2021-07-24 05:19:52 +00:00
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/*
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scene.h
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Entity management
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2021/02/26
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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_scene_scene_h
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#define __QF_scene_scene_h
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#include "QF/darray.h"
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#include "QF/scene/types.h"
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/** \defgroup scene Scene management
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\ingroup utils
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*/
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///@{
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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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enum scene_components {
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scene_href, //hierarchical transform
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scene_animation,
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scene_visibility,
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scene_renderer,
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scene_active,
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scene_old_origin, //XXX FIXME XXX should not be here
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2022-11-15 06:21:20 +00:00
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scene_colormap,
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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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2023-08-04 05:56:16 +00:00
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scene_dynlight,
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2023-07-22 08:53:07 +00:00
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scene_light,
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scene_efrags,
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scene_lightstyle,
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2023-07-27 06:50:53 +00:00
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scene_lightleaf,
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2023-07-24 01:16:59 +00:00
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scene_lightid,
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2023-07-22 08:53:07 +00:00
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2022-10-25 10:36:09 +00:00
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//FIXME these should probably be private to the sw renderer (and in a
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//group, which needs to be implemented), but need to sort out a good
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//scheme for semi-dynamic components
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scene_sw_matrix, // world transform matrix
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scene_sw_frame, // animation frame
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scene_sw_brush, // brush model data pointer
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2022-12-12 04:37:01 +00:00
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scene_comp_count
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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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};
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2021-07-24 05:19:52 +00:00
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typedef struct scene_s {
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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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struct ecs_registry_s *reg;
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2022-05-05 05:41:46 +00:00
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struct model_s *worldmodel;
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int num_models;
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struct model_s **models;
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2022-05-05 05:58:47 +00:00
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struct mleaf_s *viewleaf;
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struct lightingdata_s *lights;
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2021-07-24 05:19:52 +00:00
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} scene_t;
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2023-08-04 16:35:09 +00:00
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typedef struct scene_system_s {
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struct ecs_system_s *system;
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const struct component_s *components;
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uint32_t component_count;
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} scene_system_t;
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scene_t *Scene_NewScene (scene_system_t *extra_systems);
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2022-02-14 07:41:38 +00:00
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void Scene_DeleteScene (scene_t *scene);
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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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struct entity_s Scene_CreateEntity (scene_t *scene);
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void Scene_DestroyEntity (scene_t *scene, struct entity_s entity);
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2021-07-24 05:19:52 +00:00
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void Scene_FreeAllEntities (scene_t *scene);
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///@}
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#endif//__QF_scene_scene_h
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