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modelcompiler.cpp
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modelcompiler.cpp
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// Copyright © 2008-2024 Pioneer Developers. See AUTHORS.txt for details
// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
#include "buildopts.h"
#include "core/Log.h"
#include "utils.h"
#include <cstdio>
#include <cstdlib>
#include "scenegraph/SceneGraph.h"
#include "FileSystem.h"
#include "GameConfig.h"
#include "GameSaveError.h"
#include "JobQueue.h"
#include "ModManager.h"
#include "StringF.h"
#include "core/OS.h"
#include "graphics/Drawables.h"
#include "graphics/Graphics.h"
#include "graphics/Light.h"
#include "graphics/Renderer.h"
#include "graphics/Texture.h"
#include "graphics/TextureBuilder.h"
#include "graphics/VertexArray.h"
#include "graphics/dummy/RendererDummy.h"
#include "scenegraph/BinaryConverter.h"
#include "scenegraph/DumpVisitor.h"
#include "scenegraph/FindNodeVisitor.h"
#include <sstream>
#include <SDL.h>
std::unique_ptr<GameConfig> s_config;
std::unique_ptr<Graphics::Renderer> s_renderer;
//#define USES_THREADS
#ifdef USES_THREADS
std::unique_ptr<AsyncJobQueue> asyncJobQueue;
#endif
static const std::string s_dummyPath("");
// fwd decl'
void RunCompiler(const std::string &modelName, const std::string &filepath, const bool bInPlace);
// ********************************************************************************
// Overloaded PureJob class to handle compiling each model
// ********************************************************************************
class CompileJob : public Job {
public:
CompileJob(){};
CompileJob(const std::string &name, const std::string &path, const bool inPlace) :
m_name(name),
m_path(path),
m_inPlace(inPlace) {}
virtual void OnRun() override final { RunCompiler(m_name, m_path, m_inPlace); } // RUNS IN ANOTHER THREAD!! MUST BE THREAD SAFE!
virtual void OnFinish() override final {}
virtual void OnCancel() override final {}
protected:
std::string m_name;
std::string m_path;
bool m_inPlace;
};
// ********************************************************************************
// functions
// ********************************************************************************
void SetupRenderer()
{
PROFILE_SCOPED()
s_config.reset(new GameConfig);
Log::GetLog()->SetLogFile("modelcompiler.log");
//init components
FileSystem::userFiles.MakeDirectory(""); // ensure the config directory exists
static const Uint32 sdl_init_nothing = 0;
if (SDL_Init(sdl_init_nothing) < 0)
Error("SDL initialization failed: %s\n", SDL_GetError());
ModManager::Init();
Graphics::RendererDummy::RegisterRenderer();
//video
Graphics::Settings videoSettings = {};
videoSettings.rendererType = Graphics::RENDERER_DUMMY;
videoSettings.width = s_config->Int("ScrWidth");
videoSettings.height = s_config->Int("ScrHeight");
videoSettings.fullscreen = false;
videoSettings.hidden = true;
videoSettings.requestedSamples = s_config->Int("AntiAliasingMode");
videoSettings.vsync = false;
videoSettings.useTextureCompression = true;
videoSettings.useAnisotropicFiltering = true;
videoSettings.iconFile = OS::GetIconFilename();
videoSettings.title = "Model Compiler";
s_renderer.reset(Graphics::Init(videoSettings));
#ifdef USES_THREADS
// get threads up
Uint32 numThreads = s_config->Int("WorkerThreads");
const int numCores = OS::GetNumCores();
assert(numCores > 0);
if (numThreads == 0)
numThreads = std::max(Uint32(numCores), 1U); // this is a tool, we can use all of the cores for processing unlike Pioneer
asyncJobQueue.reset(new AsyncJobQueue(numThreads));
Output("started %d worker threads\n", numThreads);
#endif
}
void RunCompiler(const std::string &modelName, const std::string &filepath, const bool bInPlace)
{
PROFILE_SCOPED()
Profiler::Timer timer;
timer.Start();
Output("\n---\nStarting compiler for (%s)\n", modelName.c_str());
//load the current model in a pristine state (no navlights, shields...)
//and then save it into binary
std::unique_ptr<SceneGraph::Model> model;
try {
SceneGraph::Loader ld(s_renderer.get(), true, false);
model.reset(ld.LoadModel(modelName));
//dump warnings
for (std::vector<std::string>::const_iterator it = ld.GetLogMessages().begin();
it != ld.GetLogMessages().end(); ++it) {
Output("%s\n", (*it).c_str());
}
} catch (...) {
//minimal error handling, this is not expected to happen since we got this far.
return;
}
try {
const std::string DataPath = FileSystem::NormalisePath(filepath.substr(0, filepath.size() - 6));
SceneGraph::BinaryConverter bc(s_renderer.get());
bc.Save(modelName, DataPath, model.get(), bInPlace);
} catch (const CouldNotOpenFileException &) {
} catch (const CouldNotWriteToFileException &) {
}
timer.Stop();
Output("Compiling \"%s\" took: %lf\n", modelName.c_str(), timer.millicycles());
}
// ********************************************************************************
// functions
// ********************************************************************************
enum RunMode {
MODE_MODELCOMPILER = 0,
MODE_MODELBATCHEXPORT,
MODE_VERSION,
MODE_USAGE,
MODE_USAGE_ERROR
};
static FileSystem::FileSourceFS customDataDir(".");
extern "C" int main(int argc, char **argv)
{
#ifdef PIONEER_PROFILER
Profiler::detect(argc, argv);
#endif
RunMode mode = MODE_MODELCOMPILER;
if (argc > 1) {
const char switchchar = argv[1][0];
if (!(switchchar == '-' || switchchar == '/')) {
mode = MODE_USAGE_ERROR;
goto start;
}
const std::string modeopt(std::string(argv[1]).substr(1));
if (modeopt == "compile" || modeopt == "c") {
mode = MODE_MODELCOMPILER;
goto start;
}
if (modeopt == "batch" || modeopt == "b") {
mode = MODE_MODELBATCHEXPORT;
goto start;
}
if (modeopt == "version" || modeopt == "v") {
mode = MODE_VERSION;
goto start;
}
if (modeopt == "help" || modeopt == "h" || modeopt == "?") {
mode = MODE_USAGE;
goto start;
}
mode = MODE_USAGE_ERROR;
}
start:
// Init here since we'll need it for both batch and RunCompiler modes.
FileSystem::Init();
FileSystem::userFiles.MakeDirectory(""); // ensure the config directory exists
#ifdef PIONEER_PROFILER
FileSystem::userFiles.MakeDirectory("profiler");
#endif
// what mode are we in?
switch (mode) {
case MODE_MODELCOMPILER: {
std::string modelName;
std::string filePath;
if (argc > 2) {
filePath = modelName = argv[2];
// determine if we're meant to be writing these in the source directory
bool isInPlace = false;
if (argc > 3) {
std::string arg3 = argv[3];
isInPlace = (arg3 == "inplace" || arg3 == "true");
// find all of the models
FileSystem::FileSource &fileSource = FileSystem::gameDataFiles;
for (FileSystem::FileEnumerator files(fileSource, "models", FileSystem::FileEnumerator::Recurse); !files.Finished(); files.Next()) {
const FileSystem::FileInfo &info = files.Current();
const std::string &fpath = info.GetPath();
//check it's the expected type
if (info.IsFile()) {
if (ends_with_ci(fpath, ".model")) { // store the path for ".model" files
const std::string shortname(info.GetName().substr(0, info.GetName().size() - 6));
if (shortname == modelName) {
filePath = fpath;
break;
}
}
}
}
}
SetupRenderer();
RunCompiler(modelName, filePath, isInPlace);
}
break;
}
case MODE_MODELBATCHEXPORT: {
// determine if we're meant to be writing these in the source directory
bool isInPlace = false;
if (argc > 2) {
std::string arg2 = argv[2];
isInPlace = (arg2 == "inplace" || arg2 == "true");
if (!isInPlace && !arg2.empty()) {
customDataDir = FileSystem::FileSourceFS(arg2);
FileSystem::gameDataFiles.AppendSource(&customDataDir);
isInPlace = true;
}
}
// find all of the models
std::vector<std::pair<std::string, std::string>> list_model;
FileSystem::FileSource &fileSource = FileSystem::gameDataFiles;
for (FileSystem::FileEnumerator files(fileSource, "models", FileSystem::FileEnumerator::Recurse); !files.Finished(); files.Next()) {
const FileSystem::FileInfo &info = files.Current();
const std::string &fpath = info.GetPath();
//check it's the expected type
if (info.IsFile()) {
if (ends_with_ci(fpath, ".model")) { // store the path for ".model" files
list_model.push_back(std::make_pair(info.GetName().substr(0, info.GetName().size() - 6), fpath));
}
}
}
SetupRenderer();
#ifndef USES_THREADS
for (auto &modelName : list_model) {
RunCompiler(modelName.first, modelName.second, isInPlace);
}
#else
std::deque<Job::Handle> handles;
for (auto &modelName : list_model) {
handles.push_back(asyncJobQueue->Queue(new CompileJob(modelName.first, modelName.second, isInPlace)));
}
while (true) {
asyncJobQueue->FinishJobs();
bool hasJobs = false;
for (auto &handle : handles)
hasJobs |= handle.HasJob();
if (!hasJobs)
break;
}
#endif
break;
}
case MODE_VERSION: {
std::string version(PIONEER_VERSION);
if (strlen(PIONEER_EXTRAVERSION)) version += " (" PIONEER_EXTRAVERSION ")";
Output("modelcompiler %s\n", version.c_str());
break;
}
case MODE_USAGE_ERROR:
Output("modelcompiler: unknown mode %s\n", argv[1]);
// fall through
case MODE_USAGE:
Output(
"usage: modelcompiler [mode] [options...]\n"
"available modes:\n"
" -compile [-c ...] model compiler\n"
" -compile inplace [-c ... inplace] model compiler\n"
" -batch [-b] batch mode output into users home/Pioneer directory\n"
" -batch inplace [-b inplace] batch mode output into the source folder\n"
" -version [-v] show version\n"
" -help [-h,-?] this help\n");
break;
}
#ifdef PIONEER_PROFILER
Profiler::dumphtml(FileSystem::JoinPathBelow(FileSystem::GetUserDir(), "profiler").c_str());
#endif
Graphics::Uninit();
SDL_Quit();
FileSystem::Uninit();
#ifdef USES_THREADS
asyncJobQueue.reset();
#endif
//exit(0);
return 0;
}