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@@ -36,7 +36,7 @@ Particle_System :: struct {
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}
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create_particle_system :: (pipeline: Pipeline_State_Handle, update_func: (*Particle_System, float), owning_entity: *Entity = null, scene: *Scene = null) -> *Particle_System {
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lvl := ifx scene == null then game_state.current_scene else scene;
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lvl := ifx scene == null then current_scene else scene;
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particle_system, locator := find_and_occupy_empty_slot(*scene.particle_systems);
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particle_system._locator = locator;
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particle_system.vertex_buffer = create_vertex_buffer(renderer, null, size_of(Particle_Vertex) * MAX_PARTICLES, stride=size_of(Particle_Vertex), mappable=true);
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@@ -60,7 +60,7 @@ spawn_particle :: (system: *Particle_System, position: Vector3, velocity: Vector
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}
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update_particle_systems :: (dt: float) {
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for *system: game_state.current_scene.particle_systems {
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for *system: current_scene.particle_systems {
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if system.on_particle_update != null {
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system.on_particle_update(system, dt);
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}
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@@ -71,9 +71,9 @@ update_particle_system :: (system: *Particle_System, dt: float) {
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}
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prepare_particle_system_for_rendering :: (system: Particle_System) {
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up := game_state.camera.up;
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right := game_state.camera.right;
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forward := game_state.camera.forward;
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up := current_scene.camera.up;
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right := current_scene.camera.right;
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forward := current_scene.camera.forward;
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rendering_data : [..] Particle_Vertex;
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rendering_data.allocator = temp;
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@@ -140,7 +140,7 @@ prepare_particle_system_for_rendering :: (system: Particle_System) {
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}
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render_particle_systems :: () {
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for system: game_state.current_scene.particle_systems {
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for system: current_scene.particle_systems {
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prepare_particle_system_for_rendering(system);
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if system.particles.count > 0 {
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