3dtoys/terrain_ecstypes.h

84 lines
2.7 KiB
C

#ifndef __TERRAIN_ECSTYPES
#define __TERRAIN_ECSTYPES
#include "ecs2.h"
#include "haloo3d/haloo3d.h"
// #include "haloo3d/haloo3dex_easy.h"
// Baseline render context. When a pointer to this is attached as a component,
// it becomes a render target, and that entity will perform the precalcs
// necessary for later object rendering.
typedef struct {
// struct vec4 precalcs[H3D_OBJ_MAXVERTICES];
// haloo3d_facef outfaces[H3D_FACEF_MAXCLIP];
mfloat_t perspective[MAT4_SIZE];
mfloat_t precalc_screen[MAT4_SIZE];
haloo3d_fb window;
// Baseline render settings. Some of these settings will be applied to
// each object associated with this context
haloo3d_trirender rendersettings;
mfloat_t precalc_halfwidth; // Optimization for reducing calcs per tri
mfloat_t precalc_halfheight; // Optimization for reducing calcs per tri
} render_context;
// Associate this to some entity along with a placement and it will be the
// main "renderer" for a viewpoint
typedef render_context *ecs_rendercontext;
// All values which allow rendering of a 3d object
typedef struct {
struct vec3 scale; // how big the thing should be in world
struct vec3 *lighting; // a pointer to lighting, null for none
render_context *context; // What to render into
haloo3d_obj *model;
haloo3d_fb *texture;
uint8_t cullbackface; // Whether to cull backfaces (you probably should)
// Whether to automatically move lighting when models have a
// lookvec. This also normalizes the light
uint8_t autolightfix;
} ecs_object;
// Some placement within the world. Doesn't imply anything other than a
// position and a facing direction
typedef struct {
struct vec3 pos;
struct vec3 up;
struct vec3 lookvec;
} ecs_placement;
// typedef haloo3d_camera *ecs_camera;
// typedef haloo3d_obj_instance *ecs_object;
// // A billboard for OUR system, which does not look up or down at the target.
// As
// // such, no matter what the lookat is set to, y is always going to be equal
// to
// // the y of the instance, so it appears to be looking "straight"
// typedef struct {
// haloo3d_obj_instance *obj;
// struct vec3 *lookat;
// } ecs_billboard;
// // A component which allows an object instance to die
// // when the maze is initiailized.
// typedef struct {
// haloo3d_obj_instance *obj;
// haloo3d_easyrender *render;
// worldstate *ws;
// void (*diefunc)(haloo3d_obj_instance *);
// } ecs_dieoninit;
// Setup ECS system for our game
ECS_START(tecs)
ECS_COMPONENT(ecs_rendercontext);
ECS_COMPONENT(ecs_object);
ECS_COMPONENT(ecs_placement);
ECS_END(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);
#endif