//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include <stdlib.h>
#include <tier0/dbg.h>
#include "interface.h"
#include "istudiorender.h"
#include "matsys.h"
#include "studio.h"
#include "optimize.h"
#include "cmdlib.h"
#include "studiomdl.h"
extern void MdlError( char const *pMsg, ... );
static CSysModule *g_pStudioRenderModule = NULL;
static IStudioRender *g_pStudioRender = NULL;
static void UpdateStudioRenderConfig( void );
static StudioRenderConfig_t s_StudioRenderConfig;
class CStudioDataCache : public CBaseAppSystem<IStudioDataCache>
{
public:
bool VerifyHeaders( studiohdr_t *pStudioHdr );
vertexFileHeader_t *CacheVertexData( studiohdr_t *pStudioHdr );
};
static CStudioDataCache g_StudioDataCache;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CStudioDataCache, IStudioDataCache, STUDIO_DATA_CACHE_INTERFACE_VERSION, g_StudioDataCache );
/*
=================
VerifyHeaders
Minimal presence and header validation, no data loads
Return true if successful, false otherwise.
=================
*/
bool CStudioDataCache::VerifyHeaders( studiohdr_t *pStudioHdr )
{
// default valid
return true;
}
/*
=================
CacheVertexData
Cache model's specified dynamic data
=================
*/
vertexFileHeader_t *CStudioDataCache::CacheVertexData( studiohdr_t *pStudioHdr )
{
// minimal implementation - return persisted data
return (vertexFileHeader_t*)pStudioHdr->pVertexBase;
}
void InitStudioRender( void )
{
if ( g_pStudioRenderModule )
return;
Assert( g_MatSysFactory );
g_pStudioRenderModule = g_pFullFileSystem->LoadModule( "StudioRender.dll" );
if( !g_pStudioRenderModule )
{
MdlError( "Can't load StudioRender.dll\n" );
}
CreateInterfaceFn studioRenderFactory = Sys_GetFactory( g_pStudioRenderModule );
if (!studioRenderFactory )
{
MdlError( "Can't get factory for StudioRender.dll\n" );
}
g_pStudioRender = ( IStudioRender * )studioRenderFactory( STUDIO_RENDER_INTERFACE_VERSION, NULL );
if (!g_pStudioRender)
{
MdlError( "Unable to init studio render system version %s\n", STUDIO_RENDER_INTERFACE_VERSION );
}
g_pStudioRender->Init( g_MatSysFactory, g_ShaderAPIFactory, g_ShaderAPIFactory, Sys_GetFactoryThis() );
UpdateStudioRenderConfig();
}
static void UpdateStudioRenderConfig( void )
{
memset( &s_StudioRenderConfig, 0, sizeof(s_StudioRenderConfig) );
s_StudioRenderConfig.eyeGloss = true;
s_StudioRenderConfig.bEyeMove = true;
s_StudioRenderConfig.fEyeShiftX = 0.0f;
s_StudioRenderConfig.fEyeShiftY = 0.0f;
s_StudioRenderConfig.fEyeShiftZ = 0.0f;
s_StudioRenderConfig.fEyeSize = 10.0f;
s_StudioRenderConfig.bSoftwareSkin = false;
s_StudioRenderConfig.bNoHardware = false;
s_StudioRenderConfig.bNoSoftware = false;
s_StudioRenderConfig.bTeeth = true;
s_StudioRenderConfig.drawEntities = true;
s_StudioRenderConfig.bFlex = true;
s_StudioRenderConfig.bEyes = true;
s_StudioRenderConfig.bWireframe = false;
s_StudioRenderConfig.SetNormals( false );
s_StudioRenderConfig.skin = 0;
s_StudioRenderConfig.maxDecalsPerModel = 0;
s_StudioRenderConfig.bWireframeDecals = false;
s_StudioRenderConfig.fullbright = false;
s_StudioRenderConfig.bSoftwareLighting = false;
s_StudioRenderConfig.pConDPrintf = Warning;
s_StudioRenderConfig.pConPrintf = Warning;
s_StudioRenderConfig.bShowEnvCubemapOnly = false;
g_pStudioRender->UpdateConfig( s_StudioRenderConfig );
}
void ShutdownStudioRender( void )
{
if ( !g_pStudioRenderModule )
return;
if ( g_pStudioRender )
{
g_pStudioRender->Shutdown();
}
g_pStudioRender = NULL;
g_pFullFileSystem->UnloadModule( g_pStudioRenderModule );
g_pStudioRenderModule = NULL;
}
void SpewPerfStats( studiohdr_t *pStudioHdr, const char *pFilename )
{
char fileName[260];
vertexFileHeader_t *pNewVvdHdr;
vertexFileHeader_t *pVvdHdr;
OptimizedModel::FileHeader_t *pVtxHdr;
DrawModelInfo_t drawModelInfo;
studiohwdata_t studioHWData;
int vvdSize;
const char *prefix[] = {".dx80.vtx", ".dx90.vtx", ".sw.vtx", ".xbox.vtx"};
if (!pStudioHdr->numbodyparts)
{
// no stats on these
return;
}
// Need to load up StudioRender.dll to spew perf stats.
InitStudioRender();
// persist the vvd data
Q_StripExtension( pFilename, fileName, sizeof( fileName ) );
strcat( fileName, ".vvd" );
if (FileExists( fileName ))
{
vvdSize = LoadFile( fileName, (void**)&pVvdHdr );
}
else
{
MdlError( "Could not open '%s'\n", fileName );
}
// validate header
if (pVvdHdr->id != MODEL_VERTEX_FILE_ID)
{
MdlError( "Bad id for '%s' (got %d expected %d)\n", fileName, pVvdHdr->id, MODEL_VERTEX_FILE_ID);
}
if (pVvdHdr->version != MODEL_VERTEX_FILE_VERSION)
{
MdlError( "Bad version for '%s' (got %d expected %d)\n", fileName, pVvdHdr->version, MODEL_VERTEX_FILE_VERSION);
}
if (pVvdHdr->checksum != pStudioHdr->checksum)
{
MdlError( "Bad checksum for '%s' (got %d expected %d)\n", fileName, pVvdHdr->checksum, pStudioHdr->checksum);
}
if (pVvdHdr->numFixups)
{
// need to perform mesh relocation fixups
// allocate a new copy
pNewVvdHdr = (vertexFileHeader_t *)malloc( vvdSize );
if (!pNewVvdHdr)
{
MdlError( "Error allocating %d bytes for Vertex File '%s'\n", vvdSize, fileName );
}
Studio_LoadVertexes( pVvdHdr, pNewVvdHdr, 0, true );
// discard original
free( pVvdHdr );
pVvdHdr = pNewVvdHdr;
}
// iterate all ???.vtx files
for (int j=0; j<sizeof(prefix)/sizeof(prefix[0]); j++)
{
// make vtx filename
Q_StripExtension( pFilename, fileName, sizeof( fileName ) );
strcat( fileName, prefix[j] );
printf( "\n" );
printf( "Performance Stats: %s\n", fileName );
printf( "------------------\n" );
// persist the vtx data
if (FileExists(fileName))
{
LoadFile( fileName, (void**)&pVtxHdr );
}
else
{
MdlError( "Could not open '%s'\n", fileName );
}
// validate header
if (pVtxHdr->version != OPTIMIZED_MODEL_FILE_VERSION)
{
MdlError( "Bad version for '%s' (got %d expected %d)\n", fileName, pVtxHdr->version, OPTIMIZED_MODEL_FILE_VERSION );
}
if (pVtxHdr->checkSum != pStudioHdr->checksum)
{
MdlError( "Bad checksum for '%s' (got %d expected %d)\n", fileName, pVtxHdr->checkSum, pStudioHdr->checksum );
}
// studio render will request these through cache interface
pStudioHdr->pVertexBase = (void *)pVvdHdr;
pStudioHdr->pIndexBase = (void *)pVtxHdr;
g_pStudioRender->LoadModel( pStudioHdr, pVtxHdr, &studioHWData );
memset( &drawModelInfo, 0, sizeof( DrawModelInfo_t ) );
drawModelInfo.m_pStudioHdr = pStudioHdr;
drawModelInfo.m_pHardwareData = &studioHWData;
int i;
for( i = studioHWData.m_RootLOD; i < studioHWData.m_NumLODs; i++ )
{
CUtlBuffer statsOutput( 0, 0, true /* text */ );
printf( "LOD: %d\n", i );
drawModelInfo.m_Lod = i;
g_pStudioRender->GetPerfStats( drawModelInfo, &statsOutput );
printf( "\tactual tris: %d\n", ( int )drawModelInfo.m_ActualTriCount );
printf( "\ttexture memory bytes: %d\n", ( int )drawModelInfo.m_TextureMemoryBytes );
printf( ( char * )statsOutput.Base() );
}
g_pStudioRender->UnloadModel( &studioHWData );
free(pVtxHdr);
}
if (pVvdHdr)
free(pVvdHdr);
}