quakeforge/qw/source/cl_ents.c
Bill Currie 35ec2ebb4c [scene] Move dynamic lights into the scene ECS
While the insertion of dlights into the BSP might wind up being overly
expensive, the automatic management of the component pool cleans up the
various loops in the renderers.

Unfortunately, (current bug) lights on entities cause the entity to
disappear due to how the entity queue system works, and the doubled
efrag chain causes crashes when changing maps, meaning lights should be
on their own entities, not additional components on entities with
visible models.

Also, the vulkan renderer segfaults on dlights (fix incoming, along with
shadows for dlights).
2023-08-04 15:08:56 +09:00

598 lines
16 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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cvar.h"
#include "QF/msg.h"
#include "QF/render.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/scene/entity.h"
#include "QF/scene/light.h"
#include "compat.h"
#include "client/effects.h"
#include "client/locs.h"
#include "client/temp_entities.h"
#include "client/view.h"
#include "client/world.h"
#include "qw/bothdefs.h"
#include "qw/msg_ucmd.h"
#include "qw/pmove.h"
#include "qw/include/cl_cam.h"
#include "qw/include/cl_ents.h"
#include "qw/include/cl_main.h"
#include "qw/include/cl_parse.h"
#include "qw/include/cl_pred.h"
#include "qw/include/host.h"
entity_t cl_flag_ents[MAX_CLIENTS];
entity_t cl_entities[512]; // FIXME: magic number
byte cl_entity_valid[2][512];
void
CL_ClearEnts (void)
{
size_t i;
for (i = 0; i < MAX_CLIENTS; i++) {
cl_flag_ents[i] = nullentity;
}
for (i = 0; i < 512; i++) {
if (Entity_Valid (cl_entities[i])) {
Scene_DestroyEntity (cl_world.scene, cl_entities[i]);
cl_entities[i] = nullentity;
}
}
i = qw_entstates.num_frames * qw_entstates.num_entities;
memset (qw_entstates.frame[0], 0, i * sizeof (entity_state_t));
memset (cl_entity_valid, 0, sizeof (cl_entity_valid));
}
static entity_t
CL_GetInvalidEntity (int num)
{
return cl_entities[num];
}
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];
}
static entity_t
CL_GetFlagEnt (int key)
{
if (!Entity_Valid (cl_flag_ents[key])) {
cl_flag_ents[key] = Scene_CreateEntity (cl_world.scene);
CL_Init_Entity (cl_flag_ents[key]);
}
return cl_flag_ents[key];
}
// Hack hack hack
static inline int
is_dead_body (entity_state_t *s1)
{
int i = s1->frame;
if (s1->modelindex == cl_playerindex
&& (i == 49 || i == 60 || i == 69 || i == 84 || i == 93 || i == 102))
return 1;
return 0;
}
// Hack hack hack
static inline int
is_gib (entity_state_t *s1)
{
if (s1->modelindex == cl_h_playerindex || s1->modelindex == cl_gib1index
|| s1->modelindex == cl_gib2index || s1->modelindex == cl_gib3index)
return 1;
return 0;
}
static void
set_entity_model (entity_t ent, int modelindex)
{
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;
}
}
animation->nolerp = 1; // don't try to lerp when the model has changed
}
static void
CL_LinkPacketEntities (void)
{
int i, j, forcelink;
float frac, f;
entity_t ent;
entity_state_t *new, *old;
frac = 1;
for (i = MAX_CLIENTS + 1; i < 512; i++) {
new = &qw_entstates.frame[cl.link_sequence & UPDATE_MASK][i];
old = &qw_entstates.frame[cl.prev_sequence & UPDATE_MASK][i];
ent = CL_GetInvalidEntity (i);
forcelink = cl_entity_valid[0][i] != cl_entity_valid[1][i];
cl_entity_valid[1][i] = cl_entity_valid[0][i];
// if the object wasn't included in the last packet, or set
// to invisible, remove it
if (!cl_entity_valid[0][i]
|| !new->modelindex
|| (cl_deadbodyfilter && is_dead_body (new))
|| (cl_gibfilter && is_gib (new))) {
if (Entity_Valid (ent)) {
Scene_DestroyEntity (cl_world.scene, ent);
}
continue;
}
if (!Entity_Valid (ent)) {
ent = CL_GetEntity (i);
forcelink = true;
}
transform_t transform = Entity_Transform (ent);
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer,
ent.reg);
animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
ent.reg);
vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin,
ent.reg);
// spawn light flashes, even ones coming from invisible objects
CL_NewDlight (ent, new->origin, new->effects, new->glow_size,
new->glow_color, cl.time);
if (forcelink)
*old = *new;
if (forcelink || new->modelindex != old->modelindex) {
old->modelindex = new->modelindex;
set_entity_model (ent, new->modelindex);
}
animation->frame = new->frame;
if (forcelink || new->colormap != old->colormap
|| new->skinnum != old->skinnum) {
old->skinnum = new->skinnum;
renderer->skinnum = new->skinnum;
old->colormap = new->colormap;
if (new->colormap && (new->colormap <= MAX_CLIENTS)
&& cl.players[new->colormap - 1].name
&& cl.players[new->colormap - 1].name->value[0]
&& new->modelindex == cl_playerindex) {
player_info_t *player = &cl.players[new->colormap - 1];
colormap_t colormap = {
.top = player->topcolor,
.bottom = player->bottomcolor,
};
Ent_SetComponent (ent.id, scene_colormap, ent.reg, &colormap);
renderer->skin
= mod_funcs->Skin_SetSkin (renderer->skin, new->colormap,
player->skinname->value);
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
new->colormap);
} else {
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
0);
Ent_RemoveComponent (ent.id, scene_colormap, ent.reg);
}
}
VectorCopy (ent_colormod[new->colormod], renderer->colormod);
renderer->colormod[3] = new->alpha / 255.0;
renderer->min_light = 0;
renderer->fullbright = 0;
if (new->modelindex == cl_playerindex) {
renderer->min_light = min (cl.fbskins, cl_fb_players);
if (renderer->min_light >= 1.0) {
renderer->fullbright = 1;
}
}
*old_origin = Transform_GetWorldPosition (transform);
if (forcelink) {
animation->pose1 = animation->pose2 = -1;
CL_TransformEntity (ent, new->scale / 16, new->angles,
new->origin);
if (i != cl.viewentity || chase_active) {
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
}
} else {
vec4f_t delta = new->origin - old->origin;
f = frac;
// 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, new->angles,
new->origin);
animation->pose1 = animation->pose2 = -1;
} else if (!(renderer->model->flags & EF_ROTATE)) {
vec3_t angles, d;
vec4f_t origin = old->origin + f * delta;
// interpolate the origin and angles
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 (!VectorCompare (org, *old_origin)) {//FIXME
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
}
}
}
// rotate binary objects locally
if (renderer->model->flags & EF_ROTATE) {
vec3_t angles;
angles[PITCH] = 0;
angles[YAW] = anglemod (100 * cl.time);
angles[ROLL] = 0;
CL_TransformEntity (ent, new->scale / 16.0, angles, new->origin);
}
//CL_EntityEffects (i, ent, new);
//CL_NewDlight (i, ent->origin, new->effects, 0, 0, cl.time);
vec4f_t org = Transform_GetWorldPosition (transform);
if (VectorDistance_fast (old->origin, org) > (256 * 256))
old->origin = org;
if (renderer->model->flags & ~EF_ROTATE) {
CL_ModelEffects (ent, new->glow_color, cl.time);
}
}
}
static void
CL_UpdateFlagModels (entity_t ent, int key)
{
static float flag_offsets[] = {
16.0, 22.0, 26.0, 25.0, 24.0, 18.0, // 29-34 axpain
16.0, 24.0, 24.0, 22.0, 18.0, 16.0, // 35-40 pain
};
float f;
entity_t fent = CL_GetFlagEnt (key);
byte *active = Ent_GetComponent (fent.id, scene_active,
cl_world.scene->reg);
if (!*active) {
return;
}
animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
cl_world.scene->reg);
f = 14.0;
if (animation->frame >= 29 && animation->frame <= 40) {
f = flag_offsets[animation->frame - 29];
} else if (animation->frame >= 103 && animation->frame <= 118) {
if (animation->frame <= 106) { // 103-104 nailattack
f = 20.0; // 105-106 light
} else { // 107-112 rocketattack
f = 21.0; // 112-118 shotattack
}
}
vec4f_t scale = { 1, 1, 1, 1 };
// -45 degree roll (x is forward)
vec4f_t rotation = { -0.382683432, 0, 0, 0.923879533 };
vec4f_t position = { -f, -22, -16, 1};
transform_t transform = Entity_Transform (fent);
Transform_SetLocalTransform (transform, scale, rotation, position);
}
static entity_t
CL_AddFlagModels (entity_t ent, int team, int key)
{
entity_t fent;
fent = CL_GetFlagEnt (key);
byte *active = Ent_GetComponent (fent.id, scene_active,
cl_world.scene->reg);
if (cl_flagindex == -1) {
*active = 0;
return nullentity;
}
*active = 1;
transform_t ftransform = Entity_Transform (fent);
transform_t transform = Entity_Transform (ent);
if (!Transform_Valid (Transform_GetParent (ftransform))) {
Transform_SetParent (ftransform, transform);
}
CL_UpdateFlagModels (ent, key);
renderer_t *renderer = Ent_GetComponent (fent.id, scene_renderer,
cl_world.scene->reg);
renderer->model = cl_world.models.a[cl_flagindex];
renderer->skinnum = team;
return fent;
}
static void
CL_RemoveFlagModels (int key)
{
entity_t fent;
fent = CL_GetFlagEnt (key);
byte *active = Ent_GetComponent (fent.id, scene_active,
cl_world.scene->reg);
transform_t transform = Entity_Transform (fent);
*active = 0;
Transform_SetParent (transform, nulltransform);
}
static void
muzzle_flash (entity_t ent, player_state_t *state, bool is_player)
{
vec3_t f, r, u;
vec4f_t position = { 0, 0, 0, 1}, fv = {};
if (is_player)
AngleVectors (cl.viewstate.player_angles, f, r, u);
else
AngleVectors (state->viewangles, f, r, u);
VectorCopy (f, fv);
VectorCopy (state->pls.es.origin, position);
CL_MuzzleFlash (ent, position, fv, 0, cl.time);
}
/*
CL_LinkPlayers
Create visible entities in the correct position
for all current players
*/
static void
CL_LinkPlayers (void)
{
double playertime;
int msec, oldphysent, j;
entity_t ent;
frame_t *frame;
player_info_t *player;
player_state_t exact;
player_state_t *state;
bool clientplayer;
vec3_t ang = {0, 0, 0};
vec4f_t org;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
frame = &cl.frames[cl.parsecount & UPDATE_MASK];
for (j = 0, player = cl.players, state = frame->playerstate;
j < MAX_CLIENTS; j++, player++, state++) {
ent = CL_GetInvalidEntity (j + 1);
if (state->messagenum != cl.parsecount
|| !player->name || !player->name->value[0]) {
// not present this frame
if (Entity_Valid (ent)) {
Scene_DestroyEntity (cl_world.scene, ent);
}
continue;
}
if (!Entity_Valid (ent)) {
ent = CL_GetEntity (j + 1);
}
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);
// spawn light flashes, even ones coming from invisible objects
if (j == cl.playernum) {
org = cl.viewstate.player_origin;
cl.viewstate.player_entity = ent;
clientplayer = true;
} else {
org = state->pls.es.origin;
clientplayer = false;
}
if (player->chat && player->chat->value[0] != '0') {
Ent_SetComponent (ent.id, scene_dynlight, ent.reg, &(dlight_t) {
.origin = org,
.color = {0.0, 1.0, 0.0, 1.0},
.radius = 100,
.die = cl.time + 0.1,
});
Light_LinkLight (cl_world.scene->lights, ent.id);
} else {
CL_NewDlight (ent, org, state->pls.es.effects,
state->pls.es.glow_size, state->pls.es.glow_color,
cl.time);
}
muzzle_flash (ent, state, j == cl.playernum);
// Draw player?
if (!Cam_DrawPlayer (j))
continue;
if (!state->pls.es.modelindex)
continue;
// Hack hack hack
if (cl_deadbodyfilter
&& state->pls.es.modelindex == cl_playerindex
&& is_dead_body (&state->pls.es))
continue;
colormap_t colormap = {
.top = player->topcolor,
.bottom = player->bottomcolor,
};
Ent_SetComponent (ent.id, scene_colormap, ent.reg, &colormap);
// predict only half the move to minimize overruns
msec = 500 * (playertime - state->state_time);
if (msec <= 0 || (!cl_predict_players) || cls.demoplayback2) {
Sys_Printf("a\n");
exact.pls.es.origin = state->pls.es.origin;
} else { // predict players movement
state->pls.cmd.msec = msec = min (msec, 255);
oldphysent = pmove.numphysent;
CL_SetSolidPlayers (j);
exact.pls.es.origin[3] = 1;//FIXME should be done by prediction
CL_PredictUsercmd (state, &exact, &state->pls.cmd, clientplayer);
pmove.numphysent = oldphysent;
}
// angles
if (j == cl.playernum)
{
ang[PITCH] = -cl.viewstate.player_angles[PITCH] / 3.0;
ang[YAW] = cl.viewstate.player_angles[YAW];
} else {
ang[PITCH] = -state->viewangles[PITCH] / 3.0;
ang[YAW] = state->viewangles[YAW];
}
ang[ROLL] = V_CalcRoll (ang, state->pls.es.velocity) * 4.0;
if (renderer->model
!= cl_world.models.a[state->pls.es.modelindex]) {
renderer->model = cl_world.models.a[state->pls.es.modelindex];
animation->nolerp = 1;
}
animation->frame = state->pls.es.frame;
renderer->skinnum = state->pls.es.skinnum;
//FIXME scale
CL_TransformEntity (ent, 1, ang, exact.pls.es.origin);
renderer->min_light = 0;
renderer->fullbright = 0;
if (state->pls.es.modelindex == cl_playerindex) { //XXX
// use custom skin
renderer->skin = player->skin;
renderer->min_light = min (cl.fbskins, cl_fb_players);
if (renderer->min_light >= 1.0) {
renderer->fullbright = 1;
}
} else {
// FIXME no team colors on nonstandard player models
renderer->skin = 0;
}
int flag_state = state->pls.es.effects & (EF_FLAG1 | EF_FLAG2);
if (Entity_Valid (player->flag_ent) && !flag_state) {
CL_RemoveFlagModels (j);
player->flag_ent = (entity_t) nullentity;
} else if (!Entity_Valid (player->flag_ent) && flag_state) {
if (flag_state & EF_FLAG1)
player->flag_ent = CL_AddFlagModels (ent, 0, j);
else if (flag_state & EF_FLAG2)
player->flag_ent = CL_AddFlagModels (ent, 1, j);
}
// stuff entity in map
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
if (Entity_Valid (player->flag_ent)) {
CL_UpdateFlagModels (ent, j);
entity_t fent = player->flag_ent;
R_AddEfrags (&cl_world.scene->worldmodel->brush, fent);
}
}
}
/*
CL_EmitEntities
Builds the visedicts array for cl.time
Made up of: clients, packet_entities, nails, and tents
*/
void
CL_EmitEntities (void)
{
if (cls.state != ca_active)
return;
if (!cl.validsequence)
return;
TEntContext_t tentCtx = {
cl.viewstate.player_origin, cl.viewentity
};
CL_LinkPlayers ();
CL_LinkPacketEntities ();
CL_UpdateTEnts (cl.time, &tentCtx);
if (cl_draw_locs) {
locs_draw (cl.time, cl.viewstate.player_origin);
}
}
void
CL_Ents_Init (void)
{
}