quakeforge/include/QF/scene/entity.h
Bill Currie c924329843 [scene] Use same id for entity queue test and add
This fixes the multiple draws of the same entity. Should be a small
speedup for all renderers :)
2022-05-07 15:45:11 +09:00

129 lines
3.3 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/hierarchy.h"
#include "QF/scene/transform.h"
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 entity_s *entity; // owning entity
struct efrag_s *efrag; // linked list of efrags
struct mnode_s *topnode; // 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;
mat4_t full_transform;
} renderer_t;
typedef struct entity_s {
struct entity_s *next;
struct transform_s *transform;
int id; ///< scene id
animation_t animation;
visibility_t visibility;
renderer_t renderer;
int active;
//XXX FIXME XXX should not be here
vec4f_t old_origin;
} entity_t;
typedef struct entqueue_s {
set_t *queued_ents;
entityset_t *ent_queues;
int num_queues;
} entqueue_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);
#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->id;//FIXME use ~
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);
}
}
struct mod_brush_s;
void R_AddEfrags (struct mod_brush_s *, entity_t *ent);
void R_RemoveEfrags (entity_t *ent);
///@}
#endif//__QF_scene_entity_h