mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-22 04:21:51 +00:00
[scene] Move visibility management into scene code
Well, sort of: it's still really in the renderer, but now calling R_AddEfrags automatically updates the visibility structure as necessary, and deleting an entity cleans up the efrags automatically. I wanted this over twenty years ago.
This commit is contained in:
parent
88e59e72c4
commit
0e64f959e2
8 changed files with 80 additions and 127 deletions
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@ -146,7 +146,7 @@ Entity_Transform (entity_t ent)
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struct mod_brush_s;
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void R_AddEfrags (struct mod_brush_s *, entity_t ent);
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void R_RemoveEfrags (entity_t ent);
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void R_ClearEfragChain (efrag_t *ef);
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///@}
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@ -157,12 +157,10 @@ void
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CL_Init_Entity (entity_t ent)
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{
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg);
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visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility, cl_world.scene->reg);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation, cl_world.scene->reg);
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byte *active = Ent_GetComponent (ent.id, scene_active, cl_world.scene->reg);
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vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin, cl_world.scene->reg);
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memset (animation, 0, sizeof (*animation));
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memset (visibility, 0, sizeof (*visibility));
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memset (renderer, 0, sizeof (*renderer));
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*active = 1;
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*old_origin = (vec4f_t) {0, 0, 0, 1};
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@ -223,11 +221,6 @@ static inline void
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beam_clear (beam_t *b)
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{
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if (b->tents) {
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tent_t *t;
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for (t = b->tents; t; t = t->next) {
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R_RemoveEfrags (t->ent);
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}
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free_temp_entities (b->tents);
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b->tents = 0;
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}
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@ -635,11 +628,9 @@ CL_UpdateExplosions (double time, TEntContext_t *ctx)
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ent = ex->tent->ent;
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f = 10 * (time - ex->start);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg);
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visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility, cl_world.scene->reg);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation, cl_world.scene->reg);
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if (f >= renderer->model->numframes) {
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tent_obj_t *_to;
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R_RemoveEfrags (ent);
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free_temp_entities (ex->tent);
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_to = *to;
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*to = _to->next;
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@ -649,9 +640,7 @@ CL_UpdateExplosions (double time, TEntContext_t *ctx)
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to = &(*to)->next;
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animation->frame = f;
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if (!visibility->efrag) {
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R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
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}
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R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
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}
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}
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@ -688,11 +677,6 @@ CL_ParseParticleEffect (qmsg_t *net_message)
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void
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CL_ClearProjectiles (void)
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{
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tent_t *tent;
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for (tent = cl_projectiles; tent; tent = tent->next) {
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R_RemoveEfrags (tent->ent);
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}
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free_temp_entities (cl_projectiles);
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cl_projectiles = 0;
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}
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@ -259,7 +259,6 @@ bi_Scene_DestroyEntity (progs_t *pr, void *_res)
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pr_ulong_t scene_id = id & 0xffffffff;
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rua_scene_t *scene = rua_scene_get (res, scene_id);
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R_RemoveEfrags (ent);
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// bad scene caught above
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Scene_DestroyEntity (scene->scene, ent);
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}
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@ -301,8 +300,7 @@ bi_Entity_SetModel (progs_t *pr, void *_res)
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// bad scene caught above
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rua_scene_t *scene = rua_scene_get (res, scene_id);
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R_RemoveEfrags (ent);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, scene->scene->reg);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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renderer->model = model;
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R_AddEfrags (&scene->scene->worldmodel->brush, ent);
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}
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@ -59,6 +59,15 @@ create_old_origin (void *_old_origin)
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*old_origin = (vec4f_t) {0, 0, 0, 1};
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}
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static void
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destroy_visibility (void *_visibility)
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{
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visibility_t *visibility = _visibility;
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if (visibility->efrag) {
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R_ClearEfragChain (visibility->efrag);
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}
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}
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static void
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sw_identity_matrix (void *_mat)
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{
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@ -94,6 +103,7 @@ static const component_t scene_components[] = {
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[scene_visibility] = {
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.size = sizeof (visibility_t),
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.create = 0,//create_visibility,
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.destroy = destroy_visibility,
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.name = "visibility",
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},
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[scene_renderer] = {
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@ -219,7 +229,6 @@ Scene_CreateEntity (scene_t *scene)
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uint32_t id = trans.id;
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Ent_SetComponent (id, scene_animation, scene->reg, 0);
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Ent_SetComponent (id, scene_visibility, scene->reg, 0);
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Ent_SetComponent (id, scene_renderer, scene->reg, 0);
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Ent_SetComponent (id, scene_active, scene->reg, 0);
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Ent_SetComponent (id, scene_old_origin, scene->reg, 0);
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@ -95,18 +95,10 @@ R_ClearEfrags (void)
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}
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}
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/*
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R_RemoveEfrags
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Call when removing an object from the world or moving it to another position
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*/
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void
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R_RemoveEfrags (entity_t ent)
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R_ClearEfragChain (efrag_t *ef)
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{
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efrag_t *ef, *old, *walk, **prev;
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visibility_t *vis = Ent_GetComponent (ent.id, scene_visibility, ent.reg);
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ef = vis->efrag;
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efrag_t *old, *walk, **prev;
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while (ef) {
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prev = &ef->leaf->efrags;
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@ -128,8 +120,6 @@ R_RemoveEfrags (entity_t ent)
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old->entnext = r_free_efrags;
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r_free_efrags = old;
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}
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vis->efrag = 0;
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}
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static void
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@ -210,11 +200,19 @@ R_AddEfrags (mod_brush_t *brush, entity_t ent)
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vec3_t emins, emaxs;
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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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visibility_t *vis = Ent_GetComponent (ent.id, scene_visibility, ent.reg);
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if (!rend->model) {
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Ent_RemoveComponent (ent.id, scene_visibility, ent.reg);
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return;
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}
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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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entmodel = rend->model;
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@ -147,8 +147,8 @@ static void
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set_entity_model (int ent_ind, int modelindex)
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{
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entity_t ent = cl_entities[ent_ind];
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation, cl_world.scene->reg);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation, ent.reg);
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renderer->model = cl_world.models.a[modelindex];
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// automatic animation (torches, etc) can be either all together
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// or randomized
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@ -158,10 +158,10 @@ set_entity_model (int ent_ind, int modelindex)
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} else {
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animation->syncbase = 0.0;
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}
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} else {
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// hack to make null model players work
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SET_ADD (&cl_forcelink, ent_ind);
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}
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// Changing the model can change the visibility of the entity and even
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// the model type
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SET_ADD (&cl_forcelink, ent_ind);
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animation->nolerp = 1; // don't try to lerp when the model has changed
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if (ent_ind <= cl.maxclients) {
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renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin, ent_ind);
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@ -175,7 +175,6 @@ CL_RelinkEntities (void)
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entity_state_t *new, *old;
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float bobjrotate, frac, f;
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int i, j;
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int entvalid;
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int model_flags;
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// determine partial update time
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@ -207,31 +206,23 @@ CL_RelinkEntities (void)
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new = &nq_entstates.frame[0 + cl.frameIndex][i];
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old = &nq_entstates.frame[1 - cl.frameIndex][i];
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// if the object wasn't included in the last packet, remove it
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entvalid = cl_msgtime[i] == cl.mtime[0];
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if (entvalid && !new->modelindex) {
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ent = CL_GetEntity (i);
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CL_TransformEntity (ent, new->scale / 16.0, new->angles,
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new->origin);
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entvalid = 0;
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}
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if (!entvalid) {
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ent = CL_GetInvalidEntity (i);
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ent = CL_GetInvalidEntity (i);
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// if the object wasn't included in the last packet, or the model
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// has been removed, remove the entity
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if (cl_msgtime[i] != cl.mtime[0] || !new->modelindex) {
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if (Entity_Valid (ent)) {
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visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility, ent.reg);
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if (visibility->efrag) {
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R_RemoveEfrags (ent); // just became empty
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}
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Scene_DestroyEntity (cl_world.scene, ent);
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}
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continue;
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}
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ent = CL_GetEntity (i);
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if (!Entity_Valid (ent)) {
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ent = CL_GetEntity (i);
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SET_ADD (&cl_forcelink, i);
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}
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transform_t transform = Entity_Transform (ent);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation, ent.reg);
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visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility, ent.reg);
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vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin, ent.reg);
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if (SET_TEST_MEMBER (&cl_forcelink, i)) {
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|| new->modelindex != old->modelindex) {
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old->modelindex = new->modelindex;
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set_entity_model (i, new->modelindex);
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if (visibility->efrag) {
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R_RemoveEfrags (ent);
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}
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}
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animation->frame = new->frame;
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if (SET_TEST_MEMBER (&cl_forcelink, i)
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CL_TransformEntity (ent, new->scale / 16.0, new->angles,
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new->origin);
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if (i != cl.viewentity || chase_active) {
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if (visibility->efrag) {
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R_RemoveEfrags (ent);
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}
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R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
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}
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*old_origin = new->origin;
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}
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if (i != cl.viewentity || chase_active) {
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vec4f_t org = Transform_GetWorldPosition (transform);
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if (visibility->efrag) {
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if (!VectorCompare (org, *old_origin)) {//FIXME
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R_RemoveEfrags (ent);
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R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
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}
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} else {
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if (!VectorCompare (org, *old_origin)) {//FIXME
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R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
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}
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}
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@ -234,10 +234,9 @@ CL_ClearMemory (void)
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cl.viewstate.demoplayback = cls.demoplayback;
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CL_ClearTEnts ();
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CL_ClearEnts ();
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SCR_NewScene (0);
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CL_ClearEnts ();
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}
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void
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@ -89,6 +89,12 @@ CL_ClearEnts (void)
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memset (cl_entity_valid, 0, sizeof (cl_entity_valid));
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}
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static entity_t
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CL_GetInvalidEntity (int num)
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{
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return cl_entities[num];
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}
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entity_t
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CL_GetEntity (int num)
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{
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@ -163,42 +169,37 @@ CL_LinkPacketEntities (void)
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for (i = MAX_CLIENTS + 1; i < 512; i++) {
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new = &qw_entstates.frame[cl.link_sequence & UPDATE_MASK][i];
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old = &qw_entstates.frame[cl.prev_sequence & UPDATE_MASK][i];
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ent = CL_GetEntity (i);
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transform_t transform = Entity_Transform (ent);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer,
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cl_world.scene->reg);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
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cl_world.scene->reg);
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visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility,
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cl_world.scene->reg);
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vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin,
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cl_world.scene->reg);
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ent = CL_GetInvalidEntity (i);
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forcelink = cl_entity_valid[0][i] != cl_entity_valid[1][i];
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cl_entity_valid[1][i] = cl_entity_valid[0][i];
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// if the object wasn't included in the last packet, remove it
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if (!cl_entity_valid[0][i]) {
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renderer->model = NULL;
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animation->pose1 = animation->pose2 = -1;
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if (visibility->efrag) {
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R_RemoveEfrags (ent); // just became empty
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// if the object wasn't included in the last packet, or set
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// to invisible, remove it
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if (!cl_entity_valid[0][i]
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|| !new->modelindex
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|| (cl_deadbodyfilter && is_dead_body (new))
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|| (cl_gibfilter && is_gib (new))) {
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if (Entity_Valid (ent)) {
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Scene_DestroyEntity (cl_world.scene, ent);
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}
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continue;
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}
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if (!Entity_Valid (ent)) {
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ent = CL_GetEntity (i);
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forcelink = true;
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}
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transform_t transform = Entity_Transform (ent);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer,
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ent.reg);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
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ent.reg);
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vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin,
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ent.reg);
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// spawn light flashes, even ones coming from invisible objects
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CL_NewDlight (i, new->origin, new->effects, new->glow_size,
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new->glow_color, cl.time);
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// if set to invisible, skip
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if (!new->modelindex
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|| (cl_deadbodyfilter && is_dead_body (new))
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|| (cl_gibfilter && is_gib (new))) {
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if (visibility->efrag) {
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R_RemoveEfrags (ent);
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}
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continue;
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}
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if (forcelink)
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*old = *new;
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@ -246,9 +247,6 @@ CL_LinkPacketEntities (void)
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CL_TransformEntity (ent, new->scale / 16, new->angles,
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new->origin);
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if (i != cl.viewentity || chase_active) {
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if (visibility->efrag) {
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R_RemoveEfrags (ent);
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}
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R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
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}
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} else {
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@ -277,19 +275,11 @@ CL_LinkPacketEntities (void)
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}
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if (i != cl.viewentity || chase_active) {
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vec4f_t org = Transform_GetWorldPosition (transform);
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if (visibility->efrag) {
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if (!VectorCompare (org, *old_origin)) {//FIXME
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R_RemoveEfrags (ent);
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R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
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}
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} else {
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if (!VectorCompare (org, *old_origin)) {//FIXME
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R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
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}
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}
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}
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if (!visibility->efrag) {
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R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
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}
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// rotate binary objects locally
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if (renderer->model->flags & EF_ROTATE) {
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@ -420,28 +410,23 @@ CL_LinkPlayers (void)
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for (j = 0, player = cl.players, state = frame->playerstate;
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j < MAX_CLIENTS; j++, player++, state++) {
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ent = CL_GetEntity (j + 1);
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visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility,
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cl_world.scene->reg);
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ent = CL_GetInvalidEntity (j + 1);
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if (state->messagenum != cl.parsecount
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|| !player->name || !player->name->value[0]) {
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// not present this frame
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if (Entity_Valid (ent)) {
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Scene_DestroyEntity (cl_world.scene, ent);
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}
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continue;
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}
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if (!Entity_Valid (ent)) {
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ent = CL_GetEntity (j + 1);
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}
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer,
|
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cl_world.scene->reg);
|
||||
animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
|
||||
cl_world.scene->reg);
|
||||
if (visibility->efrag)
|
||||
R_RemoveEfrags (ent);
|
||||
if (Entity_Valid (player->flag_ent)) {
|
||||
visibility_t *fvis = Ent_GetComponent (player->flag_ent.id,
|
||||
scene_visibility,
|
||||
cl_world.scene->reg);
|
||||
if (fvis->efrag) {
|
||||
R_RemoveEfrags (player->flag_ent);
|
||||
}
|
||||
}
|
||||
if (state->messagenum != cl.parsecount)
|
||||
continue; // not present this frame
|
||||
|
||||
if (!player->name || !player->name->value[0])
|
||||
continue;
|
||||
|
||||
// spawn light flashes, even ones coming from invisible objects
|
||||
if (j == cl.playernum) {
|
||||
|
|
Loading…
Reference in a new issue