mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 12:52:46 +00:00
fbc1bd9f6e
This is the first step towards component-based entities. There's still some transform-related stuff in the struct that needs to be moved, but it's all entirely client related (rather than renderer) and will probably go into a "client" component. Also, the current components are directly included structs rather than references as I didn't want to deal with the object management at this stage. As part of the process (because transforms use simd) this also starts the process of moving QF to using simd for vectors and matrices. There's now a mess of simd and sisd code mixed together, but it works surprisingly well together.
162 lines
3.4 KiB
C
162 lines
3.4 KiB
C
/*
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r_tent.c
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rendering entities
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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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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <math.h>
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#include <stdlib.h>
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#include "QF/entity.h"
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#include "QF/model.h"
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#include "QF/msg.h"
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#include "QF/render.h"
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#include "QF/sound.h"
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#include "QF/sys.h"
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#include "r_internal.h"
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#define ENT_POOL_SIZE 32
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typedef struct entity_pool_s {
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struct entity_pool_s *next;
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entity_t entities[ENT_POOL_SIZE];
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} entity_pool_t;
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entity_t *r_ent_queue;
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static entity_t **vis_tail = &r_ent_queue;
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static entity_pool_t *entity_pools = 0;
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static entity_pool_t **entpool_tail = &entity_pools;
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static entity_t *free_entities;
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entity_t *
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R_AllocEntity (void)
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{
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entity_pool_t *pool;
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entity_t *ent;
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int i;
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if ((ent = free_entities)) {
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free_entities = ent->next;
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ent->next = 0;
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ent->transform = 0;
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return ent;
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}
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pool = malloc (sizeof (entity_pool_t));
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pool->next = 0;
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*entpool_tail = pool;
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entpool_tail = &pool->next;
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for (ent = pool->entities, i = 0; i < ENT_POOL_SIZE - 1; i++, ent++) {
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ent->next = ent + 1;
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ent->transform = 0;
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}
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ent->next = 0;
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ent->transform = 0;
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free_entities = pool->entities;
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return R_AllocEntity ();
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}
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void
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R_FreeAllEntities (void)
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{
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entity_pool_t *pool;
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entity_t *ent;
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int i;
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for (pool = entity_pools; pool; pool = pool->next) {
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for (ent = pool->entities, i = 0; i < ENT_POOL_SIZE - 1; i++, ent++) {
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ent->next = ent + 1;
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if (ent->transform) {
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Transform_Delete (ent->transform);
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ent->transform = 0;
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}
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}
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ent->next = pool->next ? pool->next->entities : 0;
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if (ent->transform) {
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Transform_Delete (ent->transform);
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ent->transform = 0;
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}
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}
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free_entities = entity_pools ? entity_pools->entities : 0;
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}
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void
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R_ClearEnts (void)
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{
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r_ent_queue = 0;
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vis_tail = &r_ent_queue;
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}
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void
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R_EnqueueEntity (entity_t *ent)
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{
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ent->next = 0;
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*vis_tail = ent;
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vis_tail = &ent->next;
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}
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float
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R_EntityBlend (entity_t *ent, int pose, float interval)
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{
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float blend;
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if (ent->animation.nolerp) {
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ent->animation.nolerp = 0;
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ent->animation.pose1 = pose;
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ent->animation.pose2 = pose;
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return 0.0;
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}
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ent->animation.frame_interval = interval;
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if (ent->animation.pose2 != pose) {
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ent->animation.frame_start_time = vr_data.realtime;
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if (ent->animation.pose2 == -1) {
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ent->animation.pose1 = pose;
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} else {
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ent->animation.pose1 = ent->animation.pose2;
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}
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ent->animation.pose2 = pose;
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blend = 0.0;
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} else if (vr_data.paused) {
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blend = 1.0;
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} else {
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blend = (vr_data.realtime - ent->animation.frame_start_time)
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/ ent->animation.frame_interval;
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blend = min (blend, 1.0);
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}
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return blend;
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}
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