quakeforge/include/QF/scene/entity.h
Bill Currie d69355f521 [renderer] Support multiple entity queues
While there's currently only the one still, this will allow the entities
to be multiply queued for multi-pass rendering (eg, shadows). As the
avoidance of putting an entity in the same queue more than once relies
on the entity id, all entities now come from the scene (which is stored
in cl_world in the client code for nq and qw), thus the extensive
changes in the clients.
2022-03-05 02:05:39 +09:00

84 lines
2 KiB
C

/*
entity.h
Entity management
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2021/02/26
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
*/
#ifndef __QF_scene_entity_h
#define __QF_scene_entity_h
#include "QF/darray.h"
#include "QF/qtypes.h"
#include "QF/set.h"
#include "QF/simd/vec4f.h"
#include "QF/simd/mat4f.h"
/** \defgroup scene_entity Entity management
\ingroup scene
*/
///@{
#include "QF/scene/hierarchy.h"
#include "QF/scene/transform.h"
#include "QF/render.h" //FIXME move entity_t here
typedef struct entqueue_s {
set_t *queued_ents;
entityset_t *ent_queues;
int num_queues;
} entqueue_t;
#define ENTINLINE GNU89INLINE inline
entqueue_t *EntQueue_New (int num_queues);
void EntQueue_Delete (entqueue_t *queue);
ENTINLINE void EntQueue_AddEntity (entqueue_t *queue, entity_t *ent,
int queue_num);
void EntQueue_Clear (entqueue_t *queue);
#undef ENTINLINE
#ifndef IMPLEMENT_ENTITY_Funcs
#define ENTINLINE GNU89INLINE inline
#else
#define ENTINLINE VISIBLE
#endif
ENTINLINE
void
EntQueue_AddEntity (entqueue_t *queue, entity_t *ent, int queue_num)
{
if (!set_is_member (queue->queued_ents, ent->id)) {
// entity ids are negative (ones-complement)
set_add (queue->queued_ents, -ent->id);//FIXME use ~
DARRAY_APPEND (&queue->ent_queues[queue_num], ent);
}
}
///@}
#endif//__QF_scene_entity_h