2001-04-04 21:53:09 +00:00
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/*
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r_efrag.c
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2001-05-15 20:03:56 +00:00
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(description)
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2001-04-04 21:53:09 +00:00
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Copyright (C) 1996-1997 Id Software, Inc.
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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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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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2004-11-02 07:42:00 +00:00
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#include <stdlib.h>
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2001-05-20 01:58:59 +00:00
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#include "QF/render.h"
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2001-04-04 21:53:09 +00:00
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#include "QF/sys.h"
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2001-05-10 06:01:11 +00:00
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2021-07-24 05:19:52 +00:00
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#include "QF/scene/entity.h"
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2021-03-03 07:21:37 +00:00
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#include "qfalloca.h"
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2012-02-14 08:28:09 +00:00
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#include "r_internal.h"
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2001-04-04 21:53:09 +00:00
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2004-11-02 07:42:00 +00:00
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typedef struct s_efrag_list {
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struct s_efrag_list *next;
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efrag_t efrags[MAX_EFRAGS];
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} t_efrag_list;
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static efrag_t *r_free_efrags;
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static t_efrag_list *efrag_list;
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2001-04-04 21:53:09 +00:00
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2022-03-07 04:40:04 +00:00
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entqueue_t *r_ent_queue;
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2001-09-09 21:41:35 +00:00
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/* ENTITY FRAGMENT FUNCTIONS */
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2001-04-04 21:53:09 +00:00
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2004-11-02 07:42:00 +00:00
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static inline void
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init_efrag_list (t_efrag_list *efl)
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{
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int i;
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2001-04-04 21:53:09 +00:00
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2004-11-02 07:42:00 +00:00
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for (i = 0; i < MAX_EFRAGS - 1; i++)
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efl->efrags[i].entnext = &efl->efrags[i + 1];
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2012-01-03 14:19:21 +00:00
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efl->efrags[i].entnext = 0;
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}
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static efrag_t *
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new_efrag (void)
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{
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efrag_t *ef;
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if (__builtin_expect (!r_free_efrags, 0)) {
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t_efrag_list *efl = calloc (1, sizeof (t_efrag_list));
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SYS_CHECKMEM (efl);
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efl->next = efrag_list;
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efrag_list = efl;
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init_efrag_list (efl);
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r_free_efrags = &efl->efrags[0];
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}
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ef = r_free_efrags;
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r_free_efrags = ef->entnext;
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ef->entnext = 0;
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return ef;
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2004-11-02 07:42:00 +00:00
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}
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void
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R_ClearEfrags (void)
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{
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t_efrag_list *efl;
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if (!efrag_list)
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efrag_list = calloc (1, sizeof (t_efrag_list));
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2021-01-09 11:42:23 +00:00
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r_free_efrags = efrag_list->efrags;
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2004-11-02 07:42:00 +00:00
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for (efl = efrag_list; efl; efl = efl->next) {
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init_efrag_list (efl);
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if (efl->next)
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efl->efrags[MAX_EFRAGS - 1].entnext = &efl->next->efrags[0];
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}
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}
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2001-04-04 21:53:09 +00:00
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2023-03-05 07:56:09 +00:00
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void
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R_ShutdownEfrags (void)
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{
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while (efrag_list) {
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t_efrag_list *efl = efrag_list->next;
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free (efrag_list);
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efrag_list = efl;
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}
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}
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2001-04-04 21:53:09 +00:00
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void
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2022-11-13 06:08:18 +00:00
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R_ClearEfragChain (efrag_t *ef)
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2001-04-04 21:53:09 +00:00
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{
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2022-11-13 06:08:18 +00:00
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efrag_t *old, *walk, **prev;
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2001-04-04 21:53:09 +00:00
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while (ef) {
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prev = &ef->leaf->efrags;
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2022-11-17 12:57:53 +00:00
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while ((walk = *prev)) {
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2001-04-04 21:53:09 +00:00
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if (walk == ef) { // remove this fragment
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*prev = ef->leafnext;
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break;
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2022-11-17 12:57:53 +00:00
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} else {
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2001-04-04 21:53:09 +00:00
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prev = &walk->leafnext;
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2022-11-17 12:57:53 +00:00
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}
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2001-04-04 21:53:09 +00:00
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}
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old = ef;
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ef = ef->entnext;
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// put it on the free list
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2001-05-20 01:58:59 +00:00
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old->entnext = r_free_efrags;
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r_free_efrags = old;
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2001-04-04 21:53:09 +00:00
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}
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}
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2003-01-06 18:28:13 +00:00
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static void
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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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R_SplitEntityOnNode (mod_brush_t *brush, entity_t ent, uint32_t queue,
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visibility_t *visibility, vec3_t emins, vec3_t emaxs)
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2001-04-04 21:53:09 +00:00
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{
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efrag_t *ef;
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2011-11-14 02:18:22 +00:00
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plane_t *splitplane;
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2001-04-04 21:53:09 +00:00
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mleaf_t *leaf;
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int sides;
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2021-03-03 07:21:37 +00:00
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efrag_t **lastlink;
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2022-05-22 02:18:32 +00:00
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int *node_stack;
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int *node_ptr;
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2021-03-03 07:21:37 +00:00
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node_stack = alloca ((brush->depth + 2) * sizeof (mnode_t *));
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node_ptr = node_stack;
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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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lastlink = &visibility->efrag;
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2001-04-04 21:53:09 +00:00
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2022-05-22 02:18:32 +00:00
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*node_ptr++ = brush->numnodes;
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2002-04-25 04:32:55 +00:00
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2022-05-22 02:18:32 +00:00
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int node_id = 0;
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while (node_id != (int) brush->numnodes) {
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2002-04-25 04:32:55 +00:00
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// add an efrag if the node is a leaf
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2022-05-22 02:18:32 +00:00
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if (__builtin_expect (node_id < 0, 0)) {
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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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if (visibility->topnode_id == -1) {
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visibility->topnode_id = node_id;
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2021-03-03 07:21:37 +00:00
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}
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2002-04-25 04:32:55 +00:00
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2022-05-22 02:18:32 +00:00
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leaf = brush->leafs + ~node_id;
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2002-04-25 04:32:55 +00:00
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2012-01-03 14:19:21 +00:00
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ef = new_efrag (); // ensures ef->entnext is 0
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2002-04-25 04:32:55 +00:00
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2012-01-03 14:19:21 +00:00
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// add the link to the chain of links on the entity
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2021-03-03 07:21:37 +00:00
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ef->entity = ent;
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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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ef->queue_num = queue;
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2002-04-25 04:32:55 +00:00
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*lastlink = ef;
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lastlink = &ef->entnext;
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2012-01-03 14:19:21 +00:00
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// add the link too the chain of links on the leaf
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2002-04-25 04:32:55 +00:00
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ef->leaf = leaf;
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ef->leafnext = leaf->efrags;
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leaf->efrags = ef;
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2022-05-22 02:18:32 +00:00
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node_id = *--node_ptr;
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2002-04-25 04:32:55 +00:00
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} else {
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2022-05-22 02:18:32 +00:00
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mnode_t *node = brush->nodes + node_id;
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2002-04-25 04:32:55 +00:00
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// NODE_MIXED
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2022-05-22 02:18:32 +00:00
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splitplane = (plane_t *) &node->plane;
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2021-03-03 07:21:37 +00:00
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sides = BOX_ON_PLANE_SIDE (emins, emaxs, splitplane);
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2002-04-25 04:32:55 +00:00
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if (sides == 3) {
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// split on this plane
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// if this is the first splitter of this bmodel, remember it
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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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if (visibility->topnode_id == -1) {
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visibility->topnode_id = node_id;
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2021-03-03 07:21:37 +00:00
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}
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2002-04-25 04:32:55 +00:00
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}
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// recurse down the contacted sides
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2022-05-22 02:18:32 +00:00
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if (sides & 1) {
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if (sides & 2)
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2021-03-03 07:21:37 +00:00
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*node_ptr++ = node->children[1];
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2022-05-22 02:18:32 +00:00
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node_id = node->children[0];
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2002-04-25 04:32:55 +00:00
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} else {
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2022-05-22 02:18:32 +00:00
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if (sides & 2)
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node_id = node->children[1];
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2002-04-25 04:32:55 +00:00
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else
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2022-05-22 02:18:32 +00:00
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node_id = *--node_ptr;
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2002-04-25 04:32:55 +00:00
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}
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2001-04-04 21:53:09 +00:00
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}
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}
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}
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void
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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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R_AddEfrags (mod_brush_t *brush, entity_t ent)
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2001-04-04 21:53:09 +00:00
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{
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model_t *entmodel;
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2021-03-03 07:21:37 +00:00
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vec3_t emins, emaxs;
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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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transform_t transform = Entity_Transform (ent);
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renderer_t *rend = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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2001-04-04 21:53:09 +00:00
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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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if (!rend->model) {
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2022-11-13 06:08:18 +00:00
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Ent_RemoveComponent (ent.id, scene_visibility, ent.reg);
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2001-04-04 21:53:09 +00:00
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return;
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2022-03-07 04:40:04 +00:00
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}
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2022-11-13 06:08:18 +00:00
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visibility_t *vis;
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if (Ent_HasComponent (ent.id, scene_visibility, ent.reg)) {
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vis = Ent_GetComponent (ent.id, scene_visibility, ent.reg);
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R_ClearEfragChain (vis->efrag);
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} else {
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vis = Ent_AddComponent (ent.id, scene_visibility, ent.reg);
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}
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vis->efrag = 0;
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2001-04-04 21:53:09 +00:00
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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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entmodel = rend->model;
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2001-04-04 21:53:09 +00:00
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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 org = Transform_GetWorldPosition (transform);
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2021-03-19 11:18:45 +00:00
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VectorAdd (org, entmodel->mins, emins);
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VectorAdd (org, entmodel->maxs, emaxs);
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2001-04-04 21:53:09 +00:00
|
|
|
|
[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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vis->topnode_id = -1; // leaf 0 (solid space)
|
|
|
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R_SplitEntityOnNode (brush, ent, rend->model->type, vis, emins, emaxs);
|
2001-04-04 21:53:09 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2021-03-09 02:37:47 +00:00
|
|
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R_StoreEfrags (const efrag_t *efrag)
|
2001-04-04 21:53:09 +00:00
|
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|
{
|
2021-03-09 02:37:47 +00:00
|
|
|
while (efrag) {
|
[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
|
|
|
entity_t ent = efrag->entity;
|
|
|
|
EntQueue_AddEntity (r_ent_queue, ent, efrag->queue_num);
|
2022-03-30 02:05:16 +00:00
|
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|
efrag = efrag->leafnext;
|
2001-04-04 21:53:09 +00:00
|
|
|
}
|
|
|
|
}
|