quakeforge/include/client/entities.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

/*
entities.h
Entity management
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/6/28
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 __client_entities_h
#define __client_entities_h
#include "QF/darray.h"
#include "QF/msg.h"
#include "QF/qtypes.h"
#include "QF/simd/types.h"
typedef struct entitystateset_s DARRAY_TYPE (struct entity_state_s)
entitystateset_t;
extern entitystateset_t cl_static_entities;
// entity_state_t is the information conveyed from the server
// in an update message
typedef struct entity_state_s {
int number; // edict index
unsigned flags; // nolerp, etc
vec4f_t origin;
vec4f_t velocity;
vec3_t angles;
uint16_t modelindex;
uint16_t frame;
int weaponframe;
int effects;
byte colormap;
byte skinnum;
// QSG 2
byte alpha;
byte scale;
byte glow_size;
byte glow_color;
byte colormod;
} entity_state_t;
typedef struct {
entity_state_t * const baseline;
entity_state_t * const * const frame;
const int num_frames;
const int num_entities;
} entstates_t;
extern entstates_t nq_entstates;
extern entstates_t qw_entstates;
extern vec3_t ent_colormod[256];
struct entity_s;
void CL_TransformEntity (struct entity_s *ent, float scale,
const vec3_t angles, vec4f_t position);
#endif//__client_entities_h