mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Ecs changes
- BitArray has always at least sizeof(uint) bits - Renamed Entity to EcsEntity - Added value parameter to EcsWorld.AssignComponent - Matched EcsWorld generic parameters - Added Scene - Added Entity
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@@ -20,7 +20,7 @@ namespace GlitchyEditor
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BlendState _alphaBlendState ~ _?.ReleaseRef();
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BlendState _opaqueBlendState ~ _?.ReleaseRef();
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EcsWorld _world = new EcsWorld() ~ delete _;
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Scene _scene = new Scene() ~ delete _;
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Editor _editor ~ delete _;
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@@ -33,7 +33,7 @@ namespace GlitchyEditor
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Application.Get().Window.IsVSync = false;
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InitGraphics();
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InitEcs();
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//InitEcs();
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InitEditor();
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}
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@@ -56,7 +56,7 @@ namespace GlitchyEditor
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_viewportTarget.SamplerState = SamplerStateManager.LinearClamp;
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}
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private void InitEcs()
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/*private void InitEcs()
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{
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_world.Register<DebugNameComponent>();
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_world.Register<TransformComponent>();
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@@ -66,18 +66,18 @@ namespace GlitchyEditor
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_world.Register<SkinnedMeshRendererComponent>();
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_world.Register<CameraComponent>();
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_world.Register<AnimationComponent>();
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}
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}*/
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private void InitEditor()
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{
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_editor = new Editor(_world);
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_editor = new Editor(_scene);
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_editor.SceneViewportWindow.ViewportSizeChangedEvent.Add(new (s, e) => ViewportSizeChanged(s, e));
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_cameraController = new .(_context.SwapChain.AspectRatio);
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_cameraController.CameraPosition = .(0, 0, -5);
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_cameraController.TranslationSpeed = 10;
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_editor.[Friend]CreateEntityWithTransform();
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//_editor.[Friend]CreateEntityWithTransform();
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_editor.SceneViewportWindow._camera = _cameraController.Camera;
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}
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@@ -87,7 +87,7 @@ namespace GlitchyEditor
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if(_editor.SceneViewportWindow.HasFocus && Input.IsMouseButtonPressed(.RightButton))
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_cameraController.Update(gameTime);
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TransformSystem.Update(_world);
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//TransformSystem.Update(_world);
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RenderCommand.Clear(_viewportTarget, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
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@@ -98,11 +98,18 @@ namespace GlitchyEditor
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RenderCommand.SetBlendState(_opaqueBlendState);
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Renderer.BeginScene(_cameraController.Camera);
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//Renderer.BeginScene(_cameraController.Camera);
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DebugRenderer.Render(_world);
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//DebugRenderer.Render(_scene.[Friend]_ecsWorld);
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Renderer.EndScene();
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//Renderer.EndScene();
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Renderer2D.BeginScene(_cameraController.Camera);
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_scene.Update(gameTime);
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Renderer2D.EndScene();
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RenderCommand.Clear(null, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
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