quakeforge/libs/video/renderer/r_ent.c
Bill Currie 866c56c236 Do not try to lerp entities when their model changes.
This avoids sending invalid pose data to the renderer. The symptom was a
vertex array offset higher than the vertex array size. Discovered by calim
of nouveau while he was debugging a driver problem found by QF. Many
thanks.
2012-04-25 10:09:23 +09:00

148 lines
3 KiB
C

/*
r_tent.c
rendering entities
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 <math.h>
#include <stdlib.h>
#include "QF/model.h"
#include "QF/msg.h"
#include "QF/render.h"
#include "QF/sound.h"
#include "QF/sys.h"
#include "r_internal.h"
#define ENT_POOL_SIZE 32
typedef struct entity_pool_s {
struct entity_pool_s *next;
entity_t entities[ENT_POOL_SIZE];
} entity_pool_t;
entity_t *r_ent_queue;
static entity_t **vis_tail = &r_ent_queue;
static entity_pool_t *entity_pools = 0;
static entity_pool_t **entpool_tail = &entity_pools;
static entity_t *free_entities;
entity_t *
R_AllocEntity (void)
{
entity_pool_t *pool;
entity_t *ent;
int i;
if ((ent = free_entities)) {
free_entities = ent->next;
ent->next = 0;
return ent;
}
pool = malloc (sizeof (entity_pool_t));
pool->next = 0;
*entpool_tail = pool;
entpool_tail = &pool->next;
for (ent = pool->entities, i = 0; i < ENT_POOL_SIZE - 1; i++, ent++)
ent->next = ent + 1;
ent->next = 0;
free_entities = pool->entities;
return R_AllocEntity ();
}
void
R_FreeAllEntities (void)
{
entity_pool_t *pool;
entity_t *ent;
int i;
for (pool = entity_pools; pool; pool = pool->next) {
for (ent = pool->entities, i = 0; i < ENT_POOL_SIZE - 1; i++, ent++)
ent->next = ent + 1;
ent->next = pool->next ? pool->next->entities : 0;
}
free_entities = entity_pools ? entity_pools->entities : 0;
}
void
R_ClearEnts (void)
{
r_ent_queue = 0;
vis_tail = &r_ent_queue;
}
void
R_EnqueueEntity (entity_t *ent)
{
ent->next = 0;
*vis_tail = ent;
vis_tail = &ent->next;
}
float
R_EntityBlend (entity_t *ent, int pose, float interval)
{
float blend;
if (ent->pose_model != ent->model) {
ent->pose_model = ent->model;
ent->pose1 = pose;
ent->pose2 = pose;
return 0.0;
}
ent->frame_interval = interval;
if (ent->pose2 != pose) {
ent->frame_start_time = vr_data.realtime;
if (ent->pose2 == -1) {
ent->pose1 = pose;
} else {
ent->pose1 = ent->pose2;
}
ent->pose2 = pose;
blend = 0.0;
} else if (vr_data.paused) {
blend = 1.0;
} else {
blend = (vr_data.realtime - ent->frame_start_time)
/ ent->frame_interval;
blend = min (blend, 1.0);
}
return blend;
}