engine: move studio model truncation into separate function, disable it by default

This commit is contained in:
Alibek Omarov 2024-06-10 13:31:06 +03:00
parent 87840ce91d
commit f047749e61
1 changed files with 54 additions and 53 deletions

View File

@ -841,6 +841,22 @@ static studiohdr_t *R_StudioLoadHeader( model_t *mod, const void *buffer )
return (studiohdr_t *)buffer;
}
static studiohdr_t *Mod_MaybeTruncateStudioTextureData( model_t *mod )
{
#if XASH_LOW_MEMORY
studiohdr_t *phdr = (studiohdr_t *)mod->cache.data;
mod->cache.data = Mem_Realloc( mod->mempool, mod->cache.data, phdr->texturedataindex );
phdr = (studiohdr_t *)mod->cache.data; // get the new pointer on studiohdr
phdr->length = phdr->texturedataindex; // update model size
return phdr;
#else
// NOTE: some mods potentially might require full studio model data
return (studiohdr_t *)mod->cache.data;
#endif
}
/*
=================
Mod_LoadStudioModel
@ -860,73 +876,58 @@ void Mod_LoadStudioModel( model_t *mod, const void *buffer, qboolean *loaded )
phdr = R_StudioLoadHeader( mod, buffer );
if( !phdr ) return; // bad model
if( !Host_IsDedicated() )
if( !Host_IsDedicated( ) && phdr->numtextures == 0 )
{
if( phdr->numtextures == 0 )
studiohdr_t *thdr;
void *buffer2;
buffer2 = FS_LoadFile( Mod_StudioTexName( mod->name ), NULL, false );
thdr = R_StudioLoadHeader( mod, buffer2 );
if( thdr != NULL )
{
studiohdr_t *thdr;
byte *in, *out;
void *buffer2 = NULL;
size_t size1, size2;
byte *in, *out;
size_t size1, size2;
buffer2 = FS_LoadFile( Mod_StudioTexName( mod->name ), NULL, false );
thdr = R_StudioLoadHeader( mod, buffer2 );
if( !thdr )
{
Con_Printf( S_WARN "Mod_LoadStudioModel: %s missing textures file\n", mod->name );
if( buffer2 ) Mem_Free( buffer2 );
}
else
{
#if !XASH_DEDICATED
ref.dllFuncs.Mod_StudioLoadTextures( mod, thdr );
#endif
// give space for textures and skinrefs
size1 = thdr->numtextures * sizeof( mstudiotexture_t );
size2 = thdr->numskinfamilies * thdr->numskinref * sizeof( short );
mod->cache.data = Mem_Calloc( mod->mempool, phdr->length + size1 + size2 );
memcpy( mod->cache.data, buffer, phdr->length ); // copy main mdl buffer
phdr = (studiohdr_t *)mod->cache.data; // get the new pointer on studiohdr
phdr->numskinfamilies = thdr->numskinfamilies;
phdr->numtextures = thdr->numtextures;
phdr->numskinref = thdr->numskinref;
phdr->textureindex = phdr->length;
phdr->skinindex = phdr->textureindex + size1;
in = (byte *)thdr + thdr->textureindex;
out = (byte *)phdr + phdr->textureindex;
memcpy( out, in, size1 + size2 ); // copy textures + skinrefs
phdr->length += size1 + size2;
Mem_Free( buffer2 ); // release T.mdl
}
}
else
{
// NOTE: don't modify source buffer because it's used for CRC computing
mod->cache.data = Mem_Calloc( mod->mempool, phdr->length );
memcpy( mod->cache.data, buffer, phdr->length );
// give space for textures and skinrefs
size1 = thdr->numtextures * sizeof( mstudiotexture_t );
size2 = thdr->numskinfamilies * thdr->numskinref * sizeof( short );
mod->cache.data = Mem_Calloc( mod->mempool, phdr->length + size1 + size2 );
memcpy( mod->cache.data, buffer, phdr->length ); // copy main mdl buffer
phdr = (studiohdr_t *)mod->cache.data; // get the new pointer on studiohdr
#if !XASH_DEDICATED
ref.dllFuncs.Mod_StudioLoadTextures( mod, phdr );
#endif
phdr->numskinfamilies = thdr->numskinfamilies;
phdr->numtextures = thdr->numtextures;
phdr->numskinref = thdr->numskinref;
phdr->textureindex = phdr->length;
phdr->skinindex = phdr->textureindex + size1;
// NOTE: we wan't keep raw textures in memory. just cutoff model pointer above texture base
mod->cache.data = Mem_Realloc( mod->mempool, mod->cache.data, phdr->texturedataindex );
phdr = (studiohdr_t *)mod->cache.data; // get the new pointer on studiohdr
phdr->length = phdr->texturedataindex; // update model size
in = (byte *)thdr + thdr->textureindex;
out = (byte *)phdr + phdr->textureindex;
memcpy( out, in, size1 + size2 ); // copy textures + skinrefs
phdr->length += size1 + size2;
}
else Con_Printf( S_WARN "%s: %s missing textures file\n", __func__, mod->name );
if( buffer2 )
Mem_Free( buffer2 ); // release T.mdl
}
else
{
// just copy model into memory
// NOTE: don't modify source buffer because it's used for CRC computing
mod->cache.data = Mem_Calloc( mod->mempool, phdr->length );
memcpy( mod->cache.data, buffer, phdr->length );
phdr = mod->cache.data;
}
#if !XASH_DEDICATED
if( !Host_IsDedicated( ))
ref.dllFuncs.Mod_StudioLoadTextures( mod, phdr );
#endif
// NOTE: we may not want to keep raw textures in memory. just cutoff model pointer above texture base
phdr = Mod_MaybeTruncateStudioTextureData( mod );
// setup bounding box
if( !VectorCompare( vec3_origin, phdr->bbmin ))
{