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https://github.com/aap/librw.git
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implemented fog for gl3
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abe0bba5af
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@ -124,6 +124,12 @@ Camera::destroy(void)
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free(this);
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}
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void
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Camera::clear(RGBA *col, uint32 mode)
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{
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DRIVER->clearCamera(this, col, mode);
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}
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struct CameraChunkData
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{
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V2d viewWindow;
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@ -230,7 +230,7 @@ beginUpdate(Camera *cam)
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proj[12] = 0.0f;
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proj[13] = 0.0f;
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proj[14] = -this->nearPlane*this->projMat[10];
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proj[14] = -this->nearPlane*proj[10];
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proj[15] = 0.0f;
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}else{
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proj[8] = 0.0f;
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@ -240,7 +240,7 @@ beginUpdate(Camera *cam)
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proj[12] = this->viewOffset.x*invwx;
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proj[13] = this->viewOffset.y*invwy;
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proj[14] = -this->nearPlane*this->projMat[10];
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proj[14] = -this->nearPlane*proj[10];
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proj[15] = 1.0f;
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}
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device->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)proj);
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@ -69,8 +69,8 @@ Driver::open(void)
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namespace null {
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void beginUpdate(Camera*) { }
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void endUpdate(Camera*) { }
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void clearCamera(Camera*,RGBA*,uint32) { }
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void setRenderState(int32, uint32) { }
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uint32 getRenderState(int32) { return 0; }
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@ -19,8 +19,13 @@ namespace gl3 {
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struct UniformState
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{
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int alphaFunc;
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int32 alphaFunc;
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float32 alphaRef;
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int32 fogEnable;
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float32 fogStart;
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float32 fogEnd;
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int32 pad[3];
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RGBAf fogColor;
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};
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struct UniformScene
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@ -126,16 +131,29 @@ setRenderState(int32 state, uint32 value)
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glDepthMask(zwrite);
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}
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break;
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case FOGENABLE:
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if(uniformState.fogEnable != value){
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uniformState.fogEnable = value;
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stateDirty = 1;
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}
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break;
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case FOGCOLOR:
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// no cache check here...too lazy
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convColor(&uniformState.fogColor, (RGBA*)&value);
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stateDirty = 1;
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break;
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case ALPHATESTFUNC:
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if(uniformState.alphaFunc != value){
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uniformState.alphaFunc = value;
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stateDirty = 1;
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}
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break;
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case ALPHATESTREF:
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if(uniformState.alphaRef != value/255.0f){
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uniformState.alphaRef = value/255.0f;
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stateDirty = 1;
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break;
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case ZTESTFUNC:
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}
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break;
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}
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}
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@ -143,6 +161,7 @@ setRenderState(int32 state, uint32 value)
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uint32
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getRenderState(int32 state)
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{
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RGBA rgba;
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switch(state){
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case VERTEXALPHA:
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return vertexAlpha;
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@ -154,14 +173,18 @@ getRenderState(int32 state)
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return ztest;
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case ZWRITEENABLE:
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return zwrite;
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case FOGENABLE:
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return uniformState.fogEnable;
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case FOGCOLOR:
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convColor(&rgba, &uniformState.fogColor);
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return *(uint32*)&rgba;
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case ALPHATESTFUNC:
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return uniformState.alphaFunc;
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case ALPHATESTREF:
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return uniformState.alphaRef*255.0f;
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case ZTESTFUNC:
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break;
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}
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return 0;
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}
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void
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@ -169,6 +192,9 @@ resetRenderState(void)
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{
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uniformState.alphaFunc = ALPHAGREATERTHAN;
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uniformState.alphaRef = 10.0f/255.0f;
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uniformState.fogEnable = 0;
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uniformState.fogStart = 0.0f;
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uniformState.fogColor = { 1.0f, 1.0f, 1.0f, 1.0f };
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stateDirty = 1;
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vertexAlpha = 0;
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@ -296,6 +322,22 @@ flushCache(void)
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}
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}
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void
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clearCamera(Camera *cam, RGBA *col, uint32 mode)
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{
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RGBAf colf;
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GLbitfield mask;
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convColor(&colf, col);
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glClearColor(colf.red, colf.green, colf.blue, colf.alpha);
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mask = 0;
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if(mode & Camera::CLEARIMAGE)
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mask |= GL_COLOR_BUFFER_BIT;
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if(mode & Camera::CLEARZ)
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mask |= GL_DEPTH_BUFFER_BIT;
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glClear(mask);
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}
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void
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beginUpdate(Camera *cam)
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{
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@ -353,12 +395,22 @@ beginUpdate(Camera *cam)
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// TODO
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}
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setProjectionMatrix(proj);
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if(uniformState.fogStart != cam->fogPlane){
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uniformState.fogStart = cam->fogPlane;
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stateDirty = 1;
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}
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if(uniformState.fogEnd != cam->farPlane){
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uniformState.fogEnd = cam->farPlane;
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stateDirty = 1;
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}
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}
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void
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initializeRender(void)
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{
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driver[PLATFORM_GL3]->beginUpdate = beginUpdate;
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driver[PLATFORM_GL3]->clearCamera = clearCamera;
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driver[PLATFORM_GL3]->setRenderState = setRenderState;
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driver[PLATFORM_GL3]->getRenderState = getRenderState;
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@ -32,7 +32,7 @@ static void*
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matfxOpen(void *o, int32, int32)
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{
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matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline();
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envShader = Shader::fromFiles("matfx_env.vert", "simple.frag");
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envShader = Shader::fromFiles("matfx_env.vert", "matfx_env.frag");
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return o;
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}
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@ -7,8 +7,10 @@ enum RenderState
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DESTBLEND,
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ZTESTENABLE,
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ZWRITEENABLE,
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FOGENABLE,
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FOGCOLOR,
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// TODO:
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// fog enable, color, type, density
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// fog type, density ?
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// ? cullmode
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// ? shademode
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// ???? stencil
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@ -16,7 +18,6 @@ enum RenderState
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// platform specific or opaque?
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ALPHATESTFUNC,
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ALPHATESTREF,
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ZTESTFUNC,
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};
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enum AlphaTestFunc
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@ -42,10 +43,6 @@ enum BlendFunction
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// TODO: add more perhaps
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};
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enum ZTestFunc
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{
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};
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// This is for platform independent things
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// TODO: move more stuff into this
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struct Engine
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@ -66,6 +63,7 @@ struct Driver
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void (*beginUpdate)(Camera*);
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void (*endUpdate)(Camera*);
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void (*clearCamera)(Camera*, RGBA *col, uint32 mode);
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void (*setRenderState)(int32 state, uint32 value);
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uint32 (*getRenderState)(int32 state);
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@ -97,6 +95,7 @@ inline uint32 getRenderState(int32 state){
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namespace null {
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void beginUpdate(Camera*);
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void endUpdate(Camera*);
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void clearCamera(Camera*, RGBA *col, uint32 mode);
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void setRenderState(int32 state, uint32 value);
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uint32 getRenderState(int32 state);
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@ -524,6 +524,7 @@ struct Camera : PluginBase<Camera>
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{
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enum { ID = 4 };
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enum { PERSPECTIVE = 1, PARALLEL };
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enum { CLEARIMAGE = 0x1, CLEARZ = 0x2};
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ObjectWithFrame object;
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void (*beginUpdateCB)(Camera*);
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@ -533,8 +534,6 @@ struct Camera : PluginBase<Camera>
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float32 nearPlane, farPlane;
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float32 fogPlane;
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int32 projection;
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// TODO: remove this?
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float32 projMat[16];
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// clump link handled by plugin in RW
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Clump *clump;
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@ -556,6 +555,7 @@ struct Camera : PluginBase<Camera>
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return LLLinkGetData(lnk, Camera, inClump); }
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void beginUpdate(void) { this->beginUpdateCB(this); }
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void endUpdate(void) { this->endUpdateCB(this); }
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void clear(RGBA *col, uint32 mode);
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static Camera *streamRead(Stream *stream);
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bool streamWrite(Stream *stream);
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uint32 streamGetSize(void);
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