quakeforge/libs/scene/scene.c
Bill Currie 05f0fe9204 [scene] Add a render-internal lightid component
The vulkan shadow code needs to associate extra information with the
lights, but I don't want such renderer-specific data in the scene.
2023-07-24 19:11:18 +09:00

304 lines
6.1 KiB
C

/*
scene.c
General scene handling
Copyright (C) 2021 Bill Currke
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/mathlib.h"
#include "QF/sys.h"
#include "QF/model.h"
#include "QF/plugin/vid_render.h"
#include "QF/scene/entity.h"
#include "QF/scene/light.h"
#include "QF/scene/scene.h"
#include "QF/scene/transform.h"
static void
create_active (void *_active)
{
byte *active = _active;
*active = 1;
}
static void
create_old_origin (void *_old_origin)
{
vec4f_t *old_origin = _old_origin;
*old_origin = (vec4f_t) {0, 0, 0, 1};
}
static void
create_colormap (void *_colormap)
{
colormap_t *colormap = _colormap;
*colormap = (colormap_t) {1, 6};
}
static void
destroy_visibility (void *_visibility)
{
visibility_t *visibility = _visibility;
if (visibility->efrag) {
R_ClearEfragChain (visibility->efrag);
}
}
static void
destroy_renderer (void *_renderer)
{
renderer_t *renderer = _renderer;
if (renderer->skin) {
mod_funcs->Skin_Free (renderer->skin);
}
}
static void
destroy_efrags (void *_efrags)
{
efrag_t **efrags = _efrags;
R_ClearEfragChain (*efrags);
}
static void
sw_identity_matrix (void *_mat)
{
mat4f_t *mat = _mat;
mat4fidentity (*mat);
}
static void
sw_frame_0 (void *_frame)
{
byte *frame = _frame;
*frame = 0;
}
static void
sw_null_brush (void *_brush)
{
struct mod_brush_s **brush = _brush;
*brush = 0;
}
static const component_t scene_components[scene_comp_count] = {
[scene_href] = {
.size = sizeof (hierref_t),
.create = 0,//create_href,
.name = "href",
.destroy = Hierref_DestroyComponent,
},
[scene_animation] = {
.size = sizeof (animation_t),
.create = 0,//create_animation,
.name = "animation",
},
[scene_visibility] = {
.size = sizeof (visibility_t),
.create = 0,//create_visibility,
.destroy = destroy_visibility,
.name = "visibility",
},
[scene_renderer] = {
.size = sizeof (renderer_t),
.create = 0,//create_renderer,
.destroy = destroy_renderer,
.name = "renderer",
},
[scene_active] = {
.size = sizeof (byte),
.create = create_active,
.name = "active",
},
[scene_old_origin] = {
.size = sizeof (vec4f_t),
.create = create_old_origin,
.name = "old_origin",
},
[scene_colormap] = {
.size = sizeof (colormap_t),
.create = create_colormap,
.name = "colormap",
},
[scene_light] = {
.size = sizeof (light_t),
.name = "light",
},
[scene_efrags] = {
.size = sizeof (efrag_t *),
.destroy = destroy_efrags,
.name = "efrags",
},
[scene_lightstyle] = {
.size = sizeof (int),
.name = "lightstyle",
},
[scene_lightid] = {
.size = sizeof (uint32_t),
.name = "lightid",
},
[scene_sw_matrix] = {
.size = sizeof (mat4f_t),
.create = sw_identity_matrix,
.name = "sw world transform",
},
[scene_sw_frame] = {
.size = sizeof (byte),
.create = sw_frame_0,
.name = "sw brush model animation frame",
},
[scene_sw_brush] = {
.size = sizeof (struct mod_brush_s *),
.create = sw_null_brush,
.name = "sw brush model data pointer",
},
};
static byte empty_visdata[] = { 0x01 };
static mleaf_t empty_leafs[] = {
[1] = {
.contents = CONTENTS_EMPTY,
.mins = {-INFINITY, -INFINITY, -INFINITY},
.maxs = { INFINITY, INFINITY, INFINITY},
.compressed_vis = empty_visdata,
},
};
static mnode_t empty_nodes[] = {
[0] = {
.plane = { 0, 0, 0, -1 },
.type = 3,
.children = { ~0, ~1 },
.minmaxs = {-INFINITY, -INFINITY, -INFINITY,
INFINITY, INFINITY, INFINITY},
},
};
static int empty_node_parents[] = {
[0] = -1,
};
static int empty_leaf_parents[] = {
[0] = 0,
[1] = 0,
};
static int empty_leaf_flags[] = {
[1] = SURF_DRAWSKY,
};
static char empty_entities[] = { 0 };
static model_t empty_world = {
.type = mod_brush,
.radius = INFINITY,
.mins = {-INFINITY, -INFINITY, -INFINITY},
.maxs = { INFINITY, INFINITY, INFINITY},
.brush = {
.modleafs = 2,
.visleafs = 1,
.numnodes = 1,
.nodes = empty_nodes,
.leafs = empty_leafs,
.entities = empty_entities,
.visdata = empty_visdata,
.node_parents = empty_node_parents,
.leaf_parents = empty_leaf_parents,
.leaf_flags = empty_leaf_flags,
},
};
scene_t *
Scene_NewScene (void)
{
scene_t *scene = calloc (1, sizeof (scene_t));
scene->reg = ECS_NewRegistry ();
ECS_RegisterComponents (scene->reg, scene_components, scene_comp_count);
ECS_CreateComponentPools (scene->reg);
scene->worldmodel = &empty_world;
return scene;
}
void
Scene_DeleteScene (scene_t *scene)
{
ECS_DelRegistry (scene->reg);
free (scene);
}
entity_t
Scene_CreateEntity (scene_t *scene)
{
// Transform_New creates an entity and adds a scene_href component to the
// entity
transform_t trans = Transform_New (scene->reg, nulltransform);
uint32_t id = trans.id;
Ent_SetComponent (id, scene_animation, scene->reg, 0);
Ent_SetComponent (id, scene_renderer, scene->reg, 0);
Ent_SetComponent (id, scene_active, scene->reg, 0);
Ent_SetComponent (id, scene_old_origin, scene->reg, 0);
renderer_t *renderer = Ent_GetComponent (id, scene_renderer, scene->reg);
QuatSet (1, 1, 1, 1, renderer->colormod);
return (entity_t) { .reg = scene->reg, .id = id };
}
void
Scene_DestroyEntity (scene_t *scene, entity_t ent)
{
ECS_DelEntity (scene->reg, ent.id);
}
void
Scene_FreeAllEntities (scene_t *scene)
{
auto reg = scene->reg;
for (uint32_t i = 0; i < reg->num_entities; i++) {
uint32_t ent = reg->entities[i];
uint32_t ind = Ent_Index (ent);
if (ind == i) {
ECS_DelEntity (reg, ent);
}
}
}