Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// $Header: $
// $NoKeywords: $
//
// model loading and caching
//
//=============================================================================
#ifndef IMDLCACHE_H
#define IMDLCACHE_H
#ifdef _WIN32
#pragma once
#endif
#include "appframework/IAppSystem.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct studiohdr_t;
struct studiohwdata_t;
struct vcollide_t;
struct virtualmodel_t;
struct vertexFileHeader_t;
namespace OptimizedModel
{
struct FileHeader_t;
}
//-----------------------------------------------------------------------------
// Reference to a loaded studiomdl
//-----------------------------------------------------------------------------
typedef unsigned short MDLHandle_t;
enum
{
MDLHANDLE_INVALID = (MDLHandle_t)~0
};
//-----------------------------------------------------------------------------
// Cache data types
//-----------------------------------------------------------------------------
enum MDLCacheDataType_t
{
// Callbacks to get called when data is loaded or unloaded for these:
MDLCACHE_STUDIOHDR = 0,
MDLCACHE_STUDIOHWDATA,
MDLCACHE_VCOLLIDE,
// Callbacks NOT called when data is loaded or unloaded for these:
MDLCACHE_ANIMBLOCK,
MDLCACHE_VIRTUALMODEL,
MDLCACHE_VERTEXES,
MDLCACHE_DECODEDANIMBLOCK,
};
abstract_class IMDLCacheNotify
{
public:
// Called right after the data is loaded
virtual void OnDataLoaded( MDLCacheDataType_t type, MDLHandle_t handle ) = 0;
// Called right before the data is unloaded
virtual void OnDataUnloaded( MDLCacheDataType_t type, MDLHandle_t handle ) = 0;
};
//-----------------------------------------------------------------------------
// Flags for flushing
//-----------------------------------------------------------------------------
enum MDLCacheFlush_t
{
MDLCACHE_FLUSH_STUDIOHDR = 0x01,
MDLCACHE_FLUSH_STUDIOHWDATA = 0x02,
MDLCACHE_FLUSH_VCOLLIDE = 0x04,
MDLCACHE_FLUSH_ANIMBLOCK = 0x08,
MDLCACHE_FLUSH_VIRTUALMODEL = 0x10,
MDLCACHE_FLUSH_AUTOPLAY = 0x20,
MDLCACHE_FLUSH_VERTEXES = 0x40,
MDLCACHE_FLUSH_IGNORELOCK = 0x80000000,
MDLCACHE_FLUSH_ALL = 0xFFFFFFFF
};
/*
#define MDLCACHE_INTERFACE_VERSION_4 "MDLCache004"
namespace MDLCacheV4
{
abstract_class IMDLCache : public IAppSystem
{
public:
// Used to install callbacks for when data is loaded + unloaded
virtual void SetCacheNotify( IMDLCacheNotify *pNotify ) = 0;
// NOTE: This assumes the "GAME" path if you don't use
// the UNC method of specifying files. This will also increment
// the reference count of the MDL
virtual MDLHandle_t FindMDL( const char *pMDLRelativePath ) = 0;
// Reference counting
virtual int AddRef( MDLHandle_t handle ) = 0;
virtual int Release( MDLHandle_t handle ) = 0;
// Gets at the various data associated with a MDL
virtual studiohdr_t *GetStudioHdr( MDLHandle_t handle ) = 0;
virtual studiohwdata_t *GetHardwareData( MDLHandle_t handle ) = 0;
virtual vcollide_t *GetVCollide( MDLHandle_t handle ) = 0;
virtual unsigned char *GetAnimBlock( MDLHandle_t handle, int nBlock ) = 0;
virtual virtualmodel_t *GetVirtualModel( MDLHandle_t handle ) = 0;
virtual int GetAutoplayList( MDLHandle_t handle, unsigned short **pOut ) = 0;
virtual vertexFileHeader_t *GetVertexData( MDLHandle_t handle ) = 0;
// Brings all data associated with an MDL into memory
virtual void TouchAllData( MDLHandle_t handle ) = 0;
// Gets/sets user data associated with the MDL
virtual void SetUserData( MDLHandle_t handle, void* pData ) = 0;
virtual void *GetUserData( MDLHandle_t handle ) = 0;
// Is this MDL using the error model?
virtual bool IsErrorModel( MDLHandle_t handle ) = 0;
// Flushes the cache, force a full discard
virtual void Flush( int nFlushFlags = MDLCACHE_FLUSH_ALL ) = 0;
// Flushes a particular model out of memory
virtual void Flush( MDLHandle_t handle, int nFlushFlags = MDLCACHE_FLUSH_ALL ) = 0;
// Returns the name of the model (its relative path)
virtual const char *GetModelName( MDLHandle_t handle ) = 0;
// faster access when you already have the studiohdr
virtual virtualmodel_t *GetVirtualModelFast( const studiohdr_t *pStudioHdr, MDLHandle_t handle ) = 0;
// all cache entries that subsequently allocated or successfully checked
// are considered "locked" and will not be freed when additional memory is needed
virtual void BeginLock() = 0;
// reset all protected blocks to normal
virtual void EndLock() = 0;
// returns a pointer to a counter that is incremented every time the cache has been out of the locked state (EVIL)
virtual int *GetFrameUnlockCounterPtr() = 0;
// Finish all pending async operations
virtual void FinishPendingLoads() = 0;
};
}
*/
//-----------------------------------------------------------------------------
// The main MDL cacher
//-----------------------------------------------------------------------------
#define MDLCACHE_INTERFACE_VERSION "MDLCache004"
abstract_class IMDLCache : public IAppSystem
{
public:
// Used to install callbacks for when data is loaded + unloaded
// Returns the prior notify
virtual void SetCacheNotify( IMDLCacheNotify *pNotify ) = 0;
// NOTE: This assumes the "GAME" path if you don't use
// the UNC method of specifying files. This will also increment
// the reference count of the MDL
virtual MDLHandle_t FindMDL( const char *pMDLRelativePath ) = 0;
// Reference counting
virtual int AddRef( MDLHandle_t handle ) = 0;
virtual int Release( MDLHandle_t handle ) = 0;
virtual int GetRef( MDLHandle_t handle ) = 0;
// Gets at the various data associated with a MDL
virtual studiohdr_t *GetStudioHdr( MDLHandle_t handle ) = 0;
virtual studiohwdata_t *GetHardwareData( MDLHandle_t handle ) = 0;
virtual vcollide_t *GetVCollide( MDLHandle_t handle ) = 0;
virtual unsigned char *GetAnimBlock( MDLHandle_t handle, int nBlock ) = 0;
virtual virtualmodel_t *GetVirtualModel( MDLHandle_t handle ) = 0;
virtual int GetAutoplayList( MDLHandle_t handle, unsigned short **pOut ) = 0;
virtual vertexFileHeader_t *GetVertexData( MDLHandle_t handle ) = 0;
// Brings all data associated with an MDL into memory
virtual void TouchAllData( MDLHandle_t handle ) = 0;
// Gets/sets user data associated with the MDL
virtual void SetUserData( MDLHandle_t handle, void* pData ) = 0;
virtual void *GetUserData( MDLHandle_t handle ) = 0;
// Is this MDL using the error model?
virtual bool IsErrorModel( MDLHandle_t handle ) = 0;
// Flushes the cache, force a full discard
virtual void Flush( MDLCacheFlush_t nFlushFlags = MDLCACHE_FLUSH_ALL ) = 0;
// Flushes a particular model out of memory
virtual void Flush( MDLHandle_t handle, int nFlushFlags = MDLCACHE_FLUSH_ALL ) = 0;
// Returns the name of the model (its relative path)
virtual const char *GetModelName( MDLHandle_t handle ) = 0;
// faster access when you already have the studiohdr
virtual virtualmodel_t *GetVirtualModelFast( const studiohdr_t *pStudioHdr, MDLHandle_t handle ) = 0;
// all cache entries that subsequently allocated or successfully checked
// are considered "locked" and will not be freed when additional memory is needed
virtual void BeginLock() = 0;
// reset all protected blocks to normal
virtual void EndLock() = 0;
// returns a pointer to a counter that is incremented every time the cache has been out of the locked state (EVIL)
virtual int *GetFrameUnlockCounterPtrOLD() = 0;
// Finish all pending async operations
virtual void FinishPendingLoads() = 0;
virtual vcollide_t *GetVCollideEx( MDLHandle_t handle, bool synchronousLoad = true ) = 0;
virtual bool GetVCollideSize( MDLHandle_t handle, int *pVCollideSize ) = 0;
virtual bool GetAsyncLoad( MDLCacheDataType_t type ) = 0;
virtual bool SetAsyncLoad( MDLCacheDataType_t type, bool bAsync ) = 0;
virtual void BeginMapLoad() = 0;
virtual void EndMapLoad() = 0;
virtual void MarkAsLoaded( MDLHandle_t handle ) = 0;
virtual void InitPreloadData( bool rebuild ) = 0;
virtual void ShutdownPreloadData() = 0;
virtual bool IsDataLoaded( MDLHandle_t handle, MDLCacheDataType_t type ) = 0;
virtual int *GetFrameUnlockCounterPtr( MDLCacheDataType_t type ) = 0;
virtual studiohdr_t *LockStudioHdr( MDLHandle_t handle ) = 0;
virtual void UnlockStudioHdr( MDLHandle_t handle ) = 0;
virtual bool PreloadModel( MDLHandle_t handle ) = 0;
// Hammer uses this. If a model has an error loading in GetStudioHdr, then it is flagged
// as an error model and any further attempts to load it will just get the error model.
// That is, until you call this function. Then it will load the correct model.
virtual void ResetErrorModelStatus( MDLHandle_t handle ) = 0;
virtual void MarkFrame() = 0;
};
//-----------------------------------------------------------------------------
// Critical section helper code
//-----------------------------------------------------------------------------
class CMDLCacheCriticalSection
{
public:
CMDLCacheCriticalSection( IMDLCache *pCache ) : m_pCache( pCache )
{
m_pCache->BeginLock();
}
~CMDLCacheCriticalSection()
{
m_pCache->EndLock();
}
private:
IMDLCache *m_pCache;
};
#define MDCACHE_FINE_GRAINED 1
#if defined(MDCACHE_FINE_GRAINED)
#define MDLCACHE_CRITICAL_SECTION_( pCache ) CMDLCacheCriticalSection cacheCriticalSection(pCache)
#define MDLCACHE_COARSE_LOCK_( pCache ) ((void)(0))
#elif defined(MDLCACHE_LEVEL_LOCKED)
#define MDLCACHE_CRITICAL_SECTION_( pCache ) ((void)(0))
#define MDLCACHE_COARSE_LOCK_( pCache ) ((void)(0))
#else
#define MDLCACHE_CRITICAL_SECTION_( pCache ) ((void)(0))
#define MDLCACHE_COARSE_LOCK_( pCache ) CMDLCacheCriticalSection cacheCriticalSection(pCache)
#endif
#define MDLCACHE_CRITICAL_SECTION() MDLCACHE_CRITICAL_SECTION_(mdlcache)
#define MDLCACHE_COARSE_LOCK() MDLCACHE_COARSE_LOCK_(mdlcache)
#endif // IMDLCACHE_H