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a08261c620
This allows the use of an entity id to index into the entity data and fetch the transform and colormod data in the vertex shader, thus making instanced rendering possible. Non-world brush entities are still not rendered, but the world entity is using both the entity data buffer and entid buffer.
130 lines
3.3 KiB
C
130 lines
3.3 KiB
C
/*
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entity.h
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Entity management
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2021/02/26
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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_entity_h
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#define __QF_scene_entity_h
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#include "QF/darray.h"
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#include "QF/qtypes.h"
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#include "QF/set.h"
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#include "QF/simd/vec4f.h"
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#include "QF/simd/mat4f.h"
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/** \defgroup scene_entity Entity management
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\ingroup scene
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*/
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///@{
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#include "QF/scene/hierarchy.h"
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#include "QF/scene/transform.h"
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typedef struct animation_s {
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int frame;
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float syncbase; // randomize time base for local animations
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float frame_start_time;
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float frame_interval;
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int pose1;
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int pose2;
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float blend;
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int nolerp; // don't lerp this frame (pose data invalid)
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} animation_t;
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typedef struct visibility_s {
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struct entity_s *entity; // owning entity
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struct efrag_s *efrag; // linked list of efrags
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int topnode_id; // bmodels, first world node that
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// splits bmodel, or NULL if not split
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// applies to other models, too
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// found in an active leaf
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int trivial_accept; // view clipping (frustum and depth)
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} visibility_t;
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typedef struct renderer_s {
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struct model_s *model; // NULL = no model
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struct skin_s *skin;
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float colormod[4]; // color tint and alpha for model
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int skinnum; // for Alias models
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int fullbright;
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float min_light;
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int render_id;
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mat4_t full_transform;
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} renderer_t;
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typedef struct entity_s {
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struct entity_s *next;
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struct transform_s *transform;
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int id; ///< scene id
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animation_t animation;
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visibility_t visibility;
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renderer_t renderer;
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int active;
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//XXX FIXME XXX should not be here
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vec4f_t old_origin;
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} entity_t;
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typedef struct entqueue_s {
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set_t *queued_ents;
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entityset_t *ent_queues;
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int num_queues;
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} entqueue_t;
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#define ENTINLINE GNU89INLINE inline
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entqueue_t *EntQueue_New (int num_queues);
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void EntQueue_Delete (entqueue_t *queue);
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ENTINLINE void EntQueue_AddEntity (entqueue_t *queue, entity_t *ent,
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int queue_num);
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void EntQueue_Clear (entqueue_t *queue);
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#undef ENTINLINE
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#ifndef IMPLEMENT_ENTITY_Funcs
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#define ENTINLINE GNU89INLINE inline
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#else
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#define ENTINLINE VISIBLE
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#endif
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ENTINLINE
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void
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EntQueue_AddEntity (entqueue_t *queue, entity_t *ent, int queue_num)
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{
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int id = -ent->id;//FIXME use ~
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if (!set_is_member (queue->queued_ents, id)) {
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// entity ids are negative (ones-complement)
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set_add (queue->queued_ents, id);
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DARRAY_APPEND (&queue->ent_queues[queue_num], ent);
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}
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}
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struct mod_brush_s;
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void R_AddEfrags (struct mod_brush_s *, entity_t *ent);
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void R_RemoveEfrags (entity_t *ent);
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///@}
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#endif//__QF_scene_entity_h
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