There's SOME output!
This commit is contained in:
parent
a17ef2d379
commit
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63
ecs2.h
63
ecs2.h
@ -13,6 +13,10 @@
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#define ECS_MAXENTITIES 1024
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#endif
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#ifndef ECS_FNTYPE
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#define ECS_FNTYPE
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#endif
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// We reserve one slot to automatically point back to the ecs system.
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// This is the unusable 64th ID = 63 (your ids should start from 0)
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#define ECS_MAXCTYPES 63
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@ -24,6 +28,8 @@
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typedef unsigned long long ecs_cid;
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typedef int ecs_eid;
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// -------------- ECS BUILDERS -----------------------
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#define ECS_START(name) \
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typedef struct name name; \
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struct name { \
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@ -36,14 +42,28 @@ typedef int ecs_eid;
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; \
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const ecs_cid name##_fl = ECS_SELFFLAG;
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// Create an ECS component within an ECS struct
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#define ECS_COMPONENT(type) type c_##type[ECS_MAXENTITIES];
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// Define the CIDs necessary to access a component (each component MUST
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// have a unique id and I can't do that inside a macro without requiring
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// extensions). Note: can't use enum, because we need the flag value too.
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// (unless you have a compiler that supports iterating over macro varargs)
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#define ECS_CID(type, id) \
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const int type##_id = id; \
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const ecs_cid type##_fl = (1ULL << id);
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// -------------- ECS EXTRA FUNCTIONS -----------------------
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// NOTE: these generate functions individually because some systems might
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// not allow unused functions and you may not need them all
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#define ECS_FN_INIT(name) \
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/* Always initialize the ecs system when you create a new one! */ \
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static void name##_init(name *_ecs) { memset(_ecs, 0, sizeof(name)); }
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ECS_FNTYPE void name##_init(name *_ecs) { memset(_ecs, 0, sizeof(name)); }
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#define ECS_FN_NEWENTITY(name) \
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/* Create an entity with the given base components (usually 0) */ \
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static ecs_eid name##_newentity(name *_ecs, ecs_cid basecomponents) { \
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ECS_FNTYPE ecs_eid name##_newentity(name *_ecs, ecs_cid basecomponents) { \
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for (int i = 0; i < ECS_MAXENTITIES; i++) { \
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ecs_eid id = _ecs->entitytop; \
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_ecs->entitytop = (_ecs->entitytop + 1) % ECS_MAXENTITIES; \
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@ -55,20 +75,22 @@ typedef int ecs_eid;
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} \
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return -1; \
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}
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#define ECS_FN_DELETEENTITY(name) \
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/* Delete an entity by eid from the given ecs sys */ \
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static void name##_deleteentity(name *_ecs, ecs_eid eid) { \
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ECS_FNTYPE void name##_deleteentity(name *_ecs, ecs_eid eid) { \
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if (eid >= 0 && eid < ECS_MAXENTITIES) \
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_ecs->entities[eid] = 0; \
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}
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#define ECS_FN_QUERY(name) \
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/* Whether an entity matches a given list of components by flag */ \
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static int name##_match(name *_ecs, ecs_eid _eid, ecs_cid _comps) { \
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ECS_FNTYPE int name##_match(name *_ecs, ecs_eid _eid, ecs_cid _comps) { \
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ecs_cid _realcomps = ECS_SELFFLAG | _comps; \
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return (_ecs->entities[_eid] & _realcomps) == _realcomps; \
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} \
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/* fill given list with eids of entities that match. careful with size */ \
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static int name##_query(name *_ecs, ecs_cid _comps, ecs_eid *out) { \
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ECS_FNTYPE int name##_query(name *_ecs, ecs_cid _comps, ecs_eid *out) { \
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int count = 0; \
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for (int i = 0; i < ECS_MAXENTITIES; i++) { \
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if (name##_match(_ecs, i, _comps)) { \
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@ -77,25 +99,22 @@ typedef int ecs_eid;
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} \
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return count; \
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}
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#define ECS_FN_EID(name) \
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/* Calculate the eid from a double ecs pointer. Useful to get eid in sys */ \
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static ecs_eid name##_eid(name **_ecs) { \
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ECS_FNTYPE ecs_eid name##_eid(name **_ecs) { \
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return (ecs_eid)(_ecs - (*_ecs)->c_##name); \
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}
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// Create an ECS component within an ECS struct
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#define ECS_COMPONENT(type) type c_##type[ECS_MAXENTITIES];
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// ------------------ ECS GENERAL MACROS ----------------------------
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#define ECS_COMPONENTS(_ecs, eid) (_ecs->entities[eid])
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#define ECS_HASCOMPONENT(_ecs, eid, type) \
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((_ecs->entities[eid] & type##_fl) != 0)
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#define ECS_GETCOMPONENT(_ecs, eid, type) (_ecs)->c_##type[eid]
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// Define the CIDs necessary to access a component (each component MUST
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// have a unique id and I can't do that inside a macro without requiring
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// extensions). Note: can't use enum, because we need the flag value too.
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// (unless you have a compiler that supports iterating over macro varargs)
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#define ECS_CID(type, id) \
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const int type##_id = id; \
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const ecs_cid type##_fl = (1ULL << id);
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// Set the given entity to have the given component (by type). Follow this
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// macro immediately with the struct initializer
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#define ECS_SETCOMPONENT(_ecs, eid, type) \
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@ -177,7 +196,7 @@ typedef int ecs_eid;
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// pre-pulled items from the entity component arrays. The new function is
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// named the same as the old one, just with _run appeneded
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#define ECS_SYSTEM1(ecsname, fname, type1) \
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void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ECS_FNTYPE void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ecs_cid _ecsflags = type1##_fl; \
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if (ecsname##_match(_ecs, eid, _ecsflags)) { \
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fname(_ecs->c_##type1 + eid); \
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@ -188,7 +207,7 @@ typedef int ecs_eid;
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// pre-pulled items from the entity component arrays. The new function is
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// named the same as the old one, just with _run appeneded
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#define ECS_SYSTEM2(ecsname, fname, type1, type2) \
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void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ECS_FNTYPE void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ecs_cid _ecsflags = type1##_fl | type2##_fl; \
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if (ecsname##_match(_ecs, eid, _ecsflags)) { \
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fname(_ecs->c_##type1 + eid, _ecs->c_##type2 + eid); \
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@ -199,7 +218,7 @@ typedef int ecs_eid;
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// pre-pulled items from the entity component arrays. The new function is
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// named the same as the old one, just with _run appeneded
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#define ECS_SYSTEM3(ecsname, fname, type1, type2, type3) \
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void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ECS_FNTYPE void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ecs_cid _ecsflags = type1##_fl | type2##_fl | type3##_fl; \
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if (ecsname##_match(_ecs, eid, _ecsflags)) { \
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fname(_ecs->c_##type1 + eid, _ecs->c_##type2 + eid, \
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@ -211,7 +230,7 @@ typedef int ecs_eid;
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// pre-pulled items from the entity component arrays. The new function is
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// named the same as the old one, just with _run appeneded
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#define ECS_SYSTEM4(ecsname, fname, type1, type2, type3, type4) \
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void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ECS_FNTYPE void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ecs_cid _ecsflags = type1##_fl | type2##_fl | type3##_fl | type4##_fl; \
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if (ecsname##_match(_ecs, eid, _ecsflags)) { \
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fname(_ecs->c_##type1 + eid, _ecs->c_##type2 + eid, \
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@ -223,7 +242,7 @@ typedef int ecs_eid;
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// pre-pulled items from the entity component arrays. The new function is
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// named the same as the old one, just with _run appeneded
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#define ECS_SYSTEM5(ecsname, fname, type1, type2, type3, type4, type5) \
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void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ECS_FNTYPE void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ecs_cid _ecsflags = \
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type1##_fl | type2##_fl | type3##_fl | type4##_fl | type5##_fl; \
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if (ecsname##_match(_ecs, eid, _ecsflags)) { \
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@ -237,7 +256,7 @@ typedef int ecs_eid;
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// pre-pulled items from the entity component arrays. The new function is
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// named the same as the old one, just with _run appeneded
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#define ECS_SYSTEM6(ecsname, fname, type1, type2, type3, type4, type5, type6) \
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void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ECS_FNTYPE void fname##_run(ecsname *_ecs, ecs_eid eid) { \
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ecs_cid _ecsflags = type1##_fl | type2##_fl | type3##_fl | type4##_fl | \
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type5##_fl | type6##_fl; \
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if (ecsname##_match(_ecs, eid, _ecsflags)) { \
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2
haloo3d
2
haloo3d
@ -1 +1 @@
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Subproject commit a07b4de2e0753440f0fc664f717e9bc5f46193b9
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Subproject commit cb50aaccff0328f21b7c4b9a54ab59ab6b6800ac
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165
terrain.c
165
terrain.c
@ -7,7 +7,6 @@
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#include "haloo3d/lib/mathc.h"
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#include "unigi/main.h"
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#include "ecs2.h"
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// #include "keys.h"
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#include "terrain_ecstypes.h"
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@ -25,8 +24,12 @@
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// Lookvec for objects which all face forward along with the player
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#define DEFAULTLOOK \
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{ .x = 0, .y = 0, .z = -1 }
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#define CHUNKSCALE \
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{ .x = 1.0, .y = 1.0, .z = 1.0 }
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// { .x = 1.0, .y = 1.0, .z = 1.0 }
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#define CHUNKSIZE 8 // How big each chunk is (x and y, square)
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#define CHUNKSCALE 1.0 / CHUNKSIZE
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#define VIEWDISTANCE 5
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#define PLBOXEDGE VIEWDISTANCE * 2 + 1
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#define MAXCHUNKPERFRAME 10
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// These are initial values but there may be ways to change it
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#define CAM_INITPITCH MPI_2
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@ -47,12 +50,128 @@ int fps = 30;
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#define PALETTEKEY "palette"
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void fastface(haloo3d_facei face, uint16_t tex, uint16_t v0, uint16_t v1,
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uint16_t v2) {
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face[0].texi = tex;
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face[1].texi = tex;
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face[2].texi = tex;
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face[0].posi = v0;
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face[1].posi = v1;
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face[2].posi = v2;
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}
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void gen_terrain(struct vec2i pos, haloo3d_obj *model) {
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eprintf("Generating terrain at %d,%d\n", pos.x, pos.y);
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// Don't allow the model to have more than some amount of faces/vertices.
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haloo3d_obj_resetfixed(model, CHUNKSIZE * CHUNKSIZE * 4,
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CHUNKSIZE * CHUNKSIZE * 4);
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// Generate the "ocean" floor
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// haloo3d_gen_paletteuv(0xF26F, model->vtexture[model->numvtextures++].v);
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struct vec3 seacol = haloo3d_gen_paletteuv(0xF000 | (rand() & 0xFFF));
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int seauv = haloo3d_obj_addvtexture(model, seacol);
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eprintf("SEAUV: %f,%f\n", seacol.x, seacol.y);
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// 0xF26F));
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// clang-format off
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int bl = haloo3d_obj_addvertex(model, (struct vec4){.x = 0, .y = 0, .z = 0, .w = 1});
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int br = haloo3d_obj_addvertex(model, (struct vec4){.x = CHUNKSIZE, .y = 0, .z = 0, .w = 1});
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int tl = haloo3d_obj_addvertex(model, (struct vec4){.x = 0, .y = 0, .z = CHUNKSIZE, .w = 1});
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int tr = haloo3d_obj_addvertex(model, (struct vec4){.x = CHUNKSIZE, .y = 0, .z = CHUNKSIZE, .w = 1});
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// clang-format on
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haloo3d_facei face;
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fastface(face, seauv, bl, br, tl);
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haloo3d_obj_addface(model, face);
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fastface(face, seauv, br, tr, tl);
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model->numfaces += 2;
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haloo3d_obj_shrinktofit(model);
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}
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// Generate the entity/components/terrain for the chunk at the given
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// coordinates.
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// NOTE: chunks are per x/y tile (terrain inside is just scaled
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// down to fit inside the 1x1 box)
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void gen_chunk(render_context *ctx, tecs *ecs, struct vec2i pos) {
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// eprintf("Generating chunk at %d,%d\n", pos.x, pos.y);
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ecs_eid id = tecs_newentity(ecs, 0);
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ecs_playergarbage garbage;
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sprintf(garbage.dynmodel, "e%d", id);
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haloo3d_obj *model =
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haloo3d_easystore_addobj(&ecs->storage, garbage.dynmodel);
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gen_terrain(pos, model);
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ECS_SETCOMPONENT(ecs, id, ecs_playergarbage) garbage;
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ECS_SETCOMPONENT(ecs, id, ecs_chunk){.pos = pos};
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ECS_SETCOMPONENT(ecs, id,
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ecs_placement){.up = DEFAULTUP,
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.lookvec = DEFAULTLOOK,
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.pos = {.x = pos.x, .y = 0, .z = pos.y}};
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// TODO: an easy place for optimization (if it's even needed)
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// eprintf("TEX: %p\n", haloo3d_easystore_gettex(&ecs->storage, PALETTEKEY));
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ECS_SETCOMPONENT(ecs, id, ecs_object){
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.texture = haloo3d_easystore_gettex(&ecs->storage, PALETTEKEY),
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.scale = {.x = CHUNKSCALE, .y = CHUNKSCALE, .z = CHUNKSCALE},
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.lighting = NULL, //&ecs->chunklight,
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.model = model,
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.cullbackface = 0,
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.context = {ctx},
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.contextcount = 1};
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}
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void player_chunkload(ecs_placement *ppos, render_context *ctx, tecs *ecs) {
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struct vec2i pchunk = {.x = floor(ppos->pos.x), .y = floor(ppos->pos.z)};
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// This is our little array of "filled chunks" around the player. We
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// use this to figure out what to generate
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ecs_eid surround[PLBOXEDGE][PLBOXEDGE] = {0};
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// Need to pull all existing objects that are killable
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ecs_eid matches[ECS_MAXENTITIES];
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// Find + iterate over killable objects placed in world
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int mcount = tecs_query(
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ecs, ecs_playergarbage_fl | ecs_placement_fl | ecs_object_fl, matches);
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eprintf("KILLABLE OBJS: %d PCHUNK: %d,%d\n", mcount, pchunk.x, pchunk.y);
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for (int i = 0; i < mcount; i++) {
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ecs_placement *placement =
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&ECS_GETCOMPONENT(ecs, matches[i], ecs_placement);
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ecs_object *obj = &ECS_GETCOMPONENT(ecs, matches[i], ecs_object);
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// If this object is outside the view distance, we no longer have access to
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// it
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if (fabs(floor(placement->pos.x) - pchunk.x) > VIEWDISTANCE ||
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fabs(floor(placement->pos.y) - pchunk.y) > VIEWDISTANCE) {
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// OK, reduce the chunk refcount, since we're no longer close to it
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obj->contextcount--;
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}
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// This is specifically a chunk, it might be within our view radius.
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if (ECS_HASCOMPONENT(ecs, matches[i], ecs_chunk)) {
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ecs_chunk *chunk = &ECS_GETCOMPONENT(ecs, matches[i], ecs_chunk);
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int surx = chunk->pos.x - pchunk.x + VIEWDISTANCE;
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int sury = chunk->pos.y - pchunk.y + VIEWDISTANCE;
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if (surx >= 0 && sury >= 0 && surx < PLBOXEDGE && sury < PLBOXEDGE) {
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// eprintf("SUR: %d %d\n", surx, sury);
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surround[sury][surx] = 1; // matches[i];
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}
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}
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}
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int chunkgen = 0;
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// We now have our view radius box and which chunks are not loaded. Up to
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// some amount, let's load them
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for (int y = pchunk.y - VIEWDISTANCE; y <= pchunk.y + VIEWDISTANCE; y++) {
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for (int x = pchunk.x - VIEWDISTANCE; x <= pchunk.x + PLBOXEDGE; x++) {
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int surx = x - pchunk.x + VIEWDISTANCE;
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int sury = y - pchunk.y + VIEWDISTANCE;
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if (!surround[sury][surx]) {
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gen_chunk(ctx, ecs, (struct vec2i){.x = x, .y = y});
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//.y = pchunk.y - VIEWDISTANCE + y});
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if (++chunkgen >= MAXCHUNKPERFRAME) {
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break;
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}
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}
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}
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}
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}
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// ---------------------------------------------------
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// The terrain ecs systems
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// ---------------------------------------------------
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// All initialization for a specific render context
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void sys_rendercontext(ecs_rendercontext *erc, ecs_placement *p) {
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void sys_rendercontext(ecs_rendercontext *erc, ecs_placement *p, tecs **ecs) {
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render_context *rc = *erc;
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struct vec3 lookat;
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mfloat_t cammatrix[MAT4_SIZE];
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@ -72,6 +191,10 @@ void sys_rendercontext(ecs_rendercontext *erc, ecs_placement *p) {
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haloo3d_my_lookat(cammatrix, p->pos.v, lookat.v, p->up.v);
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mat4_inverse(cammatrix, cammatrix);
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mat4_multiply(rc->precalc_screen, perspective, cammatrix);
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// Well, since we're here... might as well do the player-related stuff.
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// After all, we can be sure this is a player... right?
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player_chunkload(p, rc, *ecs);
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}
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// Apply rotation to lookvec of placement, overrides lookvec
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@ -212,33 +335,6 @@ void sys_playergarbage(ecs_playergarbage *pg, ecs_object *ob, tecs **ecs) {
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}
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}
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void gen_chunk(render_context *ctx, tecs *ecs, struct vec2i pos) {
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eprintf("Generating chunk %d,%d\n", pos.x, pos.y);
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// TODO: don't make the system generate components? Let someone else set
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// ourselves up, then we just generate the model or... whatever... or is
|
||||
// that bad? Maybe that's bad, since we'll suddenly be renderable without a
|
||||
// model, ugh.
|
||||
// haloo3d_gen_paletteuv(haloo3d_fb *fb, uint16_t col, struct vec2 *uvout);
|
||||
ecs_eid id = tecs_newentity(ecs, 0);
|
||||
ecs_playergarbage garbage;
|
||||
sprintf(garbage.dynmodel, "e%d", id);
|
||||
haloo3d_obj *model =
|
||||
haloo3d_easystore_addobj(&ecs->storage, garbage.dynmodel);
|
||||
ECS_SETCOMPONENT(ecs, id, ecs_playergarbage) garbage;
|
||||
ECS_SETCOMPONENT(ecs, id,
|
||||
ecs_placement){.up = DEFAULTUP,
|
||||
.lookvec = DEFAULTLOOK,
|
||||
.pos = {.x = pos.x, .y = 0, .z = pos.y}};
|
||||
// TODO: an easy place for optimization (if it's even needed)
|
||||
ECS_SETCOMPONENT(ecs, id, ecs_object){
|
||||
.texture = haloo3d_easystore_gettex(&ecs->storage, PALETTEKEY),
|
||||
.scale = CHUNKSCALE,
|
||||
.lighting = &ecs->chunklight,
|
||||
.model = model,
|
||||
.cullbackface = 1,
|
||||
.context = {ctx},
|
||||
.contextcount = 1};
|
||||
}
|
||||
// void sys_chunk(ecs_chunk *ch, ecs_object *o, tecs **ecs) {
|
||||
// // Is it really ok to have this check every single time? Seems kinda
|
||||
// wasteful if (ch->generation == 1) {
|
||||
@ -277,7 +373,7 @@ int main() { // int argc, char **argv) {
|
||||
haloo3d_easytimer_init(&sdltimer, AVGWEIGHT);
|
||||
|
||||
render_context context;
|
||||
context.windowclear = 0xF000;
|
||||
context.windowclear = 0xFF00;
|
||||
context.nearclip = INIT_NEARCLIP;
|
||||
context.farclip = INIT_FARCLIP;
|
||||
context.fov = INIT_FOV;
|
||||
@ -303,7 +399,7 @@ int main() { // int argc, char **argv) {
|
||||
|
||||
ecs_eid playerid = tecs_newentity(&ecs, 0);
|
||||
ECS_SETCOMPONENT(&ecs, playerid, ecs_placement){
|
||||
.pos = {.x = 0, .y = 10, .z = 0}, .up = DEFAULTUP};
|
||||
.pos = {.x = 0, .y = 1, .z = 0}, .up = DEFAULTUP};
|
||||
ECS_SETCOMPONENT(&ecs, playerid, ecs_movement){.pos = INIT_PLAYERSPEED};
|
||||
ECS_SETCOMPONENT(&ecs, playerid, ecs_rotation){.yaw = 0,
|
||||
.pitch = CAM_INITPITCH};
|
||||
@ -324,7 +420,8 @@ int main() { // int argc, char **argv) {
|
||||
ECS_RUNSYSTEM1(&ecs, sys_playerinput, ecs_input);
|
||||
ECS_RUNSYSTEM2(&ecs, sys_rotation, ecs_placement, ecs_rotation);
|
||||
ECS_RUNSYSTEM3(&ecs, sys_movement, ecs_placement, ecs_movement, tecs);
|
||||
ECS_RUNSYSTEM2(&ecs, sys_rendercontext, ecs_rendercontext, ecs_placement);
|
||||
ECS_RUNSYSTEM3(&ecs, sys_rendercontext, ecs_rendercontext, ecs_placement,
|
||||
tecs);
|
||||
// ECS_RUNSYSTEM3(&ecs, sys_chunk, ecs_chunk, ecs_object, tecs);
|
||||
ECS_RUNSYSTEM3(&ecs, sys_playergarbage, ecs_playergarbage, ecs_object,
|
||||
tecs);
|
||||
|
@ -1,6 +1,8 @@
|
||||
#ifndef __TERRAIN_ECSTYPES
|
||||
#define __TERRAIN_ECSTYPES
|
||||
|
||||
#define ECS_FNTYPE static
|
||||
|
||||
#include "ecs2.h"
|
||||
#include "haloo3d/haloo3d.h"
|
||||
#include "haloo3d/haloo3dex_easy.h"
|
||||
@ -114,29 +116,30 @@ struct vec3 globallighting; // the global lighting to apply to terrain
|
||||
object_lighting chunklight; // lighting to assign to a chunk
|
||||
// Everyone needs to be able to get and set obj/texture
|
||||
haloo3d_easystore storage;
|
||||
ECS_COMPONENT(ecs_rendercontext);
|
||||
ECS_COMPONENT(ecs_object);
|
||||
ECS_COMPONENT(ecs_placement);
|
||||
ECS_COMPONENT(ecs_rotation);
|
||||
ECS_COMPONENT(ecs_movement);
|
||||
ECS_COMPONENT(ecs_input);
|
||||
ECS_COMPONENT(ecs_playergarbage);
|
||||
ECS_COMPONENT(ecs_chunk);
|
||||
ECS_COMPONENT(ecs_rendercontext)
|
||||
ECS_COMPONENT(ecs_object)
|
||||
ECS_COMPONENT(ecs_placement)
|
||||
ECS_COMPONENT(ecs_rotation)
|
||||
ECS_COMPONENT(ecs_movement)
|
||||
ECS_COMPONENT(ecs_input)
|
||||
ECS_COMPONENT(ecs_playergarbage)
|
||||
ECS_COMPONENT(ecs_chunk)
|
||||
ECS_END(tecs)
|
||||
|
||||
ECS_FN_INIT(tecs)
|
||||
ECS_FN_NEWENTITY(tecs)
|
||||
ECS_FN_DELETEENTITY(tecs)
|
||||
ECS_FN_EID(tecs)
|
||||
ECS_FN_QUERY(tecs)
|
||||
|
||||
// And then a copy of the components here... that sucksssss
|
||||
ECS_CID(ecs_rendercontext, 0);
|
||||
ECS_CID(ecs_object, 1);
|
||||
ECS_CID(ecs_placement, 2);
|
||||
ECS_CID(ecs_rotation, 3);
|
||||
ECS_CID(ecs_movement, 4);
|
||||
ECS_CID(ecs_input, 5);
|
||||
ECS_CID(ecs_playergarbage, 6);
|
||||
ECS_CID(ecs_chunk, 7);
|
||||
ECS_CID(ecs_rendercontext, 0)
|
||||
ECS_CID(ecs_object, 1)
|
||||
ECS_CID(ecs_placement, 2)
|
||||
ECS_CID(ecs_rotation, 3)
|
||||
ECS_CID(ecs_movement, 4)
|
||||
ECS_CID(ecs_input, 5)
|
||||
ECS_CID(ecs_playergarbage, 6)
|
||||
ECS_CID(ecs_chunk, 7)
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user