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https://git.code.sf.net/p/quake/quakeforge
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d69355f521
While there's currently only the one still, this will allow the entities to be multiply queued for multi-pass rendering (eg, shadows). As the avoidance of putting an entity in the same queue more than once relies on the entity id, all entities now come from the scene (which is stored in cl_world in the client code for nq and qw), thus the extensive changes in the clients.
70 lines
1.9 KiB
C
70 lines
1.9 KiB
C
/*
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world.h
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Client world scene management
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Copyright (C) 2022 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2022/3/4
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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 __client_world_h
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#define __client_world_h
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#include "QF/darray.h"
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#include "QF/msg.h"
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#include "QF/qtypes.h"
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#include "QF/simd/types.h"
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typedef struct modelset_s DARRAY_TYPE (struct model_s *) modelset_t;
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typedef struct worldscene_s {
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struct scene_s *scene;
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struct plitem_s *edicts;
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struct plitem_s *worldspawn;
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struct model_s *worldmodel;
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modelset_t models;
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} worldscene_t;
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extern worldscene_t cl_world;
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struct msg_s;
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struct entity_state_s;
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void CL_World_Init (void);
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// PROTOCOL_FITZQUAKE -- flags for entity baseline messages
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#define B_LARGEMODEL (1<<0) // modelindex is short instead of byte
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#define B_LARGEFRAME (1<<1) // frame is short instead of byte
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#define B_ALPHA (1<<2) // 1 byte, uses ENTALPHA_ENCODE, not sent if ENTALPHA_DEFAULT
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void CL_ParseBaseline (struct msg_s *msg, struct entity_state_s *baseline,
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int version);
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/*
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Static entities are non-interactive world objects like torches
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*/
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void CL_ParseStatic (struct msg_s *msg, int version);
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void CL_MapCfg (const char *mapname);
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void CL_World_NewMap (const char *mapname, const char *skyname);
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#endif//__client_world_h
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