quakeforge/nq/source/cl_ents.c
Bill Currie 35ec2ebb4c [scene] Move dynamic lights into the scene ECS
While the insertion of dlights into the BSP might wind up being overly
expensive, the automatic management of the component pool cleans up the
various loops in the renderers.

Unfortunately, (current bug) lights on entities cause the entity to
disappear due to how the entity queue system works, and the doubled
efrag chain causes crashes when changing maps, meaning lights should be
on their own entities, not additional components on entities with
visible models.

Also, the vulkan renderer segfaults on dlights (fix incoming, along with
shadows for dlights).
2023-08-04 15:08:56 +09:00

344 lines
9.5 KiB
C

/*
cl_ents.c
entity parsing and management
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
#include "QF/cbuf.h"
#include "QF/cmd.h"
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/input.h"
#include "QF/keys.h"
#include "QF/msg.h"
#include "QF/plist.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/plugin/vid_render.h"
#include "QF/scene/entity.h"
#include "QF/scene/scene.h"
#include "compat.h"
#include "client/effects.h"
#include "client/temp_entities.h"
#include "client/world.h"
#include "client/chase.h"
#include "nq/include/client.h"
#include "nq/include/host.h"
#include "nq/include/host.h"
#include "nq/include/server.h"
entity_t cl_entities[MAX_EDICTS];
double cl_msgtime[MAX_EDICTS];
static byte forcelink_bytes[SET_SIZE(MAX_EDICTS)];
#define alloc_forcelink(s) (set_bits_t *)forcelink_bytes
set_t cl_forcelink = SET_STATIC_INIT (MAX_EDICTS, alloc_forcelink);
#undef alloc_forcelink
void
CL_ClearEnts (void)
{
size_t i;
for (i = 0; i < MAX_EDICTS; i++) {
cl_entities[i] = nullentity;
}
// clear other arrays
i = nq_entstates.num_frames * nq_entstates.num_entities;
memset (nq_entstates.frame[0], 0, i * sizeof (entity_state_t));
memset (cl_msgtime, -1, sizeof (cl_msgtime));
set_empty (&cl_forcelink);
}
static entity_t
CL_GetInvalidEntity (int num)
{
return cl_entities[num];
}
entity_t
CL_GetEntity (int num)
{
if (!Entity_Valid (cl_entities[num])) {
cl_entities[num] = Scene_CreateEntity (cl_world.scene);
CL_Init_Entity (cl_entities[num]);
}
return cl_entities[num];
}
/*
CL_LerpPoint
Determines the fraction between the last two messages at which the
objects should be put.
*/
static float
CL_LerpPoint (void)
{
float f, frac;
f = cl.mtime[0] - cl.mtime[1];
if (!f || cl_nolerp || cls.timedemo || sv.active) {
cl.time = cl.mtime[0];
return 1;
}
if (f > 0.1) { // dropped packet, or start of demo
cl.mtime[1] = cl.mtime[0] - 0.1;
f = 0.1;
}
frac = (cl.time - cl.mtime[1]) / f;
if (frac < 0) {
if (frac < -0.01)
cl.time = cl.mtime[1];
frac = 0;
} else if (frac > 1) {
if (frac > 1.01)
cl.time = cl.mtime[0];
frac = 1;
}
return frac;
}
static void
set_entity_model (int ent_ind, int modelindex)
{
entity_t ent = cl_entities[ent_ind];
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
animation_t *animation = Ent_GetComponent (ent.id, scene_animation, ent.reg);
renderer->model = cl_world.models.a[modelindex];
// automatic animation (torches, etc) can be either all together
// or randomized
if (renderer->model) {
if (renderer->model->synctype == ST_RAND) {
animation->syncbase = (float) (rand () & 0x7fff) / 0x7fff;
} else {
animation->syncbase = 0.0;
}
}
// Changing the model can change the visibility of the entity and even
// the model type
SET_ADD (&cl_forcelink, ent_ind);
animation->nolerp = 1; // don't try to lerp when the model has changed
if (ent_ind <= cl.maxclients) {
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin, ent_ind);
}
}
void
CL_RelinkEntities (void)
{
entity_t ent;
entity_state_t *new, *old;
float bobjrotate, frac, f;
int i, j;
int model_flags;
// determine partial update time
frac = CL_LerpPoint ();
// interpolate player info
cl.viewstate.velocity = cl.frameVelocity[1]
+ frac * (cl.frameVelocity[0] - cl.frameVelocity[1]);
if (cls.demoplayback) {
// interpolate the angles
vec3_t d;
VectorSubtract (cl.frameViewAngles[0], cl.frameViewAngles[1], d);
for (j = 0; j < 3; j++) {
if (d[j] > 180) {
d[j] -= 360;
} else if (d[j] < -180) {
d[j] += 360;
}
}
VectorMultAdd (cl.frameViewAngles[1], frac, d,
cl.viewstate.player_angles);
}
bobjrotate = anglemod (100 * cl.time);
// start on the entity after the world
for (i = 1; i < cl.num_entities; i++) {
new = &nq_entstates.frame[0 + cl.frameIndex][i];
old = &nq_entstates.frame[1 - cl.frameIndex][i];
ent = CL_GetInvalidEntity (i);
// if the object wasn't included in the last packet, or the model
// has been removed, remove the entity
if (cl_msgtime[i] != cl.mtime[0] || !new->modelindex) {
if (Entity_Valid (ent)) {
Scene_DestroyEntity (cl_world.scene, ent);
}
continue;
}
if (!Entity_Valid (ent)) {
ent = CL_GetEntity (i);
SET_ADD (&cl_forcelink, i);
}
transform_t transform = Entity_Transform (ent);
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
animation_t *animation = Ent_GetComponent (ent.id, scene_animation, ent.reg);
vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin, ent.reg);
if (SET_TEST_MEMBER (&cl_forcelink, i)) {
*old = *new;
}
if (SET_TEST_MEMBER (&cl_forcelink, i)
|| new->modelindex != old->modelindex) {
old->modelindex = new->modelindex;
set_entity_model (i, new->modelindex);
}
animation->frame = new->frame;
if (SET_TEST_MEMBER (&cl_forcelink, i)
|| new->colormap != old->colormap) {
old->colormap = new->colormap;
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
new->colormap);
}
if (SET_TEST_MEMBER (&cl_forcelink, i)
|| new->skinnum != old->skinnum) {
old->skinnum = new->skinnum;
renderer->skinnum = new->skinnum;
if (i <= cl.maxclients) {
colormap_t colormap = {
.top = cl.players[i - 1].topcolor,
.bottom = cl.players[i - 1].bottomcolor,
};
Ent_SetComponent (ent.id, scene_colormap, ent.reg, &colormap);
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
i);
mod_funcs->Skin_SetTranslation (i, cl.players[i - 1].topcolor,
cl.players[i - 1].bottomcolor);
}
}
VectorCopy (ent_colormod[new->colormod], renderer->colormod);
renderer->colormod[3] = ENTALPHA_DECODE (new->alpha);
model_flags = 0;
if (renderer->model) {
model_flags = renderer->model->flags;
}
if (SET_TEST_MEMBER (&cl_forcelink, i)) {
// The entity was not updated in the last message so move to the
// final spot
animation->pose1 = animation->pose2 = -1;
CL_TransformEntity (ent, new->scale / 16.0, new->angles,
new->origin);
if (i != cl.viewentity || chase_active) {
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
}
*old_origin = new->origin;
} else {
vec4f_t delta = new->origin - old->origin;
f = frac;
*old_origin = Transform_GetWorldPosition (transform);
// If the delta is large, assume a teleport and don't lerp
if (fabs (delta[0]) > 100 || fabs (delta[1]) > 100
|| fabs (delta[2]) > 100) {
// assume a teleportation, not a motion
CL_TransformEntity (ent, new->scale / 16.0, new->angles,
new->origin);
animation->pose1 = animation->pose2 = -1;
} else {
// interpolate the origin and angles
vec3_t angles, d;
vec4f_t origin = old->origin + f * delta;
if (!(model_flags & EF_ROTATE)) {
VectorSubtract (new->angles, old->angles, d);
for (j = 0; j < 3; j++) {
if (d[j] > 180)
d[j] -= 360;
else if (d[j] < -180)
d[j] += 360;
}
VectorMultAdd (old->angles, f, d, angles);
}
CL_TransformEntity (ent, new->scale / 16.0, angles, origin);
}
if (i != cl.viewentity || chase_active) {
vec4f_t org = Transform_GetWorldPosition (transform);
if (!VectorCompare (org, *old_origin)) {//FIXME
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
}
}
}
// rotate binary objects locally
if (model_flags & EF_ROTATE) {
vec3_t angles;
VectorCopy (new->angles, angles);
angles[YAW] = bobjrotate;
CL_TransformEntity (ent, new->scale / 16.0, angles, new->origin);
}
CL_EntityEffects (ent, new, cl.time);
vec4f_t org = Transform_GetWorldPosition (transform);
int effects = new->effects;
if (cl.maxclients == 1 && effects) {
// Enable blue and red lights for quad and invulnerability,
// but only for single-player as such information isn't provided
// by the server for other players and thus it would probably be
// confusing if the player could see the colored effects but not
// for others.
int it = cl.stats[STAT_ITEMS];
effects |= (it & IT_QUAD)
>> (BITOP_LOG2(IT_QUAD) - BITOP_LOG2 (EF_BLUE));
effects |= (it & IT_INVULNERABILITY)
>> (BITOP_LOG2(IT_INVULNERABILITY) - BITOP_LOG2 (EF_RED));
}
CL_NewDlight (ent, org, effects, new->glow_size,
new->glow_color, cl.time);
if (VectorDistance_fast (old->origin, org) > (256 * 256)) {
old->origin = org;
}
if (model_flags & ~EF_ROTATE)
CL_ModelEffects (ent, new->glow_color, cl.time);
SET_REMOVE (&cl_forcelink, i);
}
{
entity_t player_entity = CL_GetEntity (cl.viewentity);
transform_t transform = Entity_Transform (player_entity);
cl.viewstate.player_entity = player_entity;
cl.viewstate.player_origin = Transform_GetWorldPosition (transform);
}
}