quakeforge/include/QF/scene/entity.h
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

161 lines
4 KiB
C

/*
entity.h
Entity management
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2021/02/26
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
*/
#ifndef __QF_scene_entity_h
#define __QF_scene_entity_h
#include "QF/darray.h"
#include "QF/qtypes.h"
#include "QF/set.h"
#include "QF/simd/vec4f.h"
#include "QF/simd/mat4f.h"
/** \defgroup scene_entity Entity management
\ingroup scene
*/
///@{
#include "QF/scene/scene.h"
#include "QF/scene/transform.h"
typedef struct entity_s {
ecs_registry_t *reg;
uint32_t id;
} entity_t;
#define nullentity ((entity_t) { .id = nullent })
typedef struct animation_s {
int frame;
float syncbase; // randomize time base for local animations
float frame_start_time;
float frame_interval;
int pose1;
int pose2;
float blend;
int nolerp; // don't lerp this frame (pose data invalid)
} animation_t;
typedef struct visibility_s {
struct efrag_s *efrag; // linked list of efrags
int topnode_id; // bmodels, first world node that
// splits bmodel, or NULL if not split
// applies to other models, too
// found in an active leaf
int trivial_accept; // view clipping (frustum and depth)
} visibility_t;
typedef struct renderer_s {
struct model_s *model; // NULL = no model
struct skin_s *skin;
float colormod[4]; // color tint and alpha for model
int skinnum; // for Alias models
int fullbright;
float min_light;
int render_id;
mat4f_t full_transform;
} renderer_t;
typedef struct entityset_s DARRAY_TYPE (entity_t) entityset_t;
typedef struct efrag_s {
struct mleaf_s *leaf;
struct efrag_s *leafnext;
entity_t entity;
uint32_t queue_num;
struct efrag_s *entnext;
} efrag_t;
typedef struct entqueue_s {
set_t *queued_ents;
entityset_t *ent_queues;
int num_queues;
} entqueue_t;
typedef struct colormap_s {
byte top;
byte bottom;
} colormap_t;
#define ENTINLINE GNU89INLINE inline
entqueue_t *EntQueue_New (int num_queues);
void EntQueue_Delete (entqueue_t *queue);
ENTINLINE void EntQueue_AddEntity (entqueue_t *queue, entity_t ent,
int queue_num);
void EntQueue_Clear (entqueue_t *queue);
ENTINLINE int Entity_Valid (entity_t ent);
ENTINLINE transform_t Entity_Transform (entity_t ent);
#undef ENTINLINE
#ifndef IMPLEMENT_ENTITY_Funcs
#define ENTINLINE GNU89INLINE inline
#else
#define ENTINLINE VISIBLE
#endif
ENTINLINE
void
EntQueue_AddEntity (entqueue_t *queue, entity_t ent, int queue_num)
{
int id = Ent_Index (ent.id);
if (!set_is_member (queue->queued_ents, id)) {
// entity ids are negative (ones-complement)
set_add (queue->queued_ents, id);
DARRAY_APPEND (&queue->ent_queues[queue_num], ent);
}
}
ENTINLINE
int
Entity_Valid (entity_t ent)
{
return ent.reg && ECS_EntValid (ent.id, ent.reg);
}
ENTINLINE
transform_t
Entity_Transform (entity_t ent)
{
// The transform hierarchy reference is a component on the entity thus
// the entity id is the transform id.
return (transform_t) { .reg = ent.reg, .id = ent.id, .comp = scene_href };
}
struct mod_brush_s;
efrag_t **R_LinkEfrag (struct mleaf_s *leaf, entity_t ent, uint32_t queue,
efrag_t **lastlink);
void R_AddEfrags (struct mod_brush_s *, entity_t ent);
void R_ShutdownEfrags (void);
void R_ClearEfragChain (efrag_t *ef);
///@}
#endif//__QF_scene_entity_h