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https://git.code.sf.net/p/quake/quakeforge
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8acd5c558b
This puts the hierarchy (transform) reference, animation, visibility, renderer, active, and old_origin data in separate components. There are a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately in sw, reasons known, missing brush models in vulkan). While quake doesn't really need an ECS, the direction I want to take QF does, and it does seem to have improved memory bandwidth a little (uncertain). However, there's a lot more work to go (especially fixing the above bugs), but this seems to be a good start.
47 lines
1.4 KiB
C
47 lines
1.4 KiB
C
/*
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effects.h
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Effect 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: 2021/3/11
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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_effects_h
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#define __client_effects_h
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#include "QF/simd/types.h"
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struct entity_s;
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struct entity_state_s;
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void CL_NewDlight (int key, vec4f_t org, int effects, byte glow_size,
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byte glow_color, double time);
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void CL_ModelEffects (struct entity_s ent, int num, int glow_color,
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double time);
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void CL_EntityEffects (int num, struct entity_s ent,
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struct entity_state_s *state, double time);
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void CL_MuzzleFlash (vec4f_t position, vec4f_t fv, float zoffset, int num,
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double time);
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#endif//__client_effects_h
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