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authorsanine <sanine.not@pm.me>2023-04-07 00:13:15 -0500
committersanine <sanine.not@pm.me>2023-04-07 00:13:15 -0500
commit20f27d6eaee89e6b4950ccf9b3a96ab1e59f9d51 (patch)
tree994cfa3122c2be45a531856de66e13a955b42515 /honey
parentee3b19aa4f0ec65c159a31d589bbafd4a644610e (diff)
move new render/transform systems into ecs-systems.lua
Diffstat (limited to 'honey')
-rw-r--r--honey/ecs-systems.lua140
-rw-r--r--honey/std.lua2
2 files changed, 92 insertions, 50 deletions
diff --git a/honey/ecs-systems.lua b/honey/ecs-systems.lua
index 5dec159..18f50a8 100644
--- a/honey/ecs-systems.lua
+++ b/honey/ecs-systems.lua
@@ -1,4 +1,6 @@
local ecs = require 'honey.ecs'
+local gl = honey.gl
+local glfw = honey.glfw
local module = {}
@@ -9,67 +11,107 @@ setfenv(1, module)
--===== transform cascading =====--
-local function recursiveComputeTransform(entity)
- if entity._transformComputed then
- return entity._transform
- end
- if entity.parent == false then
- entity._transformComputed = true
- entity._transform = entity.transform
- return entity.transform
- end
-
- entity._transformComputed = true
- local parentTransform = recursiveComputeTransform(entity.parent)
- entity._transform = parentTransform * entity.transform
- return entity._transform
+transform = function(params)
+ return {
+ db = params.db,
+ update = function(self, dt)
+ local entities = self.db:queryComponent("transform")
+
+ -- prepare transforms
+ for id, transform in pairs(entities) do
+ transform._visited = false
+ end
+
+ -- helper function
+ local function recursiveTransform(transform)
+ if transform._visited then
+ return transform._matrix
+ end
+
+ if not transform.parent then
+ transform._matrix = transform.matrix
+ else
+ local parentTransform = self.db:getComponent(transform.parent, "transform")
+ local parentMatrix = recursiveTransform(parentTransform)
+ transform._matrix = parentMatrix * transform.matrix
+ end
+ transform._visited = true
+ return transform._matrix
+ end
+
+ -- compute transforms
+ for id, transform in pairs(entities) do
+ recursiveTransform(transform)
+ end
+ end,
+ priority = 0,
+ }
end
--- update transforms
-transformCascade = {
- filter=ecs.Filter.AND{"transform", "parent"},
- prepareEntity=function(self, entity)
- entity._transform = nil
- entity._transformComputed = false
- end,
- update=function(self, entity, dt)
- recursiveComputeTransform(entity)
- end,
- priority=98,
-}
--===== rendering =====--
-function renderCam(camera, priority)
- local priority = priority or 99
+function renderCamera(params)
return {
- filter=ecs.Filter.AND{"mesh", "shader", "transform"},
- update=function(self, entity, dt)
- entity.shader:use()
- entity.shader:configure{
- matrix={
- model=entity._transform,
- view=camera.view,
- projection=camera.projection,
- },
- }
- entity.mesh:drawElements()
+ camera = params.camera,
+ db = params.db,
+ priority = params.priority or 99,
+ update = function(self, dt)
+ local cameraParams = self.db:getComponent(self.camera, "camera")
+ local cameraTransform = self.db:getComponent(self.camera, "transform")
+ local view
+ if cameraTransform then
+ view = cameraTransform._matrix
+ else
+ view = Mat4():identity()
+ end
+
+ local entities = self.db:queryComponent("renderMesh")
+ for entity, tbl in pairs(entities) do
+ -- 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=cameraParams.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
+ end
end,
- nopause=true,
- priority=priority,
}
end
---===== update functions =====--
-update = {
- filter=ecs.Filter.AND{"update"},
- update=function(self, entity, dt)
- entity.update(entity, dt)
- end,
- priority=50,
-}
+
+--===== update functions =====--
diff --git a/honey/std.lua b/honey/std.lua
index 98e942d..b16708a 100644
--- a/honey/std.lua
+++ b/honey/std.lua
@@ -5,7 +5,7 @@ honey.loop = init.loop
honey.terminate = init.terminate
honey.ecs = require 'honey.ecs'
---honey.standardSystems = require 'honey.ecs-systems'
+honey.standardSystems = require 'honey.ecs-systems'
honey.mesh = require 'honey.mesh'
honey.shader = require 'honey.shader'
honey.Window = require 'honey.window'