2021-03-11 02:25:04 +00:00
|
|
|
/*
|
|
|
|
effects.h
|
|
|
|
|
|
|
|
Effect management
|
|
|
|
|
|
|
|
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
|
|
|
|
|
|
|
|
Author: Bill Currie <bill@taniwha.org>
|
|
|
|
Date: 2021/3/11
|
|
|
|
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
|
|
modify it under the terms of the GNU General Public License
|
|
|
|
as published by the Free Software Foundation; either version 2
|
|
|
|
of the License, or (at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program; if not, write to:
|
|
|
|
|
|
|
|
Free Software Foundation, Inc.
|
|
|
|
59 Temple Place - Suite 330
|
|
|
|
Boston, MA 02111-1307, USA
|
|
|
|
|
|
|
|
*/
|
|
|
|
#ifndef __client_effects_h
|
|
|
|
#define __client_effects_h
|
|
|
|
|
2021-03-11 06:23:35 +00:00
|
|
|
#include "QF/simd/types.h"
|
|
|
|
|
2021-03-11 02:25:04 +00:00
|
|
|
struct entity_s;
|
|
|
|
struct entity_state_s;
|
|
|
|
|
2021-03-11 07:19:49 +00:00
|
|
|
void CL_NewDlight (int key, vec4f_t org, int effects, byte glow_size,
|
2021-03-11 02:25:04 +00:00
|
|
|
byte glow_color, double time);
|
[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
|
|
|
void CL_ModelEffects (struct entity_s ent, int num, int glow_color,
|
2021-03-11 02:25:04 +00:00
|
|
|
double time);
|
[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
|
|
|
void CL_EntityEffects (int num, struct entity_s ent,
|
2021-03-11 02:25:04 +00:00
|
|
|
struct entity_state_s *state, double time);
|
2021-03-11 06:23:35 +00:00
|
|
|
void CL_MuzzleFlash (vec4f_t position, vec4f_t fv, float zoffset, int num,
|
|
|
|
double time);
|
2021-03-11 02:25:04 +00:00
|
|
|
|
|
|
|
#endif//__client_effects_h
|