/* r_tent.c rendering entities Copyright (C) 1996-1997 Id Software, Inc. 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 #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include #include "QF/model.h" #include "QF/msg.h" #include "QF/render.h" #include "QF/sound.h" #include "QF/sys.h" #include "r_internal.h" #define ENT_POOL_SIZE 32 typedef struct entity_pool_s { struct entity_pool_s *next; entity_t entities[ENT_POOL_SIZE]; } entity_pool_t; entity_t *r_ent_queue; static entity_t **vis_tail = &r_ent_queue; static entity_pool_t *entity_pools = 0; static entity_pool_t **entpool_tail = &entity_pools; static entity_t *free_entities; entity_t * R_AllocEntity (void) { entity_pool_t *pool; entity_t *ent; int i; if ((ent = free_entities)) { free_entities = ent->next; ent->next = 0; return ent; } pool = malloc (sizeof (entity_pool_t)); pool->next = 0; *entpool_tail = pool; entpool_tail = &pool->next; for (ent = pool->entities, i = 0; i < ENT_POOL_SIZE - 1; i++, ent++) ent->next = ent + 1; ent->next = 0; free_entities = pool->entities; return R_AllocEntity (); } void R_FreeAllEntities (void) { entity_pool_t *pool; entity_t *ent; int i; for (pool = entity_pools; pool; pool = pool->next) { for (ent = pool->entities, i = 0; i < ENT_POOL_SIZE - 1; i++, ent++) ent->next = ent + 1; ent->next = pool->next ? pool->next->entities : 0; } free_entities = entity_pools ? entity_pools->entities : 0; } void R_ClearEnts (void) { r_ent_queue = 0; vis_tail = &r_ent_queue; } void R_EnqueueEntity (entity_t *ent) { ent->next = 0; *vis_tail = ent; vis_tail = &ent->next; } float R_EntityBlend (entity_t *ent, int pose, float interval) { float blend; if (ent->pose_model != ent->model) { ent->pose_model = ent->model; ent->pose1 = pose; ent->pose2 = pose; return 0.0; } ent->frame_interval = interval; if (ent->pose2 != pose) { ent->frame_start_time = vr_data.realtime; if (ent->pose2 == -1) { ent->pose1 = pose; } else { ent->pose1 = ent->pose2; } ent->pose2 = pose; blend = 0.0; } else if (vr_data.paused) { blend = 1.0; } else { blend = (vr_data.realtime - ent->frame_start_time) / ent->frame_interval; blend = min (blend, 1.0); } return blend; }