Commit Graph

7 Commits

Author SHA1 Message Date
Bill Currie db7f8a461e [ecs] Move ECS core into its own library
While the libraries are probably getting a little out of hand, the
separation into its own directory is probably a good thing as an ECS
should not be tied to scenes. This should make the ECS more generally
useful.
2022-10-26 17:24:03 +09:00
Bill Currie 8464d71264 [scene] Move hierarchies to an ECS-based system
This is the beginning of adding ECS to QF. While the previous iteration
of hierarchies was a start in the direction towards ECS, this pulls most
of the 3d-specific transform stuff out of the hierarchy "objects",
making all the matrices and vectors/quaternions actual components (in
the ECS sense). There's more work to be done with respect to the
transform and entity members of hierarchy_t (entity should probably go
away entirely, and transform should become hierref_t (or whatever its
final name becomes), but I wanted to get things working sooner than
later.

The motivation for the effort was to allow views to use hierarchy_t,
which should be possible once I get entity and transform sorted out.

I am really glad I already had automated tests for hierarchies, as
things proved to be a little tricky to get working due to forgetting why
certain things were there.
2022-10-10 02:00:33 +09:00
Bill Currie 79add5590b [build] Fix some make distcheck issues
The never ending battle against bit-rot.
2022-05-06 15:50:13 +09:00
Bill Currie 9ee0eada1f [vulkan] Move non-specific lighting code out of Vulkan
The parsing of light data from maps is now in the client library, and
basic light management is in scene. Putting the light loading code into
the Vulkan renderer was a mistake I've wanted to correct for a while.
The client code still needs a bit of cleanup, but the basics are working
nicely.
2022-05-05 23:49:30 +09:00
Bill Currie d69355f521 [renderer] Support multiple entity queues
While there's currently only the one still, this will allow the entities
to be multiply queued for multi-pass rendering (eg, shadows). As the
avoidance of putting an entity in the same queue more than once relies
on the entity id, all entities now come from the scene (which is stored
in cl_world in the client code for nq and qw), thus the extensive
changes in the clients.
2022-03-05 02:05:39 +09:00
Bill Currie 5ad7c0fbd6 [scene] Add a camera object
It holds the data for a basic 3d camera (transform, fov, near and far
clip). Not used yet as there is much work to be done in cleaning up the
client code.
2022-02-25 10:41:50 +09:00
Bill Currie 40a26e4bc8 [scene] Rename libQFentity to libQFscene
And start working on scene management.
2021-07-24 14:20:59 +09:00