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https://git.code.sf.net/p/quake/quakeforge
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9ee0eada1f
The parsing of light data from maps is now in the client library, and basic light management is in scene. Putting the light loading code into the Vulkan renderer was a mistake I've wanted to correct for a while. The client code still needs a bit of cleanup, but the basics are working nicely.
64 lines
1.7 KiB
C
64 lines
1.7 KiB
C
/*
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scene.h
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Entity 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: 2021/02/26
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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 __QF_scene_scene_h
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#define __QF_scene_scene_h
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#include "QF/darray.h"
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#include "QF/scene/types.h"
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/** \defgroup scene Scene management
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\ingroup utils
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*/
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///@{
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typedef struct scene_s {
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struct scene_resources_s *const resources;
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struct hierarchy_s *hierarchies;
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struct model_s *worldmodel;
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int num_models;
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struct model_s **models;
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struct mleaf_s *viewleaf;
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struct lightingdata_s *lights;
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} scene_t;
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scene_t *Scene_NewScene (void);
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void Scene_DeleteScene (scene_t *scene);
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struct entity_s *Scene_CreateEntity (scene_t *scene);
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struct entity_s *Scene_GetEntity (scene_t *scene, int id) __attribute__((pure));
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struct transform_s *Scene_GetTransform (scene_t *scene, int id) __attribute__((pure));
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void Scene_DestroyEntity (scene_t *scene, struct entity_s *entity);
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void Scene_FreeAllEntities (scene_t *scene);
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///@}
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#endif//__QF_scene_scene_h
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