2024-09-08 22:42:50 +00:00
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#ifndef __TERRAIN_ECSTYPES
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#define __TERRAIN_ECSTYPES
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#include "ecs2.h"
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#include "haloo3d/haloo3d.h"
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// #include "haloo3d/haloo3dex_easy.h"
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// Baseline render context. When a pointer to this is attached as a component,
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// it becomes a render target, and that entity will perform the precalcs
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// necessary for later object rendering.
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typedef struct {
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// struct vec4 precalcs[H3D_OBJ_MAXVERTICES];
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// haloo3d_facef outfaces[H3D_FACEF_MAXCLIP];
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// haloo3d_perspective(render.perspective, fov, ASPECT, NEARCLIP, FARCLIP);
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// mfloat_t precalc_perspective[MAT4_SIZE];
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mfloat_t precalc_screen[MAT4_SIZE];
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mfloat_t precalc_halfwidth; // Optimization for reducing calcs per tri
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mfloat_t precalc_halfheight; // Optimization for reducing calcs per tri
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mfloat_t fov;
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mfloat_t nearclip;
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mfloat_t farclip;
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// NOTE: aspect ratio calculated from window
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2024-09-08 22:42:50 +00:00
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haloo3d_fb window;
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// Baseline render settings. Some of these settings will be applied to
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// each object associated with this context
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haloo3d_trirender rendersettings;
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// If alpha is 0, screen is not cleared
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uint16_t windowclear;
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2024-09-08 22:42:50 +00:00
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} render_context;
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// Associate this to some entity along with a placement and it will be the
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// main "renderer" for a viewpoint
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typedef render_context *ecs_rendercontext;
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// Associate lighting with some object. Since this is part of the renderer,
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// this isn't a component you can assign (it also doesn't mean anything on its
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// own)
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typedef struct {
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struct vec3 dir;
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mfloat_t minlight;
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// Whether to automatically move lighting when models have a
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// lookvec. This also normalizes the light
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uint8_t autolightfix;
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} object_lighting;
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// All values which allow rendering of a 3d object
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typedef struct {
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// haloo3d_trirender rendersettings; // baseline settings for THIS object.
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struct vec3 scale; // how big the thing should be in world
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object_lighting *lighting; // a pointer to lighting, null for none
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render_context *context; // What to render into
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haloo3d_obj *model;
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haloo3d_fb *texture;
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uint8_t cullbackface; // Whether to cull backfaces (you probably should)
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} ecs_object;
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// Some placement within the world. Doesn't imply anything other than a
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// position and a facing direction
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typedef struct {
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struct vec3 pos;
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struct vec3 up;
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struct vec3 lookvec;
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} ecs_placement;
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// Movement is applied to placement and may also be used to check for
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// collisions and whatever
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typedef struct {
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struct vec3 pos;
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struct vec3 up;
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struct vec3 lookvec;
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} ecs_movement;
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// Use rotation to override the lookvec of an ecs_placement
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typedef struct {
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mfloat_t yaw;
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mfloat_t pitch;
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} ecs_rotation;
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// typedef haloo3d_camera *ecs_camera;
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// typedef haloo3d_obj_instance *ecs_object;
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// // A billboard for OUR system, which does not look up or down at the target.
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// As
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// // such, no matter what the lookat is set to, y is always going to be equal
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// to
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// // the y of the instance, so it appears to be looking "straight"
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// typedef struct {
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// haloo3d_obj_instance *obj;
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// struct vec3 *lookat;
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// } ecs_billboard;
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// // A component which allows an object instance to die
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// // when the maze is initiailized.
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// typedef struct {
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// haloo3d_obj_instance *obj;
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// haloo3d_easyrender *render;
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// worldstate *ws;
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// void (*diefunc)(haloo3d_obj_instance *);
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// } ecs_dieoninit;
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// Setup ECS system for our game
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ECS_START(tecs)
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float delta_s; // Store delta time in ecs
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ECS_COMPONENT(ecs_rendercontext);
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ECS_COMPONENT(ecs_object);
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ECS_COMPONENT(ecs_placement);
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ECS_COMPONENT(ecs_rotation);
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ECS_COMPONENT(ecs_movement);
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ECS_END(tecs)
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ECS_FN_INIT(tecs)
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ECS_FN_NEWENTITY(tecs)
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// And then a copy of the components here... that sucksssss
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ECS_CID(ecs_rendercontext, 0);
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ECS_CID(ecs_object, 1);
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ECS_CID(ecs_placement, 2);
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ECS_CID(ecs_rotation, 3);
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ECS_CID(ecs_movement, 4);
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2024-09-08 22:42:50 +00:00
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#endif
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