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authorsanine <sanine.not@pm.me>2023-04-19 23:49:38 -0500
committersanine <sanine.not@pm.me>2023-04-19 23:49:38 -0500
commit445fc5217859a799e3a977c9763141d9a5f6cbb5 (patch)
tree9fe30aa97fe5d44b1f6fe0f85fe62543f5c2db4b /honey/ecs-systems.lua
parent02c6f822e2cca41d5d28afd9f3a05211316587fd (diff)
add split drawing function and renderQuad component
Diffstat (limited to 'honey/ecs-systems.lua')
-rw-r--r--honey/ecs-systems.lua94
1 files changed, 59 insertions, 35 deletions
diff --git a/honey/ecs-systems.lua b/honey/ecs-systems.lua
index c287d06..e400011 100644
--- a/honey/ecs-systems.lua
+++ b/honey/ecs-systems.lua
@@ -80,13 +80,46 @@ end
--===== rendering =====--
+function draw(model, view, projection, textures, shader, mesh)
+ shader:use()
+
+ -- bind textures
+ local texOffset = 0
+ for name, texTbl in pairs(textures or {}) do
+ local texture = honey.image.loadImage(texTbl.filename, texTbl.params)
+ gl.BindTexture(gl.TEXTURE_2D + texOffset, texture.texture)
+ shader:setInt(name, texOffset)
+ texOffset = texOffset + 1
+ end
+
+ -- configure default uniforms
+ shader:configure{
+ float={
+ time=glfw.GetTime(),
+ },
+ matrix={
+ view=view,
+ projection=projection,
+ model=model,
+ },
+ }
+
+ -- draw mesh
+ mesh:drawElements()
+
+ -- unbind textures
+ for i=0,texOffset-1 do
+ gl.BindTexture(gl.TEXTURE_2D + i, 0)
+ end
+end
+
function renderCamera(params)
return {
- camera = params.camera,
db = params.db,
priority = params.priority or 99,
update = function(self, dt)
for id, camera in pairs(self.db:queryComponent("camera")) do
+ local projection = camera.projection
local cameraTransform = self.db:getComponent(id, "transform")
local view
if cameraTransform then
@@ -97,41 +130,32 @@ function renderCamera(params)
local entities = self.db:queryComponent("renderMesh")
for entity, tbl in pairs(entities) do
+ -- get model
+ local transform = self.db:getComponent(entity, "transform")
+ local model =
+ (transform and transform._matrix) or
+ Mat4():identity()
-- get shader
- local shader = honey.shader.loadShader(tbl.shader.vertex, tbl.shader.fragment)
- shader:use()
-
- -- bind textures
- local texOffset = 0
- for name, texTbl in pairs(tbl.textures or {}) do
- local texture = honey.image.loadImage(texTbl.filename, texTbl.params)
- gl.BindTexture(gl.TEXTURE_2D + texOffset, texture.texture)
- shader:setInt(name, texOffset)
- texOffset = texOffset + 1
- end
-
- -- configure default uniforms
- local query = self.db:getComponent(entity, "transform")
- local model = (query and query._matrix) or Mat4():identity()
- shader:configure{
- float={
- time=glfw.GetTime(),
- },
- matrix={
- view=view,
- projection=camera.projection,
- model=model,
- },
- }
-
- -- draw mesh
- local mesh = honey.mesh.loadMesh(tbl.mesh.filename, tbl.mesh.index)
- mesh:drawElements()
-
- -- unbind textures
- for i=0,texOffset-1 do
- gl.BindTexture(gl.TEXTURE_2D + i, 0)
- end
+ local shader = honey.shader.loadShader(
+ tbl.shader.vertex, tbl.shader.fragment
+ )
+ -- get mesh
+ local mesh = honey.mesh.loadCached(
+ tbl.mesh.filename, tbl.mesh.index
+ )
+ draw(model, view, projection, tbl.textures, shader, mesh)
+ end
+
+ entities = self.db:queryComponent("renderQuad")
+ local quadmesh = honey.mesh.loadCached("builtin.quad", 1)
+ for entity, tbl in pairs(entities) do
+ -- get model
+ local model = Mat4():identity()
+ -- get shader
+ local shader = honey.shader.loadShader(
+ tbl.shader.vertex, tbl.shader.fragment
+ )
+ draw(model, view, projection, tbl.textures, shader, quadmesh)
end
end
end,