mirror of
https://github.com/FWGS/xash3d-fwgs
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614 lines
12 KiB
C
614 lines
12 KiB
C
/*
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model.c - modelloader
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Copyright (C) 2007 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "mod_local.h"
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#include "sprite.h"
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#include "mathlib.h"
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#include "alias.h"
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#include "studio.h"
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#include "wadfile.h"
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#include "world.h"
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#include "enginefeatures.h"
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#include "client.h"
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#include "server.h"
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static model_info_t mod_crcinfo[MAX_MODELS];
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static model_t mod_known[MAX_MODELS];
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static int mod_numknown = 0;
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byte *com_studiocache; // cache for submodels
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convar_t *mod_studiocache;
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convar_t *r_wadtextures;
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convar_t *r_showhull;
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model_t *loadmodel;
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/*
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===============================================================================
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MOD COMMON UTILS
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===============================================================================
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*/
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/*
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================
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Mod_Modellist_f
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================
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*/
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static void Mod_Modellist_f( void )
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{
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int i, nummodels;
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model_t *mod;
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Con_Printf( "\n" );
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Con_Printf( "-----------------------------------\n" );
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for( i = nummodels = 0, mod = mod_known; i < mod_numknown; i++, mod++ )
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{
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if( !mod->name[0] )
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continue; // free slot
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Con_Printf( "%s\n", mod->name );
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nummodels++;
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}
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Con_Printf( "-----------------------------------\n" );
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Con_Printf( "%i total models\n", nummodels );
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Con_Printf( "\n" );
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}
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/*
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================
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Mod_FreeUserData
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================
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*/
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static void Mod_FreeUserData( model_t *mod )
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{
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// ignore submodels and freed models
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if( !mod->name[0] || mod->name[0] == '*' )
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return;
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if( Host_IsDedicated() )
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{
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if( svgame.physFuncs.Mod_ProcessUserData != NULL )
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{
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// let the server.dll free custom data
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svgame.physFuncs.Mod_ProcessUserData( mod, false, NULL );
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}
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}
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#ifndef XASH_DEDICATED
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else
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{
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ref.dllFuncs.Mod_ProcessRenderData( mod, false, NULL );
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}
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#endif
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}
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/*
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================
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Mod_FreeModel
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================
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*/
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void Mod_FreeModel( model_t *mod )
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{
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// already freed?
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if( !mod || !mod->name[0] )
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return;
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if( mod->type != mod_brush || mod->name[0] != '*' )
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{
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Mod_FreeUserData( mod );
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Mem_FreePool( &mod->mempool );
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}
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memset( mod, 0, sizeof( *mod ));
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}
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/*
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===============================================================================
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MODEL INITIALIZE\SHUTDOWN
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===============================================================================
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*/
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/*
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================
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Mod_Init
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================
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*/
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void Mod_Init( void )
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{
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com_studiocache = Mem_AllocPool( "Studio Cache" );
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mod_studiocache = Cvar_Get( "r_studiocache", "1", FCVAR_ARCHIVE, "enables studio cache for speedup tracing hitboxes" );
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r_wadtextures = Cvar_Get( "r_wadtextures", "0", 0, "completely ignore textures in the bsp-file if enabled" );
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r_showhull = Cvar_Get( "r_showhull", "0", 0, "draw collision hulls 1-3" );
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Cmd_AddCommand( "mapstats", Mod_PrintWorldStats_f, "show stats for currently loaded map" );
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Cmd_AddCommand( "modellist", Mod_Modellist_f, "display loaded models list" );
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Mod_ResetStudioAPI ();
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Mod_InitStudioHull ();
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}
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/*
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================
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Mod_FreeAll
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================
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*/
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void Mod_FreeAll( void )
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{
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int i;
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#ifndef XASH_DEDICATED
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Mod_ReleaseHullPolygons();
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#endif
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for( i = 0; i < mod_numknown; i++ )
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Mod_FreeModel( &mod_known[i] );
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mod_numknown = 0;
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}
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/*
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================
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Mod_ClearUserData
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================
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*/
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void Mod_ClearUserData( void )
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{
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int i;
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for( i = 0; i < mod_numknown; i++ )
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Mod_FreeUserData( &mod_known[i] );
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}
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/*
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================
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Mod_Shutdown
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================
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*/
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void Mod_Shutdown( void )
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{
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Mod_FreeAll();
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Mem_FreePool( &com_studiocache );
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}
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/*
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===============================================================================
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MODELS MANAGEMENT
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===============================================================================
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*/
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/*
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==================
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Mod_FindName
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never return NULL
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==================
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*/
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model_t *Mod_FindName( const char *filename, qboolean trackCRC )
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{
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char modname[MAX_QPATH];
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model_t *mod;
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int i;
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Q_strncpy( modname, filename, sizeof( modname ));
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// search the currently loaded models
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for( i = 0, mod = mod_known; i < mod_numknown; i++, mod++ )
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{
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if( !Q_stricmp( mod->name, modname ))
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{
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if( mod->mempool || mod->name[0] == '*' )
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mod->needload = NL_PRESENT;
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else mod->needload = NL_NEEDS_LOADED;
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return mod;
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}
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}
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// find a free model slot spot
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for( i = 0, mod = mod_known; i < mod_numknown; i++, mod++ )
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if( !mod->name[0] ) break; // this is a valid spot
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if( i == mod_numknown )
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{
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if( mod_numknown == MAX_MODELS )
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Host_Error( "MAX_MODELS limit exceeded (%d)\n", MAX_MODELS );
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mod_numknown++;
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}
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// copy name, so model loader can find model file
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Q_strncpy( mod->name, modname, sizeof( mod->name ));
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if( trackCRC ) mod_crcinfo[i].flags = FCRC_SHOULD_CHECKSUM;
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else mod_crcinfo[i].flags = 0;
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mod->needload = NL_NEEDS_LOADED;
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mod_crcinfo[i].initialCRC = 0;
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return mod;
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}
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/*
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==================
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Mod_LoadModel
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Loads a model into the cache
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==================
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*/
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model_t *Mod_LoadModel( model_t *mod, qboolean crash )
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{
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char tempname[MAX_QPATH];
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long length = 0;
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qboolean loaded;
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byte *buf;
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model_info_t *p;
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ASSERT( mod != NULL );
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// check if already loaded (or inline bmodel)
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if( mod->mempool || mod->name[0] == '*' )
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{
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mod->needload = NL_PRESENT;
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return mod;
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}
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ASSERT( mod->needload == NL_NEEDS_LOADED );
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// store modelname to show error
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Q_strncpy( tempname, mod->name, sizeof( tempname ));
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COM_FixSlashes( tempname );
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buf = FS_LoadFile( tempname, &length, false );
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if( !buf )
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{
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memset( mod, 0, sizeof( model_t ));
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if( crash ) Host_Error( "Could not load model %s from disk\n", tempname );
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else Con_Printf( S_ERROR "Could not load model %s from disk\n", tempname );
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return NULL;
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}
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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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{
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case IDSTUDIOHEADER:
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Mod_LoadStudioModel( mod, buf, &loaded );
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break;
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case IDSPRITEHEADER:
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Mod_LoadSpriteModel( mod, buf, &loaded, 0 );
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break;
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case IDALIASHEADER:
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// REFTODO: move server-related code here
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loaded = true;
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break;
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case Q1BSP_VERSION:
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case HLBSP_VERSION:
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case QBSP2_VERSION:
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Mod_LoadBrushModel( mod, buf, &loaded );
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// ref.dllFuncs.Mod_LoadModel( mod_brush, mod, buf, &loaded, 0 );
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break;
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default:
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Mem_Free( buf );
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if( crash ) Host_Error( "%s has unknown format\n", tempname );
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else Con_Printf( S_ERROR "%s has unknown format\n", tempname );
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return NULL;
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}
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if( loaded )
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{
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if( world.loading )
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SetBits( mod->flags, MODEL_WORLD ); // mark worldmodel
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if( Host_IsDedicated() )
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{
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if( svgame.physFuncs.Mod_ProcessUserData != NULL )
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{
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// let the server.dll load custom data
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svgame.physFuncs.Mod_ProcessUserData( mod, true, buf );
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}
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}
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#ifndef XASH_DEDICATED
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else
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{
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loaded = ref.dllFuncs.Mod_ProcessRenderData( mod, true, buf );
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}
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#endif
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}
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if( !loaded )
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{
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Mod_FreeModel( mod );
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Mem_Free( buf );
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if( crash ) Host_Error( "Could not load model %s\n", tempname );
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else Con_Printf( S_ERROR "Could not load model %s\n", tempname );
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return NULL;
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}
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p = &mod_crcinfo[mod - mod_known];
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mod->needload = NL_PRESENT;
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if( FBitSet( p->flags, FCRC_SHOULD_CHECKSUM ))
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{
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CRC32_t currentCRC;
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CRC32_Init( ¤tCRC );
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CRC32_ProcessBuffer( ¤tCRC, buf, length );
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currentCRC = CRC32_Final( currentCRC );
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if( FBitSet( p->flags, FCRC_CHECKSUM_DONE ))
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{
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if( currentCRC != p->initialCRC )
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Host_Error( "%s has a bad checksum\n", tempname );
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}
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else
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{
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SetBits( p->flags, FCRC_CHECKSUM_DONE );
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p->initialCRC = currentCRC;
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}
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}
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Mem_Free( buf );
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return mod;
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}
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/*
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==================
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Mod_ForName
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Loads in a model for the given name
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==================
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*/
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model_t *Mod_ForName( const char *name, qboolean crash, qboolean trackCRC )
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{
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model_t *mod;
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if( !COM_CheckString( name ))
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return NULL;
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mod = Mod_FindName( name, trackCRC );
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return Mod_LoadModel( mod, crash );
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}
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/*
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==================
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Mod_PurgeStudioCache
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free studio cache on change level
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==================
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*/
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static void Mod_PurgeStudioCache( void )
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{
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int i;
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// refresh hull data
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SetBits( r_showhull->flags, FCVAR_CHANGED );
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#ifndef XASH_DEDICATED
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Mod_ReleaseHullPolygons();
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#endif
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// release previois map
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Mod_FreeModel( mod_known ); // world is stuck on slot #0 always
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// we should release all the world submodels
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// and clear studio sequences
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for( i = 1; i < mod_numknown; i++ )
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{
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if( mod_known[i].type == mod_studio )
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mod_known[i].submodels = NULL;
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if( mod_known[i].name[0] == '*' )
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Mod_FreeModel( &mod_known[i] );
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mod_known[i].needload = NL_UNREFERENCED;
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}
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Mem_EmptyPool( com_studiocache );
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Mod_ClearStudioCache();
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}
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/*
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==================
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Mod_LoadWorld
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Loads in the map and all submodels
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==================
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*/
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model_t *Mod_LoadWorld( const char *name, qboolean preload )
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{
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model_t *pworld;
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// already loaded?
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if( !Q_stricmp( mod_known->name, name ))
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return mod_known;
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// free sequence files on studiomodels
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Mod_PurgeStudioCache();
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// load the newmap
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world.loading = true;
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pworld = Mod_FindName( name, false );
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if( preload ) Mod_LoadModel( pworld, true );
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world.loading = false;
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ASSERT( pworld == mod_known );
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return pworld;
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}
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/*
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==================
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Mod_FreeUnused
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Purge all unused models
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==================
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*/
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void Mod_FreeUnused( void )
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{
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model_t *mod;
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int i;
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// never tries to release worldmodel
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for( i = 1, mod = &mod_known[1]; i < mod_numknown; i++, mod++ )
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{
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if( mod->needload == NL_UNREFERENCED && COM_CheckString( mod->name ))
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Mod_FreeModel( mod );
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}
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}
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/*
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===============================================================================
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MODEL ROUTINES
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===============================================================================
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*/
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/*
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===============
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Mod_Calloc
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===============
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*/
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void *Mod_Calloc( int number, size_t size )
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{
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cache_user_t *cu;
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if( number <= 0 || size <= 0 ) return NULL;
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cu = (cache_user_t *)Mem_Calloc( com_studiocache, sizeof( cache_user_t ) + number * size );
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cu->data = (void *)cu; // make sure what cu->data is not NULL
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return cu;
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}
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/*
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===============
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Mod_CacheCheck
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===============
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*/
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void *Mod_CacheCheck( cache_user_t *c )
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{
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return Cache_Check( com_studiocache, c );
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}
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/*
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===============
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Mod_LoadCacheFile
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===============
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*/
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void Mod_LoadCacheFile( const char *filename, cache_user_t *cu )
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{
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char modname[MAX_QPATH];
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fs_offset_t size;
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byte *buf;
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Assert( cu != NULL );
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if( !COM_CheckString( filename ))
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return;
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Q_strncpy( modname, filename, sizeof( modname ));
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COM_FixSlashes( modname );
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buf = FS_LoadFile( modname, &size, false );
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if( !buf || !size ) Host_Error( "LoadCacheFile: ^1can't load %s^7\n", filename );
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cu->data = Mem_Malloc( com_studiocache, size );
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memcpy( cu->data, buf, size );
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Mem_Free( buf );
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}
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/*
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===============
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Mod_AliasExtradata
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===============
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*/
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void *Mod_AliasExtradata( model_t *mod )
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{
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if( mod && mod->type == mod_alias )
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return mod->cache.data;
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return NULL;
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}
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/*
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===============
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Mod_StudioExtradata
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===============
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*/
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void *Mod_StudioExtradata( model_t *mod )
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{
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if( mod && mod->type == mod_studio )
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return mod->cache.data;
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return NULL;
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}
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/*
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==================
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Mod_ValidateCRC
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==================
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*/
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qboolean Mod_ValidateCRC( const char *name, CRC32_t crc )
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{
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model_info_t *p;
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model_t *mod;
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mod = Mod_FindName( name, true );
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p = &mod_crcinfo[mod - mod_known];
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if( !FBitSet( p->flags, FCRC_CHECKSUM_DONE ))
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return true;
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if( p->initialCRC == crc )
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return true;
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return false;
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}
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/*
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==================
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Mod_NeedCRC
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==================
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*/
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void Mod_NeedCRC( const char *name, qboolean needCRC )
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{
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model_t *mod;
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model_info_t *p;
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mod = Mod_FindName( name, true );
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p = &mod_crcinfo[mod - mod_known];
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if( needCRC ) SetBits( p->flags, FCRC_SHOULD_CHECKSUM );
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else ClearBits( p->flags, FCRC_SHOULD_CHECKSUM );
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}
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/*
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==================
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Mod_Handle
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==================
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*/
|
|
model_t *GAME_EXPORT Mod_Handle( int handle )
|
|
{
|
|
if( handle < 0 || handle >= MAX_MODELS )
|
|
{
|
|
Con_Reportf( "Mod_Handle: bad handle #%i\n", handle );
|
|
return NULL;
|
|
}
|
|
return &mod_known[handle];
|
|
}
|