Files
dusk/archive/entity/component/display/entityrenderable.c
T
2026-05-21 10:18:20 -05:00

150 lines
3.5 KiB
C

/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "entityrenderable.h"
#include "entity/entitymanager.h"
#include "display/shader/shaderunlit.h"
#include "display/mesh/cube.h"
void entityRenderableInit(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
r->type = ENTITY_RENDERABLE_TYPE_MATERIAL;
r->mesh = &CUBE_MESH_SIMPLE;
r->shader = &SHADER_UNLIT;
r->material.unlit.color = COLOR_WHITE;
}
entityrenderabletype_t entityRenderableGetType(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
return r->type;
}
void entityRenderableSetType(
const entityid_t entityId,
const componentid_t componentId,
const entityrenderabletype_t type
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
r->type = type;
}
mesh_t * entityRenderableGetMesh(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
return r->mesh;
}
void entityRenderableSetMesh(
const entityid_t entityId,
const componentid_t componentId,
mesh_t *mesh
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
r->mesh = mesh;
}
shader_t * entityRenderableGetShader(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
return r->shader;
}
void entityRenderableSetShader(
const entityid_t entityId,
const componentid_t componentId,
shader_t *shader
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
r->shader = shader;
}
shadermaterial_t * entityRenderableGetShaderMaterial(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
return &r->material;
}
void entityRenderableSetColor(
const entityid_t entityId,
const componentid_t componentId,
const color_t color
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
r->material.unlit.color = color;
}
void entityRenderableSpriteBatchAdd(
const entityid_t entityId,
const componentid_t componentId,
const spritebatchsprite_t *sprite
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
if(r->spritebatch.spriteCount >= ENTITY_RENDERABLE_SPRITEBATCH_SPRITES_MAX) return;
r->spritebatch.sprites[r->spritebatch.spriteCount++] = *sprite;
}
void entityRenderableSpriteBatchClear(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
r->spritebatch.spriteCount = 0;
}
void entityRenderableDispose(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
if(
r->type == ENTITY_RENDERABLE_TYPE_CALLBACK &&
r->userFree &&
r->user
) {
r->userFree(r->user);
r->user = NULL;
}
r->mesh = NULL;
r->shader = NULL;
}