added old working project
This commit is contained in:
111
3DViewer/Source/shader.cpp
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111
3DViewer/Source/shader.cpp
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#include <stdio.h>
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#include <string>
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#include <vector>
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#include <iostream>
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#include <fstream>
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#include <algorithm>
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using namespace std;
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#include <stdlib.h>
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#include <string.h>
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#include <GL/glew.h>
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#include "shader.h"
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GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path) {
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// Create the shaders
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GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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// Read the Vertex Shader code from the file
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std::string VertexShaderCode;
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std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
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if (VertexShaderStream.is_open()) {
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std::string Line = "";
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while (getline(VertexShaderStream, Line))
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VertexShaderCode += "\n" + Line;
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VertexShaderStream.close();
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}
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else {
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printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
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getchar();
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return 0;
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}
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// Read the Fragment Shader code from the file
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std::string FragmentShaderCode;
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std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
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if (FragmentShaderStream.is_open()) {
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std::string Line = "";
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while (getline(FragmentShaderStream, Line))
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FragmentShaderCode += "\n" + Line;
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FragmentShaderStream.close();
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}
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GLint Result = GL_FALSE;
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int InfoLogLength;
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// Compile Vertex Shader
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printf("Compiling shader : %s\n", vertex_file_path);
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char const * VertexSourcePointer = VertexShaderCode.c_str();
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glShaderSource(VertexShaderID, 1, &VertexSourcePointer, NULL);
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glCompileShader(VertexShaderID);
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// Check Vertex Shader
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glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if (InfoLogLength > 0) {
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std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);
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glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
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printf("%s\n", &VertexShaderErrorMessage[0]);
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}
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// Compile Fragment Shader
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printf("Compiling shader : %s\n", fragment_file_path);
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char const * FragmentSourcePointer = FragmentShaderCode.c_str();
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glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer, NULL);
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glCompileShader(FragmentShaderID);
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// Check Fragment Shader
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glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if (InfoLogLength > 0) {
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std::vector<char> FragmentShaderErrorMessage(InfoLogLength + 1);
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glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
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printf("%s\n", &FragmentShaderErrorMessage[0]);
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}
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// Link the program
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printf("Linking program\n");
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GLuint ProgramID = glCreateProgram();
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glAttachShader(ProgramID, VertexShaderID);
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glAttachShader(ProgramID, FragmentShaderID);
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glLinkProgram(ProgramID);
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// Check the program
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glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
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glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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if (InfoLogLength > 0) {
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std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
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glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
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printf("%s\n", &ProgramErrorMessage[0]);
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}
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glDetachShader(ProgramID, VertexShaderID);
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glDetachShader(ProgramID, FragmentShaderID);
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glDeleteShader(VertexShaderID);
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glDeleteShader(FragmentShaderID);
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return ProgramID;
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}
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106
3DViewer/Source/texture.cpp
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106
3DViewer/Source/texture.cpp
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#include "texture.h"
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#include <iostream>
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#include <fstream>
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#include <Windows.h>
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TextureTGA::TextureTGA(const char * filePath)
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{
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// open the file
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std::fstream fsPicture(filePath, std::ios::in | std::ios::binary);
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if (!fsPicture.is_open())
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throw std::invalid_argument(std::string("file not found: ") += filePath);
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// read in the header
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std::uint8_t ui8x18Header[18] = { 0 };
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fsPicture.read(reinterpret_cast<char*>(&ui8x18Header), sizeof(ui8x18Header));
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// extract all information from header
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ui32IDLength = ui8x18Header[0];
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bColorTabel = ui8x18Header[1] == 1;
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ui32PicType = ui8x18Header[2];
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ui32PaletteBegin = ui8x18Header[4] * 0x100 + ui8x18Header[3];
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ui32PaletteLength = ui8x18Header[6] * 0x100 + ui8x18Header[5];
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ui32PaletteBpP = ui8x18Header[7];
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ui32Width = ui8x18Header[13] * 0x100 + ui8x18Header[12];
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ui32Height = ui8x18Header[15] * 0x100 + ui8x18Header[14];
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ui32BpP = ui8x18Header[16];
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ui32Attribut = ui8x18Header[17];
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// calculate some more information
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ui32Size = ui32Width * ui32Height * ui32BpP/8;
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bCompressed = ui32PicType == 9 || ui32PicType == 10;
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vui8Pixels.resize(ui32Size);
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/* consol output of the header
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std::cout << "Header\n"
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<< "ID l<>nge: " << ui32IDLength << std::endl
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<< "Farbtabelle: " << (int)bColorTabel << std::endl
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<< "Bildtype: " << ui32PicType << std::endl
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<< "Palletenbegin: " << ui32PaletteBegin << std::endl
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<< "Palletenl<6E>ngen: " << ui32PaletteLength << std::endl
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<< "Bits pro Palleteneintrag: " << ui32PaletteBpP << std::endl
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<< "Breite: " << ui32Width << std::endl
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<< "H<>he: " << ui32Height << std::endl
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<< "Bit pro Pixel: " << ui32BpP << std::endl
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<< "Bild Attribute: " << ui32Attribut << std::endl;*/
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// jump to the data block
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fsPicture.seekg(ui32IDLength + ui32PaletteLength, std::ios_base::cur);
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// If not compressed 24 or 32 bit
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if (ui32PicType == 2 && (ui32BpP == 24 || ui32BpP == 32))
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{
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fsPicture.read(reinterpret_cast<char*>(vui8Pixels.data()), ui32Size);
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}
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// else if compressed 24 or 32 bit
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else if (ui32PicType == 10 && (ui32BpP == 24 || ui32BpP == 32)) // compressed
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{
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throw std::invalid_argument("Invaild File Format! Don't compress the image.");
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}
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// not useable format
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else
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{
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fsPicture.close();
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throw std::invalid_argument("Invaild File Format! Required 24 or 31 Bit Image.");
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}
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//fix color mix
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/*std::uint8_t temp;
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std::uint32_t it = 0;
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while (it + 2 < ui32Size)
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{
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temp = vui8Pixels[it];
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vui8Pixels[it] = vui8Pixels[it + 2];
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vui8Pixels[it + 2] = temp;
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ui32BpP == 32 ? it += 4 : it += 3;
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}*/
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fsPicture.close();
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}
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TextureTGA::~TextureTGA()
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{
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}
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std::vector<std::uint8_t> TextureTGA::getData() const
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{
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return vui8Pixels;
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}
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bool TextureTGA::hasAlpha() const
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{
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return ui32BpP == 32;
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}
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std::uint32_t TextureTGA::getWidth() const
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{
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return ui32Width;
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}
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std::uint32_t TextureTGA::getHeight() const
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{
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return ui32Height;
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}
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