/** * Copyright (c) 2025 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #include "scenetest.h" #include "scene/node.h" #include "display/camera.h" #include "display/mesh/meshrenderer.h" #include "display/mesh/quad.h" texture_t test; void sceneTestAdd(void) { // Initialize the entity with a camera component ecsid_t camera = ecsEntityAdd(); node_t *node = nodeAdd(camera); camera_t *camData = cameraAdd(camera); mat4 lookAt; glm_lookat( (vec3){ 3.0f, 3.0f, 3.0f }, (vec3){ 0.0f, 0.0f, 0.0f }, (vec3){ 0.0f, 1.0f, 0.0f }, lookAt ); nodeMatrixSet(camera, lookAt); // color4b_t pixels[4] = { // COLOR_RED, COLOR_GREEN, // COLOR_BLUE, COLOR_WHITE // }; // textureInit(&test, 2, 2, TEXTURE_FORMAT_RGBA, pixels); // Test cube ecsid_t cube = ecsEntityAdd(); node = nodeAdd(cube); meshrenderer_t *renderer = meshRendererAdd(cube); renderer->mesh = &QUAD_MESH_SIMPLE; renderer->texture = &test; }