2012-02-15 00:50:40 +00:00
|
|
|
/*
|
|
|
|
vid_render_gl.c
|
|
|
|
|
|
|
|
Common functions and data for the video plugins
|
|
|
|
|
|
|
|
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
*/
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
|
|
# include "config.h"
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#include "QF/plugin/general.h"
|
|
|
|
#include "QF/plugin/vid_render.h"
|
|
|
|
|
2022-10-26 06:22:09 +00:00
|
|
|
#include "QF/scene/entity.h"
|
[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
|
|
|
|
2021-07-10 09:04:34 +00:00
|
|
|
#include "QF/ui/view.h"
|
|
|
|
|
2012-02-15 00:50:40 +00:00
|
|
|
#include "mod_internal.h"
|
|
|
|
#include "r_internal.h"
|
|
|
|
|
2019-07-07 06:38:29 +00:00
|
|
|
viddef_t vid; // global video state
|
2021-07-10 09:04:34 +00:00
|
|
|
view_t scr_view;
|
2019-07-07 06:38:29 +00:00
|
|
|
|
2012-02-15 00:50:40 +00:00
|
|
|
vid_render_data_t vid_render_data = {
|
2022-03-29 04:34:46 +00:00
|
|
|
.vid = &vid,
|
|
|
|
.refdef = &r_refdef,
|
|
|
|
.scr_view = &scr_view,
|
|
|
|
.scr_copytop = 0,
|
|
|
|
.scr_copyeverything = 0,
|
|
|
|
.scr_fullupdate = 0,
|
|
|
|
.viewsize_callback = 0,
|
|
|
|
.scr_viewsize = 0,
|
|
|
|
.graphheight = 0,
|
|
|
|
.min_wateralpha = 0.0,
|
|
|
|
.force_fullscreen = false,
|
|
|
|
.inhibit_viewmodel = false,
|
|
|
|
.paused = false,
|
|
|
|
.lineadj = 0,
|
[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
|
|
|
.view_model = nullentity,
|
2022-03-29 04:34:46 +00:00
|
|
|
.frametime = 0.0,
|
|
|
|
.realtime = 0.0,
|
|
|
|
.lightstyle = 0,
|
2012-02-15 00:50:40 +00:00
|
|
|
};
|
2012-04-11 13:45:23 +00:00
|
|
|
|
|
|
|
vid_render_funcs_t *vid_render_funcs;
|