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https://git.code.sf.net/p/quake/quakeforge
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8acd5c558b
This puts the hierarchy (transform) reference, animation, visibility, renderer, active, and old_origin data in separate components. There are a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately in sw, reasons known, missing brush models in vulkan). While quake doesn't really need an ECS, the direction I want to take QF does, and it does seem to have improved memory bandwidth a little (uncertain). However, there's a lot more work to go (especially fixing the above bugs), but this seems to be a good start.
59 lines
1.5 KiB
C
59 lines
1.5 KiB
C
/*
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camera.h
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Scene camera data
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Copyright (C) 2022 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2022/02/18
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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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#ifndef __QF_scene_camera_h
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#define __QF_scene_camera_h
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#include "QF/qtypes.h"
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#include "QF/simd/mat4f.h"
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#include "QF/scene/transform.h"
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/** \defgroup scene_camera Camera data
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\ingroup scene
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*/
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///@{
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typedef struct camera_s {
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struct scene_s *scene; ///< owning scene
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struct framebuffer_s *framebuffer;
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int32_t id; ///< id in scene
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transform_t transform;
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float field_of_view;
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float aspect;
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float near_clip;
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float far_clip;
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} camera_t;
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void Camera_GetViewMatrix (const camera_t *camera, mat4f_t mat);
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void Camera_GetProjectionMatrix (const camera_t *camera, mat4f_t mat);
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///@}
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#endif//__QF_scene_camera_h
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