quakeforge/libs/scene/scene.c
Bill Currie 8efe8e63d3 [ecs] Plug a bunch of memory leaks
The hierarchy leak was particularly troublesome to fix, but now the
hierarchies get updated (and freed) automatically just by removing the
hierarchy reference component from the entity. I suspect there will be
issues with entities that are on multiple hierarchies, but I'll sort
that out later.
2023-03-05 22:03:01 +09:00

258 lines
5.3 KiB
C

/*
scene.c
General scene handling
Copyright (C) 2021 Bill Currke
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/mathlib.h"
#include "QF/sys.h"
#include "QF/model.h"
#include "QF/scene/entity.h"
#include "QF/scene/scene.h"
#include "QF/scene/transform.h"
static void
create_active (void *_active)
{
byte *active = _active;
*active = 1;
}
static void
create_old_origin (void *_old_origin)
{
vec4f_t *old_origin = _old_origin;
*old_origin = (vec4f_t) {0, 0, 0, 1};
}
static void
create_colormap (void *_colormap)
{
colormap_t *colormap = _colormap;
*colormap = (colormap_t) {1, 6};
}
static void
destroy_visibility (void *_visibility)
{
visibility_t *visibility = _visibility;
if (visibility->efrag) {
R_ClearEfragChain (visibility->efrag);
}
}
static void
sw_identity_matrix (void *_mat)
{
mat4f_t *mat = _mat;
mat4fidentity (*mat);
}
static void
sw_frame_0 (void *_frame)
{
byte *frame = _frame;
*frame = 0;
}
static void
sw_null_brush (void *_brush)
{
struct mod_brush_s **brush = _brush;
*brush = 0;
}
static const component_t scene_components[scene_comp_count] = {
[scene_href] = {
.size = sizeof (hierref_t),
.create = 0,//create_href,
.name = "href",
.destroy = Hierref_DestroyComponent,
},
[scene_animation] = {
.size = sizeof (animation_t),
.create = 0,//create_animation,
.name = "animation",
},
[scene_visibility] = {
.size = sizeof (visibility_t),
.create = 0,//create_visibility,
.destroy = destroy_visibility,
.name = "visibility",
},
[scene_renderer] = {
.size = sizeof (renderer_t),
.create = 0,//create_renderer,
.name = "renderer",
},
[scene_active] = {
.size = sizeof (byte),
.create = create_active,
.name = "active",
},
[scene_old_origin] = {
.size = sizeof (vec4f_t),
.create = create_old_origin,
.name = "old_origin",
},
[scene_colormap] = {
.size = sizeof (colormap_t),
.create = create_colormap,
.name = "colormap",
},
[scene_sw_matrix] = {
.size = sizeof (mat4f_t),
.create = sw_identity_matrix,
.name = "sw world transform",
},
[scene_sw_frame] = {
.size = sizeof (byte),
.create = sw_frame_0,
.name = "sw brush model animation frame",
},
[scene_sw_brush] = {
.size = sizeof (struct mod_brush_s *),
.create = sw_null_brush,
.name = "sw brush model data pointer",
},
};
static byte empty_visdata[] = { 0x01 };
static mleaf_t empty_leafs[] = {
[1] = {
.contents = CONTENTS_EMPTY,
.mins = {-INFINITY, -INFINITY, -INFINITY},
.maxs = { INFINITY, INFINITY, INFINITY},
.compressed_vis = empty_visdata,
},
};
static mnode_t empty_nodes[] = {
[0] = {
.plane = { 0, 0, 0, -1 },
.type = 3,
.children = { ~0, ~1 },
.minmaxs = {-INFINITY, -INFINITY, -INFINITY,
INFINITY, INFINITY, INFINITY},
},
};
static int empty_node_parents[] = {
[0] = -1,
};
static int empty_leaf_parents[] = {
[0] = 0,
[1] = 0,
};
static int empty_leaf_flags[] = {
[1] = SURF_DRAWSKY,
};
static char empty_entities[] = { 0 };
static model_t empty_world = {
.type = mod_brush,
.radius = INFINITY,
.mins = {-INFINITY, -INFINITY, -INFINITY},
.maxs = { INFINITY, INFINITY, INFINITY},
.brush = {
.modleafs = 2,
.visleafs = 1,
.numnodes = 1,
.nodes = empty_nodes,
.leafs = empty_leafs,
.entities = empty_entities,
.visdata = empty_visdata,
.node_parents = empty_node_parents,
.leaf_parents = empty_leaf_parents,
.leaf_flags = empty_leaf_flags,
},
};
scene_t *
Scene_NewScene (void)
{
scene_t *scene = calloc (1, sizeof (scene_t));
scene->reg = ECS_NewRegistry ();
ECS_RegisterComponents (scene->reg, scene_components, scene_comp_count);
ECS_CreateComponentPools (scene->reg);
scene->worldmodel = &empty_world;
return scene;
}
void
Scene_DeleteScene (scene_t *scene)
{
ECS_DelRegistry (scene->reg);
free (scene);
}
entity_t
Scene_CreateEntity (scene_t *scene)
{
// Transform_New creates an entity and adds a scene_href component to the
// entity
transform_t trans = Transform_New (scene->reg, nulltransform);
uint32_t id = trans.id;
Ent_SetComponent (id, scene_animation, scene->reg, 0);
Ent_SetComponent (id, scene_renderer, scene->reg, 0);
Ent_SetComponent (id, scene_active, scene->reg, 0);
Ent_SetComponent (id, scene_old_origin, scene->reg, 0);
renderer_t *renderer = Ent_GetComponent (id, scene_renderer, scene->reg);
QuatSet (1, 1, 1, 1, renderer->colormod);
return (entity_t) { .reg = scene->reg, .id = id };
}
void
Scene_DestroyEntity (scene_t *scene, entity_t ent)
{
ECS_DelEntity (scene->reg, ent.id);
}
void
Scene_FreeAllEntities (scene_t *scene)
{
}