mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
250 lines
8.9 KiB
C++
250 lines
8.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
#if !defined( MOD_LOADER_H )
|
|
#define MOD_LOADER_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
struct model_t;
|
|
class IMaterial;
|
|
class IFileList;
|
|
class IModelLoadCallback;
|
|
|
|
#include "utlmemory.h"
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
abstract_class IModelLoader
|
|
{
|
|
public:
|
|
enum REFERENCETYPE
|
|
{
|
|
// The name is allocated, but nothing else is in memory or being referenced
|
|
FMODELLOADER_NOTLOADEDORREFERENCED = 0,
|
|
// The model has been loaded into memory
|
|
FMODELLOADER_LOADED = (1<<0),
|
|
|
|
// The model is being referenced by the server code
|
|
FMODELLOADER_SERVER = (1<<1),
|
|
// The model is being referenced by the client code
|
|
FMODELLOADER_CLIENT = (1<<2),
|
|
// The model is being referenced in the client .dll
|
|
FMODELLOADER_CLIENTDLL = (1<<3),
|
|
// The model is being referenced by static props
|
|
FMODELLOADER_STATICPROP = (1<<4),
|
|
// The model is a detail prop
|
|
FMODELLOADER_DETAILPROP = (1<<5),
|
|
// The model is dynamically loaded
|
|
FMODELLOADER_DYNSERVER = (1<<6),
|
|
FMODELLOADER_DYNCLIENT = (1<<7),
|
|
FMODELLOADER_DYNAMIC = FMODELLOADER_DYNSERVER | FMODELLOADER_DYNCLIENT,
|
|
|
|
FMODELLOADER_REFERENCEMASK = (FMODELLOADER_SERVER | FMODELLOADER_CLIENT | FMODELLOADER_CLIENTDLL | FMODELLOADER_STATICPROP | FMODELLOADER_DETAILPROP | FMODELLOADER_DYNAMIC ),
|
|
|
|
// The model was touched by the preload method
|
|
FMODELLOADER_TOUCHED_BY_PRELOAD = (1<<15),
|
|
// The model was loaded by the preload method, a postload fixup is required
|
|
FMODELLOADER_LOADED_BY_PRELOAD = (1<<16),
|
|
// The model touched its materials as part of its load
|
|
FMODELLOADER_TOUCHED_MATERIALS = (1<<17),
|
|
};
|
|
|
|
enum ReloadType_t
|
|
{
|
|
RELOAD_LOD_CHANGED = 0,
|
|
RELOAD_EVERYTHING,
|
|
RELOAD_REFRESH_MODELS,
|
|
};
|
|
|
|
// Start up modelloader subsystem
|
|
virtual void Init( void ) = 0;
|
|
virtual void Shutdown( void ) = 0;
|
|
|
|
virtual int GetCount( void ) = 0;
|
|
virtual model_t *GetModelForIndex( int i ) = 0;
|
|
|
|
// Look up name for model
|
|
virtual const char *GetName( const model_t *model ) = 0;
|
|
|
|
// Check for extra data, reload studio model if needed
|
|
virtual void *GetExtraData( model_t *model ) = 0;
|
|
|
|
// Get disk size for model
|
|
virtual int GetModelFileSize( const char *name ) = 0;
|
|
|
|
// Finds the model, and loads it if it isn't already present. Updates reference flags
|
|
virtual model_t *GetModelForName( const char *name, REFERENCETYPE referencetype ) = 0;
|
|
virtual model_t *ReferenceModel( const char *name, REFERENCETYPE referencetype ) = 0;
|
|
// Unmasks the referencetype field for the model
|
|
virtual void UnreferenceModel( model_t *model, REFERENCETYPE referencetype ) = 0;
|
|
// Unmasks the specified reference type across all models
|
|
virtual void UnreferenceAllModels( REFERENCETYPE referencetype ) = 0;
|
|
// Set all models to last loaded on server count -1
|
|
virtual void ResetModelServerCounts() = 0;
|
|
|
|
// For any models with referencetype blank, frees all memory associated with the model
|
|
// and frees up the models slot
|
|
virtual void UnloadUnreferencedModels( void ) = 0;
|
|
virtual void PurgeUnusedModels( void ) = 0;
|
|
virtual void UnloadModel( model_t *pModel ) = 0;
|
|
|
|
// On the client only, there is some information that is computed at the time we are just
|
|
// about to render the map the first time. If we don't change/unload the map, then we
|
|
// shouldn't have to recompute it each time we reconnect to the same map
|
|
virtual bool Map_GetRenderInfoAllocated( void ) = 0;
|
|
virtual void Map_SetRenderInfoAllocated( bool allocated ) = 0;
|
|
|
|
// Load all the displacements for rendering. Set bRestoring to true if we're recovering from an alt+tab.
|
|
virtual void Map_LoadDisplacements( model_t *model, bool bRestoring ) = 0;
|
|
|
|
// Print which models are in the cache/known
|
|
virtual void Print( void ) = 0;
|
|
|
|
// Validate version/header of a .bsp file
|
|
virtual bool Map_IsValid( char const *mapname, bool bQuiet = false ) = 0;
|
|
|
|
// Recomputes surface flags
|
|
virtual void RecomputeSurfaceFlags( model_t *mod ) = 0;
|
|
|
|
// Reloads all models
|
|
virtual void Studio_ReloadModels( ReloadType_t reloadType ) = 0;
|
|
|
|
// Is a model loaded?
|
|
virtual bool IsLoaded( const model_t *mod ) = 0;
|
|
|
|
virtual bool LastLoadedMapHasHDRLighting( void ) = 0;
|
|
|
|
// See CL_HandlePureServerWhitelist for what this is for.
|
|
virtual void ReloadFilesInList( IFileList *pFilesToReload ) = 0;
|
|
|
|
virtual const char *GetActiveMapName( void ) = 0;
|
|
|
|
// Called by app system once per frame to poll and update dynamic models
|
|
virtual void UpdateDynamicModels() = 0;
|
|
|
|
// Called by server and client engine code to flush unreferenced dynamic models
|
|
virtual void FlushDynamicModels() = 0;
|
|
|
|
// Called by server and client engine code to flush unreferenced dynamic models
|
|
virtual void ForceUnloadNonClientDynamicModels() = 0;
|
|
|
|
// Called by client code to load dynamic models, instead of GetModelForName.
|
|
virtual model_t *GetDynamicModel( const char *name, bool bClientOnly ) = 0;
|
|
|
|
// Called by client code to query dynamic model state
|
|
virtual bool IsDynamicModelLoading( model_t *pModel, bool bClientOnly ) = 0;
|
|
|
|
// Called by client code to refcount dynamic models
|
|
virtual void AddRefDynamicModel( model_t *pModel, bool bClientSideRef ) = 0;
|
|
virtual void ReleaseDynamicModel( model_t *pModel, bool bClientSideRef ) = 0;
|
|
|
|
// Called by client code
|
|
virtual bool RegisterModelLoadCallback( model_t *pModel, bool bClientOnly, IModelLoadCallback *pCallback, bool bCallImmediatelyIfLoaded = true ) = 0;
|
|
|
|
// Called by client code or IModelLoadCallback destructor
|
|
virtual void UnregisterModelLoadCallback( model_t *pModel, bool bClientOnly, IModelLoadCallback *pCallback ) = 0;
|
|
|
|
virtual void Client_OnServerModelStateChanged( model_t *pModel, bool bServerLoaded ) = 0;
|
|
};
|
|
|
|
extern IModelLoader *modelloader;
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Loads the lump to temporary memory and automatically cleans up the
|
|
// memory when it goes out of scope.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CMapLoadHelper
|
|
{
|
|
public:
|
|
CMapLoadHelper( int lumpToLoad );
|
|
~CMapLoadHelper( void );
|
|
|
|
// Get raw memory pointer
|
|
byte *LumpBase( void );
|
|
int LumpSize( void );
|
|
int LumpOffset( void );
|
|
int LumpVersion() const;
|
|
const char *GetMapName( void );
|
|
char *GetLoadName( void );
|
|
struct worldbrushdata_t *GetMap( void );
|
|
|
|
// Global setup/shutdown
|
|
static void Init( model_t *pMapModel, const char *pLoadname );
|
|
static void InitFromMemory( model_t *pMapModel, const void *pData, int nDataSize );
|
|
static void Shutdown( void );
|
|
static int GetRefCount( void );
|
|
|
|
// Free the lighting lump (increases free memory during loading on 360)
|
|
static void FreeLightingLump();
|
|
|
|
// Returns the size of a particular lump without loading it
|
|
static int LumpSize( int lumpId );
|
|
static int LumpOffset( int lumpId );
|
|
|
|
// Loads one element in a lump.
|
|
void LoadLumpElement( int nElemIndex, int nElemSize, void *pData );
|
|
void LoadLumpData( int offset, int size, void *pData );
|
|
|
|
private:
|
|
int m_nLumpSize;
|
|
int m_nLumpOffset;
|
|
int m_nLumpVersion;
|
|
byte *m_pRawData;
|
|
byte *m_pData;
|
|
byte *m_pUncompressedData;
|
|
|
|
// Handling for lump files
|
|
int m_nLumpID;
|
|
char m_szLumpFilename[MAX_PATH];
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Recomputes translucency for the model...
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void Mod_RecomputeTranslucency( model_t* mod, int nSkin, int nBody, void /*IClientRenderable*/ *pClientRenderable, float fInstanceAlphaModulate );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// game lumps
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int Mod_GameLumpSize( int lumpId );
|
|
int Mod_GameLumpVersion( int lumpId );
|
|
bool Mod_LoadGameLump( int lumpId, void* pBuffer, int size );
|
|
|
|
// returns the material count...
|
|
int Mod_GetMaterialCount( model_t* mod );
|
|
|
|
// returns the first n materials.
|
|
int Mod_GetModelMaterials( model_t* mod, int count, IMaterial** ppMaterial );
|
|
|
|
bool Mod_MarkWaterSurfaces( model_t *pModel );
|
|
|
|
void Mod_SetMaterialVarFlag( model_t *pModel, unsigned int flag, bool on );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Hooks the cache notify into the MDL cache system
|
|
//-----------------------------------------------------------------------------
|
|
void ConnectMDLCacheNotify( );
|
|
void DisconnectMDLCacheNotify( );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initialize studiomdl state
|
|
//-----------------------------------------------------------------------------
|
|
void InitStudioModelState( model_t *pModel );
|
|
|
|
extern bool g_bLoadedMapHasBakedPropLighting;
|
|
extern bool g_bBakedPropLightingNoSeparateHDR;
|
|
|
|
#endif // MOD_LOADER_H
|