Examples/DeferredShading: Improve bloom quality

This commit is contained in:
Jérôme Leclercq 2021-12-12 23:04:05 +01:00
parent f64e16f7d8
commit 31c71e542e
6 changed files with 250 additions and 114 deletions

View File

@ -20,7 +20,8 @@ external
struct FragIn
{
[builtin(fragcoord)] fragcoord: vec4<f32>
[builtin(fragcoord)] fragcoord: vec4<f32>,
[location(0)] uv: vec2<f32>
}
struct FragOut
@ -30,31 +31,38 @@ struct FragOut
struct VertIn
{
[location(0)] pos: vec3<f32>
[location(0)] pos: vec2<f32>,
[location(1)] uv: vec2<f32>
}
struct VertOut
{
[builtin(position)] position: vec4<f32>
[builtin(position)] position: vec4<f32>,
[location(0)] uv: vec2<f32>
}
[entry(frag)]
fn main(input: FragIn) -> FragOut
{
let BrightLuminance = 0.8;
/*let BrightLuminance = 0.8;
let BrightMiddleGrey = 0.5;
let BrightThreshold = 0.7;
let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize * 10.0;
let color = colorTexture.Sample(fragcoord).rgb;
let color = colorTexture.Sample(input.uv).rgb;
color *= BrightMiddleGrey / BrightLuminance;
color *= vec3<f32>(1.0, 1.0, 1.0) + (color / (BrightThreshold*BrightThreshold));
color -= vec3<f32>(0.5, 0.5, 0.5);
color /= vec3<f32>(1.0, 1.0, 1.0) + color;
color /= vec3<f32>(1.0, 1.0, 1.0) + color;*/
let output: FragOut;
output.color = vec4<f32>(max(color, vec3<f32>(0.0, 0.0, 0.0)), 1.0);
//output.color = vec4<f32>(max(color, vec3<f32>(0.0, 0.0, 0.0)), 1.0);
let color = colorTexture.Sample(input.uv).rgb;
let brightness = dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));
if (brightness > 1.0)
output.color = vec4<f32>(color, 1.0);
else
output.color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
return output;
}
@ -63,7 +71,8 @@ fn main(input: FragIn) -> FragOut
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4<f32>(input.pos, 1.0);
output.position = vec4<f32>(input.pos, 0.0, 1.0);
output.uv = input.uv;
return output;
}

View File

@ -15,7 +15,7 @@ struct ViewerData
external
{
[set(0), binding(0)] viewerData: uniform<ViewerData>,
[set(0), binding(1)] colorTexture: sampler2D<f32>,
//[set(0), binding(1)] colorTexture: sampler2D<f32>,
[set(0), binding(2)] bloomTexture: sampler2D<f32>,
}
@ -31,7 +31,7 @@ struct FragOut
struct VertIn
{
[location(0)] pos: vec3<f32>
[location(0)] pos: vec2<f32>
}
struct VertOut
@ -45,7 +45,7 @@ fn main(input: FragIn) -> FragOut
let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize;
let output: FragOut;
output.color = colorTexture.Sample(fragcoord) + bloomTexture.Sample(fragcoord);
output.color = /*colorTexture.Sample(fragcoord) + */bloomTexture.Sample(fragcoord);
return output;
}
@ -54,7 +54,7 @@ fn main(input: FragIn) -> FragOut
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4<f32>(input.pos, 1.0);
output.position = vec4<f32>(input.pos, 0.0, 1.0);
return output;
}

View File

@ -15,7 +15,7 @@ struct FragOut
struct VertIn
{
[location(0)] pos: vec3<f32>,
[location(0)] pos: vec2<f32>,
[location(1)] uv: vec2<f32>
}
@ -40,7 +40,7 @@ fn main(input: FragIn) -> FragOut
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4<f32>(input.pos, 1.0);
output.position = vec4<f32>(input.pos, 0.0, 1.0);
output.vertUV = input.uv;
return output;
}

View File

@ -12,10 +12,18 @@ struct ViewerData
eyePosition: vec3<f32>
}
[layout(std140)]
struct BlurData
{
direction: vec2<f32>,
sizeFactor: f32
}
external
{
[set(0), binding(0)] viewerData: uniform<ViewerData>,
[set(0), binding(1)] colorTexture: sampler2D<f32>,
[set(0), binding(2)] blurData: uniform<BlurData>
}
struct FragIn
@ -30,7 +38,7 @@ struct FragOut
struct VertIn
{
[location(0)] pos: vec3<f32>
[location(0)] pos: vec2<f32>
}
struct VertOut
@ -41,26 +49,16 @@ struct VertOut
[entry(frag)]
fn main(input: FragIn) -> FragOut
{
let invTargetSize = viewerData.invRenderTargetSize * 10.0;
let invTargetSize = viewerData.invRenderTargetSize * blurData.sizeFactor;
let fragcoord = input.fragcoord.xy * invTargetSize;
let color = colorTexture.Sample(fragcoord).rgb * 0.2270270270;
let filter = vec2<f32>(1.0, 0.0);
color += colorTexture.Sample(fragcoord + blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
color += colorTexture.Sample(fragcoord - blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
color += colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
color += colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
color += colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
color += colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
filter = vec2<f32>(0.0, 1.0);
color += colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
color += colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
color += colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
color += colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
color += colorTexture.Sample(fragcoord + blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
color += colorTexture.Sample(fragcoord - blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
let output: FragOut;
output.color = vec4<f32>(color, 1.0);
@ -72,7 +70,7 @@ fn main(input: FragIn) -> FragOut
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4<f32>(input.pos, 1.0);
output.position = vec4<f32>(input.pos, 0.0, 1.0);
return output;
}

View File

@ -30,7 +30,7 @@ struct FragOut
struct VertIn
{
[location(0)] pos: vec3<f32>
[location(0)] pos: vec2<f32>
}
struct VertOut
@ -60,7 +60,7 @@ fn main(input: FragIn) -> FragOut
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4<f32>(input.pos, 1.0);
output.position = vec4<f32>(input.pos, 0.0, 1.0);
return output;
}

View File

@ -11,6 +11,8 @@
NAZARA_REQUEST_DEDICATED_GPU()
constexpr std::size_t BloomSubdivisionCount = 5;
/*
[layout(std140)]
struct PointLight
@ -325,7 +327,7 @@ int main()
}
const std::shared_ptr<const Nz::VertexDeclaration>& fullscreenVertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_UV);
const std::shared_ptr<const Nz::VertexDeclaration>& fullscreenVertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XY_UV);
unsigned int offscreenWidth = windowSize.x;
@ -353,15 +355,60 @@ int main()
fullscreenPipelineInfoViewer.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "bloom_bright.nzsl", {}));
std::shared_ptr<Nz::ShaderBinding> bloomBrightShaderBinding;
std::shared_ptr<Nz::ShaderBinding> gaussianBlurShaderBinding;
std::shared_ptr<Nz::RenderPipeline> bloomBrightPipeline = device->InstantiateRenderPipeline(fullscreenPipelineInfoViewer);
// Gaussian Blur
fullscreenPipelineInfoViewer.shaderModules.clear();
fullscreenPipelineInfoViewer.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "gaussian_blur.nzsl", {}));
std::shared_ptr<Nz::RenderPipeline> gaussianBlurPipeline = device->InstantiateRenderPipeline(fullscreenPipelineInfoViewer);
Nz::RenderPipelineLayoutInfo gaussianBlurPipelineLayoutInfo = fullscreenPipelineLayoutInfoViewer;
gaussianBlurPipelineLayoutInfo.bindings.push_back({
0, 2,
Nz::ShaderBindingType::UniformBuffer,
Nz::ShaderStageType::Fragment,
});
Nz::RenderPipelineInfo gaussianBlurPipelineInfo = fullscreenPipelineInfoViewer;
gaussianBlurPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(gaussianBlurPipelineLayoutInfo);
Nz::FieldOffsets gaussianBlurDataOffsets(Nz::StructLayout::Std140);
std::size_t gaussianBlurDataDirection = gaussianBlurDataOffsets.AddField(Nz::StructFieldType::Float2);
std::size_t gaussianBlurDataSize = gaussianBlurDataOffsets.AddField(Nz::StructFieldType::Float1);
gaussianBlurPipelineInfo.shaderModules.clear();
gaussianBlurPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "gaussian_blur.nzsl", {}));
std::shared_ptr<Nz::RenderPipeline> gaussianBlurPipeline = device->InstantiateRenderPipeline(gaussianBlurPipelineInfo);
std::vector<std::shared_ptr<Nz::ShaderBinding>> gaussianBlurShaderBinding(BloomSubdivisionCount * 2);
std::vector<Nz::UInt8> gaussianBlurData(gaussianBlurDataOffsets.GetSize());
std::vector<std::shared_ptr<Nz::AbstractBuffer>> gaussianBlurUbos;
float sizeFactor = 2.f;
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
{
Nz::AccessByOffset<Nz::Vector2f&>(gaussianBlurData.data(), gaussianBlurDataDirection) = Nz::Vector2f(1.f, 0.f);
Nz::AccessByOffset<float&>(gaussianBlurData.data(), gaussianBlurDataSize) = sizeFactor;
std::shared_ptr<Nz::AbstractBuffer> horizontalBlurData = device->InstantiateBuffer(Nz::BufferType::Uniform);
if (!horizontalBlurData->Initialize(gaussianBlurDataOffsets.GetSize(), Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic))
return __LINE__;
horizontalBlurData->Fill(gaussianBlurData.data(), 0, gaussianBlurDataOffsets.GetSize());
Nz::AccessByOffset<Nz::Vector2f&>(gaussianBlurData.data(), gaussianBlurDataDirection) = Nz::Vector2f(0.f, 1.f);
std::shared_ptr<Nz::AbstractBuffer> verticalBlurData = device->InstantiateBuffer(Nz::BufferType::Uniform);
if (!verticalBlurData->Initialize(gaussianBlurDataOffsets.GetSize(), Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic))
return __LINE__;
verticalBlurData->Fill(gaussianBlurData.data(), 0, gaussianBlurDataOffsets.GetSize());
sizeFactor *= 2.f;
gaussianBlurUbos.push_back(horizontalBlurData);
gaussianBlurUbos.push_back(verticalBlurData);
}
// Tone mapping
std::shared_ptr<Nz::ShaderBinding> toneMappingShaderBinding;
@ -373,14 +420,16 @@ int main()
// Bloom blend
std::shared_ptr<Nz::ShaderBinding> bloomBlitBinding;
Nz::RenderPipelineLayoutInfo bloomBlendPipelineLayoutInfo;
Nz::Graphics::FillViewerPipelineLayout(bloomBlendPipelineLayoutInfo, 0);
bloomBlendPipelineLayoutInfo.bindings.push_back({
/*bloomBlendPipelineLayoutInfo.bindings.push_back({
0, 1,
Nz::ShaderBindingType::Texture,
Nz::ShaderStageType::Fragment,
});
});*/
bloomBlendPipelineLayoutInfo.bindings.push_back({
0, 2,
@ -390,6 +439,9 @@ int main()
Nz::RenderPipelineInfo bloomBlendPipelineInfo;
bloomBlendPipelineInfo.blending = true;
bloomBlendPipelineInfo.blend.dstColor = Nz::BlendFunc::One;
bloomBlendPipelineInfo.blend.srcColor = Nz::BlendFunc::One;
bloomBlendPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
bloomBlendPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(bloomBlendPipelineLayoutInfo);
bloomBlendPipelineInfo.vertexBuffers.push_back({
@ -401,7 +453,7 @@ int main()
std::shared_ptr<Nz::RenderPipeline> bloomBlendPipeline = device->InstantiateRenderPipeline(bloomBlendPipelineInfo);
std::shared_ptr<Nz::ShaderBinding> bloomBlendShaderBinding;
std::vector<std::shared_ptr<Nz::ShaderBinding>> bloomBlendShaderBinding(BloomSubdivisionCount);
// Fullscreen data
@ -476,18 +528,18 @@ int main()
std::vector<std::shared_ptr<Nz::ShaderBinding>> lightingShaderBindings;
std::array<Nz::VertexStruct_XYZ_UV, 3> vertexData = {
std::array<Nz::VertexStruct_XY_UV, 3> vertexData = {
{
{
Nz::Vector3f(-1.f, 1.f, 0.0f),
Nz::Vector2f(-1.f, 1.f),
Nz::Vector2f(0.0f, 1.0f),
},
{
Nz::Vector3f(-1.f, -3.f, 0.0f),
Nz::Vector2f(-1.f, -3.f),
Nz::Vector2f(0.0f, -1.0f),
},
{
Nz::Vector3f(3.f, 1.f, 0.0f),
Nz::Vector2f(3.f, 1.f),
Nz::Vector2f(2.0f, 1.0f),
}
}
@ -558,9 +610,9 @@ int main()
std::size_t positionTexture;
std::size_t depthBuffer1;
std::size_t depthBuffer2;
std::size_t bloomBrightOutput;
std::size_t bloomOutput;
std::size_t bloomTextureA;
std::size_t bloomTextureB;
std::vector<std::size_t> bloomTextures(BloomSubdivisionCount * 2);
std::size_t lightOutput;
std::size_t toneMappingOutput;
@ -625,20 +677,34 @@ int main()
Nz::PixelFormat::RGBA16F
});
bloomTextureA = graph.AddAttachment({
"Bloom texture A",
unsigned int bloomSize = 50'000;
bloomBrightOutput = graph.AddAttachment({
"Bloom bright output",
Nz::PixelFormat::RGBA16F,
10'000,
10'000
bloomSize,
bloomSize
});
bloomTextureB = graph.AddAttachment({
"Bloom texture B",
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
{
bloomTextures[i * 2 + 0] = graph.AddAttachment({
"Bloom texture #" + std::to_string(i),
Nz::PixelFormat::RGBA16F,
10'000,
10'000
bloomSize,
bloomSize
});
bloomTextures[i * 2 + 1] = graph.AddAttachment({
"Bloom texture #" + std::to_string(i),
Nz::PixelFormat::RGBA16F,
bloomSize,
bloomSize
});
bloomSize /= 2;
}
toneMappingOutput = graph.AddAttachment({
"Tone mapping",
Nz::PixelFormat::RGBA8,
@ -768,39 +834,73 @@ int main()
});
bloomBrightPass.AddInput(lightOutput);
bloomBrightPass.AddOutput(bloomTextureA);
bloomBrightPass.AddOutput(bloomBrightOutput);
Nz::FramePass& bloomBlurPass = graph.AddPass("Bloom pass - gaussian blur");
bloomBlurPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
std::size_t bloomTextureIndex = 0;
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
{
Nz::FramePass& bloomBlurPassHorizontal = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - horizontal");
bloomBlurPassHorizontal.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
{
builder.SetScissor(renderArea);
builder.SetViewport(renderArea);
builder.BindShaderBinding(0, *gaussianBlurShaderBinding);
builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 0]);
builder.BindPipeline(*gaussianBlurPipeline);
builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
builder.Draw(3);
});
bloomBlurPass.SetExecutionCallback([&]
bloomBlurPassHorizontal.SetExecutionCallback([&]
{
return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
});
bloomBlurPass.AddInput(bloomTextureA);
bloomBlurPass.AddOutput(bloomTextureB);
bloomBlurPassHorizontal.AddInput((i == 0) ? bloomBrightOutput : bloomTextures[bloomTextureIndex++]);
bloomBlurPassHorizontal.AddOutput(bloomTextures[bloomTextureIndex]);
Nz::FramePass& bloomBlurPassVertical = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - vertical");
bloomBlurPassVertical.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
{
builder.SetScissor(renderArea);
builder.SetViewport(renderArea);
builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 1]);
builder.BindPipeline(*gaussianBlurPipeline);
builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
builder.Draw(3);
});
bloomBlurPassVertical.SetExecutionCallback([&]
{
return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
});
bloomBlurPassVertical.AddInput(bloomTextures[bloomTextureIndex++]);
bloomBlurPassVertical.AddOutput(bloomTextures[bloomTextureIndex]);
}
Nz::FramePass& bloomBlendPass = graph.AddPass("Bloom pass - blend");
bloomBlendPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
{
builder.SetScissor(renderArea);
builder.SetViewport(renderArea);
builder.BindShaderBinding(0, *bloomBlendShaderBinding);
builder.BindPipeline(*bloomBlendPipeline);
builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
// Blit light output
builder.BindPipeline(*Nz::Graphics::Instance()->GetBlitPipeline(false));
builder.BindShaderBinding(0, *bloomBlitBinding);
builder.Draw(3);
// Blend bloom
builder.BindPipeline(*bloomBlendPipeline);
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
{
builder.BindShaderBinding(0, *bloomBlendShaderBinding[i]);
builder.Draw(3);
}
});
bloomBlendPass.SetExecutionCallback([&]
@ -809,7 +909,9 @@ int main()
});
bloomBlendPass.AddInput(lightOutput);
bloomBlendPass.AddInput(bloomTextureB);
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
bloomBlendPass.AddInput(bloomTextures[i * 2 + 1]);
bloomBlendPass.AddOutput(bloomOutput);
Nz::FramePass& toneMappingPass = graph.AddPass("Tone mapping");
@ -1048,10 +1150,15 @@ int main()
}
});
frame.PushForRelease(std::move(gaussianBlurShaderBinding));
std::size_t bloomTextureIndex = 0;
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
{
for (std::size_t j = 0; j < 2; ++j)
{
frame.PushForRelease(std::move(gaussianBlurShaderBinding[i * 2 + j]));
gaussianBlurShaderBinding = fullscreenPipelineInfoViewer.pipelineLayout->AllocateShaderBinding(0);
gaussianBlurShaderBinding->Update({
gaussianBlurShaderBinding[i * 2 + j] = gaussianBlurPipeline->GetPipelineInfo().pipelineLayout->AllocateShaderBinding(0);
gaussianBlurShaderBinding[i * 2 + j]->Update({
{
0,
Nz::ShaderBinding::UniformBufferBinding {
@ -1062,34 +1169,56 @@ int main()
{
1,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(bloomTextureA).get(),
textureSampler.get()
}
}
});
frame.PushForRelease(std::move(bloomBlendShaderBinding));
bloomBlendShaderBinding = bloomBlendPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
bloomBlendShaderBinding->Update({
{
0,
Nz::ShaderBinding::UniformBufferBinding {
viewerInstance.GetViewerBuffer().get(),
0, viewerInstance.GetViewerBuffer()->GetSize()
}
},
{
1,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(lightOutput).get(),
bakedGraph.GetAttachmentTexture((i == 0 && j == 0) ? bloomBrightOutput : bloomTextures[bloomTextureIndex++]).get(),
textureSampler.get()
}
},
{
2,
Nz::ShaderBinding::UniformBufferBinding {
gaussianBlurUbos[i * 2 + j].get(),
0, gaussianBlurUbos[i * 2 + j]->GetSize()
}
}
});
}
frame.PushForRelease(std::move(bloomBlendShaderBinding[i]));
bloomBlendShaderBinding[i] = bloomBlendPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
bloomBlendShaderBinding[i]->Update({
{
0,
Nz::ShaderBinding::UniformBufferBinding {
viewerInstance.GetViewerBuffer().get(),
0, viewerInstance.GetViewerBuffer()->GetSize()
}
},
/*{
1,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(bloomTextureB).get(),
bakedGraph.GetAttachmentTexture(lightOutput).get(),
textureSampler.get()
}
},*/
{
2,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(bloomTextures[i * 2 + 1]).get(),
textureSampler.get()
}
}
});
}
frame.PushForRelease(std::move(bloomBlitBinding));
bloomBlitBinding = Nz::Graphics::Instance()->GetBlitPipelineLayout()->AllocateShaderBinding(0);
bloomBlitBinding->Update({
{
0,
Nz::ShaderBinding::TextureBinding {
bakedGraph.GetAttachmentTexture(lightOutput).get(),
textureSampler.get()
}
}