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high level sample
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3
samples/bin/library/gnome.e2d_mesh
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3
samples/bin/library/gnome.e2d_mesh
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version https://git-lfs.github.com/spec/v1
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oid sha256:1ab164b79bb190d2ffb325801de93a71b5d7059ad78da21b324532c680029951
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size 20856
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3
samples/bin/library/gnome.png
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3
samples/bin/library/gnome.png
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version https://git-lfs.github.com/spec/v1
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oid sha256:13585b9048ffa1bd498f8db27b6dd3e292a08af5f08fa37db5cae46b32deb8b5
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size 112750
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samples/bin/library/gnome_material.json
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samples/bin/library/gnome_material.json
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{
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"passes" : [{
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"shader" : "model_shader.json",
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"state_block" : {
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"capabilities_state" : {
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"depth_test" : true
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}
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}
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}],
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"property_block" : {
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"samplers" : [{
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"name" : "u_texture",
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"texture" : "gnome.png"
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}]
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}
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}
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6
samples/bin/library/gnome_model.json
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samples/bin/library/gnome_model.json
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{
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"mesh" : "gnome.e2d_mesh",
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"materials" : [
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"gnome_material.json"
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]
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}
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samples/bin/library/model_shader.frag
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samples/bin/library/model_shader.frag
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#version 120
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uniform sampler2D u_texture;
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varying vec2 v_st0;
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void main() {
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vec2 st = vec2(v_st0.s, 1.0 - v_st0.t);
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gl_FragColor = texture2D(u_texture, st);
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}
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4
samples/bin/library/model_shader.json
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4
samples/bin/library/model_shader.json
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{
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"vertex" : "model_shader.vert",
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"fragment" : "model_shader.frag"
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}
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samples/bin/library/model_shader.vert
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samples/bin/library/model_shader.vert
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#version 120
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uniform mat4 u_matrix_m;
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uniform mat4 u_matrix_vp;
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attribute vec3 a_vertex;
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attribute vec2 a_st0;
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varying vec2 v_st0;
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void main() {
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v_st0 = a_st0;
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gl_Position = vec4(a_vertex, 1.0) * u_matrix_m * u_matrix_vp;
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}
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3
samples/bin/library/ship.png
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3
samples/bin/library/ship.png
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version https://git-lfs.github.com/spec/v1
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oid sha256:65cbe87077ff41bd595d1e17d68240e3e18972ea0c018707d35c695d86389b0d
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size 3513
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samples/bin/library/ship_sprite.json
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samples/bin/library/ship_sprite.json
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{
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"size" : { "x" : 66, "y" : 113 },
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"pivot" : { "x" : 0.5, "y" : 0.5 },
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"texrect" : { "w" : 1, "h" : 1 },
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"texture" : "ship.png",
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"material" : "sprite_material.json"
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}
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samples/bin/library/sprite_material.json
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samples/bin/library/sprite_material.json
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{
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"passes" : [{
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"shader" : "sprite_shader.json",
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"state_block" : {
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"blending_state" : {
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"src_factor" : "src_alpha",
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"dst_factor" : "one_minus_src_alpha"
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},
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"capabilities_state" : {
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"blending" : true
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}
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}
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}]
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}
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samples/bin/library/sprite_shader.frag
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samples/bin/library/sprite_shader.frag
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#version 120
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uniform sampler2D u_texture;
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varying vec4 v_tint;
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varying vec2 v_st;
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void main() {
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vec2 st = vec2(v_st.s, 1.0 - v_st.t);
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gl_FragColor = texture2D(u_texture, st) * v_tint;
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}
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samples/bin/library/sprite_shader.json
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samples/bin/library/sprite_shader.json
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{
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"vertex" : "sprite_shader.vert",
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"fragment" : "sprite_shader.frag"
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}
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samples/bin/library/sprite_shader.vert
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16
samples/bin/library/sprite_shader.vert
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#version 120
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uniform mat4 u_matrix_vp;
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attribute vec3 a_vertex;
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attribute vec4 a_tint;
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attribute vec2 a_st;
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varying vec4 v_tint;
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varying vec2 v_st;
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void main() {
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v_st = a_st;
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v_tint = a_tint;
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gl_Position = vec4(a_vertex, 1.0) * u_matrix_vp;
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}
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@@ -9,7 +9,12 @@ using namespace e2d;
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namespace
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namespace
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{
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{
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struct rotator {
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v3f axis;
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};
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class game_system final : public ecs::system {
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class game_system final : public ecs::system {
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public:
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void process(ecs::registry& owner) override {
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void process(ecs::registry& owner) override {
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E2D_UNUSED(owner);
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E2D_UNUSED(owner);
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const keyboard& k = the<input>().keyboard();
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const keyboard& k = the<input>().keyboard();
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@@ -22,10 +27,80 @@ namespace
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}
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}
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};
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};
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class rotator_system final : public ecs::system {
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public:
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void process(ecs::registry& owner) override {
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const f32 time = the<engine>().time();
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owner.for_joined_components<rotator, actor>(
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[&time](const ecs::const_entity&, const rotator& rot, actor& act){
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const node_iptr node = act.node();
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if ( node ) {
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const q4f q = math::make_quat_from_axis_angle(make_rad(time), rot.axis);
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node->rotation(q);
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}
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});
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}
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};
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class game final : public high_application {
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class game final : public high_application {
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public:
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public:
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bool initialize() final {
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bool initialize() final {
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if ( !create_scene() || !create_camera() ) {
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return false;
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}
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the<world>().registry().add_system<game_system>();
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the<world>().registry().add_system<game_system>();
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the<world>().registry().add_system<rotator_system>();
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return true;
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}
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private:
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bool create_scene() {
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auto model_res = the<library>().load_asset<model_asset>("gnome_model.json");
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auto sprite_res = the<library>().load_asset<sprite_asset>("ship_sprite.json");
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if ( !model_res || !sprite_res ) {
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return false;
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}
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ecs::entity scene_e = the<world>().registry().create_entity();
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scene_e.assign_component<scene>(node::create(the<world>()));
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node_iptr scene_r = scene_e.get_component<scene>().root();
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{
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ecs::entity model_e = the<world>().registry().create_entity();
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model_e.assign_component<rotator>(rotator{v3f::unit_y()});
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model_e.assign_component<actor>(node::create(model_e));
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model_e.assign_component<renderer>();
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model_e.assign_component<model_renderer>(model_res);
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node_iptr model_n = model_e.get_component<actor>().node();
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model_n->scale(v3f{20.f});
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model_n->translation(v3f{0.f,50.f,0.f});
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scene_r->add_child(model_n);
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}
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{
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ecs::entity sprite_e = the<world>().registry().create_entity();
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sprite_e.assign_component<rotator>(rotator{v3f::unit_z()});
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sprite_e.assign_component<actor>(node::create(sprite_e));
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sprite_e.assign_component<renderer>();
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sprite_e.assign_component<sprite_renderer>(sprite_res);
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node_iptr sprite_n = sprite_e.get_component<actor>().node();
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sprite_n->translation(v3f{0,-50.f,0});
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scene_r->add_child(sprite_n);
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}
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return true;
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}
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bool create_camera() {
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const auto camera_c = camera()
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.background({1.f, 0.4f, 0.f, 1.f})
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.viewport(the<window>().real_size())
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.projection(math::make_orthogonal_lh_matrix4(
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the<window>().real_size().cast_to<f32>(), 0.f, 1000.f));
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ecs::entity camera_e = the<world>().registry().create_entity();
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camera_e.assign_component<camera>(camera_c);
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camera_e.assign_component<actor>(node::create(camera_e));
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return true;
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return true;
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}
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}
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};
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};
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@@ -36,7 +111,7 @@ int e2d_main(int argc, char *argv[]) {
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engine::parameters("sample_03", "enduro2d")
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engine::parameters("sample_03", "enduro2d")
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.timer_params(engine::timer_parameters()
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.timer_params(engine::timer_parameters()
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.maximal_framerate(100)));
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.maximal_framerate(100)));
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modules::initialize<starter>(
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modules::initialize<starter>(argc, argv, starter_params).start<game>();
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argc, argv, starter_params).start<game>();
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modules::shutdown<starter>();
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return 0;
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return 0;
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}
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}
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