quakeforge/libs/scene/scene.c
Bill Currie 72f6048a20 [scene] Put lights into the bsp tree via efrags
This eliminates the O(N^2) (N = map leaf count) operation of finding
visible lights and will later allow for finer culling of the lights as
they can be tested against the leaf volume (which they currently are
not as this was just getting things going). However, this has severely
hurt ad_tears' performance (I suspect due to the extreme number of
leafs), but the speed seems to be very steady. Hopefully, reconstructing
the vis clusters will help (I imagine it will help in many places, not
just lights).
2023-07-22 17:53:07 +09:00

300 lines
6.1 KiB
C

/*
scene.c
General scene handling
Copyright (C) 2021 Bill Currke
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 <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/mathlib.h"
#include "QF/sys.h"
#include "QF/model.h"
#include "QF/plugin/vid_render.h"
#include "QF/scene/entity.h"
#include "QF/scene/light.h"
#include "QF/scene/scene.h"
#include "QF/scene/transform.h"
static void
create_active (void *_active)
{
byte *active = _active;
*active = 1;
}
static void
create_old_origin (void *_old_origin)
{
vec4f_t *old_origin = _old_origin;
*old_origin = (vec4f_t) {0, 0, 0, 1};
}
static void
create_colormap (void *_colormap)
{
colormap_t *colormap = _colormap;
*colormap = (colormap_t) {1, 6};
}
static void
destroy_visibility (void *_visibility)
{
visibility_t *visibility = _visibility;
if (visibility->efrag) {
R_ClearEfragChain (visibility->efrag);
}
}
static void
destroy_renderer (void *_renderer)
{
renderer_t *renderer = _renderer;
if (renderer->skin) {
mod_funcs->Skin_Free (renderer->skin);
}
}
static void
destroy_efrags (void *_efrags)
{
efrag_t **efrags = _efrags;
R_ClearEfragChain (*efrags);
}
static void
sw_identity_matrix (void *_mat)
{
mat4f_t *mat = _mat;
mat4fidentity (*mat);
}
static void
sw_frame_0 (void *_frame)
{
byte *frame = _frame;
*frame = 0;
}
static void
sw_null_brush (void *_brush)
{
struct mod_brush_s **brush = _brush;
*brush = 0;
}
static const component_t scene_components[scene_comp_count] = {
[scene_href] = {
.size = sizeof (hierref_t),
.create = 0,//create_href,
.name = "href",
.destroy = Hierref_DestroyComponent,
},
[scene_animation] = {
.size = sizeof (animation_t),
.create = 0,//create_animation,
.name = "animation",
},
[scene_visibility] = {
.size = sizeof (visibility_t),
.create = 0,//create_visibility,
.destroy = destroy_visibility,
.name = "visibility",
},
[scene_renderer] = {
.size = sizeof (renderer_t),
.create = 0,//create_renderer,
.destroy = destroy_renderer,
.name = "renderer",
},
[scene_active] = {
.size = sizeof (byte),
.create = create_active,
.name = "active",
},
[scene_old_origin] = {
.size = sizeof (vec4f_t),
.create = create_old_origin,
.name = "old_origin",
},
[scene_colormap] = {
.size = sizeof (colormap_t),
.create = create_colormap,
.name = "colormap",
},
[scene_light] = {
.size = sizeof (light_t),
.name = "light",
},
[scene_efrags] = {
.size = sizeof (efrag_t *),
.destroy = destroy_efrags,
.name = "efrags",
},
[scene_lightstyle] = {
.size = sizeof (int),
.name = "lightstyle",
},
[scene_sw_matrix] = {
.size = sizeof (mat4f_t),
.create = sw_identity_matrix,
.name = "sw world transform",
},
[scene_sw_frame] = {
.size = sizeof (byte),
.create = sw_frame_0,
.name = "sw brush model animation frame",
},
[scene_sw_brush] = {
.size = sizeof (struct mod_brush_s *),
.create = sw_null_brush,
.name = "sw brush model data pointer",
},
};
static byte empty_visdata[] = { 0x01 };
static mleaf_t empty_leafs[] = {
[1] = {
.contents = CONTENTS_EMPTY,
.mins = {-INFINITY, -INFINITY, -INFINITY},
.maxs = { INFINITY, INFINITY, INFINITY},
.compressed_vis = empty_visdata,
},
};
static mnode_t empty_nodes[] = {
[0] = {
.plane = { 0, 0, 0, -1 },
.type = 3,
.children = { ~0, ~1 },
.minmaxs = {-INFINITY, -INFINITY, -INFINITY,
INFINITY, INFINITY, INFINITY},
},
};
static int empty_node_parents[] = {
[0] = -1,
};
static int empty_leaf_parents[] = {
[0] = 0,
[1] = 0,
};
static int empty_leaf_flags[] = {
[1] = SURF_DRAWSKY,
};
static char empty_entities[] = { 0 };
static model_t empty_world = {
.type = mod_brush,
.radius = INFINITY,
.mins = {-INFINITY, -INFINITY, -INFINITY},
.maxs = { INFINITY, INFINITY, INFINITY},
.brush = {
.modleafs = 2,
.visleafs = 1,
.numnodes = 1,
.nodes = empty_nodes,
.leafs = empty_leafs,
.entities = empty_entities,
.visdata = empty_visdata,
.node_parents = empty_node_parents,
.leaf_parents = empty_leaf_parents,
.leaf_flags = empty_leaf_flags,
},
};
scene_t *
Scene_NewScene (void)
{
scene_t *scene = calloc (1, sizeof (scene_t));
scene->reg = ECS_NewRegistry ();
ECS_RegisterComponents (scene->reg, scene_components, scene_comp_count);
ECS_CreateComponentPools (scene->reg);
scene->worldmodel = &empty_world;
return scene;
}
void
Scene_DeleteScene (scene_t *scene)
{
ECS_DelRegistry (scene->reg);
free (scene);
}
entity_t
Scene_CreateEntity (scene_t *scene)
{
// Transform_New creates an entity and adds a scene_href component to the
// entity
transform_t trans = Transform_New (scene->reg, nulltransform);
uint32_t id = trans.id;
Ent_SetComponent (id, scene_animation, scene->reg, 0);
Ent_SetComponent (id, scene_renderer, scene->reg, 0);
Ent_SetComponent (id, scene_active, scene->reg, 0);
Ent_SetComponent (id, scene_old_origin, scene->reg, 0);
renderer_t *renderer = Ent_GetComponent (id, scene_renderer, scene->reg);
QuatSet (1, 1, 1, 1, renderer->colormod);
return (entity_t) { .reg = scene->reg, .id = id };
}
void
Scene_DestroyEntity (scene_t *scene, entity_t ent)
{
ECS_DelEntity (scene->reg, ent.id);
}
void
Scene_FreeAllEntities (scene_t *scene)
{
auto reg = scene->reg;
for (uint32_t i = 0; i < reg->num_entities; i++) {
uint32_t ent = reg->entities[i];
uint32_t ind = Ent_Index (ent);
if (ind == i) {
ECS_DelEntity (reg, ent);
}
}
}