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5 | #include "view.h" |
5 | #include "view.h" |
6 | #include "oct.h" |
6 | #include "oct.h" |
7 | |
7 | |
8 | using namespace gl; |
8 | using namespace gl; |
9 | |
9 | |
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10 | pass pass_depth (0); |
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11 | |
10 | vector<GLuint> occ_query_objects; |
12 | vector<GLuint> occ_query_objects; |
11 | |
13 | |
12 | static GLuint begin_occ_query () |
14 | static GLuint begin_occ_query () |
13 | { |
15 | { |
14 | GLuint id; |
16 | GLuint id; |
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17 | { |
19 | { |
18 | id = *(occ_query_objects.end () - 1); |
20 | id = *(occ_query_objects.end () - 1); |
19 | occ_query_objects.pop_back (); |
21 | occ_query_objects.pop_back (); |
20 | } |
22 | } |
21 | else |
23 | else |
22 | glGenQueriesARB (1, &id); |
24 | glGenQueries (1, &id); |
23 | |
25 | |
24 | glBeginQueryARB (GL_SAMPLES_PASSED, id); |
26 | glBeginQuery (GL_SAMPLES_PASSED, id); |
25 | return id; |
27 | return id; |
26 | } |
28 | } |
27 | |
29 | |
28 | inline void end_occ_query () |
30 | inline void end_occ_query () |
29 | { |
31 | { |
30 | glEndQueryARB (GL_SAMPLES_PASSED); |
32 | glEndQuery (GL_SAMPLES_PASSED); |
31 | } |
33 | } |
32 | |
34 | |
33 | static GLuint occ_query_result (GLuint id) |
35 | static GLuint occ_query_result (GLuint id) |
34 | { |
36 | { |
35 | GLuint count; |
37 | GLuint count; |
36 | |
38 | |
37 | glGetQueryObjectuivARB (id, GL_QUERY_RESULT, &count); |
39 | glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count); |
38 | occ_query_objects.push_back (id); |
40 | occ_query_objects.push_back (id); |
39 | |
41 | |
40 | return count; |
42 | return count; |
41 | } |
43 | } |
42 | |
44 | |
43 | view::view () |
45 | view::view () |
44 | : gamma(1.0) |
46 | : gamma(1.0), nz_near (1.F), nz_far (2.F) |
45 | { |
47 | { |
46 | } |
48 | } |
47 | |
49 | |
48 | view::~view () |
50 | view::~view () |
49 | { |
51 | { |
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90 | vs->generation = ctx.generation; |
92 | vs->generation = ctx.generation; |
91 | } |
93 | } |
92 | } |
94 | } |
93 | |
95 | |
94 | return vs; |
96 | return vs; |
95 | |
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96 | } |
97 | } |
97 | |
98 | |
98 | void view::reset_projection () |
99 | void view::reset_projection () |
99 | { |
100 | { |
100 | renormalize (orig, p); |
101 | renormalize (orig, p); |
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103 | |
104 | |
104 | glMatrixMode (GL_PROJECTION); |
105 | glMatrixMode (GL_PROJECTION); |
105 | glLoadIdentity (); |
106 | glLoadIdentity (); |
106 | |
107 | |
107 | GLdouble aspect = (GLdouble)w/h; |
108 | GLdouble aspect = (GLdouble)w/h; |
108 | GLdouble ymax = z_near * tan (fov * (M_PI / 360.0)); |
109 | GLdouble ftan = tan (fov * (.5 * M_PI / 180.)); |
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110 | GLdouble ymax = z_near * ftan; |
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111 | GLdouble xmax = ymax * aspect; |
109 | |
112 | |
110 | glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, z_near, z_far); |
113 | glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far); |
111 | |
114 | |
112 | perspfact = z_near / ymax * 0.5 * (GLdouble)h; |
115 | perspfact = z_near / ymax * 0.5F * h; |
113 | |
116 | |
114 | d = normalize (d);//D |
117 | d = normalize (d);//D |
115 | u = normalize (u);//D |
118 | u = normalize (u);//D |
116 | |
119 | |
117 | vec3 rz = -d; |
120 | vec3 rz = -d; |
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127 | diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
130 | diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z); |
128 | //printf ("diagfact = %f\n", diagfact); |
131 | //printf ("diagfact = %f\n", diagfact); |
129 | diagfact = sqrtf (3.);//D WHY??? |
132 | diagfact = sqrtf (3.);//D WHY??? |
130 | |
133 | |
131 | glMultMatrixf (m); |
134 | glMultMatrixf (m); |
132 | glTranslatef (-p.x, -p.y, -p.z); |
135 | |
133 | |
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134 | glGetFloatv (GL_PROJECTION_MATRIX, m); |
136 | glGetFloatv (GL_PROJECTION_MATRIX, m); |
135 | |
137 | |
136 | frustum.l = plane ( m(3,0) + m(0,0), m(3,1) + m(0,1), m(3,2) + m(0,2), m(3,3) + m(0,3) ); |
138 | frustum.l = plane ( m(3,0) + m(0,0), m(3,1) + m(0,1), m(3,2) + m(0,2), m(3,3) + m(0,3) ); |
137 | frustum.r = plane ( m(3,0) - m(0,0), m(3,1) - m(0,1), m(3,2) - m(0,2), m(3,3) - m(0,3) ); |
139 | frustum.r = plane ( m(3,0) - m(0,0), m(3,1) - m(0,1), m(3,2) - m(0,2), m(3,3) - m(0,3) ); |
138 | frustum.b = plane ( m(3,0) + m(1,0), m(3,1) + m(1,1), m(3,2) + m(1,2), m(3,3) + m(1,3) ); |
140 | frustum.b = plane ( m(3,0) + m(1,0), m(3,1) + m(1,1), m(3,2) + m(1,2), m(3,3) + m(1,3) ); |
139 | frustum.t = plane ( m(3,0) - m(1,0), m(3,1) - m(1,1), m(3,2) - m(1,2), m(3,3) - m(1,3) ); |
141 | frustum.t = plane ( m(3,0) - m(1,0), m(3,1) - m(1,1), m(3,2) - m(1,2), m(3,3) - m(1,3) ); |
140 | frustum.n = plane ( m(3,0) + m(2,0), m(3,1) + m(2,1), m(3,2) + m(2,2), m(3,3) + m(2,3) ); |
142 | frustum.n = plane ( m(3,0) + m(2,0), m(3,1) + m(2,1), m(3,2) + m(2,2), m(3,3) + m(2,3) ); |
141 | frustum.f = plane ( m(3,0) - m(2,0), m(3,1) - m(2,1), m(3,2) - m(2,2), m(3,3) - m(2,3) ); |
143 | frustum.f = plane ( m(3,0) - m(2,0), m(3,1) - m(2,1), m(3,2) - m(2,2), m(3,3) - m(2,3) ); |
142 | |
144 | |
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145 | { |
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146 | GLdouble frustlen = z_far - z_near; |
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147 | GLdouble fheight = frustlen * ftan; |
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148 | GLdouble fwidth = fheight * w / h; |
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149 | point half (0, 0, z_near + frustlen * .5); |
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150 | point corner (fwidth, fheight, frustlen); |
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151 | |
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152 | frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half)); |
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153 | } |
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154 | |
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155 | { |
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156 | GLdouble depth = h / ftan; |
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157 | |
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158 | frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h)); |
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159 | } |
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160 | |
143 | glMatrixMode (GL_MODELVIEW); |
161 | glMatrixMode (GL_MODELVIEW); |
144 | glLoadIdentity (); |
162 | glLoadIdentity (); |
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163 | glTranslatef (-p.x, -p.y, -p.z); |
145 | } |
164 | } |
146 | |
165 | |
147 | void view::begin () |
166 | void view::begin () |
148 | { |
167 | { |
149 | generation++; |
168 | generation++; |
150 | |
169 | |
151 | glColorMask (1, 1, 1, 1); |
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152 | glDepthMask (1); |
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153 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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154 | |
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155 | vislist.clear (); |
170 | vislist.clear (); |
156 | |
171 | |
157 | z_far = nz_far; |
172 | z_near = max (nz_near, 1.F); |
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173 | z_far = max (nz_far, z_near * 2.F); |
158 | c_far = nc_far; |
174 | c_far = nc_far; |
159 | |
175 | |
160 | if (z_far < z_near) |
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161 | z_far = z_near * 2.; |
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162 | |
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163 | reset_projection (); |
176 | reset_projection (); |
164 | |
177 | |
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178 | nz_near = 100.; |
165 | nc_far = nz_far = z_near + 1.F; |
179 | nc_far = nz_far = 1.F; |
166 | } |
180 | } |
167 | |
181 | |
168 | void view::end () |
182 | void view::end () |
169 | { |
183 | { |
170 | vislist.clear (); |
184 | vislist.clear (); |
171 | } |
185 | } |
172 | |
186 | |
173 | #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
187 | #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
174 | |
188 | |
175 | void view::render (enum pass p) |
189 | void view::render (enum pass_type p, pass &data) |
176 | { |
190 | { |
177 | pass = p; |
191 | pass_type = p; |
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192 | pass_data = &data; |
178 | |
193 | |
179 | switch (pass) |
194 | switch (pass_type) |
180 | { |
195 | { |
181 | case DEPTH: |
196 | case DEPTH: |
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197 | glColorMask (1, 1, 1, 1); |
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198 | glDepthMask (1); |
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199 | |
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200 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
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201 | |
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202 | //glEnable (GL_STENCIL_TEST); // for depth-passes |
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203 | //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE); |
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204 | //glStencilFunc (GL_LESS, 1, 255); |
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205 | |
182 | //glEnable (GL_POLYGON_OFFSET_FILL); |
206 | //glEnable (GL_POLYGON_OFFSET_FILL); |
183 | //glPolygonOffset (0, 5); |
207 | //glPolygonOffset (0, 5); |
184 | glDisable (GL_MINMAX); |
208 | glDisable (GL_MINMAX); |
185 | glDepthRange (DEPTH_OFFSET, 1.); |
209 | glDepthRange (DEPTH_OFFSET, 1.); |
186 | glDepthFunc (GL_LESS); |
210 | glDepthFunc (GL_LESS); |
187 | glEnable (GL_DEPTH_TEST); |
211 | glEnable (GL_DEPTH_TEST); |
188 | glColorMask (0, 0, 0, 0); |
212 | glColorMask (0, 0, 0, 0); |
189 | glDepthMask (1); |
213 | glDisable (GL_DEPTH_CLAMP_NV); |
190 | |
214 | |
191 | world.depth_pass (*this); |
215 | world.detect_visibility (*this); |
192 | |
216 | |
193 | printf ("fps %f far %f cf %f vis %d CAM (%d,%d,%d)\n", timer.fps, z_far, c_far, drawn.size (), orig.x, orig.y, orig.z);//D |
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194 | break; |
217 | break; |
195 | |
218 | |
196 | case POSTDEPTH: |
219 | case POSTDEPTH: |
197 | glDepthRange (DEPTH_OFFSET, 1.); |
220 | glDepthRange (0., 1. - DEPTH_OFFSET); |
198 | glDepthFunc (GL_LESS); |
221 | glDepthFunc (GL_LESS); |
199 | glColorMask (0, 0, 0, 0); |
222 | glColorMask (0, 0, 0, 0); |
200 | glDepthMask (0); |
223 | glDepthMask (0); |
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224 | glEnable (GL_DEPTH_CLAMP_NV); |
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225 | glDisable (GL_STENCIL_TEST); |
201 | |
226 | |
202 | // check occlusion queries |
227 | // check occlusion queries |
203 | for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) |
228 | for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) |
204 | { |
229 | { |
205 | occ_query oq(*this, i->data, ::occ_query_result (i->id)); |
230 | occ_query oq(*this, i->data, ::occ_query_result (i->id)); |
206 | i->recv->event (oq); |
231 | i->recv->event (oq); |
207 | } |
232 | } |
208 | |
233 | |
209 | occ_queries.clear (); |
234 | occ_queries.clear (); |
210 | |
235 | |
211 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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212 | (*i)->display (*this); |
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213 | |
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214 | break; |
236 | break; |
215 | |
237 | |
216 | case LIGHTED: |
238 | case LIGHTED: |
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239 | glClear (GL_STENCIL_BUFFER_BIT); |
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240 | //glEnable (GL_STENCIL_TEST); |
217 | glEnable (GL_MINMAX); |
241 | glEnable (GL_MINMAX); |
218 | glDepthRange (0., 1. - DEPTH_OFFSET); |
242 | glDepthRange (0., 1. - DEPTH_OFFSET); |
219 | glDepthFunc (GL_LESS); |
243 | glDepthFunc (GL_LESS); |
220 | glColorMask (1, 1, 1, 1); |
244 | glColorMask (1, 1, 1, 1); |
221 | glDepthMask (0); |
245 | glDepthMask (0); |
222 | |
246 | glDisable (GL_DEPTH_CLAMP_NV); |
223 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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224 | (*i)->display (*this); |
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225 | |
247 | |
226 | break; |
248 | break; |
227 | } |
249 | } |
228 | |
250 | |
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251 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
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252 | (*i)->display (*this); |
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253 | |
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254 | if (pass_type == DEPTH) |
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255 | printf ("fps %f NF %f:%f vis %d CAM (%d,%d,%d)\n", timer.fps, z_near, z_far, drawn.size (), orig.x, orig.y, orig.z);//D |
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256 | |
229 | drawn.clear (); |
257 | drawn.clear (); |
230 | |
258 | |
231 | #if 0 |
259 | #if 0 |
232 | if (pass == view::DEPTH) |
260 | if (pass == view::DEPTH) |
233 | { |
261 | { |
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245 | glDisable (GL_DEPTH_CLAMP_NV); |
273 | glDisable (GL_DEPTH_CLAMP_NV); |
246 | } |
274 | } |
247 | #endif |
275 | #endif |
248 | } |
276 | } |
249 | |
277 | |
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278 | void light::enable () |
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279 | { |
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280 | lightpos->set (p); |
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281 | } |
250 | |
282 | |
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283 | void light::disable () |
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284 | { |
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285 | } |
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286 | |
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287 | static shader::varying_1f camdist; |
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288 | static shader::varying_3f lightvec; |
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289 | |
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290 | void linear_light::vsh () |
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291 | { |
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292 | using namespace shader::compile; |
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293 | |
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294 | lightvec = xyz (lightpos - model_view_matrix * vin.vertex); |
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295 | camdist = max (1 - length (lightvec) / radius, 0); |
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296 | } |
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297 | |
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298 | shader::temp_3f linear_light::operator ()() |
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299 | { |
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300 | using namespace shader::compile; |
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301 | |
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302 | temp_3f res; |
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303 | res = float3 (c.r / 255.F, c.g / 255.F, c.b / 255.F) * (min (intensity * camdist * 0.6F + 0.9F, 1.F)); |
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304 | |
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305 | return res; |
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306 | } |
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307 | |
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308 | |