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https://github.com/FWGS/xash3d-fwgs
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engine: mod_studio: reduce dependency on global loadmodel pointer, make it private for brush model loader
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@ -210,6 +210,8 @@ static mlumpinfo_t extlumps[EXTRA_LUMPS] =
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{ LUMP_SHADOWMAP, 0, MAX_MAP_LIGHTING / 3, sizeof( byte ), -1, "shadowmap", USE_EXTRAHEADER, (const void **)&srcmodel.shadowdata, &srcmodel.shadowdatasize },
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};
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static model_t *loadmodel;
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/*
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===============================================================================
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@ -3151,6 +3153,8 @@ void Mod_LoadBrushModel( model_t *mod, const void *buffer, qboolean *loaded )
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{
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char poolname[MAX_VA_STRING];
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loadmodel = mod;
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Q_snprintf( poolname, sizeof( poolname ), "^2%s^7", loadmodel->name );
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if( loaded ) *loaded = false;
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@ -118,7 +118,6 @@ typedef struct world_static_s
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#ifndef REF_DLL
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extern world_static_t world;
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extern poolhandle_t com_studiocache;
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extern model_t *loadmodel;
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extern convar_t mod_studiocache;
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extern convar_t r_wadtextures;
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extern convar_t r_showhull;
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@ -851,11 +851,11 @@ void Mod_LoadStudioModel( model_t *mod, const void *buffer, qboolean *loaded )
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char poolname[MAX_VA_STRING];
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studiohdr_t *phdr;
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Q_snprintf( poolname, sizeof( poolname ), "^2%s^7", loadmodel->name );
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Q_snprintf( poolname, sizeof( poolname ), "^2%s^7", mod->name );
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if( loaded ) *loaded = false;
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loadmodel->mempool = Mem_AllocPool( poolname );
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loadmodel->type = mod_studio;
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mod->mempool = Mem_AllocPool( poolname );
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mod->type = mod_studio;
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phdr = R_StudioLoadHeader( mod, buffer );
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if( !phdr ) return; // bad model
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@ -886,9 +886,9 @@ void Mod_LoadStudioModel( model_t *mod, const void *buffer, qboolean *loaded )
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// give space for textures and skinrefs
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size1 = thdr->numtextures * sizeof( mstudiotexture_t );
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size2 = thdr->numskinfamilies * thdr->numskinref * sizeof( short );
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mod->cache.data = Mem_Calloc( loadmodel->mempool, phdr->length + size1 + size2 );
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memcpy( loadmodel->cache.data, buffer, phdr->length ); // copy main mdl buffer
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phdr = (studiohdr_t *)loadmodel->cache.data; // get the new pointer on studiohdr
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mod->cache.data = Mem_Calloc( mod->mempool, phdr->length + size1 + size2 );
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memcpy( mod->cache.data, buffer, phdr->length ); // copy main mdl buffer
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phdr = (studiohdr_t *)mod->cache.data; // get the new pointer on studiohdr
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phdr->numskinfamilies = thdr->numskinfamilies;
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phdr->numtextures = thdr->numtextures;
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phdr->numskinref = thdr->numskinref;
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@ -905,52 +905,52 @@ void Mod_LoadStudioModel( model_t *mod, const void *buffer, qboolean *loaded )
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else
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{
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// NOTE: don't modify source buffer because it's used for CRC computing
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loadmodel->cache.data = Mem_Calloc( loadmodel->mempool, phdr->length );
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memcpy( loadmodel->cache.data, buffer, phdr->length );
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phdr = (studiohdr_t *)loadmodel->cache.data; // get the new pointer on studiohdr
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mod->cache.data = Mem_Calloc( mod->mempool, phdr->length );
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memcpy( mod->cache.data, buffer, phdr->length );
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phdr = (studiohdr_t *)mod->cache.data; // get the new pointer on studiohdr
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#if !XASH_DEDICATED
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ref.dllFuncs.Mod_StudioLoadTextures( mod, phdr );
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#endif
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// NOTE: we wan't keep raw textures in memory. just cutoff model pointer above texture base
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loadmodel->cache.data = Mem_Realloc( loadmodel->mempool, loadmodel->cache.data, phdr->texturedataindex );
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phdr = (studiohdr_t *)loadmodel->cache.data; // get the new pointer on studiohdr
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mod->cache.data = Mem_Realloc( mod->mempool, mod->cache.data, phdr->texturedataindex );
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phdr = (studiohdr_t *)mod->cache.data; // get the new pointer on studiohdr
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phdr->length = phdr->texturedataindex; // update model size
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}
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}
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else
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{
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// just copy model into memory
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loadmodel->cache.data = Mem_Calloc( loadmodel->mempool, phdr->length );
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memcpy( loadmodel->cache.data, buffer, phdr->length );
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mod->cache.data = Mem_Calloc( mod->mempool, phdr->length );
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memcpy( mod->cache.data, buffer, phdr->length );
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phdr = loadmodel->cache.data;
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phdr = mod->cache.data;
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}
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// setup bounding box
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if( !VectorCompare( vec3_origin, phdr->bbmin ))
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{
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// clipping bounding box
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VectorCopy( phdr->bbmin, loadmodel->mins );
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VectorCopy( phdr->bbmax, loadmodel->maxs );
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VectorCopy( phdr->bbmin, mod->mins );
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VectorCopy( phdr->bbmax, mod->maxs );
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}
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else if( !VectorCompare( vec3_origin, phdr->min ))
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{
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// movement bounding box
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VectorCopy( phdr->min, loadmodel->mins );
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VectorCopy( phdr->max, loadmodel->maxs );
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VectorCopy( phdr->min, mod->mins );
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VectorCopy( phdr->max, mod->maxs );
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}
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else
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{
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// well compute bounds from vertices and round to nearest even values
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Mod_StudioComputeBounds( phdr, loadmodel->mins, loadmodel->maxs, true );
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RoundUpHullSize( loadmodel->mins );
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RoundUpHullSize( loadmodel->maxs );
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Mod_StudioComputeBounds( phdr, mod->mins, mod->maxs, true );
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RoundUpHullSize( mod->mins );
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RoundUpHullSize( mod->maxs );
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}
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loadmodel->numframes = Mod_StudioBodyVariations( loadmodel );
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loadmodel->radius = RadiusFromBounds( loadmodel->mins, loadmodel->maxs );
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loadmodel->flags = phdr->flags; // copy header flags
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mod->numframes = Mod_StudioBodyVariations( mod );
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mod->radius = RadiusFromBounds( mod->mins, mod->maxs );
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mod->flags = phdr->flags; // copy header flags
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if( loaded ) *loaded = true;
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}
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@ -31,7 +31,6 @@ poolhandle_t com_studiocache; // cache for submodels
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CVAR_DEFINE( mod_studiocache, "r_studiocache", "1", FCVAR_ARCHIVE, "enables studio cache for speedup tracing hitboxes" );
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CVAR_DEFINE_AUTO( r_wadtextures, "0", 0, "completely ignore textures in the bsp-file if enabled" );
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CVAR_DEFINE_AUTO( r_showhull, "0", 0, "draw collision hulls 1-3" );
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model_t *loadmodel;
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/*
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===============================================================================
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@ -287,7 +286,6 @@ model_t *Mod_LoadModel( model_t *mod, qboolean crash )
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Con_Reportf( "loading %s\n", mod->name );
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mod->needload = NL_PRESENT;
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mod->type = mod_bad;
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loadmodel = mod;
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// call the apropriate loader
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switch( *(uint *)buf )
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