Separate input component
This commit is contained in:
parent
29e7b5e499
commit
705f498daa
9 changed files with 318 additions and 178 deletions
56
ecs/camera_system.odin
Normal file
56
ecs/camera_system.odin
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@ -0,0 +1,56 @@
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package ecs
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import "core:math"
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import "core:math/linalg"
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import sa "../sokol/app"
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CameraSystem :: struct {
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using base: SystemBase,
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}
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camera_system_init :: proc(camera_system: ^CameraSystem) {
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}
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camera_system_update :: proc(camera_system: ^CameraSystem, coordinator: ^Coordinator, dt: f32) {
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for entity in camera_system.entities {
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camera := coordinator_get_component(CameraComponent, coordinator, entity)
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input := coordinator_get_component(InputComponent, coordinator, entity)
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if input.key_down[.ESCAPE] do sa.quit()
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move_input: Vec3
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if input.key_down[.W] do move_input.y = 1
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else if input.key_down[.S] do move_input.y = -1
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if input.key_down[.D] do move_input.x = 1
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else if input.key_down[.A] do move_input.x = -1
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if input.key_down[.SPACE] do move_input.z = 1
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else if input.key_down[.LEFT_SHIFT] do move_input.z = -1
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look_input: Vec2 = -input.mouse_movement * camera.look_sensitivity
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camera.look += look_input
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camera.look.x = math.wrap(camera.look.x, 360)
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camera.look.y = math.clamp(camera.look.y, -89.5, 89.5)
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look_mat := linalg.matrix4_from_yaw_pitch_roll_f32(
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linalg.to_radians(camera.look.x),
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linalg.to_radians(camera.look.y),
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0,
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)
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forward := (look_mat * Vec4{0, 0, -1, 1}).xyz
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right := (look_mat * Vec4{1, 0, 0, 1}).xyz
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up := (look_mat * Vec4{0, 1, 0, 1}).xyz
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move_dir := forward * move_input.y + right * move_input.x + up * move_input.z
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motion := linalg.normalize0(move_dir) * camera.movement_speed * dt
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camera.position += motion
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camera.target = camera.position + forward
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}
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}
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@ -1,5 +1,6 @@
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package ecs
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import sa "../sokol/app"
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import sg "../sokol/gfx"
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Mat4 :: matrix[4, 4]f32
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@ -8,38 +9,51 @@ Vec2 :: [2]f32
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Vec3 :: [3]f32
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Vec4 :: [4]f32
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Gravity :: struct {
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GravityComponent :: struct {
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force: Vec3
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}
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RigidBody :: struct {
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RigidBodyComponent :: struct {
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velocity: Vec3,
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acceleration: Vec3,
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}
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Transform :: struct {
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TransformComponent :: struct {
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position: Vec3,
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rotation: Vec3,
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scale: Vec3,
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}
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Color :: struct {
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ColorComponent :: struct {
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color: Vec4,
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}
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Mesh :: struct {
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vertex_buffer: sg.Buffer,
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index_buffer: sg.Buffer,
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MeshID :: enum {
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CubeMesh,
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}
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Material :: struct {
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shader: sg.Shader,
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image: sg.Image,
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sampler: sg.Sampler,
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MeshComponent :: struct {
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mesh_id: MeshID
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}
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Camera :: struct {
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MaterialID :: enum {
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GridTexture,
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}
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MaterialComponent :: struct {
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material_id: MaterialID
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}
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CameraComponent :: struct {
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position: Vec3,
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target: Vec3,
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look: Vec2
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look: Vec2,
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look_sensitivity: f32,
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movement_speed: f32,
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}
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InputComponent :: struct {
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mouse_movement: Vec2,
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key_down: #sparse[sa.Keycode]bool,
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}
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30
ecs/input_system.odin
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30
ecs/input_system.odin
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@ -0,0 +1,30 @@
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package ecs
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import sa "../sokol/app"
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InputSystem :: struct {
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using base: SystemBase,
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}
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input_system_update :: proc(input_system: ^InputSystem, coordinator: ^Coordinator, event: ^sa.Event) {
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for entity in input_system.entities {
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input := coordinator_get_component(InputComponent, coordinator, entity)
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#partial switch event.type {
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case .MOUSE_MOVE:
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input.mouse_movement += {event.mouse_dx, event.mouse_dy}
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case .KEY_DOWN:
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input.key_down[event.key_code] = true
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case .KEY_UP:
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input.key_down[event.key_code] = false
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}
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}
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}
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input_system_mouse_reset :: proc(input_system: ^InputSystem, coordinator: ^Coordinator) {
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for entity in input_system.entities {
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input := coordinator_get_component(InputComponent, coordinator, entity)
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input.mouse_movement = { 0, 0 }
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}
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}
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@ -6,9 +6,9 @@ PhysicsSystem :: struct {
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physics_system_update :: proc(physics_system: ^PhysicsSystem, coordinator: ^Coordinator, dt: f32) {
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for entity in physics_system.entities {
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rigid_body := coordinator_get_component(RigidBody, coordinator, entity)
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transform := coordinator_get_component(Transform, coordinator, entity)
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gravity := coordinator_get_component(Gravity, coordinator, entity)
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rigid_body := coordinator_get_component(RigidBodyComponent, coordinator, entity)
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transform := coordinator_get_component(TransformComponent, coordinator, entity)
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gravity := coordinator_get_component(GravityComponent, coordinator, entity)
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transform.position += rigid_body.velocity * dt
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rigid_body.velocity += gravity.force * dt
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@ -27,32 +27,28 @@ VertexData :: struct {
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uv: Vec2,
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}
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RenderSystem :: struct {
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using base: SystemBase,
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shader: sg.Shader,
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pipeline: sg.Pipeline,
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Mesh :: struct {
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vertex_buffer: sg.Buffer,
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index_buffer: sg.Buffer,
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image: sg.Image,
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sampler: sg.Sampler,
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camera: struct {
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pos: Vec3,
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target: Vec3,
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look: Vec2,
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},
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}
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init_render_system :: proc(render_system: ^RenderSystem) {
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default_context := runtime.default_context()
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Material :: struct {
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pipeline: sg.Pipeline,
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shader: sg.Shader,
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image: sg.Image,
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sampler: sg.Sampler,
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}
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sg.setup({
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environment = sh.glue_environment(),
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allocator = sg.Allocator(sh.allocator(&default_context)),
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logger = sg.Logger(sh.logger(&default_context)),
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})
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RenderSystem :: struct {
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using base: SystemBase,
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camera_entity: EntityID,
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materials: map[MaterialID]Material,
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meshes : map[MeshID]Mesh,
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}
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@(private)
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init_grid_material :: proc(render_system: ^RenderSystem) {
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shader := sg.make_shader(shaders.main_shader_desc(sg.query_backend()))
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pipeline := sg.make_pipeline({
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shader = shader,
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@ -74,7 +70,40 @@ init_render_system :: proc(render_system: ^RenderSystem) {
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},
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})
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vertices := []VertexData {
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w, h: i32
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pixels := stbi.load("res/white.png", &w, &h, nil, 4)
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assert(pixels != nil)
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defer(stbi.image_free(pixels))
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image := sg.make_image({
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width = w,
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height = h,
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pixel_format = .RGBA8,
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data = {
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subimage = {
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0 = {
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0 = {
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ptr = pixels,
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size = uint(w * h * 4)
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}
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}
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}
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}
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})
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sampler := sg.make_sampler({})
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render_system.materials[.GridTexture] = Material{
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shader = shader,
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pipeline = pipeline,
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image = image,
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sampler = sampler,
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}
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}
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@(private)
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init_cube_mesh :: proc (render_system: ^RenderSystem) {
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cube_vertices := []VertexData {
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{ pos = { -0.5, -0.5, 0.5 }, uv = { 0, 0 } },
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{ pos = { 0.5, -0.5, 0.5 }, uv = { 1, 0 } },
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{ pos = { 0.5, 0.5, 0.5 }, uv = { 1, 1 } },
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@ -106,10 +135,10 @@ init_render_system :: proc(render_system: ^RenderSystem) {
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{ pos = { -0.5, 0.5, 0.5 }, uv = { 1, 1 } },
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}
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vertex_buffer := sg.make_buffer({
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data = sg_range(vertices)
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data = sg_range(cube_vertices)
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})
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indices := []u16 {
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cube_indices := []u16 {
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1, 0, 2,
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3, 2, 0,
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7, 4, 6,
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@ -126,78 +155,80 @@ init_render_system :: proc(render_system: ^RenderSystem) {
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index_buffer := sg.make_buffer({
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usage = { index_buffer = true },
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data = sg_range(indices),
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data = sg_range(cube_indices),
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})
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w, h: i32
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pixels := stbi.load("res/white.png", &w, &h, nil, 4)
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assert(pixels != nil)
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defer(stbi.image_free(pixels))
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image := sg.make_image({
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width = w,
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height = h,
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pixel_format = .RGBA8,
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data = {
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subimage = {
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0 = {
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0 = {
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ptr = pixels,
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size = uint(w * h * 4)
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}
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}
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}
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}
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})
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sampler := sg.make_sampler({})
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render_system.sampler = sampler
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render_system.shader = shader
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render_system.image = image
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render_system.pipeline = pipeline
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render_system.vertex_buffer = vertex_buffer
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render_system.index_buffer = index_buffer
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render_system.camera = {
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pos = { 30, 0, 60 },
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target = { 0, 0, 1 },
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render_system.meshes[.CubeMesh] = Mesh{
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vertex_buffer = vertex_buffer,
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index_buffer = index_buffer,
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}
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}
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delete_render_system :: proc(render_system: ^RenderSystem) {
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sg.destroy_buffer(render_system.index_buffer)
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sg.destroy_buffer(render_system.vertex_buffer)
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sg.destroy_image(render_system.image)
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sg.destroy_sampler(render_system.sampler)
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sg.destroy_pipeline(render_system.pipeline)
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sg.destroy_shader(render_system.shader)
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render_system_init :: proc(render_system: ^RenderSystem, camera_entity: EntityID) {
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default_context := runtime.default_context()
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sg.setup({
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environment = sh.glue_environment(),
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allocator = sg.Allocator(sh.allocator(&default_context)),
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logger = sg.Logger(sh.logger(&default_context)),
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})
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render_system.materials = make(map[MaterialID]Material)
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render_system.meshes = make(map[MeshID]Mesh)
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render_system.camera_entity = camera_entity
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init_cube_mesh(render_system)
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init_grid_material(render_system)
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}
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render_system_delete :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator) {
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cube_mesh := render_system.meshes[.CubeMesh]
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sg.destroy_buffer(cube_mesh.index_buffer)
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sg.destroy_buffer(cube_mesh.vertex_buffer)
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grid_material := render_system.materials[.GridTexture]
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sg.destroy_image(grid_material.image)
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sg.destroy_sampler(grid_material.sampler)
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sg.destroy_pipeline(grid_material.pipeline)
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sg.destroy_shader(grid_material.shader)
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delete(render_system.materials)
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delete(render_system.meshes)
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sg.shutdown()
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}
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render_system_update :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator, dt: f32, key_down: #sparse[sa.Keycode]bool, mouse_move: Vec2) {
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update_camera(render_system, dt, key_down, mouse_move)
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render_system_update :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator, dt: f32) {
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camera := coordinator_get_component(CameraComponent, coordinator, render_system.camera_entity)
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proj := linalg.matrix4_perspective_f32(70, sa.widthf() / sa.heightf(), 0.001, 1000)
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view := linalg.matrix4_look_at_f32(render_system.camera.pos, render_system.camera.target, { 0, 1, 0 } )
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view := linalg.matrix4_look_at_f32(camera.position, camera.target, { 0, 1, 0 } )
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sg.begin_pass({ swapchain = sh.glue_swapchain() })
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sg.apply_pipeline(render_system.pipeline)
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sg.apply_bindings({
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vertex_buffers = { 0 = render_system.vertex_buffer },
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index_buffer = render_system.index_buffer,
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images = { shaders.IMG_tex = render_system.image },
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samplers = { shaders.SMP_smp = render_system.sampler },
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})
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for entity in render_system.entities {
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transform := coordinator_get_component(Transform, coordinator, entity)
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color := coordinator_get_component(Color, coordinator, entity)
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transform := coordinator_get_component(TransformComponent, coordinator, entity)
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color := coordinator_get_component(ColorComponent, coordinator, entity)
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mesh_id := coordinator_get_component(MeshComponent, coordinator, entity).mesh_id
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mesh := render_system.meshes[mesh_id]
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material_id := coordinator_get_component(MaterialComponent, coordinator, entity).material_id
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material := render_system.materials[material_id]
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pos_mat := linalg.matrix4_translate_f32(transform.position)
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rot_mat := linalg.matrix4_from_yaw_pitch_roll_f32(transform.rotation.y, transform.rotation.x, transform.rotation.z)
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model := pos_mat * rot_mat
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sg.apply_pipeline(material.pipeline)
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sg.apply_bindings({
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images = { shaders.IMG_tex = material.image },
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samplers = { shaders.SMP_smp = material.sampler },
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vertex_buffers = { 0 = mesh.vertex_buffer },
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index_buffer = mesh.index_buffer,
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})
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sg.apply_uniforms(shaders.UB_VsParams, sg_range(&shaders.Vsparams{
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mvp = proj * view * model,
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col = color.color
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@ -210,44 +241,6 @@ render_system_update :: proc(render_system: ^RenderSystem, coordinator: ^Coordin
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sg.commit()
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}
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@(private)
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update_camera :: proc(render_system: ^RenderSystem, dt: f32, key_down: #sparse[sa.Keycode]bool, mouse_move: Vec2) {
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MOVE_SPEED :: 3
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LOOK_SENSITIVITY :: 0.15
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move_input: Vec3
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if key_down[.W] do move_input.y = 1
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else if key_down[.S] do move_input.y = -1
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if key_down[.D] do move_input.x = 1
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else if key_down[.A] do move_input.x = -1
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if key_down[.SPACE] do move_input.z = 1
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else if key_down[.LEFT_SHIFT] do move_input.z = -1
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look_input: Vec2 = -mouse_move * LOOK_SENSITIVITY
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render_system.camera.look += look_input
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render_system.camera.look.x = math.wrap(render_system.camera.look.x, 360)
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render_system.camera.look.y = math.clamp(render_system.camera.look.y, -89.5, 89.5)
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look_mat := linalg.matrix4_from_yaw_pitch_roll_f32(
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linalg.to_radians(render_system.camera.look.x),
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linalg.to_radians(render_system.camera.look.y),
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0,
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)
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forward := (look_mat * Vec4{0, 0, -1, 1}).xyz
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right := (look_mat * Vec4{1, 0, 0, 1}).xyz
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up := (look_mat * Vec4{0, 1, 0, 1}).xyz
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move_dir := forward * move_input.y + right * move_input.x + up * move_input.z
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motion := linalg.normalize0(move_dir) * MOVE_SPEED * dt
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render_system.camera.pos += motion
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render_system.camera.target = render_system.camera.pos + forward
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}
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sg_range :: proc {
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sg_range_from_slice,
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sg_range_from_struct,
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