2012-01-08 01:29:38 +00:00
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/*
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qf_bsp.h
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GLSL specific brush model stuff
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/1/7
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_GLSL_qf_bsp_h
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#define __QF_GLSL_qf_bsp_h
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[scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 01:32:09 +00:00
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#include "QF/simd/types.h"
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2012-01-08 01:29:38 +00:00
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#include "QF/GLSL/types.h"
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2021-07-21 07:36:51 +00:00
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typedef struct glsltex_s {
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struct texture_s *texture;
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int gl_texturenum;
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int sky_tex[2];
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struct instsurf_s *tex_chain;
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struct instsurf_s **tex_chain_tail;
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struct elechain_s *elechain;
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struct elechain_s **elechain_tail;
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} glsltex_t;
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2012-01-08 01:29:38 +00:00
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typedef struct bspvert_s {
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quat_t vertex;
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quat_t tlst;
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} bspvert_t;
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typedef struct elements_s {
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struct elements_s *_next;
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struct elements_s *next;
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byte *base;
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struct dstring_s *list;
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} elements_t;
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typedef struct elechain_s {
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struct elechain_s *_next;
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struct elechain_s *next;
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2021-07-13 13:59:51 +00:00
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int model_index;
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2012-01-08 01:29:38 +00:00
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elements_t *elements;
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[scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 01:32:09 +00:00
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vec4f_t *transform;
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2012-01-29 07:56:50 +00:00
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float *color;
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2012-01-08 01:29:38 +00:00
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} elechain_t;
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2021-07-21 07:36:51 +00:00
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struct model_s;
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2012-02-22 07:32:34 +00:00
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void glsl_R_ClearElements (void);
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void glsl_R_DrawWorld (void);
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void glsl_R_DrawSky (void);
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2022-03-14 05:31:23 +00:00
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void glsl_R_DrawWaterSurfaces (void);
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2021-07-21 07:36:51 +00:00
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void glsl_R_RegisterTextures (struct model_s **models, int num_models);
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void glsl_R_BuildDisplayLists (struct model_s **models, int num_models);
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2012-02-22 07:32:34 +00:00
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void glsl_R_InitBsp (void);
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2022-03-14 05:31:23 +00:00
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void glsl_R_LoadSkys (const char *sky);
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2012-01-08 01:29:38 +00:00
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#endif//__QF_GLSL_qf_bsp_h
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