mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 22:31:05 +00:00
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.
353 lines
9.9 KiB
C
353 lines
9.9 KiB
C
/*
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cl_ents.c
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entity parsing and management
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Copyright (C) 1996-1997 Id Software, Inc.
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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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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/cbuf.h"
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#include "QF/cmd.h"
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/input.h"
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#include "QF/keys.h"
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#include "QF/msg.h"
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#include "QF/plist.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/plugin/vid_render.h"
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#include "QF/scene/entity.h"
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#include "QF/scene/scene.h"
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#include "compat.h"
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#include "client/effects.h"
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#include "client/temp_entities.h"
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#include "client/world.h"
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#include "client/chase.h"
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#include "nq/include/client.h"
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#include "nq/include/host.h"
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#include "nq/include/host.h"
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#include "nq/include/server.h"
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entity_t cl_entities[MAX_EDICTS];
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double cl_msgtime[MAX_EDICTS];
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static byte forcelink_bytes[SET_SIZE(MAX_EDICTS)];
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#define alloc_forcelink(s) (set_bits_t *)forcelink_bytes
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set_t cl_forcelink = SET_STATIC_INIT (MAX_EDICTS, alloc_forcelink);
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#undef alloc_forcelink
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void
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CL_ClearEnts (void)
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{
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size_t i;
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for (i = 0; i < MAX_EDICTS; i++) {
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if (Entity_Valid (cl_entities[i])) {
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entity_t ent = cl_entities[i];
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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if (renderer && renderer->skin) {
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mod_funcs->Skin_Free (renderer->skin);
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}
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Scene_DestroyEntity (cl_world.scene, cl_entities[i]);
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cl_entities[i] = nullentity;
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}
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}
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// clear other arrays
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i = nq_entstates.num_frames * nq_entstates.num_entities;
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memset (nq_entstates.frame[0], 0, i * sizeof (entity_state_t));
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memset (cl_msgtime, 0, sizeof (cl_msgtime));
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set_empty (&cl_forcelink);
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}
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entity_t
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CL_GetEntity (int num)
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{
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if (!Entity_Valid (cl_entities[num])) {
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cl_entities[num] = Scene_CreateEntity (cl_world.scene);
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CL_Init_Entity (cl_entities[num]);
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}
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return cl_entities[num];
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}
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/*
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CL_LerpPoint
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Determines the fraction between the last two messages at which the
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objects should be put.
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*/
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static float
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CL_LerpPoint (void)
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{
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float f, frac;
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f = cl.mtime[0] - cl.mtime[1];
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if (!f || cl_nolerp || cls.timedemo || sv.active) {
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cl.time = cl.mtime[0];
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return 1;
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}
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if (f > 0.1) { // dropped packet, or start of demo
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cl.mtime[1] = cl.mtime[0] - 0.1;
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f = 0.1;
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}
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frac = (cl.time - cl.mtime[1]) / f;
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if (frac < 0) {
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if (frac < -0.01)
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cl.time = cl.mtime[1];
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frac = 0;
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} else if (frac > 1) {
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if (frac > 1.01)
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cl.time = cl.mtime[0];
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frac = 1;
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}
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return frac;
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}
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static void
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set_entity_model (int ent_ind, int modelindex)
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{
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entity_t ent = cl_entities[ent_ind];
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation, cl_world.scene->reg);
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renderer->model = cl_world.models.a[modelindex];
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// automatic animation (torches, etc) can be either all together
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// or randomized
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if (renderer->model) {
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if (renderer->model->synctype == ST_RAND) {
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animation->syncbase = (float) (rand () & 0x7fff) / 0x7fff;
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} else {
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animation->syncbase = 0.0;
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}
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} else {
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// hack to make null model players work
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SET_ADD (&cl_forcelink, ent_ind);
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}
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animation->nolerp = 1; // don't try to lerp when the model has changed
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if (ent_ind <= cl.maxclients) {
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renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin, ent_ind);
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}
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}
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void
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CL_RelinkEntities (void)
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{
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entity_t ent;
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entity_state_t *new, *old;
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float bobjrotate, frac, f;
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int i, j;
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int entvalid;
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int model_flags;
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// determine partial update time
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frac = CL_LerpPoint ();
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// interpolate player info
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cl.viewstate.velocity = cl.frameVelocity[1]
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+ frac * (cl.frameVelocity[0] - cl.frameVelocity[1]);
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if (cls.demoplayback) {
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// interpolate the angles
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vec3_t d;
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VectorSubtract (cl.frameViewAngles[0], cl.frameViewAngles[1], d);
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for (j = 0; j < 3; j++) {
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if (d[j] > 180) {
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d[j] -= 360;
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} else if (d[j] < -180) {
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d[j] += 360;
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}
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}
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VectorMultAdd (cl.frameViewAngles[1], frac, d,
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cl.viewstate.player_angles);
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}
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bobjrotate = anglemod (100 * cl.time);
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// start on the entity after the world
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for (i = 1; i < cl.num_entities; i++) {
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new = &nq_entstates.frame[0 + cl.frameIndex][i];
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old = &nq_entstates.frame[1 - cl.frameIndex][i];
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ent = CL_GetEntity (i);
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transform_t transform = Entity_Transform (ent);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation, cl_world.scene->reg);
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visibility_t *visibility = Ent_GetComponent (ent.id, scene_visibility, cl_world.scene->reg);
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vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin, cl_world.scene->reg);
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// if the object wasn't included in the last packet, remove it
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entvalid = cl_msgtime[i] == cl.mtime[0];
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if (entvalid && !new->modelindex) {
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CL_TransformEntity (ent, new->scale / 16.0, new->angles,
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new->origin);
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entvalid = 0;
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}
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if (!entvalid) {
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renderer->model = NULL;
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animation->pose1 = animation->pose2 = -1;
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if (visibility->efrag) {
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R_RemoveEfrags (ent); // just became empty
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}
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continue;
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}
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if (SET_TEST_MEMBER (&cl_forcelink, i)) {
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*old = *new;
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}
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if (SET_TEST_MEMBER (&cl_forcelink, i)
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|| new->modelindex != old->modelindex) {
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old->modelindex = new->modelindex;
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set_entity_model (i, new->modelindex);
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}
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animation->frame = new->frame;
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if (SET_TEST_MEMBER (&cl_forcelink, i)
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|| new->colormap != old->colormap) {
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old->colormap = new->colormap;
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renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
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new->colormap);
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}
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if (SET_TEST_MEMBER (&cl_forcelink, i)
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|| new->skinnum != old->skinnum) {
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old->skinnum = new->skinnum;
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renderer->skinnum = new->skinnum;
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if (i <= cl.maxclients) {
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renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
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i);
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mod_funcs->Skin_SetTranslation (i, cl.players[i - 1].topcolor,
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cl.players[i - 1].bottomcolor);
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}
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}
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VectorCopy (ent_colormod[new->colormod], renderer->colormod);
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renderer->colormod[3] = ENTALPHA_DECODE (new->alpha);
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model_flags = 0;
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if (renderer->model) {
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model_flags = renderer->model->flags;
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}
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if (SET_TEST_MEMBER (&cl_forcelink, i)) {
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// The entity was not updated in the last message so move to the
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// final spot
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animation->pose1 = animation->pose2 = -1;
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CL_TransformEntity (ent, new->scale / 16.0, new->angles,
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new->origin);
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if (i != cl.viewentity || chase_active) {
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if (visibility->efrag) {
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R_RemoveEfrags (ent);
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}
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R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
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}
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*old_origin = new->origin;
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} else {
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vec4f_t delta = new->origin - old->origin;
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f = frac;
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*old_origin = Transform_GetWorldPosition (transform);
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// If the delta is large, assume a teleport and don't lerp
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if (fabs (delta[0]) > 100 || fabs (delta[1]) > 100
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|| fabs (delta[2]) > 100) {
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// assume a teleportation, not a motion
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CL_TransformEntity (ent, new->scale / 16.0, new->angles,
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new->origin);
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animation->pose1 = animation->pose2 = -1;
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} else {
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// interpolate the origin and angles
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vec3_t angles, d;
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vec4f_t origin = old->origin + f * delta;
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if (!(model_flags & EF_ROTATE)) {
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VectorSubtract (new->angles, old->angles, d);
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for (j = 0; j < 3; j++) {
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if (d[j] > 180)
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d[j] -= 360;
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else if (d[j] < -180)
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d[j] += 360;
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}
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VectorMultAdd (old->angles, f, d, angles);
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}
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CL_TransformEntity (ent, new->scale / 16.0, angles, origin);
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}
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if (i != cl.viewentity || chase_active) {
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vec4f_t org = Transform_GetWorldPosition (transform);
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if (visibility->efrag) {
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if (!VectorCompare (org, *old_origin)) {//FIXME
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R_RemoveEfrags (ent);
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R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
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}
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} else {
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R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
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}
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}
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}
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// rotate binary objects locally
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if (model_flags & EF_ROTATE) {
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vec3_t angles;
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VectorCopy (new->angles, angles);
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angles[YAW] = bobjrotate;
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CL_TransformEntity (ent, new->scale / 16.0, angles, new->origin);
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}
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CL_EntityEffects (i, ent, new, cl.time);
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vec4f_t org = Transform_GetWorldPosition (transform);
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int effects = new->effects;
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if (cl.maxclients == 1 && effects) {
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// Enable blue and red lights for quad and invulnerability,
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// but only for single-player as such information isn't provided
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// by the server for other players and thus it would probably be
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// confusing if the player could see the colored effects but not
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// for others.
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int it = cl.stats[STAT_ITEMS];
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effects |= (it & IT_QUAD)
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>> (BITOP_LOG2(IT_QUAD) - BITOP_LOG2 (EF_BLUE));
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effects |= (it & IT_INVULNERABILITY)
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>> (BITOP_LOG2(IT_INVULNERABILITY) - BITOP_LOG2 (EF_RED));
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}
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CL_NewDlight (i, org, effects, new->glow_size,
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new->glow_color, cl.time);
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if (VectorDistance_fast (old->origin, org) > (256 * 256)) {
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old->origin = org;
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}
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if (model_flags & ~EF_ROTATE)
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CL_ModelEffects (ent, i, new->glow_color, cl.time);
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SET_REMOVE (&cl_forcelink, i);
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}
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{
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entity_t player_entity = CL_GetEntity (cl.viewentity);
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transform_t transform = Entity_Transform (player_entity);
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cl.viewstate.player_entity = player_entity;
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cl.viewstate.player_origin = Transform_GetWorldPosition (transform);
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}
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}
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