_pMDLCache->GetStudioHdr( pModel->studio );
|
||
|
||
// force the collision to load
|
||
g_pMDLCache->GetVCollide( pModel->studio );
|
||
}
|
||
}
|
||
|
||
struct modelsize_t
|
||
{
|
||
const char *pName;
|
||
int size;
|
||
};
|
||
|
||
class CModelsize_Less
|
||
{
|
||
public:
|
||
bool Less( const modelsize_t& src1, const modelsize_t& src2, void *pCtx )
|
||
{
|
||
return ( src1.size < src2.size );
|
||
}
|
||
};
|
||
|
||
void CModelLoader::DumpVCollideStats()
|
||
{
|
||
int i;
|
||
CUtlSortVector< modelsize_t, CModelsize_Less > list;
|
||
for ( i = m_Models.Count(); --i >= 0; )
|
||
{
|
||
model_t *pModel = m_Models[ i ].modelpointer;
|
||
if ( pModel && pModel->type == mod_studio )
|
||
{
|
||
int size = 0;
|
||
bool loaded = g_pMDLCache->GetVCollideSize( pModel->studio, &size );
|
||
if ( loaded && size )
|
||
{
|
||
modelsize_t elem;
|
||
elem.pName = pModel->szPathName;
|
||
elem.size = size;
|
||
list.Insert( elem );
|
||
}
|
||
}
|
||
}
|
||
for ( i = m_InlineModels.Count(); --i >= 0; )
|
||
{
|
||
vcollide_t *pCollide = CM_VCollideForModel( i+1, &m_InlineModels[i] );
|
||
if ( pCollide )
|
||
{
|
||
int size = 0;
|
||
for ( int j = 0; j < pCollide->solidCount; j++ )
|
||
{
|
||
size += physcollision->CollideSize( pCollide->solids[j] );
|
||
}
|
||
size += pCollide->descSize;
|
||
if ( size )
|
||
{
|
||
modelsize_t elem;
|
||
elem.pName = m_InlineModels[i].szPathName;
|
||
elem.size = size;
|
||
list.Insert( elem );
|
||
}
|
||
}
|
||
}
|
||
|
||
Msg("VCollides loaded: %d\n", list.Count() );
|
||
int totalVCollideMemory = 0;
|
||
for ( i = 0; i < list.Count(); i++ )
|
||
{
|
||
Msg("%8d bytes:%s\n", list[i].size, list[i].pName);
|
||
totalVCollideMemory += list[i].size;
|
||
}
|
||
int bboxCount, bboxSize;
|
||
physcollision->GetBBoxCacheSize( &bboxSize, &bboxCount );
|
||
Msg( "%8d bytes BBox physics: %d boxes\n", bboxSize, bboxCount );
|
||
totalVCollideMemory += bboxSize;
|
||
Msg( "--------------\n%8d bytes total VCollide Memory\n", totalVCollideMemory );
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Is the model loaded?
|
||
//-----------------------------------------------------------------------------
|
||
bool CModelLoader::IsLoaded( const model_t *mod )
|
||
{
|
||
return (mod->nLoadFlags & FMODELLOADER_LOADED) != 0;
|
||
}
|
||
|
||
bool CModelLoader::LastLoadedMapHasHDRLighting(void)
|
||
{
|
||
return m_bMapHasHDRLighting;
|
||
}
|
||
|
||
bool CModelLoader::LastLoadedMapHasLightmapAlphaData( void )
|
||
{
|
||
return g_bHasLightmapAlphaData;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Loads a studio model
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::Studio_LoadModel( model_t *pModel, bool bTouchAllData )
|
||
{
|
||
if ( !mod_touchalldata.GetBool() )
|
||
{
|
||
bTouchAllData = false;
|
||
}
|
||
|
||
// a preloaded model requires specific fixup behavior
|
||
bool bPreLoaded = ( pModel->nLoadFlags & FMODELLOADER_LOADED_BY_PRELOAD ) != 0;
|
||
|
||
bool bLoadPhysics = true;
|
||
if ( pModel->nLoadFlags == FMODELLOADER_STATICPROP )
|
||
{
|
||
// this is the first call in loading as a static prop (load bit not set), don't load physics yet
|
||
// the next call in causes the physics to load
|
||
bLoadPhysics = false;
|
||
}
|
||
|
||
// mark as loaded and fixed up
|
||
pModel->nLoadFlags |= FMODELLOADER_LOADED;
|
||
pModel->nLoadFlags &= ~FMODELLOADER_LOADED_BY_PRELOAD;
|
||
|
||
if ( !bPreLoaded )
|
||
{
|
||
pModel->studio = g_pMDLCache->FindMDL( pModel->szPathName );
|
||
g_pMDLCache->SetUserData( pModel->studio, pModel );
|
||
|
||
InitStudioModelState( pModel );
|
||
}
|
||
|
||
// Get the studiohdr into the cache
|
||
studiohdr_t *pStudioHdr = g_pMDLCache->GetStudioHdr( pModel->studio );
|
||
|
||
// a preloaded model already has its physics data resident
|
||
if ( bLoadPhysics && !bPreLoaded )
|
||
{
|
||
// load the collision data now
|
||
bool bSynchronous = bTouchAllData;
|
||
double t1 = Plat_FloatTime();
|
||
g_pMDLCache->GetVCollideEx( pModel->studio, bSynchronous );
|
||
|
||
double t2 = Plat_FloatTime();
|
||
if ( bSynchronous )
|
||
{
|
||
g_flAccumulatedModelLoadTimeVCollideSync += ( t2 - t1 );
|
||
}
|
||
else
|
||
{
|
||
g_flAccumulatedModelLoadTimeVCollideAsync += ( t2 - t1 );
|
||
}
|
||
}
|
||
|
||
// querying materials forces sync setup operations (materials/shaders) to build out now during load and not at runtime
|
||
double t1 = Plat_FloatTime();
|
||
|
||
IMaterial *pMaterials[128];
|
||
int nMaterials = g_pStudioRender->GetMaterialList( pStudioHdr, ARRAYSIZE( pMaterials ), &pMaterials[0] );
|
||
if ( nMaterials > 0 )
|
||
{
|
||
for ( int i = 0; i < nMaterials; i++ )
|
||
{
|
||
// Up the reference to all of this model's materials (decremented during UnloadModel)
|
||
// otherwise the post-load purge will discard materials whose meshes are not yet in the cache.
|
||
pMaterials[i]->IncrementReferenceCount();
|
||
}
|
||
|
||
// track the refcount bump
|
||
pModel->nLoadFlags |= FMODELLOADER_TOUCHED_MATERIALS;
|
||
}
|
||
|
||
double t2 = Plat_FloatTime();
|
||
g_flAccumulatedModelLoadTimeMaterialNamesOnly += ( t2 - t1 );
|
||
|
||
// a preloaded model must touch its children
|
||
if ( bTouchAllData || bPreLoaded )
|
||
{
|
||
Mod_TouchAllData( pModel, Host_GetServerCount() );
|
||
}
|
||
|
||
// track weapon models and their materials
|
||
int nMapIndex = m_WeaponModelCache.Find( pModel );
|
||
if ( nMapIndex != m_WeaponModelCache.InvalidIndex() )
|
||
{
|
||
if ( nMaterials > 0 && !m_WeaponModelCache[nMapIndex]->m_Materials.Count() )
|
||
{
|
||
m_WeaponModelCache[nMapIndex]->m_Materials.AddMultipleToTail( nMaterials );
|
||
for ( int i = 0; i < nMaterials; i++ )
|
||
{
|
||
m_WeaponModelCache[nMapIndex]->m_Materials[i] = pMaterials[i]->GetName();
|
||
}
|
||
}
|
||
|
||
// this is truly unfortunate, but the act of getting the material dependencies, built out all the model's resources
|
||
// evict now because the aggregate memory for the view models has been allocated elsewhere
|
||
EvictWeaponModel( nMapIndex, true );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *mod -
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::Studio_UnloadModel( model_t *pModel )
|
||
{
|
||
if ( pModel->nLoadFlags & FMODELLOADER_TOUCHED_MATERIALS )
|
||
{
|
||
// remove the added reference to all of this model's materials
|
||
IMaterial *pMaterials[128];
|
||
int nMaterials = Mod_GetModelMaterials( pModel, ARRAYSIZE( pMaterials ), &pMaterials[0] );
|
||
for ( int j=0; j<nMaterials; j++ )
|
||
{
|
||
pMaterials[j]->DecrementReferenceCount();
|
||
}
|
||
pModel->nLoadFlags &= ~FMODELLOADER_TOUCHED_MATERIALS;
|
||
}
|
||
|
||
// leave these flags alone since we are going to return from alt-tab at some point.
|
||
// Assert( !( mod->needload & FMODELLOADER_REFERENCEMASK ) );
|
||
pModel->nLoadFlags &= ~( FMODELLOADER_LOADED | FMODELLOADER_LOADED_BY_PRELOAD );
|
||
if ( IsGameConsole() )
|
||
{
|
||
// 360 doesn't need to keep the reference flags, but the PC does
|
||
pModel->nLoadFlags &= ~FMODELLOADER_REFERENCEMASK;
|
||
}
|
||
|
||
#ifdef DBGFLAG_ASSERT
|
||
int nRef =
|
||
#endif
|
||
g_pMDLCache->Release( pModel->studio );
|
||
|
||
// the refcounts must be as expected, or evil latent bugs will occur
|
||
Assert( InEditMode() || ( nRef == 0 ) );
|
||
|
||
pModel->studio = MDLHANDLE_INVALID;
|
||
pModel->type = mod_bad;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *mod -
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::SetWorldModel( model_t *mod )
|
||
{
|
||
Assert( mod );
|
||
m_pWorldModel = mod;
|
||
// host_state.SetWorldModel( mod ); // garymcthack
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::ClearWorldModel( void )
|
||
{
|
||
m_pWorldModel = NULL;
|
||
|
||
m_InlineModels.Purge();
|
||
|
||
// zero out the world brush data and restore any embedded pointers
|
||
memset( &m_worldBrushData, 0, sizeof( m_worldBrushData ) );
|
||
m_worldBrushData.m_pLightingDataStack = &m_WorldLightingDataStack;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Output : Returns true on success, false on failure.
|
||
//-----------------------------------------------------------------------------
|
||
bool CModelLoader::IsWorldModelSet( void )
|
||
{
|
||
return m_pWorldModel ? true : false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Output : int
|
||
//-----------------------------------------------------------------------------
|
||
int CModelLoader::GetNumWorldSubmodels( void )
|
||
{
|
||
if ( !IsWorldModelSet() )
|
||
return 0;
|
||
|
||
return m_worldBrushData.numsubmodels;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Check cache or union data for info, reload studio model if needed
|
||
// Input : *model -
|
||
//-----------------------------------------------------------------------------
|
||
void *CModelLoader::GetExtraData( model_t *model )
|
||
{
|
||
if ( !model )
|
||
{
|
||
return NULL;
|
||
}
|
||
|
||
switch ( model->type )
|
||
{
|
||
case mod_sprite:
|
||
{
|
||
// sprites don't use the real cache yet
|
||
if ( model->type == mod_sprite )
|
||
{
|
||
// The sprite got unloaded.
|
||
if ( !( FMODELLOADER_LOADED & model->nLoadFlags ) )
|
||
{
|
||
return NULL;
|
||
}
|
||
|
||
return model->sprite.sprite;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case mod_studio:
|
||
return g_pMDLCache->GetStudioHdr( model->studio );
|
||
|
||
default:
|
||
case mod_brush:
|
||
// Should never happen
|
||
Assert( 0 );
|
||
break;
|
||
};
|
||
|
||
return NULL;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Output : Returns true on success, false on failure.
|
||
//-----------------------------------------------------------------------------
|
||
bool CModelLoader::Map_GetRenderInfoAllocated( void )
|
||
{
|
||
return m_bMapRenderInfoLoaded;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::Map_SetRenderInfoAllocated( bool allocated )
|
||
{
|
||
m_bMapRenderInfoLoaded = allocated;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *mod -
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::Map_LoadDisplacements( model_t *pModel, bool bRestoring )
|
||
{
|
||
if ( !pModel )
|
||
{
|
||
Assert( false );
|
||
return;
|
||
}
|
||
|
||
V_FileBase( pModel->szPathName, m_szBaseName, sizeof( m_szBaseName ) );
|
||
CMapLoadHelper::Init( pModel, pModel->szPathName );
|
||
|
||
DispInfo_LoadDisplacements( pModel, bRestoring );
|
||
|
||
CMapLoadHelper::Shutdown();
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: List the model dictionary
|
||
//-----------------------------------------------------------------------------
|
||
void CModelLoader::Print( void )
|
||
{
|
||
ConMsg( "Models:\n" );
|
||
int c = m_Models.Count();
|
||
for ( int i = 0; i < c; i++ )
|
||
{
|
||
model_t *pModel = m_Models[i].modelpointer;
|
||
if ( pModel->type == mod_studio || pModel->type == mod_bad )
|
||
{
|
||
// studio models have ref counts
|
||
// bad models are unloaded models which need to be listed
|
||
int refCount = ( pModel->type == mod_studio ) ? g_pMDLCache->GetRef( pModel->studio ) : 0;
|
||
ConMsg( "%4d: Flags:0x%8.8x RefCount:%2d %s\n", i, pModel->nLoadFlags, refCount, pModel->szPathName );
|
||
}
|
||
else
|
||
{
|
||
ConMsg( "%4d: Flags:0x%8.8x %s\n", i, pModel->nLoadFlags, pModel->szPathName );
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Calls utility function to create .360 version of a file.
|
||
//-----------------------------------------------------------------------------
|
||
int CModelLoader::UpdateOrCreate( const char *pSourceName, char *pTargetName, int targetLen, bool bForce )
|
||
{
|
||
#if defined( _GAMECONSOLE )
|
||
return ::UpdateOrCreate( pSourceName, pTargetName, targetLen, NULL, NULL, bForce );
|
||
#else
|
||
return UOC_NOT_CREATED;
|
||
#endif
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Determine if specified .bsp is valid
|
||
// Input : *mapname -
|
||
// Output : Returns true on success, false on failure.
|
||
//-----------------------------------------------------------------------------
|
||
bool CModelLoader::Map_IsValid( char const *pBaseMapName, bool bQuiet /* = false */ )
|
||
{
|
||
static char s_szBaseMapName[MAX_PATH];
|
||
|
||
if ( !pBaseMapName || !pBaseMapName[0] )
|
||
{
|
||
if ( !bQuiet )
|
||
{
|
||
ConMsg( "CModelLoader::Map_IsValid: Empty mapname!!!\n" );
|
||
}
|
||
return false;
|
||
}
|
||
|
||
if ( ( IsGameConsole() || sv.IsDedicated() ) && !V_stricmp( pBaseMapName, s_szBaseMapName ) )
|
||
{
|
||
// already been checked, no reason to do multiple i/o validations
|
||
return true;
|
||
}
|
||
|
||
FileHandle_t mapfile;
|
||
char mapname[MAX_PATH];
|
||
V_snprintf( mapname, sizeof( mapname ), "maps/%s.bsp", pBaseMapName );
|
||
V_FixSlashes( mapname );
|
||
|
||
if ( IsGameConsole() )
|
||
{
|
||
char szMapName360[MAX_PATH];
|
||
UpdateOrCreate( mapname, szMapName360, sizeof( szMapName360 ), false );
|
||
Q_strncpy( mapname, szMapName360, sizeof( mapname ) );
|
||
}
|
||
|
||
mapfile = g_pFileSystem->OpenEx( mapname, "rb", IsGameConsole() ? FSOPEN_NEVERINPACK : 0, "GAME" );
|
||
if ( mapfile != FILESYSTEM_INVALID_HANDLE )
|
||
{
|
||
BSPHeader_t header;
|
||
memset( &header, 0, sizeof( header ) );
|
||
g_pFileSystem->Read( &header, sizeof( BSPHeader_t ), mapfile );
|
||
g_pFileSystem->Close( mapfile );
|
||
|
||
if ( header.ident == IDBSPHEADER )
|
||
{
|
||
if ( header.m_nVersion >= MINBSPVERSION && header.m_nVersion <= BSPVERSION )
|
||
{
|
||
V_strncpy( s_szBaseMapName, pBaseMapName, sizeof( s_szBaseMapName ) );
|
||
return true;
|
||
}
|
||
else
|
||
{
|
||
if ( !bQuiet )
|
||
{
|
||
Warning( "CModelLoader::Map_IsValid: Map '%s' bsp version %i, expecting %i\n", mapname, header.m_nVersion, BSPVERSION );
|
||
}
|
||
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if ( !bQuiet )
|
||
{
|
||
Warning( "CModelLoader::Map_IsValid: '%s' is not a valid BSP file\n", mapname );
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if ( !bQuiet )
|
||
{
|
||
Warning( "CModelLoader::Map_IsValid: No such map '%s'\n", mapname );
|
||
}
|
||
}
|
||
|
||
// Get outta here if we are checking vidmemstats.
|
||
if ( CommandLine()->CheckParm( "-dumpvidmemstats" ) )
|
||
{
|
||
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "quit\n" );
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
model_t *CModelLoader::FindModelNoCreate( const char *pModelName )
|
||
{
|
||
FileNameHandle_t fnHandle = g_pFileSystem->FindOrAddFileName( pModelName );
|
||
int i = m_Models.Find( fnHandle );
|
||
if ( i != m_Models.InvalidIndex() )
|
||
{
|
||
return m_Models[i].modelpointer;
|
||
}
|
||
|
||
// not found
|
||
return NULL;
|
||
}
|
||
|
||
modtype_t CModelLoader::GetTypeFromName( const char *pModelName )
|
||
{
|
||
// HACK HACK, force sprites to correctly
|
||
const char *pExt = V_GetFileExtension( pModelName );
|
||
if ( pExt )
|
||
{
|
||
if ( !V_stricmp( pExt, "spr" ) || !V_stricmp( pExt, "vmt" ) || !V_stricmp( pExt, "avi" ) || !V_stricmp( pExt, "bik" ) )
|
||
{
|
||
return mod_sprite;
|
||
}
|
||
else if ( !V_stricmp( pExt, "bsp" ) )
|
||
{
|
||
return mod_brush;
|
||
}
|
||
else if ( !V_stricmp( pExt, "mdl" ) )
|
||
{
|
||
return mod_studio;
|
||
}
|
||
}
|
||
|
||
return mod_bad;
|
||
}
|
||
|
||
int CModelLoader::FindNext( int iIndex, model_t **ppModel )
|
||
{
|
||
if ( iIndex == -1 && m_Models.Count() )
|
||
{
|
||
iIndex = m_Models.FirstInorder();
|
||
}
|
||
else if ( !m_Models.Count() || !m_Models.IsValidIndex( iIndex ) )
|
||
{
|
||
*ppModel = NULL;
|
||
return -1;
|
||
}
|
||
|
||
*ppModel = m_Models[iIndex].modelpointer;
|
||
|
||
iIndex = m_Models.NextInorder( iIndex );
|
||
if ( iIndex == m_Models.InvalidIndex() )
|
||
{
|
||
// end of list
|
||
iIndex = -1;
|
||
}
|
||
|
||
return iIndex;
|
||
}
|
||
|
||
void CModelLoader::UnloadModel( model_t *pModel )
|
||
{
|
||
switch ( pModel->type )
|
||
{
|
||
case mod_brush:
|
||
// Let it free data and call destructors.
|
||
Map_UnloadModel( pModel );
|
||
|
||
// Re-write .bsp if networkstringtable dictionary was updated.
|
||
g_pStringTableDictionary->OnBSPFullyUnloaded();
|
||
|
||
// Remove from file system
|
||
char szNameOnDisk[MAX_PATH];
|
||
GetMapPathNameOnDisk( szNameOnDisk, pModel->szPathName, sizeof( szNameOnDisk ) );
|
||
g_pFileSystem->RemoveSearchPath( szNameOnDisk, "GAME" );
|
||
break;
|
||
|
||
case mod_studio:
|
||
Studio_UnloadModel( pModel );
|
||
break;
|
||
|
||
case mod_sprite:
|
||
Sprite_UnloadModel( pModel );
|
||
break;
|
||
}
|
||
if ( pModel->m_pKeyValues )
|
||
{
|
||
pModel->m_pKeyValues->deleteThis();
|
||
pModel->m_pKeyValues = NULL;
|
||
}
|
||
}
|
||
|
||
bool CModelLoader::IsModelInWeaponCache( const model_t *pModel )
|
||
{
|
||
#if !defined( DEDICATED )
|
||
if ( m_bAllowWeaponModelCache )
|
||
{
|
||
int nMapIndex = m_WeaponModelCache.Find( (model_t*)pModel );
|
||
return ( nMapIndex != g_ModelLoader.m_WeaponModelCache.InvalidIndex() );
|
||
}
|
||
#endif
|
||
return false;
|
||
}
|
||
|
||
bool CModelLoader::IsViewWeaponModelResident( const model_t *pModel )
|
||
{
|
||
#if !defined( DEDICATED )
|
||
if ( m_bAllowWeaponModelCache && ( pModel->flags & MODELFLAG_VIEW_WEAPON_MODEL ) )
|
||
{
|
||
// only view weapon models might have their verts evicted
|
||
int nMapIndex = m_WeaponModelCache.Find( (model_t*)pModel );
|
||
if ( nMapIndex != g_ModelLoader.m_WeaponModelCache.InvalidIndex() )
|
||
{
|
||
return g_ModelLoader.m_WeaponModelCache[nMapIndex]->m_bStudioHWDataResident;
|
||
}
|
||
}
|
||
#endif
|
||
return true;
|
||
}
|
||
|
||
void CModelLoader::EvictAllWeaponsFromModelCache( bool bLoadingComplete )
|
||
{
|
||
#if !defined( DEDICATED )
|
||
if ( !m_bAllowWeaponModelCache )
|
||
return;
|
||
|
||
// for reliability, ensure the studiohwdata presence is accurate
|
||
// only need to do this once as the baseline eviction state is established
|
||
for ( int i = m_WeaponModelCache.FirstInorder(); i != m_WeaponModelCache.InvalidIndex(); i = m_WeaponModelCache.NextInorder( i ) )
|
||
{
|
||
if ( !m_WeaponModelCache[i]->m_bViewModel )
|
||
continue;
|
||
|
||
m_WeaponModelCache[i]->m_bStudioHWDataResident = g_pMDLCache->IsDataLoaded( m_WeaponModelCache.Key( i )->studio, MDLCACHE_STUDIOHWDATA );
|
||
}
|
||
|
||
// forcefully evict all the known weapon models
|
||
for ( int i = m_WeaponModelCache.FirstInorder(); i != m_WeaponModelCache.InvalidIndex(); i = m_WeaponModelCache.NextInorder( i ) )
|
||
{
|
||
EvictWeaponModel( i, true );
|
||
}
|
||
|
||
g_pMaterialSystem->ClearForceExcludes();
|
||
|
||
if ( bLoadingComplete && !m_bAllowWorldWeaponEviction )
|
||
{
|
||
// loading is complete, put all the world weapons back
|
||
for ( int i = m_WeaponModelCache.FirstInorder(); i != m_WeaponModelCache.InvalidIndex(); i = m_WeaponModelCache.NextInorder( i ) )
|
||
{
|
||
if ( m_WeaponModelCache[i]->m_bViewModel )
|
||
{
|
||
// ignore non-desired model type
|
||
continue;
|
||
}
|
||
|
||
// ensure world model is restored
|
||
RestoreWeaponModel( i );
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
|
||
void CModelLoader::UpdateViewWeaponModelCache( const char **ppWeaponModels, int nWeaponModels )
|
||
{
|
||
#if !defined( DEDICATED )
|
||
if ( !m_bAllowWeaponModelCache )
|
||
return;
|
||
|
||
// age any orphaned view models
|
||
// owned view models will have their age reset below
|
||
int nNumResident = 0;
|
||
m_nNumWeaponsPartialResident = 0;
|
||
for ( int i = m_WeaponModelCache.FirstInorder(); i != m_WeaponModelCache.InvalidIndex(); i = m_WeaponModelCache.NextInorder( i ) )
|
||
{
|
||
if ( !m_WeaponModelCache[i]->m_bViewModel )
|
||
continue;
|
||
|
||
if ( m_WeaponModelCache[i]->m_nAgeTime == UINT_MAX )
|
||
{
|
||
// one time age tag
|
||
// the oldest will be the smallest and identify a LRU (i.e. thrown out from the player's inventory)
|
||
m_WeaponModelCache[i]->m_nAgeTime = Plat_MSTime();
|
||
}
|
||
|
||
if ( m_WeaponModelCache[i]->m_nAgeTime )
|
||
{
|
||
nNumResident++;
|
||
}
|
||
else if ( m_WeaponModelCache[i]->m_bStudioHWDataResident )
|
||
{
|
||
// not resident, but hw mesh is and it should not be
|
||
// retry eviction after any weapons have been restored
|
||
m_nNumWeaponsPartialResident++;
|
||
}
|
||
}
|
||
|
||
for ( int i = 0; i < nWeaponModels; i++ )
|
||
{
|
||
// resolve from name to model
|
||
model_t* pModel = FindModelNoCreate( ppWeaponModels[i] );
|
||
if ( !pModel )
|
||
continue;
|
||
|
||
// find view model
|
||
int nIndex = m_WeaponModelCache.Find( pModel );
|
||
if ( nIndex != m_WeaponModelCache.InvalidIndex() )
|
||
{
|
||
if ( !m_WeaponModelCache[nIndex]->m_bViewModel )
|
||
continue;
|
||
|
||
RestoreWeaponModel( nIndex );
|
||
|
||
// LRU bump any known player inventory view models
|
||
// all view model's currently within primary player's inventory do not age AT ALL
|
||
// marked uniquely to not be subject to any LRU eviction
|
||
// this ensures that weapon switching avoids any restore latency
|
||
m_WeaponModelCache[nIndex]->m_nAgeTime = UINT_MAX;
|
||
}
|
||
}
|
||
|
||
// drive the view model cache down to its desired size
|
||
while ( mod_weaponviewmodelcache.GetInt() && nNumResident > mod_weaponviewmodelcache.GetInt() )
|
||
{
|
||
// find suitable candidates for discard
|
||
// will NOT consider view model's in the primary inventory (i.e at UINT_MAX)
|
||
unsigned int nOldestTime = UINT_MAX;
|
||
int nOldestIndex = m_WeaponModelCache.InvalidIndex();
|
||
for ( int i = m_WeaponModelCache.FirstInorder(); i != m_WeaponModelCache.InvalidIndex(); i = m_WeaponModelCache.NextInorder( i ) )
|
||
{
|
||
if ( m_WeaponModelCache[i]->m_bViewModel && m_WeaponModelCache[i]->m_nAgeTime && nOldestTime > m_WeaponModelCache[i]->m_nAgeTime )
|
||
{
|
||
nOldestIndex = i;
|
||
nOldestTime = m_WeaponModelCache[i]->m_nAgeTime;
|
||
}
|
||
}
|
||
|
||
if ( nOldestIndex == m_WeaponModelCache.InvalidIndex() )
|
||
{
|
||
// there was no suitable oldest candidate this frame
|
||
break;
|
||
}
|
||
|
||
EvictWeaponModel( nOldestIndex, false );
|
||
nNumResident--;
|
||
}
|
||
#endif
|
||
}
|
||
|
||
void CModelLoader::TouchWorldWeaponModelCache( const char **ppWeaponModels, int nWeaponModels )
|
||
{
|
||
#if !defined( DEDICATED )
|
||
if ( !m_bAllowWeaponModelCache || !m_bAllowWorldWeaponEviction )
|
||
return;
|
||
|
||
// touch the world weapons
|
||
unsigned int nCurrentTime = Plat_MSTime();
|
||
for ( int i = 0; i < nWeaponModels; i++ )
|
||
{
|
||
// resolve from name to model
|
||
model_t* pModel = FindModelNoCreate( ppWeaponModels[i] );
|
||
if ( !pModel )
|
||
continue;
|
||
|
||
// touch world model
|
||
int nIndex = m_WeaponModelCache.Find( pModel );
|
||
if ( nIndex != m_WeaponModelCache.InvalidIndex() )
|
||
{
|
||
if ( m_WeaponModelCache[nIndex]->m_bViewModel )
|
||
continue;
|
||
|
||
RestoreWeaponModel( nIndex );
|
||
|
||
m_WeaponModelCache[nIndex]->m_nAgeTime = nCurrentTime;
|
||
}
|
||
}
|
||
|
||
int nNumResident = 0;
|
||
for ( int i = m_WeaponModelCache.FirstInorder(); i != m_WeaponModelCache.InvalidIndex(); i = m_WeaponModelCache.NextInorder( i ) )
|
||
{
|
||
if ( m_WeaponModelCache[i]->m_bViewModel )
|
||
continue;
|
||
|
||
if ( m_WeaponModelCache[i]->m_nAgeTime )
|
||
{
|
||
nNumResident++;
|
||
}
|
||
}
|
||
|
||
// drive the world model cache down to its desired size
|
||
while ( mod_weaponworldmodelcache.GetInt() && nNumResident > mod_weaponworldmodelcache.GetInt() )
|
||
{
|
||
// find suitable candidates for discard
|
||
unsigned int nOldestTime = UINT_MAX;
|
||
int nOldestIndex = m_WeaponModelCache.InvalidIndex();
|
||
for ( int i = m_WeaponModelCache.FirstInorder(); i != m_WeaponModelCache.InvalidIndex(); i = m_WeaponModelCache.NextInorder( i ) )
|
||
{
|
||
if ( m_WeaponModelCache[i]->m_bViewModel )
|
||
continue;
|
||
|
||
if ( m_WeaponModelCache[i]->m_nAgeTime && nOldestTime > m_WeaponModelCache[i]->m_nAgeTime )
|
||
{
|
||
// prevent world model thrashing by only considering for purging aged world models beyond a minimum age
|
||
if ( nCurrentTime - m_WeaponModelCache[i]->m_nAgeTime >= (unsigned int)mod_weaponworldmodelminage.GetInt() )
|
||
{
|
||
nOldestIndex = i;
|
||
nOldestTime = m_WeaponModelCache[i]->m_nAgeTime;
|
||
}
|
||
}
|
||
}
|
||
|
||
if ( nOldestIndex == m_WeaponModelCache.InvalidIndex() )
|
||
{
|
||
// there was no suitable oldest candidate this frame
|
||
break;
|
||
}
|
||
|
||
EvictWeaponModel( nOldestIndex, false );
|
||
nNumResident--;
|
||
}
|
||
#endif
|
||
}
|
||
|
||
void CModelLoader::EvictWeaponModel( int nCacheIndex, bool bForce )
|
||
{
|
||
#if !defined( DEDICATED )
|
||
if ( !m_bAllowWeaponModelCache || !m_WeaponModelCache.IsValidIndex( nCacheIndex ) )
|
||
return;
|
||
|
||
if ( !bForce && !m_WeaponModelCache[nCacheIndex]->m_nAgeTime )
|
||
{
|
||
// already evicted
|
||
return;
|
||
}
|
||
|
||
if ( m_WeaponModelCache.Key( nCacheIndex )->studio == MDLHANDLE_INVALID )
|
||
{
|
||
// this model was explicitly unloaded
|
||
// ignore this model until the model loader restores it
|
||
return;
|
||
}
|
||
|
||
DevMsg( "Evicting: %s\n", m_WeaponModelCache.Key( nCacheIndex )->szPathName );
|
||
|
||
for ( int i = 0; i < m_WeaponModelCache[nCacheIndex]->m_Materials.Count(); i++ )
|
||
{
|
||
IMaterial *pMaterial = materials->FindMaterial( m_WeaponModelCache[nCacheIndex]->m_Materials[i].Get(), TEXTURE_GROUP_OTHER, false );
|
||
if ( !pMaterial || pMaterial->IsErrorMaterial() )
|
||
{
|
||
// cannot evict the material that should have been there
|
||
AssertMsg( false, CFmtStr( "EvictWeaponModel( %s ): Could not find expected valid material %s\n", m_WeaponModelCache.Key( nCacheIndex )->szPathName, m_WeaponModelCache[nCacheIndex]->m_Materials[i].Get() ).Access() );
|
||
continue;
|
||
}
|
||
|
||
// force material to temporarily consume less memory
|
||
// force worldmodels and viewmodels to be very small versions
|
||
// as viewmodels are restored they will render temporarily with their small versions, but the pop is not noticeable
|
||
pMaterial->SetTempExcluded( true, 16 );
|
||
}
|
||
|
||
// mark as evicted, the actual mesh eviction is deferred until frame boundary in ProcessWeaponModelCacheOperations()
|
||
m_WeaponModelCache[nCacheIndex]->m_nAgeTime = 0;
|
||
|
||
if ( bForce )
|
||
{
|
||
// THIS IS NOT FOR GENERAL-PURPOSE ANYTIME USE - IT WILL DESTABILIZE THE CONSOLES
|
||
// Force the model processing operations to do the evict (which can only be done when rendering is stopped (i.e. at least no queued model draws) ).
|
||
m_nNumWeaponsPartialResident = 1;
|
||
ProcessWeaponModelCacheOperations();
|
||
}
|
||
#endif
|
||
}
|
||
|
||
void CModelLoader::RestoreWeaponModel( int nCacheIndex )
|
||
{
|
||
#if !defined( DEDICATED )
|
||
if ( !m_bAllowWeaponModelCache || !m_WeaponModelCache.IsValidIndex( nCacheIndex ) )
|
||
return;
|
||
|
||
if ( m_WeaponModelCache[nCacheIndex]->m_nAgeTime )
|
||
{
|
||
// already restored
|
||
return;
|
||
}
|
||
|
||
if ( m_WeaponModelCache.Key( nCacheIndex )->studio == MDLHANDLE_INVALID )
|
||
{
|
||
// this model was explicitly unloaded
|
||
// ignore this model until the model loader restores it
|
||
return;
|
||
}
|
||
|
||
DevMsg( "Restoring: %s\n", m_WeaponModelCache.Key( nCacheIndex )->szPathName );
|
||
|
||
for ( int i = 0; i < m_WeaponModelCache[nCacheIndex]->m_Materials.Count(); i++ )
|
||
{
|
||
IMaterial *pMaterial = materials->FindMaterial( m_WeaponModelCache[nCacheIndex]->m_Materials[i].Get(), TEXTURE_GROUP_OTHER, false );
|
||
if ( !pMaterial || pMaterial->IsErrorMaterial() )
|
||
{
|
||
// cannot restore the material that should have been there
|
||
AssertMsg( false, CFmtStr( "RestoreWeaponModel( %s ): Could not find expected valid material %s\n", m_WeaponModelCache.Key( nCacheIndex )->szPathName, m_WeaponModelCache[nCacheIndex]->m_Materials[i].Get() ).Access() );
|
||
continue;
|
||
}
|
||
|
||
// force material back to its original memory state
|
||
pMaterial->SetTempExcluded( false );
|
||
}
|
||
|
||
// only view model weapons could have had their vertexes evicted
|
||
if ( m_bAllowWeaponVertexEviction && m_WeaponModelCache[nCacheIndex]->m_bViewModel && !m_WeaponModelCache[nCacheIndex]->m_bStudioHWDataResident )
|
||
{
|
||
g_pMDLCache->RestoreHardwareData( m_WeaponModelCache.Key( nCacheIndex )->studio, &m_WeaponModelCache[nCacheIndex]->m_hAsyncVTXControl, &m_WeaponModelCache[nCacheIndex]->m_hAsyncVVDControl );
|
||
}
|
||
|
||
// mark as restored
|
||
m_WeaponModelCache[nCacheIndex]->m_nAgeTime = Plat_MSTime();
|
||
#endif
|
||
}
|
||
|
||
bool CModelLoader::ProcessWeaponModelCacheOperations()
|
||
{
|
||
bool bMeshedRestored = false;
|
||
|
||
#if !defined( DEDICATED )
|
||
if ( !ThreadInMainThread() )
|
||
{
|
||
// must be on main thread to do any of the mesh eviction/restore
|
||
return false;
|
||
}
|
||
|
||
if ( m_bAllowWeaponVertexEviction )
|
||
{
|
||
// restore all the pending meshes
|
||
bMeshedRestored |= g_pMDLCache->ProcessPendingHardwareRestore();
|
||
|
||
// avoid doing any work unless pre-qualified by UpdateViewModelCache() that evictions need to occur
|
||
if ( m_nNumWeaponsPartialResident )
|
||
{
|
||
// It's possible that the hw mesh eviction could not occur due to frame lock or
|
||
// it was accessed by code that was unaware of this violation and restored it.
|
||
for ( int i = m_WeaponModelCache.FirstInorder(); i != m_WeaponModelCache.InvalidIndex(); i = m_WeaponModelCache.NextInorder( i ) )
|
||
{
|
||
if ( !m_WeaponModelCache[i]->m_bViewModel )
|
||
continue;
|
||
|
||
if ( !m_WeaponModelCache[i]->m_nAgeTime && m_WeaponModelCache[i]->m_bStudioHWDataResident )
|
||
{
|
||
// expect model to be evicted but hw mesh is still resident and it should not be
|
||
DevMsg( "*** Evicting: %s\n", m_WeaponModelCache.Key( i )->szPathName );
|
||
|
||
// ensure any outstanding prior async hwdata restore is complete
|
||
// cannot have an outstanding async restore operation in-flight while trying to evict
|
||
if ( m_WeaponModelCache[i]->m_hAsyncVTXControl || m_WeaponModelCache[i]->m_hAsyncVVDControl )
|
||
{
|
||
// do the sync finish in sequence to ensure the io callback completes
|
||
// if the async operation have already completed, these will do nothing as expected
|
||
g_pFullFileSystem->AsyncFinish( m_WeaponModelCache[i]->m_hAsyncVTXControl, true );
|
||
g_pFullFileSystem->AsyncFinish( m_WeaponModelCache[i]->m_hAsyncVVDControl, true );
|
||
|
||
if ( m_WeaponModelCache[i]->m_hAsyncVTXControl )
|
||
{
|
||
// further safety to ensure the async i/o operation completed as requested
|
||
FSAsyncStatus_t status = g_pFullFileSystem->AsyncStatus( m_WeaponModelCache[i]->m_hAsyncVTXControl );
|
||
if ( status != FSASYNC_STATUS_PENDING && status != FSASYNC_STATUS_INPROGRESS && status != FSASYNC_STATUS_UNSERVICED )
|
||
{
|
||
// operation was completed
|
||
// release the handle to avoid leak
|
||
g_pFullFileSystem->AsyncRelease( m_WeaponModelCache[i]->m_hAsyncVTXControl );
|
||
m_WeaponModelCache[i]->m_hAsyncVTXControl = NULL;
|
||
}
|
||
}
|
||
|
||
if ( m_WeaponModelCache[i]->m_hAsyncVVDControl )
|
||
{
|
||
// further safety to ensure the async i/o operation completed as requested
|
||
FSAsyncStatus_t status = g_pFullFileSystem->AsyncStatus( m_WeaponModelCache[i]->m_hAsyncVVDControl );
|
||
if ( status != FSASYNC_STATUS_PENDING && status != FSASYNC_STATUS_INPROGRESS && status != FSASYNC_STATUS_UNSERVICED )
|
||
{
|
||
// operation was completed
|
||
// release the handle to avoid leak
|
||
g_pFullFileSystem->AsyncRelease( m_WeaponModelCache[i]->m_hAsyncVVDControl );
|
||
m_WeaponModelCache[i]->m_hAsyncVVDControl = NULL;
|
||
}
|
||
}
|
||
}
|
||
|
||
if ( !m_WeaponModelCache[i]->m_hAsyncVTXControl && !m_WeaponModelCache[i]->m_hAsyncVVDControl )
|
||
{
|
||
// This is unfortunate and ideally is a no-op. The AsyncFinish() only finished the i/o and not the actual mesh restore.
|
||
// The mesh must be restored for the evict logic to work properly. ALL the pending restores must be drained to ensure this
|
||
// possible mesh (whose i/o was just forced to complete) performs its build out. In practice this list should be nominally
|
||
// empty or one, and not really more than that.
|
||
bMeshedRestored |= g_pMDLCache->ProcessPendingHardwareRestore();
|
||
|
||
// only an evicted view model can flush all their vertexes because we don't expect it to render or be queried
|
||
// the expected contract is that an evicted viewmodel won't be rendering anytime soon
|
||
// it's possible that the eviction does not occur due to frame locks or some other preventing condition
|
||
// the next UpdateViewWeaponModelCache() will catch these for another retry
|
||
g_pMDLCache->Flush( m_WeaponModelCache.Key( i )->studio, MDLCACHE_FLUSH_STUDIOHWDATA|MDLCACHE_FLUSH_ANIMBLOCK|MDLCACHE_FLUSH_VIRTUALMODEL|MDLCACHE_FLUSH_AUTOPLAY|MDLCACHE_FLUSH_VERTEXES );
|
||
}
|
||
}
|
||
}
|
||
|
||
// assume all evicted, the UpdateViewModelCache() will update
|
||
m_nNumWeaponsPartialResident = 0;
|
||
}
|
||
}
|
||
#endif
|
||
|
||
return bMeshedRestored;
|
||
}
|
||
|
||
void CModelLoader::DumpWeaponModelCache( bool bViewModelsOnly )
|
||
{
|
||
#if !defined( DEDICATED )
|
||
if ( !m_bAllowWeaponModelCache )
|
||
return;
|
||
|
||
Color defaultColor( 0, 0, 0, 255 );
|
||
Color anomalyColor( 255, 0, 0, 255 );
|
||
|
||
Msg( "Weapon %s Model Cache:\n", bViewModelsOnly ? "View" : "World" );
|
||
Msg( "------------------------\n" );
|
||
for ( int nPass = 0; nPass < 2; nPass++ )
|
||
{
|
||
if ( !nPass )
|
||
{
|
||
Con_ColorPrintf( Color( 0, 255, 255, 255 ), "\nEvicted:--------------------------------\n" );
|
||
}
|
||
else
|
||
{
|
||
Con_ColorPrintf( Color( 0, 255, 255, 255 ), "\nResident:-------------------------------\n" );
|
||
}
|
||
|
||
for ( int i = m_WeaponModelCache.FirstInorder(); i != m_WeaponModelCache.InvalidIndex(); i = m_WeaponModelCache.NextInorder( i ) )
|
||
{
|
||
if ( bViewModelsOnly != m_WeaponModelCache[i]->m_bViewModel )
|
||
{
|
||
// ignore non-desired model type
|
||
continue;
|
||
}
|
||
|
||
if ( !nPass && m_WeaponModelCache[i]->m_nAgeTime )
|
||
{
|
||
// ignore resident
|
||
continue;
|
||
}
|
||
else if ( nPass && !m_WeaponModelCache[i]->m_nAgeTime )
|
||
{
|
||
// ignore evicted
|
||
continue;
|
||
}
|
||
|
||
Color color = defaultColor;
|
||
if ( bViewModelsOnly && !m_WeaponModelCache[i]->m_nAgeTime && m_WeaponModelCache[i]->m_bStudioHWDataResident )
|
||
{
|
||
color = anomalyColor;
|
||
}
|
||
Con_ColorPrintf( color, "\nModel: %s\n", m_WeaponModelCache.Key( i )->szPathName );
|
||
|
||
Con_ColorPrintf( defaultColor, " Age: %u\n", m_WeaponModelCache[i]->m_nAgeTime );
|
||
if ( bViewModelsOnly )
|
||
{
|
||
Con_ColorPrintf( defaultColor, " %sStudioHWData\n", m_WeaponModelCache[i]->m_bStudioHWDataResident ? "+" : "-");
|
||
}
|
||
|
||
for ( int j = 0; j < m_WeaponModelCache[i]->m_Materials.Count(); j++ )
|
||
{
|
||
IMaterial *pMaterial = materials->FindMaterial( m_WeaponModelCache[i]->m_Materials[j].Get(), TEXTURE_GROUP_OTHER, false );
|
||
Con_ColorPrintf( defaultColor, " Material: %s (Ref: %d)\n", m_WeaponModelCache[i]->m_Materials[j].Get(), pMaterial->GetReferenceCount() );
|
||
|
||
int nMatParamCount = pMaterial->ShaderParamCount();
|
||
IMaterialVar **ppMatVars = pMaterial->GetShaderParams();
|
||
for ( int nParam = 0; nParam < nMatParamCount; nParam++ )
|
||
{
|
||
IMaterialVar *pVar = ppMatVars[nParam];
|
||
if ( !pVar ||
|
||
pVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE ||
|
||
pVar->IsTextureValueInternalEnvCubemap() )
|
||
{
|
||
// not possible to temp exclude these, so not interested
|
||
continue;
|
||
}
|
||
|
||
ITexture *pTex = pVar->GetTextureValue();
|
||
if ( !pTex )
|
||
{
|
||
// not possible to temp exclude these, so not interested
|
||
continue;
|
||
}
|
||
|
||
Con_ColorPrintf(
|
||
pTex->CanBeTempExcluded() ? Color( 0, 0, 0, 255 ) : Color( 255, 255, 0, 255 ),
|
||
" %sTexture: %s (Ref: %d)\n",
|
||
pTex->IsTempExcluded() ? "-" : "+",
|
||
pTex->GetName(),
|
||
pTex->GetReferenceCount() );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
|
||
model_t *CModelLoader::GetDynamicModel( const char *name, bool bClientOnly )
|
||
{
|
||
model_t *pModel = FindModel( name );
|
||
Assert( pModel );
|
||
|
||
CDynamicModelInfo &dyn = m_DynamicModels[ m_DynamicModels.Insert( pModel ) ]; // Insert returns existing if key is already set
|
||
if ( dyn.m_nLoadFlags == CDynamicModelInfo::INVALIDFLAG )
|
||
{
|
||
dyn.m_nLoadFlags = 0;
|
||
DynamicModelDebugMsg( "model %p [%s] registered\n", pModel, pModel->szPathName );
|
||
}
|
||
dyn.m_uLastTouchedMS_Div256 = Plat_MSTime() >> 8;
|
||
|
||
return pModel;
|
||
}
|
||
|
||
|
||
model_t *CModelLoader::GetDynamicCombinedModel( const char *name, bool bClientOnly )
|
||
{
|
||
model_t *pModel = FindModel( name );
|
||
Assert( pModel );
|
||
|
||
CDynamicModelInfo &dyn = m_DynamicModels[ m_DynamicModels.Insert( pModel ) ]; // Insert returns existing if key is already set
|
||
if ( dyn.m_nLoadFlags == CDynamicModelInfo::INVALIDFLAG )
|
||
{
|
||
dyn.m_nLoadFlags = CDynamicModelInfo::COMBINED | CDynamicModelInfo::READY;
|
||
pModel->type = mod_studio;
|
||
pModel->nLoadFlags = FMODELLOADER_COMBINED | ( bClientOnly ? FMODELLOADER_DYNCLIENT : FMODELLOADER_DYNSERVER );
|
||
dyn.m_iRefCount = 1;
|
||
dyn.m_iClientRefCount = ( bClientOnly ? 1 : 0 );
|
||
DynamicModelDebugMsg( "model %p [%s] registered\n", pModel, pModel->szPathName );
|
||
}
|
||
else
|
||
{
|
||
pModel->nLoadFlags |= ( bClientOnly ? FMODELLOADER_DYNCLIENT : FMODELLOADER_DYNSERVER );
|
||
}
|
||
|
||
dyn.m_uLastTouchedMS_Div256 = Plat_MSTime() >> 8;
|
||
|
||
return pModel;
|
||
}
|
||
|
||
|
||
void CModelLoader::UpdateDynamicCombinedModel( model_t *pModel, MDLHandle_t Handle, bool bClientSide )
|
||
{
|
||
if ( pModel->studio != MDLHANDLE_INVALID && pModel->studio != Handle )
|
||
{
|
||
UnloadModel( pModel );
|
||
}
|
||
pModel->studio = Handle;
|
||
pModel->type = mod_studio;
|
||
pModel->nLoadFlags = IModelLoader::FMODELLOADER_LOADED | FMODELLOADER_COMBINED | ( bClientSide ? FMODELLOADER_DYNCLIENT : FMODELLOADER_DYNSERVER );
|
||
pModel->nServerCount = Host_GetServerCount();
|
||
g_pMDLCache->SetUserData( pModel->studio, pModel );
|
||
}
|
||
|
||
|
||
bool CModelLoader::SetCombineModels( model_t *pModel, const CUtlVector< SCombinerModelInput_t > &vecModelsToCombine )
|
||
{
|
||
if ( !pModel )
|
||
return false;
|
||
|
||
return g_pMDLCache->SetCombineModels( pModel->studio, vecModelsToCombine );
|
||
}
|
||
|
||
bool CModelLoader::FinishCombinedModel( model_t *pModel, CombinedModelLoadedCallback pFunc, void *pUserData )
|
||
{
|
||
return g_pMDLCache->FinishCombinedModel( pModel->studio, pFunc, pUserData );
|
||
}
|
||
|
||
|
||
void CModelLoader::UpdateDynamicModelLoadQueue()
|
||
{
|
||
if ( mod_dynamicloadpause.GetBool() )
|
||
return;
|
||
|
||
static double s_LastDynamicLoadTime = 0.0;
|
||
if ( mod_dynamicloadthrottle.GetFloat() > 0 && Plat_FloatTime() < s_LastDynamicLoadTime + mod_dynamicloadthrottle.GetFloat() )
|
||
return;
|
||
|
||
if ( m_bDynamicLoadQueueHeadActive )
|
||
{
|
||
Assert( m_DynamicModelLoadQueue.Count() >= 1 );
|
||
MaterialLock_t matLock = g_pMaterialSystem->Lock(); // ASDFADFASFASEGAafliejsfjaslaslgsaigas
|
||
bool bComplete = true;
|
||
//bool bComplete = g_pQueuedLoader->CompleteDynamicLoad();
|
||
g_pMaterialSystem->Unlock(matLock);
|
||
|
||
if ( bComplete )
|
||
{
|
||
model_t *pModel = m_DynamicModelLoadQueue[0];
|
||
m_DynamicModelLoadQueue.Remove(0);
|
||
m_bDynamicLoadQueueHeadActive = false;
|
||
|
||
Assert( pModel->nLoadFlags & FMODELLOADER_DYNAMIC );
|
||
Assert( pModel->type == mod_bad || ( pModel->nLoadFlags & (FMODELLOADER_LOADED | FMODELLOADER_LOADED_BY_PRELOAD) ) );
|
||
(void) LoadModel( pModel, NULL );
|
||
Assert( pModel->type == mod_studio );
|
||
|
||
UtlHashHandle_t hDyn = m_DynamicModels.Find( pModel );
|
||
Assert( hDyn != m_DynamicModels.InvalidHandle() );
|
||
if ( hDyn != m_DynamicModels.InvalidHandle() )
|
||
{
|
||
CDynamicModelInfo &dyn = m_DynamicModels[hDyn];
|
||
Assert( dyn.m_nLoadFlags & CDynamicModelInfo::QUEUED );
|
||
Assert( dyn.m_nLoadFlags & CDynamicModelInfo::LOADING );
|
||
|
||
dyn.m_nLoadFlags &= ~( CDynamicModelInfo::QUEUED | CDynamicModelInfo::LOADING );
|
||
|
||
g_pMDLCache->LockStudioHdr( pModel->studio );
|
||
dyn.m_nLoadFlags |= CDynamicModelInfo::LOCKED;
|
||
|
||
dyn.m_uLastTouchedMS_Div256 = Plat_MSTime() >> 8;
|
||
|
||
FinishDynamicModelLoadIfReady( &dyn, pModel );
|
||
}
|
||
|
||
s_LastDynamicLoadTime = Plat_FloatTime();
|
||
}
|
||
}
|
||
|
||
// If we're not working, and we have work to do, and the queued loader is open for business...
|
||
if ( !m_bDynamicLoadQueueHeadActive && m_DynamicModelLoadQueue.Count() > 0 && g_pQueuedLoader->IsFinished() )
|
||
{
|
||
model_t *pModel = m_DynamicModelLoadQueue[0];
|
||
UtlHashHandle_t hDyn = m_DynamicModels.Find( pModel );
|
||
Assert( hDyn != m_DynamicModels.InvalidHandle() );
|
||
if ( hDyn != m_DynamicModels.InvalidHandle() )
|
||
{
|
||
m_bDynamicLoadQueueHeadActive = true;
|
||
|
||
CDynamicModelInfo &dyn = m_DynamicModels[hDyn];
|
||
Assert( dyn.m_nLoadFlags & CDynamicModelInfo::QUEUED );
|
||
Assert( !(dyn.m_nLoadFlags & CDynamicModelInfo::LOADING) );
|
||
Assert( !(dyn.m_nLoadFlags & CDynamicModelInfo::LOCKED) );
|
||
dyn.m_nLoadFlags |= CDynamicModelInfo::LOADING;
|
||
|
||
// the queued loader is very ... particular about path names. it doesn't like leading "models/"
|
||
const char* pName = pModel->szPathName;
|
||
int nLen = V_strlen( "models" );
|
||
if ( StringHasPrefix( pName, "models" ) && ( pName[nLen] == '/' || pName[nLen] == '\\' ) )
|
||
{
|
||
pName += ( nLen + 1 );
|
||
}
|
||
|
||
MaterialLock_t matLock = g_pMaterialSystem->Lock();
|
||
//g_pQueuedLoader->DynamicLoadMapResource( pName );
|
||
g_pMaterialSystem->Unlock(matLock);
|
||
}
|
||
else
|
||
{
|
||
m_DynamicModelLoadQueue.Remove(0);
|
||
}
|
||
}
|
||
}
|
||
|
||
void CModelLoader::FinishDynamicModelLoadIfReady( CDynamicModelInfo *pDyn, model_t *pModel )
|
||
{
|
||
CDynamicModelInfo &dyn = *pDyn;
|
||
if ( ( dyn.m_nLoadFlags & CDynamicModelInfo::LOCKED ) && !( dyn.m_nLoadFlags & CDynamicModelInfo::SERVERLOADING ) )
|
||
{
|
||
// There ought to be a better way to plumb this through, but this should be ok...
|
||
if ( sv.m_pDynamicModelTable )
|
||
{
|
||
int netidx = sv.m_pDynamicModelTable->FindStringIndex( pModel->szPathName );
|
||
if ( netidx != INVALID_STRING_INDEX )
|
||
{
|
||
char nIsLoaded = 1;
|
||
sv.m_pDynamicModelTable->SetStringUserData( netidx, 1, &nIsLoaded );
|
||
}
|
||
}
|
||
|
||
DynamicModelDebugMsg( "model %p [%s] loaded\n", pModel, pModel->szPathName );
|
||
|
||
dyn.m_nLoadFlags |= CDynamicModelInfo::READY;
|
||
while ( dyn.m_Callbacks.Count() > 0 )
|
||
{
|
||
IModelLoadCallback* pCallback = dyn.m_Callbacks.Tail();
|
||
UnregisterModelLoadCallback( pModel, pCallback );
|
||
pCallback->OnModelLoadComplete( pModel );
|
||
}
|
||
}
|
||
}
|
||
|
||
bool CModelLoader::RegisterModelLoadCallback( model_t *pModel, IModelLoadCallback *pCallback, bool bCallImmediatelyIfLoaded )
|
||
{
|
||
UtlHashHandle_t hDyn = m_DynamicModels.Find( pModel );
|
||
Assert( hDyn != m_DynamicModels.InvalidHandle() );
|
||
if ( hDyn == m_DynamicModels.InvalidHandle() )
|
||
return false;
|
||
|
||
CDynamicModelInfo &dyn = m_DynamicModels[ hDyn ];
|
||
AssertMsg( dyn.m_iRefCount > 0, "RegisterModelLoadCallback requires non-zero model refcount" );
|
||
if ( dyn.m_nLoadFlags & CDynamicModelInfo::READY )
|
||
{
|
||
if ( !bCallImmediatelyIfLoaded )
|
||
return false;
|
||
|
||
pCallback->OnModelLoadComplete( pModel );
|
||
}
|
||
else
|
||
{
|
||
if ( !dyn.m_Callbacks.HasElement( pCallback ) )
|
||
{
|
||
dyn.m_Callbacks.AddToTail( pCallback );
|
||
// Set registration count for callback pointer
|
||
m_RegisteredDynamicCallbacks[ m_RegisteredDynamicCallbacks.Insert( pCallback, 0 ) ]++;
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
bool CModelLoader::IsDynamicModelLoading( model_t *pModel )
|
||
{
|
||
Assert( pModel->nLoadFlags & FMODELLOADER_DYNAMIC );
|
||
UtlHashHandle_t hDyn = m_DynamicModels.Find( pModel );
|
||
Assert( hDyn != m_DynamicModels.InvalidHandle() );
|
||
if ( hDyn != m_DynamicModels.InvalidHandle() )
|
||
{
|
||
CDynamicModelInfo &dyn = m_DynamicModels[ hDyn ];
|
||
AssertMsg( dyn.m_iRefCount > 0, "dynamic model state cannot be queried with zero refcount" );
|
||
if ( dyn.m_iRefCount > 0 )
|
||
{
|
||
return !( dyn.m_nLoadFlags & CDynamicModelInfo::READY );
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
void CModelLoader::AddRefDynamicModel( model_t *pModel, bool bClientSideRef )
|
||
{
|
||
extern IVModelInfo* modelinfo;
|
||
|
||
UtlHashHandle_t hDyn = m_DynamicModels.Insert( pModel );
|
||
CDynamicModelInfo& dyn = m_DynamicModels[ hDyn ];
|
||
dyn.m_iRefCount++;
|
||
dyn.m_iClientRefCount += ( bClientSideRef ? 1 : 0 );
|
||
Assert( dyn.m_iRefCount > 0 );
|
||
|
||
DynamicModelDebugMsg( "model %p [%s] addref %d (%d)\n", pModel, pModel->szPathName, dyn.m_iRefCount, dyn.m_iClientRefCount );
|
||
|
||
if ( !( dyn.m_nLoadFlags & ( CDynamicModelInfo::QUEUED | CDynamicModelInfo::LOCKED ) ) )
|
||
{
|
||
QueueDynamicModelLoad( &dyn, pModel );
|
||
|
||
// Try to kick it off asap if we aren't already busy.
|
||
if ( !m_bDynamicLoadQueueHeadActive )
|
||
{
|
||
UpdateDynamicModelLoadQueue();
|
||
}
|
||
}
|
||
}
|
||
|
||
void CModelLoader::ReleaseDynamicModel( model_t *pModel, bool bClientSideRef )
|
||
{
|
||
Assert( pModel->nLoadFlags & FMODELLOADER_DYNAMIC );
|
||
UtlHashHandle_t hDyn = m_DynamicModels.Find( pModel );
|
||
if ( hDyn != m_DynamicModels.InvalidHandle() )
|
||
{
|
||
CDynamicModelInfo &dyn = m_DynamicModels[ hDyn ];
|
||
Assert( dyn.m_iRefCount > 0 );
|
||
if ( dyn.m_iRefCount > 0 )
|
||
{
|
||
DynamicModelDebugMsg( "model %p [%s] release %d (%dc)\n", pModel, pModel->szPathName, dyn.m_iRefCount, dyn.m_iClientRefCount );
|
||
dyn.m_iRefCount--;
|
||
dyn.m_iClientRefCount -= ( bClientSideRef ? 1 : 0 );
|
||
Assert( dyn.m_iClientRefCount >= 0 );
|
||
if ( dyn.m_iClientRefCount < 0 )
|
||
dyn.m_iClientRefCount = 0;
|
||
dyn.m_uLastTouchedMS_Div256 = Plat_MSTime() >> 8;
|
||
}
|
||
}
|
||
}
|
||
|
||
void CModelLoader::UnregisterModelLoadCallback( model_t *pModel, IModelLoadCallback *pCallback )
|
||
{
|
||
if ( int *pCallbackRegistrationCount = m_RegisteredDynamicCallbacks.GetPtr( pCallback ) )
|
||
{
|
||
if ( pModel )
|
||
{
|
||
UtlHashHandle_t i = m_DynamicModels.Find( pModel );
|
||
if ( i != m_DynamicModels.InvalidHandle() )
|
||
{
|
||
CDynamicModelInfo &dyn = m_DynamicModels[ i ];
|
||
if ( dyn.m_Callbacks.FindAndFastRemove( pCallback ) )
|
||
{
|
||
if ( dyn.m_Callbacks.Count() == 0 )
|
||
{
|
||
dyn.m_Callbacks.Purge();
|
||
}
|
||
if ( --(*pCallbackRegistrationCount) == 0 )
|
||
{
|
||
m_RegisteredDynamicCallbacks.Remove( pCallback );
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
for ( UtlHashHandle_t i = m_DynamicModels.FirstHandle(); i != m_DynamicModels.InvalidHandle(); i = m_DynamicModels.NextHandle(i) )
|
||
{
|
||
CDynamicModelInfo &dyn = m_DynamicModels[ i ];
|
||
if ( dyn.m_Callbacks.FindAndFastRemove( pCallback ) )
|
||
{
|
||
if ( dyn.m_Callbacks.Count() == 0 )
|
||
{
|
||
dyn.m_Callbacks.Purge();
|
||
}
|
||
if ( --(*pCallbackRegistrationCount) == 0 )
|
||
{
|
||
m_RegisteredDynamicCallbacks.Remove( pCallback );
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void CModelLoader::QueueDynamicModelLoad( CDynamicModelInfo *dyn, model_t *mod )
|
||
{
|
||
Assert( !(dyn->m_nLoadFlags & CDynamicModelInfo::QUEUED) );
|
||
// Client-side entities have priority over server-side entities
|
||
// because they are more likely to be used in UI elements. --henryg
|
||
if ( dyn->m_iClientRefCount > 0 && m_DynamicModelLoadQueue.Count() > 1 )
|
||
{
|
||
m_DynamicModelLoadQueue.InsertAfter( 0, mod );
|
||
}
|
||
else
|
||
{
|
||
m_DynamicModelLoadQueue.AddToTail( mod );
|
||
}
|
||
dyn->m_nLoadFlags |= CDynamicModelInfo::QUEUED;
|
||
mod->nLoadFlags |= ( dyn->m_iClientRefCount > 0 ? FMODELLOADER_DYNCLIENT : FMODELLOADER_DYNSERVER );
|
||
}
|
||
|
||
bool CModelLoader::CancelDynamicModelLoad( CDynamicModelInfo *dyn, model_t *mod )
|
||
{
|
||
int i = m_DynamicModelLoadQueue.Find( mod );
|
||
Assert( (i < 0) == !(dyn->m_nLoadFlags & CDynamicModelInfo::QUEUED) );
|
||
if ( i >= 0 )
|
||
{
|
||
if ( i == 0 && m_bDynamicLoadQueueHeadActive )
|
||
{
|
||
// can't remove head of queue
|
||
return false;
|
||
}
|
||
else
|
||
{
|
||
Assert( dyn->m_nLoadFlags & CDynamicModelInfo::QUEUED );
|
||
m_DynamicModelLoadQueue.Remove( i );
|
||
dyn->m_nLoadFlags &= ~CDynamicModelInfo::QUEUED;
|
||
mod->nLoadFlags &= ~FMODELLOADER_DYNAMIC;
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
void CModelLoader::InternalUpdateDynamicModels( bool bForceFlushUnreferenced )
|
||
{
|
||
const uint now = Plat_MSTime();
|
||
const uint delay = bForceFlushUnreferenced ? 0 : (int)( clamp( mod_dynamicunloadtime.GetFloat(), 1.f, 600.f ) * 1000 );
|
||
|
||
UpdateDynamicModelLoadQueue();
|
||
|
||
#ifdef _DEBUG
|
||
extern CNetworkStringTableContainer *networkStringTableContainerServer;
|
||
bool bPrevStringTableLockState = networkStringTableContainerServer->Lock( false );
|
||
#endif
|
||
|
||
// Scan for models to unload. TODO: accelerate with a "models to potentially unload" list?
|
||
UtlHashHandle_t i = m_DynamicModels.FirstHandle();
|
||
while ( i != m_DynamicModels.InvalidHandle() )
|
||
{
|
||
model_t *pModel = m_DynamicModels.Key( i );
|
||
CDynamicModelInfo& dyn = m_DynamicModels[ i ];
|
||
|
||
// UNLOAD THIS MODEL if zero refcount and not currently loading, and either timed out or never loaded
|
||
if ( dyn.m_iRefCount <= 0 && !(dyn.m_nLoadFlags & CDynamicModelInfo::LOADING) &&
|
||
( ( now - (dyn.m_uLastTouchedMS_Div256 << 8) ) >= delay || !( dyn.m_nLoadFlags & CDynamicModelInfo::LOCKED ) ) )
|
||
{
|
||
// Remove from load queue
|
||
if ( dyn.m_nLoadFlags & CDynamicModelInfo::QUEUED )
|
||
{
|
||
if ( !CancelDynamicModelLoad( &dyn, pModel ) )
|
||
{
|
||
// Couldn't remove from queue, advance to next entry and do not remove
|
||
i = m_DynamicModels.NextHandle(i);
|
||
continue;
|
||
}
|
||
}
|
||
|
||
// Unlock studiohdr_t
|
||
if ( dyn.m_nLoadFlags & CDynamicModelInfo::LOCKED )
|
||
{
|
||
g_pMDLCache->UnlockStudioHdr( pModel->studio );
|
||
}
|
||
|
||
// There ought to be a better way to plumb this through, but this should be ok...
|
||
if ( sv.m_pDynamicModelTable )
|
||
{
|
||
int netidx = sv.m_pDynamicModelTable->FindStringIndex( pModel->szPathName );
|
||
if ( netidx != INVALID_STRING_INDEX )
|
||
{
|
||
char nIsLoaded = 0;
|
||
sv.m_pDynamicModelTable->SetStringUserData( netidx, 1, &nIsLoaded );
|
||
}
|
||
}
|
||
|
||
if ( pModel->nLoadFlags & FMODELLOADER_DYNAMIC )
|
||
{
|
||
pModel->nLoadFlags &= ~FMODELLOADER_DYNAMIC;
|
||
// Actually unload the model if all system references are gone
|
||
if ( pModel->nLoadFlags & FMODELLOADER_REFERENCEMASK )
|
||
{
|
||
DynamicModelDebugMsg( "model %p [%s] unload - deferred: non-dynamic reference\n", pModel, pModel->szPathName );
|
||
}
|
||
else
|
||
{
|
||
DynamicModelDebugMsg( "model %p [%s] unload\n", pModel, pModel->szPathName );
|
||
|
||
Studio_UnloadModel( pModel );
|
||
|
||
if ( mod_dynamicunloadtextures.GetBool() )
|
||
{
|
||
if ( ICallQueue* pCallQueue = materials->GetRenderContext()->GetCallQueue() )
|
||
{
|
||
pCallQueue->QueueCall( materials, &IMaterialSystem::UncacheUnusedMaterials, false );
|
||
}
|
||
else
|
||
{
|
||
materials->UncacheUnusedMaterials();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Remove from table, advance to next entry
|
||
i = m_DynamicModels.RemoveAndAdvance(i);
|
||
continue;
|
||
}
|
||
|
||
// Advance to next entry in table
|
||
i = m_DynamicModels.NextHandle(i);
|
||
}
|
||
|
||
#ifdef _DEBUG
|
||
networkStringTableContainerServer->Lock( bPrevStringTableLockState );
|
||
#endif
|
||
}
|
||
|
||
void CModelLoader::Client_OnServerModelStateChanged( model_t *pModel, bool bServerLoaded )
|
||
{
|
||
#ifndef DEDICATED
|
||
// Listen server don't distinguish between server and client ready, never use SERVERLOADING flag
|
||
if ( sv.IsActive() )
|
||
return;
|
||
|
||
UtlHashHandle_t i = m_DynamicModels.Find( pModel );
|
||
if ( i != m_DynamicModels.InvalidHandle() )
|
||
{
|
||
CDynamicModelInfo &dyn = m_DynamicModels[i];
|
||
if ( !bServerLoaded )
|
||
{
|
||
if ( dyn.m_nLoadFlags & CDynamicModelInfo::READY )
|
||
DynamicModelDebugMsg( "dynamic model [%s] loaded on client but not server! is this bad? unknown...", pModel->szPathName );
|
||
// XXX DESIGN WART - WHAT IF A CLIENT-SIDE MODEL IS SHARED WITH A SERVER-SIDE MODEL?
|
||
// The client side model may still be in use while the server side model is unloaded.
|
||
// We don't clear the READY flag for this reason. This means that new dynamic uses of
|
||
// the model on the client will trigger READY before the server is ready to show the
|
||
// model, and the client may show wrong animation state or body groups temporarily.
|
||
// Is this a real problem? We would require the ability for a model to be marked both
|
||
// as client-side AND networked in order to fix it, with separate refcounts...
|
||
//dyn.m_nLoadFlags &= ~CDynamicModelInfo::READY;
|
||
dyn.m_nLoadFlags |= CDynamicModelInfo::SERVERLOADING;
|
||
}
|
||
else
|
||
{
|
||
dyn.m_nLoadFlags &= ~CDynamicModelInfo::SERVERLOADING;
|
||
FinishDynamicModelLoadIfReady( &dyn, pModel );
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
|
||
void CModelLoader::ForceUnloadNonClientDynamicModels()
|
||
{
|
||
UtlHashHandle_t i = m_DynamicModels.FirstHandle();
|
||
while ( i != m_DynamicModels.InvalidHandle() )
|
||
{
|
||
CDynamicModelInfo &dyn = m_DynamicModels[i];
|
||
dyn.m_iRefCount = dyn.m_iClientRefCount;
|
||
i = m_DynamicModels.NextHandle( i );
|
||
}
|
||
|
||
// Flush everything
|
||
InternalUpdateDynamicModels( true );
|
||
}
|
||
|
||
// reconstruct the ambient lighting for a leaf at the given position in worldspace
|
||
void Mod_LeafAmbientColorAtPos( Vector *pOut, const Vector &pos, int leafIndex )
|
||
{
|
||
for ( int i = 0; i < 6; i++ )
|
||
{
|
||
pOut[i].Init();
|
||
}
|
||
mleafambientindex_t *pAmbient = &host_state.worldbrush->m_pLeafAmbient[leafIndex];
|
||
if ( !pAmbient->ambientSampleCount && pAmbient->firstAmbientSample )
|
||
{
|
||
// this leaf references another leaf, move there (this leaf is a solid leaf so it borrows samples from a neighbor)
|
||
leafIndex = pAmbient->firstAmbientSample;
|
||
pAmbient = &host_state.worldbrush->m_pLeafAmbient[leafIndex];
|
||
}
|
||
int count = pAmbient->ambientSampleCount;
|
||
if ( count > 0 )
|
||
{
|
||
int start = host_state.worldbrush->m_pLeafAmbient[leafIndex].firstAmbientSample;
|
||
mleafambientlighting_t *pSamples = host_state.worldbrush->m_pAmbientSamples + start;
|
||
mleaf_t *pLeaf = &host_state.worldbrush->leafs[leafIndex];
|
||
float totalFactor = 0;
|
||
for ( int i = 0; i < count; i++ )
|
||
{
|
||
// do an inverse squared distance weighted average of the samples to reconstruct
|
||
// the original function
|
||
|
||
// the sample positions are packed as leaf bounds fractions, compute
|
||
Vector samplePos = pLeaf->m_vecCenter - pLeaf->m_vecHalfDiagonal;
|
||
samplePos.x += float(pSamples[i].x) * pLeaf->m_vecHalfDiagonal.x * (2.0f / 255.0f);
|
||
samplePos.y += float(pSamples[i].y) * pLeaf->m_vecHalfDiagonal.y * (2.0f / 255.0f);
|
||
samplePos.z += float(pSamples[i].z) * pLeaf->m_vecHalfDiagonal.z * (2.0f / 255.0f);
|
||
|
||
float dist = (samplePos - pos).LengthSqr();
|
||
float factor = 1.0f / (dist + 1.0f);
|
||
totalFactor += factor;
|
||
for ( int j = 0; j < 6; j++ )
|
||
{
|
||
Vector v;
|
||
ColorRGBExp32ToVector( pSamples[i].cube.m_Color[j], v );
|
||
pOut[j] += v * factor;
|
||
}
|
||
}
|
||
for ( int i = 0; i < 6; i++ )
|
||
{
|
||
pOut[i] *= (1.0f / totalFactor);
|
||
}
|
||
}
|
||
}
|
||
|
||
#if defined( _X360 ) || defined( _PS3 ) || defined( PLATFORM_WINDOWS_PC )
|
||
|
||
#if defined( PLATFORM_WINDOWS_PC )
|
||
|
||
struct xModelList_t
|
||
{
|
||
char name[MAX_PATH];
|
||
int dataSize;
|
||
int numVertices;
|
||
int triCount;
|
||
int dataSizeLod0;
|
||
int numVerticesLod0;
|
||
int triCountLod0;
|
||
int numBones;
|
||
int numParts;
|
||
int numLODs;
|
||
int numMeshes;
|
||
};
|
||
|
||
#endif // PLATFORM_WINDOWS_PC
|
||
|
||
int ComputeSize( studiohwdata_t *hwData, int *numVerts, int *pTriCount, bool onlyTopLod = false )
|
||
{
|
||
unsigned size = 0;
|
||
Assert(hwData && numVerts);
|
||
int max_lod = (onlyTopLod ? 1 : hwData->m_NumLODs);
|
||
*pTriCount = 0;
|
||
for ( int i=0; i < max_lod; i++ )
|
||
{
|
||
studioloddata_t *pLOD = &hwData->m_pLODs[i];
|
||
for ( int j = 0; j < hwData->m_NumStudioMeshes; j++ )
|
||
{
|
||
studiomeshdata_t *pMeshData = &pLOD->m_pMeshData[j];
|
||
for ( int k = 0; k < pMeshData->m_NumGroup; k++ )
|
||
{
|
||
studiomeshgroup_t *pMeshGroup = &pMeshData->m_pMeshGroup[k];
|
||
IMesh* mesh = pMeshGroup->m_pMesh;
|
||
size += mesh->ComputeMemoryUsed();
|
||
|
||
// This doesn't seem relevant since it has no bearing on GPU memory, but keeping it here
|
||
// on the PC, since the reason it's being aded back in is to look at differences between
|
||
// main and portal2.
|
||
#if defined( PLATFORM_WINDOWS_PC )
|
||
size += 2 * pMeshGroup->m_NumVertices; // Size of m_pGroupIndexToMeshIndex[] array
|
||
#endif
|
||
|
||
*numVerts += mesh->VertexCount();
|
||
Assert( mesh->VertexCount() == pMeshGroup->m_NumVertices );
|
||
for ( int l = 0; l < pMeshGroup->m_NumStrips; ++l )
|
||
{
|
||
OptimizedModel::StripHeader_t *pStripData = &pMeshGroup->m_pStripData[l];
|
||
*pTriCount += pStripData->numIndices / 3;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return size;
|
||
}
|
||
|
||
// APSFIXME: needs to only do models that are resident, sizes might be wrong, i.e lacking compressed vert state?
|
||
CON_COMMAND( vx_model_list, "Dump models to VXConsole" )
|
||
{
|
||
CUtlVector< xModelList_t > modelList;
|
||
modelList.SetCount( modelloader->GetCount() );
|
||
|
||
int numActualModels = 0;
|
||
for ( int i = 0; i < modelList.Count(); i++ )
|
||
{
|
||
const char* name = "Unknown";
|
||
int dataSizeLod0 = 0;
|
||
int dataSize = 0;
|
||
int numParts = 0;
|
||
int numBones = 0;
|
||
int numVertsLod0 = 0;
|
||
int numVerts = 0;
|
||
int numLODs = 0;
|
||
int numMeshes = 0;
|
||
int nTriCount = 0;
|
||
int nTriCountLod0 = 0;
|
||
|
||
model_t* model = modelloader->GetModelForIndex( i );
|
||
if ( model )
|
||
{
|
||
// other model types are not interesting
|
||
if ( model->type != mod_studio )
|
||
continue;
|
||
|
||
name = model->szPathName;
|
||
studiohwdata_t *hwData = g_pMDLCache->GetHardwareData( model->studio );
|
||
if ( hwData )
|
||
{
|
||
numMeshes = hwData->m_NumStudioMeshes;
|
||
numLODs = hwData->m_NumLODs;
|
||
dataSize = ComputeSize( hwData, &numVerts, &nTriCount, false );
|
||
dataSizeLod0 = ComputeSize( hwData, &numVertsLod0, &nTriCountLod0, true );
|
||
}
|
||
|
||
studiohdr_t *pStudioHdr = (studiohdr_t *)modelloader->GetExtraData( model );
|
||
numBones = pStudioHdr->numbones;
|
||
numParts = pStudioHdr->numbodyparts;
|
||
}
|
||
|
||
xModelList_t &modelInfo = modelList[numActualModels];
|
||
++numActualModels;
|
||
strcpy( modelInfo.name, name );
|
||
modelInfo.dataSize = dataSize;
|
||
modelInfo.numVertices = numVerts;
|
||
modelInfo.triCount = nTriCount;
|
||
modelInfo.dataSizeLod0 = dataSizeLod0;
|
||
modelInfo.numVerticesLod0 = numVertsLod0;
|
||
modelInfo.triCountLod0 = nTriCountLod0;
|
||
modelInfo.numParts = numParts;
|
||
modelInfo.numBones = numBones;
|
||
modelInfo.numLODs = numLODs;
|
||
modelInfo.numMeshes = numMeshes;
|
||
}
|
||
|
||
#if defined( _X360 )
|
||
XBX_rModelList( numActualModels, modelList.Base() );
|
||
#elif defined( _PS3 )
|
||
g_pValvePS3Console->ModelList( numActualModels, modelList.Base() ); // super stupid, it just gets copied into yet another cutlvec on the other side, but that's the way the 360 ver does it.
|
||
#elif defined( PLATFORM_WINDOWS_PC )
|
||
|
||
extern IVEngineClient *engineClient;
|
||
char csvFileName[ MAX_PATH ];
|
||
Q_snprintf( csvFileName, MAX_PATH, "modellist_%s.csv", engineClient->GetLevelNameShort() );
|
||
Msg( "Writing model list to ""%s""...\n", csvFileName );
|
||
FileHandle_t fileHandle = g_pFullFileSystem->Open( csvFileName, "w" );
|
||
g_pFullFileSystem->FPrintf( fileHandle, "Model,DataSize,Tris,Verts,DataSize (LOD0),Tris (LOD0),Verts (LOD0),Parts,Bones,LODs,Meshes\n" );
|
||
|
||
for ( int i = 0; i < numActualModels; ++ i )
|
||
{
|
||
g_pFullFileSystem->FPrintf( fileHandle, "%s,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d\n",
|
||
modelList[ i ].name, modelList[ i ].dataSize, modelList[ i ].triCount, modelList[ i ].numVertices, modelList[ i ].dataSizeLod0, modelList[ i ].triCountLod0, modelList[ i ].numVerticesLod0,
|
||
modelList[ i ].numParts, modelList[ i ].numBones, modelList[ i ].numLODs, modelList[ i ].numMeshes );
|
||
}
|
||
|
||
g_pFullFileSystem->Close( fileHandle );
|
||
#endif // PLATFORM_WINDOWS_PC
|
||
}
|
||
#endif // _X360 || PLATFORM_WINDOWS_PC
|
||
|
||
|
||
CON_COMMAND_F( mod_dynamicmodeldebug, "debug spew for dynamic model loading", FCVAR_HIDDEN | FCVAR_DONTRECORD )
|
||
{
|
||
((CModelLoader*)modelloader)->DebugPrintDynamicModels();
|
||
}
|
||
|
||
#include "server.h"
|
||
#ifndef DEDICATED
|
||
#include "client.h"
|
||
#endif
|
||
void CModelLoader::DebugPrintDynamicModels()
|
||
{
|
||
Msg( "network table (server):\n" );
|
||
if ( sv.m_pDynamicModelTable )
|
||
{
|
||
for ( int i = 0; i < sv.m_pDynamicModelTable->GetNumStrings(); ++i )
|
||
{
|
||
int dummy = 0;
|
||
char* data = (char*) sv.m_pDynamicModelTable->GetStringUserData( i, &dummy );
|
||
bool bLoadedOnServer = !(data && dummy && data[0] == 0);
|
||
Msg( "%3i: %c %s\n", i, bLoadedOnServer ? '*' : ' ', sv.m_pDynamicModelTable->GetString(i) );
|
||
}
|
||
}
|
||
|
||
#ifndef DEDICATED
|
||
Msg( "\nnetwork table (client):\n" );
|
||
if ( GetBaseLocalClient().m_pDynamicModelTable )
|
||
{
|
||
for ( int i = 0; i < GetBaseLocalClient().m_pDynamicModelTable->GetNumStrings(); ++i )
|
||
{
|
||
int dummy = 0;
|
||
char* data = (char*) GetBaseLocalClient().m_pDynamicModelTable->GetStringUserData( i, &dummy );
|
||
bool bLoadedOnServer = !(data && dummy && data[0] == 0);
|
||
Msg( "%3i: %c %s\n", i, bLoadedOnServer ? '*' : ' ', GetBaseLocalClient().m_pDynamicModelTable->GetString(i) );
|
||
}
|
||
}
|
||
#endif
|
||
|
||
extern IVModelInfo *modelinfo;
|
||
extern IVModelInfoClient *modelinfoclient;
|
||
Msg( "\ndynamic models:\n" );
|
||
for ( UtlHashHandle_t h = m_DynamicModels.FirstHandle(); h != m_DynamicModels.InvalidHandle(); h = m_DynamicModels.NextHandle(h) )
|
||
{
|
||
CDynamicModelInfo &dyn = m_DynamicModels[h];
|
||
int idx = modelinfo->GetModelIndex( m_DynamicModels.Key(h)->szPathName );
|
||
#ifndef DEDICATED
|
||
if ( idx == -1 ) idx = modelinfoclient->GetModelIndex( m_DynamicModels.Key(h)->szPathName );
|
||
#endif
|
||
Msg( "%d (%d%c): %s [ref: %d (%dc)] %s%s%s%s%s\n", idx, ((-2 - idx) >> 1), (idx & 1) ? 'c' : 's',
|
||
m_DynamicModels.Key(h)->szPathName, dyn.m_iRefCount, dyn.m_iClientRefCount,
|
||
(dyn.m_nLoadFlags & CDynamicModelInfo::QUEUED) ? " QUEUED" : "",
|
||
(dyn.m_nLoadFlags & CDynamicModelInfo::LOADING) ? " LOADING" : "",
|
||
(dyn.m_nLoadFlags & CDynamicModelInfo::LOCKED) ? " LOCKED" : "",
|
||
(dyn.m_nLoadFlags & CDynamicModelInfo::READY) ? " READY" : "" ,
|
||
(dyn.m_nLoadFlags & CDynamicModelInfo::COMBINED) ? " COMBINED" : "" );
|
||
}
|
||
}
|
||
|
||
#if !defined ( _CERT )
|
||
CON_COMMAND( mod_combiner_info, "debug spew for Combiner Info" )
|
||
{
|
||
((CModelLoader*)modelloader)->DebugCombinerInfo();
|
||
}
|
||
#endif
|
||
|
||
|
||
void CModelLoader::DebugCombinerInfo()
|
||
{
|
||
extern IVModelInfo *modelinfo;
|
||
extern IVModelInfoClient *modelinfoclient;
|
||
|
||
Msg( "Dynamic Combined Models:\n" );
|
||
for ( UtlHashHandle_t h = m_DynamicModels.FirstHandle(); h != m_DynamicModels.InvalidHandle(); h = m_DynamicModels.NextHandle(h) )
|
||
{
|
||
CDynamicModelInfo &dyn = m_DynamicModels[h];
|
||
if ( ( dyn.m_nLoadFlags & CDynamicModelInfo::COMBINED ) == 0 )
|
||
{
|
||
continue;
|
||
}
|
||
|
||
int idx = modelinfo->GetModelIndex( m_DynamicModels.Key( h )->szPathName );
|
||
#ifndef DEDICATED
|
||
if ( idx == -1 ) idx = modelinfoclient->GetModelIndex( m_DynamicModels.Key( h )->szPathName );
|
||
#endif
|
||
Msg( "%d ( %d : %s ): %s [ reference count: %d / %d client ] %s%s%s%s%s\n", idx, ((-2 - idx) >> 1), (idx & 1) ? "client" : "server",
|
||
m_DynamicModels.Key(h)->szPathName, dyn.m_iRefCount, dyn.m_iClientRefCount,
|
||
(dyn.m_nLoadFlags & CDynamicModelInfo::QUEUED) ? " QUEUED" : "",
|
||
(dyn.m_nLoadFlags & CDynamicModelInfo::LOADING) ? " LOADING" : "",
|
||
(dyn.m_nLoadFlags & CDynamicModelInfo::LOCKED) ? " LOCKED" : "",
|
||
(dyn.m_nLoadFlags & CDynamicModelInfo::READY) ? " READY" : "" ,
|
||
(dyn.m_nLoadFlags & CDynamicModelInfo::COMBINED) ? " COMBINED" : "" );
|
||
}
|
||
|
||
Msg( "\n" );
|
||
|
||
g_pMDLCache->DebugCombinerInfo();
|
||
}
|