Added new abstract renderqueue rendering
Former-commit-id: 35e66174ccc3de3b43571f12a149e6d3c59cc2c9
This commit is contained in:
@@ -16,9 +16,9 @@ namespace
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{
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enum ResourceType
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{
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ResourceType_IndexBuffer,
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ResourceType_Material,
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ResourceType_SkeletalMesh,
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ResourceType_StaticMesh
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ResourceType_VertexBuffer
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};
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}
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@@ -68,6 +68,59 @@ void NzForwardRenderQueue::AddLight(const NzLight* light)
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}
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}
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void NzForwardRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData& meshData, const NzBoxf& meshAABB, const NzMatrix4f& transformMatrix)
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{
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if (material->IsEnabled(nzRendererParameter_Blend))
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{
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unsigned int index = transparentModelData.size();
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transparentModelData.resize(index+1);
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TransparentModelData& data = transparentModelData.back();
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data.boundingSphere = NzSpheref(transformMatrix.GetTranslation() + meshAABB.GetCenter(), meshAABB.GetSquaredRadius());
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data.material = material;
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data.meshData = meshData;
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data.transformMatrix = transformMatrix;
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transparentModels.push_back(index);
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}
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else
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{
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ModelBatches::iterator it = opaqueModels.find(material);
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if (it == opaqueModels.end())
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{
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it = opaqueModels.insert(std::make_pair(material, ModelBatches::mapped_type())).first;
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material->AddResourceListener(this, ResourceType_Material);
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}
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bool& used = std::get<0>(it->second);
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bool& enableInstancing = std::get<1>(it->second);
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MeshInstanceContainer& meshMap = std::get<2>(it->second);
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used = true;
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MeshInstanceContainer::iterator it2 = meshMap.find(meshData);
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if (it2 == meshMap.end())
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{
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it2 = meshMap.insert(std::make_pair(meshData, MeshInstanceContainer::mapped_type())).first;
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NzSpheref& squaredBoundingSphere = it2->second.first;
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squaredBoundingSphere.Set(meshAABB.GetSquaredBoundingSphere());
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if (meshData.indexBuffer)
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meshData.indexBuffer->AddResourceListener(this, ResourceType_IndexBuffer);
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meshData.vertexBuffer->AddResourceListener(this, ResourceType_VertexBuffer);
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}
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std::vector<NzMatrix4f>& instances = it2->second.second;
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instances.push_back(transformMatrix);
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// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
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if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
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enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
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}
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}
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void NzForwardRenderQueue::AddSprite(const NzSprite* sprite)
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{
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#if NAZARA_GRAPHICS_SAFE
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@@ -87,100 +140,13 @@ void NzForwardRenderQueue::AddSprite(const NzSprite* sprite)
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sprites[sprite->GetMaterial()].push_back(sprite);
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}
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void NzForwardRenderQueue::AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix)
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{
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switch (subMesh->GetAnimationType())
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{
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case nzAnimationType_Skeletal:
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{
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///TODO
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/*
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** Il y a ici deux choses importantes à gérer:
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** -Pour commencer, la mise en cache de std::vector suffisamment grands pour contenir le résultat du skinning
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** l'objectif ici est d'éviter une allocation à chaque frame, donc de réutiliser un tableau existant
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** Note: Il faudrait évaluer aussi la possibilité de conserver le buffer d'une frame à l'autre.
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** Ceci permettant de ne pas skinner inutilement ce qui ne bouge pas, ou de skinner partiellement un mesh.
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** Il faut cependant voir où stocker ce set de buffers, qui doit être communs à toutes les RQ d'une même scène.
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**
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** -Ensuite, la possibilité de regrouper les modèles skinnés identiques, une centaine de soldats marchant au pas
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** ne devrait requérir qu'un skinning.
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*/
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NazaraError("Skeletal mesh not supported yet, sorry");
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break;
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}
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case nzAnimationType_Static:
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{
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const NzStaticMesh* staticMesh = static_cast<const NzStaticMesh*>(subMesh);
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if (material->IsEnabled(nzRendererParameter_Blend))
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{
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unsigned int index = transparentStaticModels.size();
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transparentStaticModels.resize(index+1);
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const NzBoxf& aabb = staticMesh->GetAABB();
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TransparentStaticModel& data = transparentStaticModels.back();
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data.boundingSphere = NzSpheref(transformMatrix.GetTranslation() + aabb.GetCenter(), aabb.GetSquaredRadius());
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data.material = material;
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data.mesh = staticMesh;
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data.transformMatrix = transformMatrix;
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transparentsModels.push_back(std::make_pair(index, true));
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}
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else
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{
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auto it = opaqueModels.find(material);
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if (it == opaqueModels.end())
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{
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it = opaqueModels.insert(std::make_pair(material, BatchedModelContainer::mapped_type())).first;
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material->AddResourceListener(this, ResourceType_Material);
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}
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bool& used = std::get<0>(it->second);
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bool& enableInstancing = std::get<1>(it->second);
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used = true;
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auto& meshMap = std::get<3>(it->second);
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auto it2 = meshMap.find(staticMesh);
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if (it2 == meshMap.end())
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{
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it2 = meshMap.insert(std::make_pair(staticMesh, BatchedStaticMeshContainer::mapped_type())).first;
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staticMesh->AddResourceListener(this, ResourceType_StaticMesh);
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NzSpheref& squaredBoundingSphere = it2->second.first;
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squaredBoundingSphere.Set(staticMesh->GetAABB().GetSquaredBoundingSphere());
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///TODO: Écouter le StaticMesh pour repérer tout changement de géométrie
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}
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std::vector<StaticData>& staticDataContainer = it2->second.second;
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unsigned int instanceCount = staticDataContainer.size() + 1;
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// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
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if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
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enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
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staticDataContainer.resize(instanceCount);
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StaticData& data = staticDataContainer.back();
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data.transformMatrix = transformMatrix;
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}
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break;
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}
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}
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}
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void NzForwardRenderQueue::Clear(bool fully)
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{
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directionalLights.clear();
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lights.clear();
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otherDrawables.clear();
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transparentsModels.clear();
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transparentSkeletalModels.clear();
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transparentStaticModels.clear();
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transparentModels.clear();
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transparentModelData.clear();
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if (fully)
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{
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@@ -189,18 +155,15 @@ void NzForwardRenderQueue::Clear(bool fully)
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const NzMaterial* material = matIt.first;
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material->RemoveResourceListener(this);
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BatchedSkeletalMeshContainer& skeletalContainer = std::get<2>(matIt.second);
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for (auto& meshIt : skeletalContainer)
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MeshInstanceContainer& instances = std::get<2>(matIt.second);
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for (auto& instanceIt : instances)
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{
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const NzSkeletalMesh* skeletalMesh = meshIt.first;
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skeletalMesh->RemoveResourceListener(this);
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}
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const NzMeshData& renderData = instanceIt.first;
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BatchedStaticMeshContainer& staticContainer = std::get<3>(matIt.second);
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for (auto& meshIt : staticContainer)
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{
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const NzStaticMesh* staticMesh = meshIt.first;
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staticMesh->RemoveResourceListener(this);
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if (renderData.indexBuffer)
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renderData.indexBuffer->RemoveResourceListener(this);
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renderData.vertexBuffer->RemoveResourceListener(this);
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}
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}
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opaqueModels.clear();
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@@ -212,15 +175,10 @@ void NzForwardRenderQueue::Sort(const NzAbstractViewer* viewer)
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{
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struct TransparentModelComparator
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{
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bool operator()(const std::pair<unsigned int, bool>& index1, const std::pair<unsigned int, bool>& index2)
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bool operator()(unsigned int index1, unsigned int index2)
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{
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const NzSpheref& sphere1 = (index1.second) ?
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queue->transparentStaticModels[index1.first].boundingSphere :
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queue->transparentSkeletalModels[index1.first].boundingSphere;
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const NzSpheref& sphere2 = (index2.second) ?
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queue->transparentStaticModels[index2.first].boundingSphere :
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queue->transparentSkeletalModels[index2.first].boundingSphere;
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const NzSpheref& sphere1 = queue->transparentModelData[index1].boundingSphere;
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const NzSpheref& sphere2 = queue->transparentModelData[index2].boundingSphere;
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NzVector3f position1 = sphere1.GetNegativeVertex(viewerNormal);
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NzVector3f position2 = sphere2.GetNegativeVertex(viewerNormal);
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@@ -234,30 +192,48 @@ void NzForwardRenderQueue::Sort(const NzAbstractViewer* viewer)
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};
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TransparentModelComparator comparator {this, viewer->GetFrustum().GetPlane(nzFrustumPlane_Near), viewer->GetForward()};
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std::sort(transparentsModels.begin(), transparentsModels.end(), comparator);
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std::sort(transparentModels.begin(), transparentModels.end(), comparator);
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}
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bool NzForwardRenderQueue::OnResourceDestroy(const NzResource* resource, int index)
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{
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switch (index)
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{
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case ResourceType_IndexBuffer:
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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if (renderData.indexBuffer == resource)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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break;
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}
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case ResourceType_Material:
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opaqueModels.erase(static_cast<const NzMaterial*>(resource));
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break;
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case ResourceType_SkeletalMesh:
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case ResourceType_VertexBuffer:
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{
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for (auto& pair : opaqueModels)
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std::get<2>(pair.second).erase(static_cast<const NzSkeletalMesh*>(resource));
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break;
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}
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case ResourceType_StaticMesh:
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{
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for (auto& pair : opaqueModels)
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std::get<3>(pair.second).erase(static_cast<const NzStaticMesh*>(resource));
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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if (renderData.vertexBuffer == resource)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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break;
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}
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}
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@@ -272,7 +248,25 @@ void NzForwardRenderQueue::OnResourceReleased(const NzResource* resource, int in
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switch (index)
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{
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case ResourceType_IndexBuffer:
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{
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for (auto& modelPair : opaqueModels)
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{
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const NzMeshData& renderData = it->first;
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if (renderData.indexBuffer == resource)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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break;
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}
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case ResourceType_Material:
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{
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for (auto it = opaqueModels.begin(); it != opaqueModels.end(); ++it)
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{
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if (it->first == resource)
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@@ -282,38 +276,20 @@ void NzForwardRenderQueue::OnResourceReleased(const NzResource* resource, int in
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}
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}
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break;
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case ResourceType_SkeletalMesh:
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{
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for (auto& pair : opaqueModels)
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{
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BatchedSkeletalMeshContainer& container = std::get<2>(pair.second);
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for (auto it = container.begin(); it != container.end(); ++it)
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{
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if (it->first == resource)
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{
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container.erase(it);
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break;
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}
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}
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}
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break;
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}
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case ResourceType_StaticMesh:
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case ResourceType_VertexBuffer:
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{
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for (auto& pair : opaqueModels)
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for (auto& modelPair : opaqueModels)
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{
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BatchedStaticMeshContainer& container = std::get<3 >(pair.second);
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for (auto it = container.begin(); it != container.end(); ++it)
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MeshInstanceContainer& meshes = std::get<2>(modelPair.second);
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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if (it->first == resource)
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{
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container.erase(it);
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break;
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}
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const NzMeshData& renderData = it->first;
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if (renderData.vertexBuffer == resource)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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break;
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@@ -349,8 +325,8 @@ bool NzForwardRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzM
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if (uberShader1 != uberShader2)
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return uberShader1 < uberShader2;
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const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
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const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
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const NzShader* shader1 = mat1->GetShaderInstance()->GetShader();
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const NzShader* shader2 = mat2->GetShaderInstance()->GetShader();
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if (shader1 != shader2)
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return shader1 < shader2;
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@@ -363,38 +339,20 @@ bool NzForwardRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzM
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return mat1 < mat2;
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}
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bool NzForwardRenderQueue::BatchedSkeletalMeshComparator::operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2)
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bool NzForwardRenderQueue::MeshDataComparator::operator()(const NzMeshData& data1, const NzMeshData& data2)
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{
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const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
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const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr;
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const NzBuffer* buffer1;
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const NzBuffer* buffer2;
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const NzIndexBuffer* iBuffer2 = subMesh1->GetIndexBuffer();
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const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr;
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if (buffer1 == buffer2)
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return subMesh1 < subMesh2;
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else
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return buffer2 < buffer2;
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}
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bool NzForwardRenderQueue::BatchedStaticMeshComparator::operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2)
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{
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const NzIndexBuffer* iBuffer1 = subMesh1->GetIndexBuffer();
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const NzBuffer* buffer1 = (iBuffer1) ? iBuffer1->GetBuffer() : nullptr;
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const NzIndexBuffer* iBuffer2 = subMesh2->GetIndexBuffer();
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const NzBuffer* buffer2 = (iBuffer2) ? iBuffer2->GetBuffer() : nullptr;
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if (buffer1 == buffer2)
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{
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buffer1 = subMesh1->GetVertexBuffer()->GetBuffer();
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buffer2 = subMesh2->GetVertexBuffer()->GetBuffer();
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if (buffer1 == buffer2)
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return subMesh1 < subMesh2;
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else
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return buffer1 < buffer2;
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}
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else
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buffer1 = (data1.indexBuffer) ? data1.indexBuffer->GetBuffer() : nullptr;
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buffer2 = (data2.indexBuffer) ? data2.indexBuffer->GetBuffer() : nullptr;
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if (buffer1 != buffer2)
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return buffer1 < buffer2;
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buffer1 = data1.vertexBuffer->GetBuffer();
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buffer2 = data2.vertexBuffer->GetBuffer();
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if (buffer1 != buffer2)
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return buffer1 < buffer2;
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return data1.primitiveMode < data2.primitiveMode;
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}
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