ECS rendering

This commit is contained in:
2025-08-22 16:15:42 -05:00
parent 94ad64675d
commit f9385ed233
17 changed files with 161 additions and 215 deletions

View File

@@ -8,6 +8,7 @@ target_sources(${DUSK_TARGET_NAME}
PRIVATE
display.c
camera.c
renderer.c
)
# Subdirectories

View File

@@ -8,6 +8,7 @@
#include "camera.h"
#include "display/display.h"
#include "assert/assert.h"
#include "scene/node.h"
camera_t CAMERA_DATA[ECS_ENTITY_COUNT_MAX] = { 0 };
ecscomponent_t CAMERA_COMPONENT = ecsComponentInit(
@@ -24,8 +25,8 @@ void cameraEntityAdded(const ecsid_t id) {
if(CAMERA_MAIN == -1) CAMERA_MAIN = id;
camera_t *cam = cameraGet(id);
cam->type = CAMERA_TYPE_ORTHOGRAPHIC;
cam->perspective.fov = glm_rad(75.0f);
cam->type = CAMERA_TYPE_PERSPECTIVE;
cam->perspective.fov = glm_rad(90.0f);
cam->nearClip = 0.1f;
cam->farClip = 1000.0f;
cam->clearColor = COLOR_CORNFLOWER_BLUE;
@@ -36,7 +37,9 @@ void cameraPush(const ecsid_t id) {
camera_t *cam = cameraGet(id);
mat4 projection;
mat4 projection, view;
nodeMatrixGet(id, view);
switch(cam->type) {
case CAMERA_TYPE_ORTHOGRAPHIC:
glm_ortho(
@@ -61,10 +64,13 @@ void cameraPush(const ecsid_t id) {
}
#if DUSK_DISPLAY_SDL2
mat4 pv;
glm_mat4_mul(projection, view, pv);
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glLoadMatrixf((const GLfloat*)projection);
glLoadMatrixf((const GLfloat*)pv);
glClearColor(
cam->clearColor.r / 255.0f,
@@ -73,6 +79,9 @@ void cameraPush(const ecsid_t id) {
cam->clearColor.a / 255.0f
);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
#endif
}

View File

@@ -7,18 +7,11 @@
#include "display/display.h"
#include "console/console.h"
#include "display/camera.h"
#include "display/mesh/mesh.h"
#include "display/renderer.h"
#include "ecs/ecssystem.h"
display_t DISPLAY;
mesh_t mesh;
meshvertex_t triangle[3] = {
{{255, 0, 0, 255}, {0.0f, 0.0f}, {0.0f, 1.0f}}, // Vertex 1
{{0, 255, 0, 255}, {1.0f, 0.0f}, {1.0f, 1.0f}}, // Vertex 2
{{0, 0, 255, 255}, {0.5f, 1.0f}, {0.5f, 0.0f}} // Vertex 3
};
errorret_t displayInit(void) {
#if DUSK_DISPLAY_SDL2
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) != 0) {
@@ -61,8 +54,6 @@ errorret_t displayInit(void) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
#endif
meshInit(&mesh, MESH_PRIMITIVE_TRIANGLES, 3, triangle);
// For now, we just return an OK error.
errorOk();
@@ -88,11 +79,7 @@ errorret_t displayUpdate(void) {
glViewport(0, 0, windowWidth, windowHeight);
#endif
if(CAMERA_MAIN != -1) {
cameraPush(CAMERA_MAIN);
meshDraw(&mesh, 0, -1);
cameraPop();
}
rendererRender(CAMERA_MAIN);
#if DUSK_DISPLAY_SDL2
SDL_GL_SwapWindow(DISPLAY.window);
@@ -103,8 +90,6 @@ errorret_t displayUpdate(void) {
}
errorret_t displayDispose(void) {
meshDispose(&mesh);
#if DUSK_DISPLAY_SDL2
if(DISPLAY.glContext) {
SDL_GL_DeleteContext(DISPLAY.glContext);

View File

@@ -8,4 +8,5 @@ target_sources(${DUSK_TARGET_NAME}
PRIVATE
mesh.c
quad.c
meshrenderer.c
)

View File

@@ -0,0 +1,26 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "meshrenderer.h"
meshrenderer_t MESH_RENDERER_DATA[ECS_ENTITY_COUNT_MAX] = { 0 };
ecscomponent_t MESH_RENDERER_COMPONENT = ecsComponentInit(
MESH_RENDERER_DATA,
((ecscomponentcallbacks_t){
.init = NULL,
.entityAdd = NULL,
.entityRemove = NULL
})
);
void meshRendererDraw(const ecsid_t id) {
if(!meshRendererHas(id)) return;
meshrenderer_t *renderer = &MESH_RENDERER_DATA[id];
if(!renderer->mesh) return;
meshDraw(renderer->mesh, 0, -1);
}

View File

@@ -0,0 +1,35 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "ecs/ecscomponent.h"
#include "display/mesh/mesh.h"
typedef struct {
mesh_t *mesh;
} meshrenderer_t;
extern meshrenderer_t MESH_RENDERER_DATA[ECS_ENTITY_COUNT_MAX];
extern ecscomponent_t MESH_RENDERER_COMPONENT;
#define meshRendererAdd(id) \
((meshrenderer_t*)ecsComponentDataAdd(&MESH_RENDERER_COMPONENT, id))
#define meshRendererGet(id) \
((meshrenderer_t*)ecsComponentDataGet(&MESH_RENDERER_COMPONENT, id))
#define meshRendererHas(id) \
(ecsComponentDataHas(&MESH_RENDERER_COMPONENT, id))
#define meshRendererRemove(id) \
ecsComponentDataRemove(&MESH_RENDERER_COMPONENT, id)
#define meshRendererGetAll(out) \
ecsComponentGetAll(&MESH_RENDERER_COMPONENT, out)
/**
* Draw the mesh for the given entity.
*
* @param id The ID of the entity with the mesh renderer component.
*/
void meshRendererDraw(const ecsid_t id);

24
src/display/renderer.c Normal file
View File

@@ -0,0 +1,24 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "renderer.h"
#include "display/mesh/meshrenderer.h"
void rendererRender(const ecsid_t camera) {
if(camera == -1) return;
// Get the meshes.
uint32_t meshCount;
ecsid_t meshes[ECS_ENTITY_COUNT_MAX];
meshCount = meshRendererGetAll(meshes);
cameraPush(camera);
for(uint32_t i = 0; i < meshCount; i++) {
meshRendererDraw(meshes[i]);
}
cameraPop();
}

16
src/display/renderer.h Normal file
View File

@@ -0,0 +1,16 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/camera.h"
/**
* Render the given scene from the perspective of the given camera.
*
* @param camera The ID of the camera entity to render from.
*/
void rendererRender(const ecsid_t camera);