quakeforge/include/QF/scene/scene.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

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C

/*
scene.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_scene_h
#define __QF_scene_scene_h
#include "QF/darray.h"
#include "QF/scene/types.h"
/** \defgroup scene Scene management
\ingroup utils
*/
///@{
enum scene_components {
scene_href, //hierarchical transform
scene_animation,
scene_visibility,
scene_renderer,
scene_active,
scene_old_origin, //XXX FIXME XXX should not be here
scene_colormap,
scene_light,
scene_efrags,
scene_lightstyle,
//FIXME these should probably be private to the sw renderer (and in a
//group, which needs to be implemented), but need to sort out a good
//scheme for semi-dynamic components
scene_sw_matrix, // world transform matrix
scene_sw_frame, // animation frame
scene_sw_brush, // brush model data pointer
scene_comp_count
};
typedef struct scene_s {
struct ecs_registry_s *reg;
struct model_s *worldmodel;
int num_models;
struct model_s **models;
struct mleaf_s *viewleaf;
struct lightingdata_s *lights;
} scene_t;
scene_t *Scene_NewScene (void);
void Scene_DeleteScene (scene_t *scene);
struct entity_s Scene_CreateEntity (scene_t *scene);
void Scene_DestroyEntity (scene_t *scene, struct entity_s entity);
void Scene_FreeAllEntities (scene_t *scene);
///@}
#endif//__QF_scene_scene_h