277 lines
No EOL
8 KiB
Text
277 lines
No EOL
8 KiB
Text
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Ö?
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«?
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local MSG_CLEAR_COLOR = hash("clear_color")
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local MSG_WINDOW_RESIZED = hash("window_resized")
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local MSG_SET_VIEW_PROJ = hash("set_view_projection")
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local MSG_SET_CAMERA_PROJ = hash("use_camera_projection")
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local MSG_USE_STRETCH_PROJ = hash("use_stretch_projection")
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local MSG_USE_FIXED_PROJ = hash("use_fixed_projection")
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local MSG_USE_FIXED_FIT_PROJ = hash("use_fixed_fit_projection")
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local DEFAULT_NEAR = -1
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local DEFAULT_FAR = 1
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local DEFAULT_ZOOM = 1
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local function get_fixed_projection(camera, state)
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camera.zoom = camera.zoom or DEFAULT_ZOOM
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local projected_width = state.window_width / camera.zoom
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local projected_height = state.window_height / camera.zoom
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local left = -(projected_width - state.width) / 2
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local bottom = -(projected_height - state.height) / 2
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local right = left + projected_width
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local top = bottom + projected_height
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return vmath.matrix4_orthographic(left, right, bottom, top, camera.near, camera.far)
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end
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local function get_fixed_fit_projection(camera, state)
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camera.zoom = math.min(state.window_width / state.width, state.window_height / state.height)
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return get_fixed_projection(camera, state)
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end
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local function get_stretch_projection(camera, state)
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return vmath.matrix4_orthographic(0, state.width, 0, state.height, camera.near, camera.far)
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end
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local function get_gui_projection(camera, state)
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return vmath.matrix4_orthographic(0, state.window_width, 0, state.window_height, camera.near, camera.far)
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end
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local function update_clear_color(state, color)
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if color then
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state.clear_buffers[graphics.BUFFER_TYPE_COLOR0_BIT] = color
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end
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end
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local function update_camera(camera, state)
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if camera.projection_fn then
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camera.proj = camera.projection_fn(camera, state)
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camera.options.frustum = camera.proj * camera.view
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end
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end
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local function update_state(state)
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state.window_width = render.get_window_width()
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state.window_height = render.get_window_height()
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state.valid = state.window_width > 0 and state.window_height > 0
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if not state.valid then
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return false
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end
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if state.window_width == state.prev_window_width and state.window_height == state.prev_window_height then
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return true
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end
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state.prev_window_width = state.window_width
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state.prev_window_height = state.window_height
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state.width = render.get_width()
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state.height = render.get_height()
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for _, camera in pairs(state.cameras) do
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update_camera(camera, state)
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end
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return true
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end
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local function init_camera(camera, projection_fn, near, far, zoom)
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camera.view = vmath.matrix4()
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camera.near = near == nil and DEFAULT_NEAR or near
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camera.far = far == nil and DEFAULT_FAR or far
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camera.zoom = zoom == nil and DEFAULT_ZOOM or zoom
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camera.projection_fn = projection_fn
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end
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local function create_predicates(...)
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local arg = {...}
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local predicates = {}
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for _, predicate_name in pairs(arg) do
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predicates[predicate_name] = render.predicate({predicate_name})
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end
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return predicates
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end
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local function create_camera(state, name, is_main_camera)
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local camera = {}
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camera.options = {}
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state.cameras[name] = camera
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if is_main_camera then
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state.main_camera = camera
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end
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return camera
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end
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local function create_state()
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local state = {}
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local color = vmath.vector4(0, 0, 0, 0)
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color.x = sys.get_config_number("render.clear_color_red", 0)
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color.y = sys.get_config_number("render.clear_color_green", 0)
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color.z = sys.get_config_number("render.clear_color_blue", 0)
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color.w = sys.get_config_number("render.clear_color_alpha", 0)
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state.clear_buffers = {
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[graphics.BUFFER_TYPE_COLOR0_BIT] = color,
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[graphics.BUFFER_TYPE_DEPTH_BIT] = 1,
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[graphics.BUFFER_TYPE_STENCIL_BIT] = 0
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}
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state.cameras = {}
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return state
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end
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local function set_camera_world(state)
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local camera_components = camera.get_cameras()
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if #camera_components > 0 then
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for i = #camera_components, 1, -1 do
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if camera.get_enabled(camera_components[i]) then
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local camera_component = state.cameras.camera_component
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camera_component.camera = camera_components[i]
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render.set_camera(camera_component.camera, { use_frustum = true })
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return camera_component.options
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end
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end
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end
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local camera_world = state.cameras.camera_world
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render.set_view(camera_world.view)
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render.set_projection(camera_world.proj)
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return camera_world.options
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end
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local function reset_camera_world(state)
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if state.cameras.camera_component.camera then
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state.cameras.camera_component.camera = nil
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render.set_camera()
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end
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end
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function init(self)
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self.predicates = create_predicates("tile", "gui", "particle", "model", "debug_text")
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local state = create_state()
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self.state = state
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local camera_world = create_camera(state, "camera_world", true)
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init_camera(camera_world, get_stretch_projection)
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local camera_gui = create_camera(state, "camera_gui")
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init_camera(camera_gui, get_gui_projection)
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local camera_component = create_camera(state, "camera_component")
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update_state(state)
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end
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function update(self)
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local state = self.state
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if not state.valid then
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if not update_state(state) then
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return
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end
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end
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local predicates = self.predicates
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render.set_depth_mask(true)
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render.set_stencil_mask(0xff)
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render.clear(state.clear_buffers)
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local draw_options_world = set_camera_world(state)
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render.set_viewport(0, 0, state.window_width, state.window_height)
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render.set_blend_func(graphics.BLEND_FACTOR_SRC_ALPHA, graphics.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA)
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render.enable_state(graphics.STATE_DEPTH_TEST)
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render.enable_state(graphics.STATE_CULL_FACE)
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render.draw(predicates.model, draw_options_world)
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render.set_depth_mask(false)
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render.disable_state(graphics.STATE_CULL_FACE)
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render.enable_state(graphics.STATE_BLEND)
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render.draw(predicates.tile, draw_options_world)
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render.draw(predicates.particle, draw_options_world)
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render.disable_state(graphics.STATE_DEPTH_TEST)
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render.draw_debug3d()
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reset_camera_world(state)
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local camera_gui = state.cameras.camera_gui
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render.set_view(camera_gui.view)
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render.set_projection(camera_gui.proj)
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render.enable_state(graphics.STATE_STENCIL_TEST)
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render.draw(predicates.gui, camera_gui.frustum)
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render.draw(predicates.debug_text, camera_gui.frustum)
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render.disable_state(graphics.STATE_STENCIL_TEST)
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render.disable_state(graphics.STATE_BLEND)
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end
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function on_message(self, message_id, message)
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local state = self.state
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local camera = state.main_camera
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if message_id == MSG_CLEAR_COLOR then
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update_clear_color(state, message.color)
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elseif message_id == MSG_WINDOW_RESIZED then
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update_state(state)
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elseif message_id == MSG_SET_VIEW_PROJ then
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camera.view = message.view
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self.camera_projection = message.projection or vmath.matrix4()
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update_camera(camera, state)
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elseif message_id == MSG_SET_CAMERA_PROJ then
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camera.projection_fn = function() return self.camera_projection end
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elseif message_id == MSG_USE_STRETCH_PROJ then
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init_camera(camera, get_stretch_projection, message.near, message.far)
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update_camera(camera, state)
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elseif message_id == MSG_USE_FIXED_PROJ then
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init_camera(camera, get_fixed_projection, message.near, message.far, message.zoom)
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update_camera(camera, state)
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elseif message_id == MSG_USE_FIXED_FIT_PROJ then
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init_camera(camera, get_fixed_fit_projection, message.near, message.far)
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update_camera(camera, state)
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end
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end
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&@builtins/render/default.render_script" |