moved rendering to a system.

To ensure that the rendering system is being run in the main thread, I
added the concept of "Sync systems", so that when a system group is
created it's possible to specify whether it's possible to run it on a
separate thread or not.
This commit is contained in:
Lorenzo Torres 2025-03-29 16:15:56 +01:00
parent fd7973173f
commit 16a2a40418
9 changed files with 85 additions and 64 deletions

View file

@ -1,6 +1,8 @@
const std = @import("std");
const ecs = @import("ecs");
const math = @import("../math.zig");
const sideros = @import("sideros");
const math = sideros.math;
const Camera = @This();
const UP = @Vector(3, f32){ 0.0, 1.0, 0.0 };
@ -19,15 +21,15 @@ front: @Vector(3, f32),
up: @Vector(3, f32),
speed: f32 = 2.5,
fn getProjection(width: usize, height: usize) math.Matrix {
pub fn getProjection(width: usize, height: usize) math.Matrix {
return math.Matrix.perspective(math.rad(45.0), (@as(f32, @floatFromInt(width)) / @as(f32, @floatFromInt(height))), 0.1, 10.0);
}
fn getView(self: Camera) math.Matrix {
pub fn getView(self: Camera) math.Matrix {
math.lookAt(self.position, self.position + self.front, self.up);
}
fn moveCamera(pool: *ecs.Pool) void {
pub fn moveCamera(pool: *ecs.Pool) void {
const input = pool.resources.input;
const camera = pool.resources.camera;
if (input.isKeyDown(.w)) {