quakeforge/nq/source/cl_ents.c
Bill Currie 8acd5c558b [scene] Make entity_t just an entity id for ECS
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.
2022-10-23 22:24:36 +09:00

353 lines
9.9 KiB
C

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