quakeforge/libs/client/cl_temp_entities.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

751 lines
19 KiB
C

/*
cl_temp_entities.c
Client side temporary entity management
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2021/3/10
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/darray.h"
#include "QF/msg.h"
#include "QF/progs.h" // for PR_RESMAP
#include "QF/quakefs.h"
#include "QF/render.h"
#include "QF/sound.h"
#include "QF/plugin/vid_render.h" //FIXME
//
#include "QF/scene/entity.h"
#include "QF/scene/light.h"
#include "QF/scene/scene.h"
#include "client/effects.h"
#include "client/entities.h"
#include "client/particles.h"
#include "client/temp_entities.h"
#include "client/world.h"
typedef struct tent_s {
struct tent_s *next;
entity_t ent;
} tent_t;
typedef struct {
int entity;
struct model_s *model;
float endtime;
vec4f_t start, end;
vec4f_t rotation;
tent_t *tents;
int seed;
} beam_t;
#define BEAM_SEED_INTERVAL 72
#define BEAM_SEED_PRIME 3191
typedef struct {
float start;
tent_t *tent;
} explosion_t;
typedef struct tent_obj_s {
struct tent_obj_s *next;
union {
beam_t beam;
explosion_t ex;
} to;
} tent_obj_t;
static PR_RESMAP (tent_t) temp_entities;
static PR_RESMAP (tent_obj_t) tent_objects;
static tent_obj_t *cl_beams;
static tent_obj_t *cl_explosions;
static tent_t *cl_projectiles;
static sfx_t *cl_sfx_wizhit;
static sfx_t *cl_sfx_knighthit;
static sfx_t *cl_sfx_tink1;
static sfx_t *cl_sfx_r_exp3;
static sfx_t *cl_sfx_ric[4];
static model_t *cl_mod_beam;
static model_t *cl_mod_bolt;
static model_t *cl_mod_bolt2;
static model_t *cl_mod_bolt3;
static model_t *cl_spr_explod;
static model_t *cl_spike;
static vec4f_t beam_rolls[360];
void
CL_TEnts_Precache (void)
{
cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav");
cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav");
cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav");
cl_sfx_ric[3] = S_PrecacheSound ("weapons/ric1.wav");
cl_sfx_ric[2] = S_PrecacheSound ("weapons/ric2.wav");
cl_sfx_ric[1] = S_PrecacheSound ("weapons/ric3.wav");
cl_sfx_ric[0] = cl_sfx_ric[1];
cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav");
cl_mod_bolt = Mod_ForName ("progs/bolt.mdl", true);
cl_mod_bolt2 = Mod_ForName ("progs/bolt2.mdl", true);
cl_mod_bolt3 = Mod_ForName ("progs/bolt3.mdl", true);
cl_spr_explod = Mod_ForName ("progs/s_explod.spr", true);
cl_mod_beam = Mod_ForName ("progs/beam.mdl", false);
cl_spike = Mod_ForName ("progs/spike.mdl", false);
if (!cl_mod_beam) {
cl_mod_beam = cl_mod_bolt;
}
S_SetAmbient (AMBIENT_WATER, S_PrecacheSound ("ambience/water1.wav"));
S_SetAmbient (AMBIENT_SKY, S_PrecacheSound ("ambience/wind2.wav"));
}
static void
cl_tents_precache (int phase, void *data)
{
if (!phase) {
return;
}
CL_TEnts_Precache ();
}
void
CL_TEnts_Init (void)
{
QFS_GamedirCallback (cl_tents_precache, 0);
for (int i = 0; i < 360; i++) {
float ang = i * M_PI / 360;
beam_rolls[i] = (vec4f_t) { sin (ang), 0, 0, cos (ang) };
}
}
void
CL_Init_Entity (entity_t ent)
{
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg);
animation_t *animation = Ent_GetComponent (ent.id, scene_animation, cl_world.scene->reg);
byte *active = Ent_GetComponent (ent.id, scene_active, cl_world.scene->reg);
vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin, cl_world.scene->reg);
memset (animation, 0, sizeof (*animation));
memset (renderer, 0, sizeof (*renderer));
*active = 1;
*old_origin = (vec4f_t) {0, 0, 0, 1};
renderer->skin = 0;
QuatSet (1.0, 1.0, 1.0, 1.0, renderer->colormod);
animation->pose1 = animation->pose2 = -1;
}
static tent_t *
new_temp_entity (void)
{
tent_t *tent = PR_RESNEW_NC (temp_entities);
tent->ent = Scene_CreateEntity (cl_world.scene);
tent->next = 0;
CL_Init_Entity (tent->ent);
return tent;
}
static void
free_temp_entities (tent_t *tents)
{
tent_t **t = &tents;
while (*t) {
Scene_DestroyEntity (cl_world.scene, (*t)->ent);//FIXME reuse?
t = &(*t)->next;
}
*t = temp_entities._free;
temp_entities._free = tents;
}
static tent_obj_t *
new_tent_object (void)
{
tent_obj_t *tobj = PR_RESNEW_NC (tent_objects);
tobj->next = 0;
return tobj;
}
static void
free_tent_object (tent_obj_t *tobj)
{
tobj->next = tent_objects._free;
tent_objects._free = tobj;
}
void
CL_ClearTEnts (void)
{
PR_RESRESET (temp_entities);
PR_RESRESET (tent_objects);
cl_beams = 0;
cl_explosions = 0;
}
static inline void
beam_clear (beam_t *b)
{
if (b->tents) {
free_temp_entities (b->tents);
b->tents = 0;
}
}
static inline void
beam_setup (beam_t *b, bool settransform, double time, TEntContext_t *ctx)
{
tent_t *tent;
float d;
int ent_count;
vec4f_t dist, org;
vec4f_t rotation;
vec4f_t scale = { 1, 1, 1, 1 };
unsigned seed;
// calculate pitch and yaw
dist = b->end - b->start;
// FIXME interpolation may be off when passing through the -x axis
if (dist[0] < 0 && dist[1] == 0 && dist[2] == 0) {
// anti-parallel with the +x axis, so assome 180 degree rotation around
// the z-axis
rotation = (vec4f_t) { 0, 0, 1, 0 };
} else {
rotation = qrotf ((vec4f_t) { 1, 0, 0, 0 }, dist);
}
b->rotation = rotation;
// add new entities for the lightning
org = b->start;
d = magnitudef (dist)[0];
dist = normalf (dist) * 30;
ent_count = ceil (d / 30);
d = 0;
seed = b->seed + ((int) (time * BEAM_SEED_INTERVAL) % BEAM_SEED_INTERVAL);
while (ent_count--) {
tent = new_temp_entity ();
tent->next = b->tents;
b->tents = tent;
vec4f_t position = org + d * dist;
d += 1.0;
transform_t transform = Entity_Transform (tent->ent);
renderer_t *renderer = Ent_GetComponent (tent->ent.id, scene_renderer, cl_world.scene->reg);
renderer->model = b->model;
if (settransform) {
seed = seed * BEAM_SEED_PRIME;
Transform_SetLocalTransform (transform, scale,
qmulf (rotation,
beam_rolls[seed % 360]),
position);
} else {
Transform_SetLocalPosition (transform, position);
}
R_AddEfrags (&cl_world.scene->worldmodel->brush, tent->ent);
}
}
static void
CL_ParseBeam (qmsg_t *net_message, model_t *m, double time, TEntContext_t *ctx)
{
tent_obj_t *to;
beam_t *b;
int ent;
vec4f_t start, end;
ent = MSG_ReadShort (net_message);
MSG_ReadCoordV (net_message, (vec_t*)&start);//FIXME
MSG_ReadCoordV (net_message, (vec_t*)&end);//FIXME
start[3] = end[3] = 1;//FIXME
to = 0;
if (ent) {
for (to = cl_beams; to; to = to->next) {
if (to->to.beam.entity == ent) {
break;
}
}
}
if (!to) {
to = new_tent_object ();
to->next = cl_beams;
cl_beams = to;
to->to.beam.tents = 0;
to->to.beam.entity = ent;
}
b = &to->to.beam;
beam_clear (b);
b->model = m;
b->endtime = time + 0.2;
b->seed = rand ();
b->end = end;
if (b->entity != ctx->playerEntity) {
// this will be done in CL_UpdateBeams
b->start = start;
beam_setup (b, true, time, ctx);
}
}
typedef struct tempent_s DARRAY_TYPE (entity_t) tempent_t;
static tempent_t light_entities = DARRAY_STATIC_INIT (32);
static void
free_stale_entities (void)
{
size_t i, j;
for (i = 0, j = 0; i < light_entities.size; i++) {
auto ent = light_entities.a[i];
if (Ent_HasComponent (ent.id, scene_dynlight, ent.reg)) {
if (j != i) {
light_entities.a[j] = ent;
}
j++;
} else {
ECS_DelEntity (ent.reg, ent.id);
}
}
light_entities.size = j;
}
static void
spawn_light (vec4f_t position, vec4f_t color, float radius, float die,
float decay)
{
entity_t ent = {
.reg = cl_world.scene->reg,
.id = ECS_NewEntity (cl_world.scene->reg),
};
DARRAY_APPEND (&light_entities, ent);
Ent_SetComponent (ent.id, scene_dynlight, ent.reg, &(dlight_t) {
.origin = position,
.color = color,
.radius = radius,
.die = die,
.decay = decay,
});
Light_LinkLight (cl_world.scene->lights, ent.id);
}
static void
parse_tent (qmsg_t *net_message, double time, TEntContext_t *ctx,
TE_Effect type)
{
tent_obj_t *to;
explosion_t *ex;
int colorStart, colorLength;
vec4f_t color;
vec4f_t position = {0, 0, 0, 1};
int count;
const char *name;
switch (type) {
case TE_NoEffect:
// invalid mapping, can't do anything
break;
case TE_Beam:
CL_ParseBeam (net_message, cl_mod_beam, time, ctx);
break;
case TE_Blood:
count = MSG_ReadByte (net_message) * 20;
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
clp_funcs->BloodPuffEffect (position, count);
break;
case TE_Explosion1:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
// sprite
to = new_tent_object ();
to->next = cl_explosions;
cl_explosions = to;
ex = &to->to.ex;
ex->tent = new_temp_entity ();
ex->start = time;
//FIXME need better model management
if (!cl_spr_explod->cache.data) {
cl_spr_explod = Mod_ForName ("progs/s_explod.spr", true);
}
transform_t transform = Entity_Transform (ex->tent->ent);
renderer_t *renderer = Ent_GetComponent (ex->tent->ent.id, scene_renderer, cl_world.scene->reg);
renderer->model = cl_spr_explod;
Transform_SetLocalPosition (transform, position);
color = (vec4f_t) {0.86, 0.31, 0.24, 0.7};
goto TE_Explosion_no_sprite;
case TE_Explosion:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
color = (vec4f_t) {1.0, 0.5, 0.25, 0.7};
TE_Explosion_no_sprite:
// particles
clp_funcs->ParticleExplosion (position);
spawn_light (position, color, 250, time + 0.5, 300);
// sound
S_StartSound (-1, 0, cl_sfx_r_exp3, position, 1, 1);
break;
case TE_Explosion2:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
colorStart = MSG_ReadByte (net_message);
colorLength = MSG_ReadByte (net_message);
S_StartSound (-1, 0, cl_sfx_r_exp3, position, 1, 1);
clp_funcs->ParticleExplosion2 (position, colorStart, colorLength);
colorStart = (colorStart + (rand () % colorLength)) * 3;
VectorScale (&r_data->vid->palette[colorStart], 1.0 / 255.0, color);
color[3] = 0.7;
spawn_light (position, color, 350, time + 0.5, 300);
break;
case TE_Explosion3:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
MSG_ReadCoordV (net_message, (vec_t*)&color); //FIXME OUCH!
color[3] = 0.7;
clp_funcs->ParticleExplosion (position);
S_StartSound (-1, 0, cl_sfx_r_exp3, position, 1, 1);
spawn_light (position, color, 350, time + 0.5, 300);
break;
case TE_Gunshot1:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
clp_funcs->GunshotEffect (position, 20);
break;
case TE_Gunshot2:
count = MSG_ReadByte (net_message) * 20;
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
clp_funcs->GunshotEffect (position, count);
break;
case TE_KnightSpike:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
clp_funcs->KnightSpikeEffect (position);
S_StartSound (-1, 0, cl_sfx_knighthit, position, 1, 1);
break;
case TE_LavaSplash:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
clp_funcs->LavaSplash (position);
break;
case TE_Lightning1:
CL_ParseBeam (net_message, cl_mod_bolt, time, ctx);
break;
case TE_Lightning2:
CL_ParseBeam (net_message, cl_mod_bolt2, time, ctx);
break;
case TE_Lightning3:
CL_ParseBeam (net_message, cl_mod_bolt3, time, ctx);
break;
case TE_Lightning4:
name = MSG_ReadString (net_message);
CL_ParseBeam (net_message, Mod_ForName (name, true), time, ctx);
break;
case TE_LightningBlood:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
color = (vec4f_t) {0.25, 0.40, 0.65, 1};
spawn_light (position, color, 150, time + 0.1, 200);
clp_funcs->LightningBloodEffect (position);
break;
case TE_Spike:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
clp_funcs->SpikeEffect (position);
{
int i;
sfx_t *sound;
i = (rand () % 20) - 16;
if (i >= 0) {
sound = cl_sfx_ric[i];
} else {
sound = cl_sfx_tink1;
}
S_StartSound (-1, 0, sound, position, 1, 1);
}
break;
case TE_SuperSpike:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
clp_funcs->SuperSpikeEffect (position);
{
int i;
sfx_t *sound;
i = (rand () % 20) - 16;
if (i >= 0) {
sound = cl_sfx_ric[i];
} else {
sound = cl_sfx_tink1;
}
S_StartSound (-1, 0, sound, position, 1, 1);
}
break;
case TE_TarExplosion:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
clp_funcs->BlobExplosion (position);
S_StartSound (-1, 0, cl_sfx_r_exp3, position, 1, 1);
break;
case TE_Teleport:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
clp_funcs->TeleportSplash (position);
break;
case TE_WizSpike:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
clp_funcs->WizSpikeEffect (position);
S_StartSound (-1, 0, cl_sfx_wizhit, position, 1, 1);
break;
}
}
// the effect type is a byte so a max of 256 values
static const TE_Effect nqEffects[256] = {
[TE_nqSpike] = TE_Spike,
[TE_nqSuperSpike] = TE_SuperSpike,
[TE_nqGunshot] = TE_Gunshot1,
[TE_nqExplosion] = TE_Explosion,
[TE_nqTarExplosion] = TE_TarExplosion,
[TE_nqLightning1] = TE_Lightning1,
[TE_nqLightning2] = TE_Lightning2,
[TE_nqWizSpike] = TE_WizSpike,
[TE_nqKnightSpike] = TE_KnightSpike,
[TE_nqLightning3] = TE_Lightning3,
[TE_nqLavaSplash] = TE_LavaSplash,
[TE_nqTeleport] = TE_Teleport,
[TE_nqExplosion2] = TE_Explosion2,
[TE_nqBeam] = TE_Beam,
[TE_nqExplosion3] = TE_Explosion3,
[TE_nqLightning4] = TE_Lightning4,
};
void
CL_ParseTEnt_nq (qmsg_t *net_message, double time, TEntContext_t *ctx)
{
byte type = MSG_ReadByte (net_message);
parse_tent (net_message, time, ctx, nqEffects[type]);
}
// the effect type is a byte so a max of 256 values
static const TE_Effect qwEffects[256] = {
[TE_qwSpike] = TE_Spike,
[TE_qwSuperSpike] = TE_SuperSpike,
[TE_qwGunshot] = TE_Gunshot2,
[TE_qwExplosion] = TE_Explosion1,
[TE_qwTarExplosion] = TE_TarExplosion,
[TE_qwLightning1] = TE_Lightning1,
[TE_qwLightning2] = TE_Lightning2,
[TE_qwWizSpike] = TE_WizSpike,
[TE_qwKnightSpike] = TE_KnightSpike,
[TE_qwLightning3] = TE_Lightning3,
[TE_qwLavaSplash] = TE_LavaSplash,
[TE_qwTeleport] = TE_Teleport,
[TE_qwBlood] = TE_Blood,
[TE_qwLightningBlood] = TE_LightningBlood,
[TE_qwExplosion2] = TE_Explosion2,
[TE_qwBeam] = TE_Beam,
};
void
CL_ParseTEnt_qw (qmsg_t *net_message, double time, TEntContext_t *ctx)
{
byte type = MSG_ReadByte (net_message);
parse_tent (net_message, time, ctx, qwEffects[type]);
}
static void
CL_UpdateBeams (double time, TEntContext_t *ctx)
{
tent_obj_t **to;
beam_t *b;
unsigned seed;
tent_t *t;
// update lightning
for (to = &cl_beams; *to; ) {
b = &(*to)->to.beam;
if (!b->endtime)
continue;
if (!b->model || b->endtime < time) {
tent_obj_t *_to;
b->endtime = 0;
beam_clear (b);
_to = *to;
*to = _to->next;
free_tent_object (_to);
continue;
}
to = &(*to)->next;
// if coming from the player, update the start position
if (b->entity == ctx->playerEntity) {
beam_clear (b);
b->start = ctx->simorg;
beam_setup (b, false, time, ctx);
}
seed = b->seed + ((int) (time * BEAM_SEED_INTERVAL) %
BEAM_SEED_INTERVAL);
// add new entities for the lightning
for (t = b->tents; t; t = t->next) {
seed = seed * BEAM_SEED_PRIME;
transform_t transform = Entity_Transform (t->ent);
Transform_SetLocalRotation (transform,
qmulf (b->rotation,
beam_rolls[seed % 360]));
}
}
}
static void
CL_UpdateExplosions (double time, TEntContext_t *ctx)
{
int f;
tent_obj_t **to;
explosion_t *ex;
entity_t ent;
for (to = &cl_explosions; *to; ) {
ex = &(*to)->to.ex;
ent = ex->tent->ent;
f = 10 * (time - ex->start);
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg);
animation_t *animation = Ent_GetComponent (ent.id, scene_animation, cl_world.scene->reg);
if (f >= renderer->model->numframes) {
tent_obj_t *_to;
free_temp_entities (ex->tent);
_to = *to;
*to = _to->next;
free_tent_object (_to);
continue;
}
to = &(*to)->next;
animation->frame = f;
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
}
}
void
CL_UpdateTEnts (double time, TEntContext_t *ctx)
{
free_stale_entities ();
CL_UpdateBeams (time, ctx);
CL_UpdateExplosions (time, ctx);
}
/*
CL_ParseParticleEffect
Parse an effect out of the server message
*/
void
CL_ParseParticleEffect (qmsg_t *net_message)
{
int i, count, color;
vec4f_t org = {0, 0, 0, 1}, dir = {};
MSG_ReadCoordV (net_message, (vec_t*)&org);//FIXME
for (i = 0; i < 3; i++)
dir[i] = ((signed char) MSG_ReadByte (net_message)) * (15.0 / 16.0);
count = MSG_ReadByte (net_message);
color = MSG_ReadByte (net_message);
if (count == 255)
clp_funcs->ParticleExplosion (org);
else
clp_funcs->RunParticleEffect (org, dir, color, count);
}
void
CL_ClearProjectiles (void)
{
free_temp_entities (cl_projectiles);
cl_projectiles = 0;
}
/*
Nails are passed as efficient temporary entities
*/
void
CL_ParseProjectiles (qmsg_t *net_message, bool nail2, TEntContext_t *ctx)
{
tent_t *tent;
tent_t *head = 0, **tail = &head;
byte bits[6];
int i, c, j, num;
entity_t pr;
vec4f_t position = { 0, 0, 0, 1 };
vec3_t angles;
c = MSG_ReadByte (net_message);
for (i = 0; i < c; i++) {
if (nail2)
num = MSG_ReadByte (net_message);
else
num = 0;
(void) num; //FIXME
for (j = 0; j < 6; j++)
bits[j] = MSG_ReadByte (net_message);
tent = new_temp_entity ();
*tail = tent;
tail = &tent->next;
pr = tent->ent;
renderer_t *renderer = Ent_GetComponent (pr.id, scene_renderer, cl_world.scene->reg);
renderer->model = cl_spike;
renderer->skin = 0;
position[0] = ((bits[0] + ((bits[1] & 15) << 8)) << 1) - 4096;
position[1] = (((bits[1] >> 4) + (bits[2] << 4)) << 1) - 4096;
position[2] = ((bits[3] + ((bits[4] & 15) << 8)) << 1) - 4096;
angles[0] = (bits[4] >> 4) * (360.0 / 16.0);
angles[1] = bits[5] * (360.0 / 256.0);
angles[2] = 0;
CL_TransformEntity (tent->ent, 1, angles, position);
R_AddEfrags (&cl_world.scene->worldmodel->brush, pr);
}
*tail = cl_projectiles;
cl_projectiles = head;
}