quakeforge/libs/client/cl_world.c
Bill Currie 8acd5c558b [scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).

While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 22:24:36 +09:00

236 lines
5.3 KiB
C

/*
cl_entities.c
Client side 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
*/
#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/cbuf.h"
#include "QF/cmd.h"
#include "QF/idparse.h"
#include "QF/quakefs.h"
#include "QF/plist.h"
#include "QF/progs.h"
#include "QF/msg.h"
#include "QF/scene/component.h"
#include "QF/scene/entity.h"
#include "QF/scene/light.h"
#include "QF/scene/scene.h"
#include "QF/simd/vec4f.h"
#include "QF/plugin/vid_render.h" //FIXME
#include "client/entities.h"
#include "client/temp_entities.h"
#include "client/world.h"
worldscene_t cl_world = {
.models = DARRAY_STATIC_INIT (32),
};
void
CL_World_Init (void)
{
cl_world.scene = Scene_NewScene ();
cl_world.scene->lights = Light_CreateLightingData (cl_world.scene);
}
void
CL_ParseBaseline (qmsg_t *msg, entity_state_t *baseline, int version)
{
int bits = 0;
if (version == 2)
bits = MSG_ReadByte (msg);
if (bits & B_LARGEMODEL)
baseline->modelindex = MSG_ReadShort (msg);
else
baseline->modelindex = MSG_ReadByte (msg);
if (bits & B_LARGEFRAME)
baseline->frame = MSG_ReadShort (msg);
else
baseline->frame = MSG_ReadByte (msg);
baseline->colormap = MSG_ReadByte (msg);
baseline->skinnum = MSG_ReadByte (msg);
MSG_ReadCoordAngleV (msg, (vec_t*)&baseline->origin, baseline->angles);//FIXME
baseline->origin[3] = 1;//FIXME
if (bits & B_ALPHA)
baseline->alpha = MSG_ReadByte (msg);
else
baseline->alpha = 255;//FIXME alpha
baseline->scale = 16;
baseline->glow_size = 0;
baseline->glow_color = 254;
baseline->colormod = 255;
}
void
CL_ParseStatic (qmsg_t *msg, int version)
{
entity_t ent;
entity_state_t es;
ent = Scene_CreateEntity (cl_world.scene);
CL_Init_Entity (ent);
CL_ParseBaseline (msg, &es, version);
DARRAY_APPEND (&cl_static_entities, es);
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);
// copy it to the current state
renderer->model = cl_world.models.a[es.modelindex];
animation->frame = es.frame;
renderer->skinnum = es.skinnum;
CL_TransformEntity (ent, es.scale / 16.0, es.angles, es.origin);
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
}
static void
map_cfg (const char *mapname, int all)
{
char *name = malloc (strlen (mapname) + 4 + 1);
cbuf_t *cbuf = Cbuf_New (&id_interp);
QFile *f;
QFS_StripExtension (mapname, name);
strcat (name, ".cfg");
f = QFS_FOpenFile (name);
if (f) {
Qclose (f);
Cmd_Exec_File (cbuf, name, 1);
} else {
Cmd_Exec_File (cbuf, "maps_default.cfg", 1);
}
if (all) {
Cbuf_Execute_Stack (cbuf);
} else {
Cbuf_Execute_Sets (cbuf);
}
free (name);
Cbuf_Delete (cbuf);
}
void
CL_MapCfg (const char *mapname)
{
map_cfg (mapname, 0);
}
static plitem_t *
map_ent (const char *mapname)
{
static progs_t edpr;
char *name = malloc (strlen (mapname) + 4 + 1);
char *buf;
plitem_t *edicts = 0;
QFile *ent_file;
QFS_StripExtension (mapname, name);
strcat (name, ".ent");
ent_file = QFS_VOpenFile (name, 0, cl_world.models.a[1]->vpath);
if ((buf = (char *) QFS_LoadFile (ent_file, 0))) {
edicts = ED_Parse (&edpr, buf);
free (buf);
} else {
edicts = ED_Parse (&edpr, cl_world.models.a[1]->brush.entities);
}
free (name);
return edicts;
}
static void
CL_LoadSky (const char *name)
{
plitem_t *worldspawn = cl_world.worldspawn;
plitem_t *item;
static const char *sky_keys[] = {
"sky", // Q2/DarkPlaces
"skyname", // old QF
"qlsky", // QuakeLives
0
};
if (!name) {
if (!worldspawn) {
r_funcs->R_LoadSkys (0);
return;
}
for (const char **key = sky_keys; *key; key++) {
if ((item = PL_ObjectForKey (cl_world.worldspawn, *key))) {
name = PL_String (item);
break;
}
}
}
r_funcs->R_LoadSkys (name);
}
void
CL_World_NewMap (const char *mapname, const char *skyname)
{
model_t *worldmodel = cl_world.models.a[1];
cl_world.scene->worldmodel = worldmodel;
cl_static_entities.size = 0;
if (cl_world.models.a[1] && cl_world.models.a[1]->brush.entities) {
if (cl_world.edicts) {
PL_Free (cl_world.edicts);
}
cl_world.edicts = map_ent (mapname);
if (cl_world.edicts) {
cl_world.worldspawn = PL_ObjectAtIndex (cl_world.edicts, 0);
CL_LoadSky (skyname);
Fog_ParseWorldspawn (cl_world.worldspawn);
}
}
CL_LoadLights (cl_world.edicts, cl_world.scene);
cl_world.scene->models = cl_world.models.a;
cl_world.scene->num_models = cl_world.models.size;
SCR_NewScene (cl_world.scene);
map_cfg (mapname, 1);
}