quakeforge/libs/video/renderer/r_ent.c
Bill Currie fbc1bd9f6e [renderer] Clean up entity_t to a certain extent
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.
2021-03-10 00:01:41 +09:00

162 lines
3.4 KiB
C

/*
r_tent.c
rendering entities
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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdlib.h>
#include "QF/entity.h"
#include "QF/model.h"
#include "QF/msg.h"
#include "QF/render.h"
#include "QF/sound.h"
#include "QF/sys.h"
#include "r_internal.h"
#define ENT_POOL_SIZE 32
typedef struct entity_pool_s {
struct entity_pool_s *next;
entity_t entities[ENT_POOL_SIZE];
} entity_pool_t;
entity_t *r_ent_queue;
static entity_t **vis_tail = &r_ent_queue;
static entity_pool_t *entity_pools = 0;
static entity_pool_t **entpool_tail = &entity_pools;
static entity_t *free_entities;
entity_t *
R_AllocEntity (void)
{
entity_pool_t *pool;
entity_t *ent;
int i;
if ((ent = free_entities)) {
free_entities = ent->next;
ent->next = 0;
ent->transform = 0;
return ent;
}
pool = malloc (sizeof (entity_pool_t));
pool->next = 0;
*entpool_tail = pool;
entpool_tail = &pool->next;
for (ent = pool->entities, i = 0; i < ENT_POOL_SIZE - 1; i++, ent++) {
ent->next = ent + 1;
ent->transform = 0;
}
ent->next = 0;
ent->transform = 0;
free_entities = pool->entities;
return R_AllocEntity ();
}
void
R_FreeAllEntities (void)
{
entity_pool_t *pool;
entity_t *ent;
int i;
for (pool = entity_pools; pool; pool = pool->next) {
for (ent = pool->entities, i = 0; i < ENT_POOL_SIZE - 1; i++, ent++) {
ent->next = ent + 1;
if (ent->transform) {
Transform_Delete (ent->transform);
ent->transform = 0;
}
}
ent->next = pool->next ? pool->next->entities : 0;
if (ent->transform) {
Transform_Delete (ent->transform);
ent->transform = 0;
}
}
free_entities = entity_pools ? entity_pools->entities : 0;
}
void
R_ClearEnts (void)
{
r_ent_queue = 0;
vis_tail = &r_ent_queue;
}
void
R_EnqueueEntity (entity_t *ent)
{
ent->next = 0;
*vis_tail = ent;
vis_tail = &ent->next;
}
float
R_EntityBlend (entity_t *ent, int pose, float interval)
{
float blend;
if (ent->animation.nolerp) {
ent->animation.nolerp = 0;
ent->animation.pose1 = pose;
ent->animation.pose2 = pose;
return 0.0;
}
ent->animation.frame_interval = interval;
if (ent->animation.pose2 != pose) {
ent->animation.frame_start_time = vr_data.realtime;
if (ent->animation.pose2 == -1) {
ent->animation.pose1 = pose;
} else {
ent->animation.pose1 = ent->animation.pose2;
}
ent->animation.pose2 = pose;
blend = 0.0;
} else if (vr_data.paused) {
blend = 1.0;
} else {
blend = (vr_data.realtime - ent->animation.frame_start_time)
/ ent->animation.frame_interval;
blend = min (blend, 1.0);
}
return blend;
}