entityRenderAll() (src/dusk/entity/entityrender.c) ports ac2's scene.c:sceneRender() camera/view-matrix/draw-loop logic as a standalone function - find the active camera, bind SHADER_UNLIT with its projection/ view, draw every COMPONENT_TYPE_RENDERABLE entity. display.c calls it each frame between the screen clear and screenUnbind(), the same spot the old sceneRender() used to sit. A single-scene scene manager (src/dusk/scene/, ported from ac2 minus its prefab system and physics/trigger stepping - that module hasn't been ported yet) sits alongside this but isn't wired into the engine loop yet; only one scene can ever exist (no SCENE_COUNT_MAX array). entitymanager.c/h removed entirely: its three arrays (entities/components/ entitiesWithComponent) are now plain globals in entity.h/.c (ENTITIES/COMPONENTS/ENTITIES_WITH_COMPONENT), and every entity/component function across the whole ECS (entity, component, position, camera, renderable, physics, trigger, animation) drops its entitymanager_t *mgr parameter to operate on them directly - there was only ever one instance of that struct in the whole engine, so the indirection bought nothing. New duskscript bindings (src/dusk/script/native/entity/) expose entityAdd, entityAddComponent/entityGetComponent, entitySetName/entityGetName/ entityFindByName, entityDispose/entityDisposeDeep, entityPositionSetLocalPosition/entityPositionLookAt, entityRenderableSetMesh (by name - cube/plane/sphere/capsule/triprism/quad), and COMPONENT_TYPE_*/ENTITY_ID_INVALID/COMPONENT_ID_INVALID constants. assets/init.ds uses them to spawn a camera (via LookAt from (3,3,3) at the origin), a cube and a plane as the engine's first real content on the new ECS. Co-Authored-By: Claude Sonnet 5 <[email protected]>
114 lines
2.5 KiB
C
114 lines
2.5 KiB
C
/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "engine.h"
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#include "util/memory.h"
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#include "perf/perf.h"
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#include "time/time.h"
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#include "input/input.h"
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#include "locale/localemanager.h"
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#include "display/display.h"
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#include "entity/entity.h"
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#include "asset/asset.h"
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#include "assert/assert.h"
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#ifdef DUSK_NETWORK
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#include "network/network.h"
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#endif
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#include "script/script.h"
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#include "system/system.h"
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#include "console/console.h"
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#include "save/save.h"
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#include "audio/audio.h"
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#include "audio/mixer/audiomixer.h"
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engine_t ENGINE;
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errorret_t engineInit(const int32_t argc, const char_t **argv) {
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assertInit();
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memoryZero(&ENGINE, sizeof(engine_t));
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ENGINE.running = true;
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ENGINE.argc = argc;
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ENGINE.argv = argv;
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ENGINE.version = DUSK_VERSION;
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// Init systems. Order is important.
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perfInit();
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timeInit();
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consoleInit();
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errorChain(systemInit());
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errorChain(inputInit());
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errorChain(assetInit());
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errorChain(saveInit());
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errorChain(localeManagerInit());
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errorChain(displayInit());
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errorChain(audioInit());
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entityManagerInit();
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#ifdef DUSK_NETWORK
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errorChain(networkInit());
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#endif
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errorChain(scriptInit());
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// Runs once every other system is ready, so init.ds can use any of them.
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scripterror_t scriptInitError;
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if(scriptRuntimeRunFile(SCRIPT.runtime, "init.dsb", false, &scriptInitError) != SCRIPT_OK) {
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errorThrow("init.ds failed: %s", scriptInitError.message);
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}
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consolePrint("Engine initialized");
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#ifdef DUSK_ASSERTIONS_FAKED
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consolePrint("Assertions faked");
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#else
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consolePrint("Assertions real");
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#endif
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errorOk();
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}
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errorret_t engineUpdate(void) {
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// Order here is important.
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#ifdef DUSK_NETWORK
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errorChain(networkUpdate());
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#endif
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errorChain(saveUpdate());
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timeUpdate();
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inputUpdate();
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consoleUpdate();
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errorChain(audioUpdateEarly());
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errorChain(assetUpdate());
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entityManagerUpdate();
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// Render
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errorChain(displayUpdate());
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errorChain(audioUpdateLate());
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if(inputPressed(INPUT_ACTION_RAGEQUIT)) ENGINE.running = false;
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errorOk();
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}
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void engineExit(void) {
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ENGINE.running = false;
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}
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errorret_t engineDispose(void) {
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errorChain(scriptDispose());
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entityManagerDispose();
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#ifdef DUSK_NETWORK
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errorChain(networkDispose());
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#endif
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localeManagerDispose();
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errorChain(audioDispose());
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consoleDispose();
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errorChain(displayDispose());
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errorChain(saveDispose());
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errorChain(assetDispose());
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perfDispose();
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memoryCheckUnfreed();
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errorOk();
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}
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