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/*
Copyright ( C ) 1996 - 1997 Id Software , Inc .
This program is free software ; you can redistribute it and / or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation ; either version 2
of the License , or ( at your option ) any later version .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE .
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See the GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program ; if not , write to the Free Software
Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
*/
// gl_warp.c -- sky and water polygons
# include "quakedef.h"
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# if defined(GLQUAKE) || defined(D3DQUAKE)
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# include "glquake.h"
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# include "shader.h"
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# include <ctype.h>
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static void R_CalcSkyChainBounds ( batch_t * s ) ;
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static void GL_DrawSkyGrid ( texture_t * tex ) ;
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static void GL_DrawSkySphere ( batch_t * fa , shader_t * shader ) ;
static void GL_SkyForceDepth ( batch_t * fa ) ;
static void GL_DrawSkyBox ( texid_t * texnums , batch_t * s ) ;
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static float speedscale ; // for top sky and bottom sky
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extern cvar_t gl_skyboxdist ;
extern cvar_t r_fastsky ;
extern cvar_t r_fastskycolour ;
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static shader_t * forcedskyshader ;
static shader_t * skyboxface ;
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//=========================================================
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void R_SetSky ( char * skyname )
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{
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if ( * skyname )
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forcedskyshader = R_RegisterCustom ( va ( " skybox_%s " , skyname ) , SUF_NONE , Shader_DefaultSkybox , NULL ) ;
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else
forcedskyshader = NULL ;
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skyboxface = R_RegisterShader ( " skyboxface " , SUF_NONE ,
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" { \n "
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" program default2d \n "
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" { \n "
" map $diffuse \n "
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" nodepth \n " //don't write depth. this stuff is meant to be an infiniteish distance away.
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" } \n "
" } \n "
) ;
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}
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/*
= = = = = = = = = = = = = = = = =
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GL_DrawSkyChain
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= = = = = = = = = = = = = = = = =
*/
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void R_DrawSkyChain ( batch_t * batch )
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{
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shader_t * skyshader ;
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texid_t * skyboxtex ;
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if ( forcedskyshader )
skyshader = forcedskyshader ;
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else
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skyshader = batch - > shader ;
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if ( skyshader - > skydome )
skyboxtex = skyshader - > skydome - > farbox_textures ;
else
skyboxtex = NULL ;
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if ( skyboxtex & & TEXVALID ( * skyboxtex ) )
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{
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R_CalcSkyChainBounds ( batch ) ;
GL_DrawSkyBox ( skyboxtex , batch ) ;
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}
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if ( skyshader - > numpasses )
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{
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# if defined(GLQUAKE) && !defined(ANDROID)
if ( * r_fastsky . string & & qrenderer = = QR_OPENGL & & TEXVALID ( batch - > shader - > defaulttextures . base ) & & TEXVALID ( batch - > shader - > defaulttextures . fullbright ) )
{
R_CalcSkyChainBounds ( batch ) ;
R_IBrokeTheArrays ( ) ;
GL_DrawSkyGrid ( batch - > texture ) ;
R_IBrokeTheArrays ( ) ;
}
else
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# endif
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GL_DrawSkySphere ( batch , skyshader ) ;
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}
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//neither skydomes nor skyboxes will have been drawn with the correct depth values for the sky.
//this can result in rooms behind the sky surfaces being visible.
//so make sure they're correct where they're expected to be.
//don't do it on q3 bsp, because q3map2 can't do skyrooms without being weird about it. or something. anyway, we get different (buggy) behaviour from q3 if we don't skip this.
//See: The Edge Of Forever (motef, by sock) for an example of where this needs to be skipped.
//See dm3 for an example of where the depth needs to be correct (OMG THERE'S PLAYERS IN MY SKYBOX! WALLHAXX!).
//you can't please them all.
if ( r_worldentity . model - > fromgame ! = fg_quake3 )
GL_SkyForceDepth ( batch ) ;
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}
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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Quake 2 environment sky
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
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static vec3_t skyclip [ 6 ] = {
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{ 1 , 1 , 0 } ,
{ 1 , - 1 , 0 } ,
{ 0 , - 1 , 1 } ,
{ 0 , 1 , 1 } ,
{ 1 , 0 , 1 } ,
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{ - 1 , 0 , 1 }
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} ;
// 1 = s, 2 = t, 3 = 2048
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static int st_to_vec [ 6 ] [ 3 ] =
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{
{ 3 , - 1 , 2 } ,
{ - 3 , 1 , 2 } ,
{ 1 , 3 , 2 } ,
{ - 1 , - 3 , 2 } ,
{ - 2 , - 1 , 3 } , // 0 degrees yaw, look straight up
{ 2 , - 1 , - 3 } // look straight down
// {-1,2,3},
// {1,2,-3}
} ;
// s = [0]/[2], t = [1]/[2]
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static int vec_to_st [ 6 ] [ 3 ] =
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{
{ - 2 , 3 , 1 } ,
{ 2 , 3 , - 1 } ,
{ 1 , 3 , 2 } ,
{ - 1 , 3 , - 2 } ,
{ - 2 , - 1 , 3 } ,
{ - 2 , 1 , - 3 }
// {-1,2,3},
// {1,2,-3}
} ;
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static float skymins [ 2 ] [ 6 ] , skymaxs [ 2 ] [ 6 ] ;
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static void DrawSkyPolygon ( int nump , vec3_t vecs )
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{
int i , j ;
vec3_t v , av ;
float s , t , dv ;
int axis ;
float * vp ;
// decide which face it maps to
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VectorClear ( v ) ;
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for ( i = 0 , vp = vecs ; i < nump ; i + + , vp + = 3 )
{
VectorAdd ( vp , v , v ) ;
}
av [ 0 ] = fabs ( v [ 0 ] ) ;
av [ 1 ] = fabs ( v [ 1 ] ) ;
av [ 2 ] = fabs ( v [ 2 ] ) ;
if ( av [ 0 ] > av [ 1 ] & & av [ 0 ] > av [ 2 ] )
{
if ( v [ 0 ] < 0 )
axis = 1 ;
else
axis = 0 ;
}
else if ( av [ 1 ] > av [ 2 ] & & av [ 1 ] > av [ 0 ] )
{
if ( v [ 1 ] < 0 )
axis = 3 ;
else
axis = 2 ;
}
else
{
if ( v [ 2 ] < 0 )
axis = 5 ;
else
axis = 4 ;
}
// project new texture coords
for ( i = 0 ; i < nump ; i + + , vecs + = 3 )
{
j = vec_to_st [ axis ] [ 2 ] ;
if ( j > 0 )
dv = vecs [ j - 1 ] ;
else
dv = - vecs [ - j - 1 ] ;
if ( dv < 0.001 )
continue ; // don't divide by zero
j = vec_to_st [ axis ] [ 0 ] ;
if ( j < 0 )
s = - vecs [ - j - 1 ] / dv ;
else
s = vecs [ j - 1 ] / dv ;
j = vec_to_st [ axis ] [ 1 ] ;
if ( j < 0 )
t = - vecs [ - j - 1 ] / dv ;
else
t = vecs [ j - 1 ] / dv ;
if ( s < skymins [ 0 ] [ axis ] )
skymins [ 0 ] [ axis ] = s ;
if ( t < skymins [ 1 ] [ axis ] )
skymins [ 1 ] [ axis ] = t ;
if ( s > skymaxs [ 0 ] [ axis ] )
skymaxs [ 0 ] [ axis ] = s ;
if ( t > skymaxs [ 1 ] [ axis ] )
skymaxs [ 1 ] [ axis ] = t ;
}
}
# define MAX_CLIP_VERTS 64
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static void ClipSkyPolygon ( int nump , vec3_t vecs , int stage )
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{
float * norm ;
float * v ;
qboolean front , back ;
float d , e ;
float dists [ MAX_CLIP_VERTS ] ;
int sides [ MAX_CLIP_VERTS ] ;
vec3_t newv [ 2 ] [ MAX_CLIP_VERTS ] ;
int newc [ 2 ] ;
int i , j ;
if ( nump > MAX_CLIP_VERTS - 2 )
Sys_Error ( " ClipSkyPolygon: MAX_CLIP_VERTS " ) ;
if ( stage = = 6 )
{ // fully clipped, so draw it
DrawSkyPolygon ( nump , vecs ) ;
return ;
}
front = back = false ;
norm = skyclip [ stage ] ;
for ( i = 0 , v = vecs ; i < nump ; i + + , v + = 3 )
{
d = DotProduct ( v , norm ) ;
if ( d > ON_EPSILON )
{
front = true ;
sides [ i ] = SIDE_FRONT ;
}
else if ( d < - ON_EPSILON )
{
back = true ;
sides [ i ] = SIDE_BACK ;
}
else
sides [ i ] = SIDE_ON ;
dists [ i ] = d ;
}
if ( ! front | | ! back )
{ // not clipped
ClipSkyPolygon ( nump , vecs , stage + 1 ) ;
return ;
}
// clip it
sides [ i ] = sides [ 0 ] ;
dists [ i ] = dists [ 0 ] ;
VectorCopy ( vecs , ( vecs + ( i * 3 ) ) ) ;
newc [ 0 ] = newc [ 1 ] = 0 ;
for ( i = 0 , v = vecs ; i < nump ; i + + , v + = 3 )
{
switch ( sides [ i ] )
{
case SIDE_FRONT :
VectorCopy ( v , newv [ 0 ] [ newc [ 0 ] ] ) ;
newc [ 0 ] + + ;
break ;
case SIDE_BACK :
VectorCopy ( v , newv [ 1 ] [ newc [ 1 ] ] ) ;
newc [ 1 ] + + ;
break ;
case SIDE_ON :
VectorCopy ( v , newv [ 0 ] [ newc [ 0 ] ] ) ;
newc [ 0 ] + + ;
VectorCopy ( v , newv [ 1 ] [ newc [ 1 ] ] ) ;
newc [ 1 ] + + ;
break ;
}
if ( sides [ i ] = = SIDE_ON | | sides [ i + 1 ] = = SIDE_ON | | sides [ i + 1 ] = = sides [ i ] )
continue ;
d = dists [ i ] / ( dists [ i ] - dists [ i + 1 ] ) ;
for ( j = 0 ; j < 3 ; j + + )
{
e = v [ j ] + d * ( v [ j + 3 ] - v [ j ] ) ;
newv [ 0 ] [ newc [ 0 ] ] [ j ] = e ;
newv [ 1 ] [ newc [ 1 ] ] [ j ] = e ;
}
newc [ 0 ] + + ;
newc [ 1 ] + + ;
}
// continue
ClipSkyPolygon ( newc [ 0 ] , newv [ 0 ] [ 0 ] , stage + 1 ) ;
ClipSkyPolygon ( newc [ 1 ] , newv [ 1 ] [ 0 ] , stage + 1 ) ;
}
/*
= = = = = = = = = = = = = = = = =
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R_DrawSkyBoxChain
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= = = = = = = = = = = = = = = = =
*/
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static void R_CalcSkyChainBounds ( batch_t * batch )
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{
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mesh_t * mesh ;
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int i , m ;
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vec3_t verts [ MAX_CLIP_VERTS ] ;
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for ( i = 0 ; i < 6 ; i + + )
{
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skymins [ 0 ] [ i ] = skymins [ 1 ] [ i ] = - 1 ; //9999;
skymaxs [ 0 ] [ i ] = skymaxs [ 1 ] [ i ] = 1 ; //9999;
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}
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// calculate vertex values for sky box
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for ( m = batch - > firstmesh ; m < batch - > meshes ; m + + )
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{
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mesh = batch - > mesh [ m ] ;
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if ( ! mesh - > xyz_array )
continue ;
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//triangulate
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for ( i = 2 ; i < mesh - > numvertexes ; i + + )
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{
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VectorSubtract ( mesh - > xyz_array [ 0 ] , r_origin , verts [ 0 ] ) ;
VectorSubtract ( mesh - > xyz_array [ i - 1 ] , r_origin , verts [ 1 ] ) ;
VectorSubtract ( mesh - > xyz_array [ i ] , r_origin , verts [ 2 ] ) ;
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ClipSkyPolygon ( 3 , verts [ 0 ] , 0 ) ;
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}
}
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}
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# define skygridx 16
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# define skygridx1 (skygridx + 1)
# define skygridxrecip (1.0f / (skygridx))
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# define skygridy 16
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# define skygridy1 (skygridy + 1)
# define skygridyrecip (1.0f / (skygridy))
# define skysphere_numverts (skygridx1 * skygridy1)
# define skysphere_numtriangles (skygridx * skygridy * 2)
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static int skymade ;
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static index_t skysphere_element3i [ skysphere_numtriangles * 3 ] ;
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static float skysphere_texcoord2f [ skysphere_numverts * 2 ] ;
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static vecV_t skysphere_vertex3f [ skysphere_numverts ] ;
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static mesh_t skymesh ;
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static void gl_skyspherecalc ( int skytype )
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{ //yes, this is basically stolen from DarkPlaces
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int i , j ;
index_t * e ;
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float a , b , x , ax , ay , v [ 3 ] , length , * texcoord2f ;
vecV_t * vertex ;
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float dx , dy , dz ;
float texscale ;
if ( skymade = = skytype )
return ;
skymade = skytype ;
if ( skymade = = 2 )
texscale = 1 / 16.0f ;
else
texscale = 1 / 1.5f ;
texscale * = 3 ;
skymesh . indexes = skysphere_element3i ;
skymesh . st_array = ( void * ) skysphere_texcoord2f ;
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skymesh . lmst_array [ 0 ] = ( void * ) skysphere_texcoord2f ;
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skymesh . xyz_array = ( void * ) skysphere_vertex3f ;
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skymesh . numindexes = skysphere_numtriangles * 3 ;
skymesh . numvertexes = skysphere_numverts ;
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dx = 1 ;
dy = 1 ;
dz = 1 / 3.0 ;
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vertex = skysphere_vertex3f ;
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texcoord2f = skysphere_texcoord2f ;
for ( j = 0 ; j < = skygridy ; j + + )
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{
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a = j * skygridyrecip ;
ax = cos ( a * M_PI * 2 ) ;
ay = - sin ( a * M_PI * 2 ) ;
for ( i = 0 ; i < = skygridx ; i + + )
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{
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b = i * skygridxrecip ;
x = cos ( ( b + 0.5 ) * M_PI ) ;
v [ 0 ] = ax * x * dx ;
v [ 1 ] = ay * x * dy ;
v [ 2 ] = - sin ( ( b + 0.5 ) * M_PI ) * dz ;
length = texscale / sqrt ( v [ 0 ] * v [ 0 ] + v [ 1 ] * v [ 1 ] + ( v [ 2 ] * v [ 2 ] * 9 ) ) ;
* texcoord2f + + = v [ 0 ] * length ;
* texcoord2f + + = v [ 1 ] * length ;
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( * vertex ) [ 0 ] = v [ 0 ] ;
( * vertex ) [ 1 ] = v [ 1 ] ;
( * vertex ) [ 2 ] = v [ 2 ] ;
vertex + + ;
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}
}
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e = skysphere_element3i ;
for ( j = 0 ; j < skygridy ; j + + )
{
for ( i = 0 ; i < skygridx ; i + + )
{
* e + + = j * skygridx1 + i ;
* e + + = j * skygridx1 + i + 1 ;
* e + + = ( j + 1 ) * skygridx1 + i ;
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* e + + = j * skygridx1 + i + 1 ;
* e + + = ( j + 1 ) * skygridx1 + i + 1 ;
* e + + = ( j + 1 ) * skygridx1 + i ;
}
}
}
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static void GL_SkyForceDepth ( batch_t * batch )
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{
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if ( ! cls . allow_skyboxes & & batch - > texture ) //allow a little extra fps.
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{
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BE_SelectMode ( BEM_DEPTHONLY ) ;
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BE_DrawMesh_List ( batch - > shader , batch - > meshes - batch - > firstmesh , batch - > mesh + batch - > firstmesh , batch - > vbo , & batch - > shader - > defaulttextures , batch - > flags ) ;
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BE_SelectMode ( BEM_STANDARD ) ; /*skys only render in standard mode anyway, so this is safe*/
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}
}
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static void R_DrawSkyMesh ( batch_t * batch , mesh_t * m , shader_t * shader )
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{
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static entity_t skyent ;
batch_t b ;
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float skydist = gl_skyboxdist . value ;
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if ( skydist < 1 )
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skydist = gl_maxdist . value * 0.577 ;
if ( skydist < 1 )
skydist = 10000000 ;
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VectorCopy ( r_refdef . vieworg , skyent . origin ) ;
skyent . axis [ 0 ] [ 0 ] = skydist ;
skyent . axis [ 0 ] [ 1 ] = 0 ;
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skyent . axis [ 0 ] [ 2 ] = 0 ;
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skyent . axis [ 1 ] [ 0 ] = 0 ;
skyent . axis [ 1 ] [ 1 ] = skydist ;
skyent . axis [ 1 ] [ 2 ] = 0 ;
skyent . axis [ 2 ] [ 0 ] = 0 ;
skyent . axis [ 2 ] [ 1 ] = 0 ;
skyent . axis [ 2 ] [ 2 ] = skydist ;
skyent . scale = 1 ;
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//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
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b = * batch ;
b . meshes = 1 ;
b . firstmesh = 0 ;
b . mesh = & m ;
b . ent = & skyent ;
b . shader = shader ;
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b . skin = & shader - > defaulttextures ;
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b . texture = NULL ;
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b . vbo = NULL ;
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BE_SubmitBatch ( & b ) ;
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}
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static void GL_DrawSkySphere ( batch_t * batch , shader_t * shader )
{
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
gl_skyspherecalc ( 2 ) ;
R_DrawSkyMesh ( batch , & skymesh , shader ) ;
}
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static void GL_MakeSkyVec ( float s , float t , int axis , float * vc , float * tc )
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{
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vec3_t b ;
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int j , k ;
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b [ 0 ] = s ;
b [ 1 ] = t ;
b [ 2 ] = 1 ;
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for ( j = 0 ; j < 3 ; j + + )
{
k = st_to_vec [ axis ] [ j ] ;
if ( k < 0 )
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vc [ j ] = - b [ - k - 1 ] ;
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else
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vc [ j ] = b [ k - 1 ] ;
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}
// avoid bilerp seam
s = ( s + 1 ) * 0.5 ;
t = ( t + 1 ) * 0.5 ;
if ( s < 1.0 / 512 )
s = 1.0 / 512 ;
else if ( s > 511.0 / 512 )
s = 511.0 / 512 ;
if ( t < 1.0 / 512 )
t = 1.0 / 512 ;
else if ( t > 511.0 / 512 )
t = 511.0 / 512 ;
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tc [ 0 ] = s ;
tc [ 1 ] = 1.0 - t ;
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}
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# ifdef GLQUAKE
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static void EmitSkyGridVert ( vec3_t v )
{
vec3_t dir ;
float s , t ;
float length ;
VectorSubtract ( v , r_origin , dir ) ;
dir [ 2 ] * = 3 ; // flatten the sphere
length = VectorLength ( dir ) ;
length = 6 * 63 / length ;
dir [ 0 ] * = length ;
dir [ 1 ] * = length ;
s = ( speedscale + dir [ 0 ] ) * ( 1.0 / 128 ) ;
t = ( speedscale + dir [ 1 ] ) * ( 1.0 / 128 ) ;
qglTexCoord2f ( s , t ) ;
qglVertex3fv ( v ) ;
}
// s and t range from -1 to 1
static void MakeSkyGridVec2 ( float s , float t , int axis , vec3_t v )
{
vec3_t b ;
int j , k ;
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float skydist = gl_skyboxdist . value ;
if ( skydist < 1 )
skydist = gl_maxdist . value * 0.577 ;
if ( skydist < 1 )
skydist = 10000000 ;
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b [ 0 ] = s * skydist ;
b [ 1 ] = t * skydist ;
b [ 2 ] = skydist ;
for ( j = 0 ; j < 3 ; j + + )
{
k = st_to_vec [ axis ] [ j ] ;
if ( k < 0 )
v [ j ] = - b [ - k - 1 ] ;
else
v [ j ] = b [ k - 1 ] ;
v [ j ] + = r_origin [ j ] ;
}
}
# define SUBDIVISIONS 10
static void GL_DrawSkyGridFace ( int axis )
{
int i , j ;
vec3_t vecs [ 4 ] ;
float s , t ;
float fstep = 2.0 / SUBDIVISIONS ;
qglBegin ( GL_QUADS ) ;
for ( i = 0 ; i < SUBDIVISIONS ; i + + )
{
s = ( float ) ( i * 2 - SUBDIVISIONS ) / SUBDIVISIONS ;
if ( s + fstep < skymins [ 0 ] [ axis ] | | s > skymaxs [ 0 ] [ axis ] )
continue ;
for ( j = 0 ; j < SUBDIVISIONS ; j + + )
{
t = ( float ) ( j * 2 - SUBDIVISIONS ) / SUBDIVISIONS ;
if ( t + fstep < skymins [ 1 ] [ axis ] | | t > skymaxs [ 1 ] [ axis ] )
continue ;
MakeSkyGridVec2 ( s , t , axis , vecs [ 0 ] ) ;
MakeSkyGridVec2 ( s , t + fstep , axis , vecs [ 1 ] ) ;
MakeSkyGridVec2 ( s + fstep , t + fstep , axis , vecs [ 2 ] ) ;
MakeSkyGridVec2 ( s + fstep , t , axis , vecs [ 3 ] ) ;
EmitSkyGridVert ( vecs [ 0 ] ) ;
EmitSkyGridVert ( vecs [ 1 ] ) ;
EmitSkyGridVert ( vecs [ 2 ] ) ;
EmitSkyGridVert ( vecs [ 3 ] ) ;
}
}
qglEnd ( ) ;
}
static void GL_DrawSkyGrid ( texture_t * tex )
{
int i ;
float time = cl . gametime + realtime - cl . gametimemark ;
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GL_LazyBind ( 0 , GL_TEXTURE_2D , tex - > shader - > defaulttextures . base ) ;
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speedscale = time * 8 ;
speedscale - = ( int ) speedscale & ~ 127 ;
for ( i = 0 ; i < 6 ; i + + )
{
if ( ( skymins [ 0 ] [ i ] > = skymaxs [ 0 ] [ i ] | | skymins [ 1 ] [ i ] > = skymaxs [ 1 ] [ i ] ) )
continue ;
GL_DrawSkyGridFace ( i ) ;
}
qglEnable ( GL_BLEND ) ;
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GL_LazyBind ( 0 , GL_TEXTURE_2D , tex - > shader - > defaulttextures . fullbright ) ;
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speedscale = time * 16 ;
speedscale - = ( int ) speedscale & ~ 127 ;
for ( i = 0 ; i < 6 ; i + + )
{
if ( ( skymins [ 0 ] [ i ] > = skymaxs [ 0 ] [ i ] | | skymins [ 1 ] [ i ] > = skymaxs [ 1 ] [ i ] ) )
continue ;
GL_DrawSkyGridFace ( i ) ;
}
qglDisable ( GL_BLEND ) ;
}
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# endif
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/*
= = = = = = = = = = = = = =
R_DrawSkyBox
= = = = = = = = = = = = = =
*/
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static int skytexorder [ 6 ] = { 0 , 2 , 1 , 3 , 4 , 5 } ;
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static void GL_DrawSkyBox ( texid_t * texnums , batch_t * s )
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{
int i ;
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vecV_t skyface_vertex [ 4 ] ;
vec2_t skyface_texcoord [ 4 ] ;
index_t skyface_index [ 6 ] = { 0 , 1 , 2 , 0 , 2 , 3 } ;
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vec4_t skyface_colours [ 4 ] = { { 1 , 1 , 1 , 1 } , { 1 , 1 , 1 , 1 } , { 1 , 1 , 1 , 1 } , { 1 , 1 , 1 , 1 } } ;
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mesh_t skyfacemesh = { 0 } ;
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if ( cl . skyrotate )
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{
for ( i = 0 ; i < 6 ; i + + )
{
if ( skymins [ 0 ] [ i ] < skymaxs [ 0 ] [ i ]
& & skymins [ 1 ] [ i ] < skymaxs [ 1 ] [ i ] )
break ;
skymins [ 0 ] [ i ] = - 1 ; //fully visible
skymins [ 1 ] [ i ] = - 1 ;
skymaxs [ 0 ] [ i ] = 1 ;
skymaxs [ 1 ] [ i ] = 1 ;
}
if ( i = = 6 )
return ; //can't see anything
for ( ; i < 6 ; i + + )
{
skymins [ 0 ] [ i ] = - 1 ;
skymins [ 1 ] [ i ] = - 1 ;
skymaxs [ 0 ] [ i ] = 1 ;
skymaxs [ 1 ] [ i ] = 1 ;
}
}
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skyfacemesh . indexes = skyface_index ;
skyfacemesh . st_array = skyface_texcoord ;
skyfacemesh . xyz_array = skyface_vertex ;
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skyfacemesh . colors4f_array [ 0 ] = skyface_colours ;
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skyfacemesh . numindexes = 6 ;
skyfacemesh . numvertexes = 4 ;
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for ( i = 0 ; i < 6 ; i + + )
{
if ( skymins [ 0 ] [ i ] > = skymaxs [ 0 ] [ i ]
| | skymins [ 1 ] [ i ] > = skymaxs [ 1 ] [ i ] )
continue ;
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GL_MakeSkyVec ( skymins [ 0 ] [ i ] , skymins [ 1 ] [ i ] , i , skyface_vertex [ 0 ] , skyface_texcoord [ 0 ] ) ;
GL_MakeSkyVec ( skymins [ 0 ] [ i ] , skymaxs [ 1 ] [ i ] , i , skyface_vertex [ 1 ] , skyface_texcoord [ 1 ] ) ;
GL_MakeSkyVec ( skymaxs [ 0 ] [ i ] , skymaxs [ 1 ] [ i ] , i , skyface_vertex [ 2 ] , skyface_texcoord [ 2 ] ) ;
GL_MakeSkyVec ( skymaxs [ 0 ] [ i ] , skymins [ 1 ] [ i ] , i , skyface_vertex [ 3 ] , skyface_texcoord [ 3 ] ) ;
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skyboxface - > defaulttextures . base = texnums [ skytexorder [ i ] ] ;
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R_DrawSkyMesh ( s , & skyfacemesh , skyboxface ) ;
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}
}
//===============================================================
/*
= = = = = = = = = = = = =
R_InitSky
A sky texture is 256 * 128 , with the right side being a masked overlay
= = = = = = = = = = = = = =
*/
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void R_InitSky ( struct texnums_s * tn , const char * skyname , qbyte * src , unsigned int width , unsigned int height )
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{
int i , j , p ;
unsigned trans [ 128 * 128 ] ;
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unsigned transpix , alphamask ;
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int r , g , b ;
unsigned * rgba ;
char name [ MAX_QPATH ] ;
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unsigned int stride = width ;
width / = 2 ;
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memset ( tn , 0 , sizeof ( * tn ) ) ;
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if ( width < 1 | | height < 1 | | stride ! = width * 2 )
return ;
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// make an average value for the back to avoid
// a fringe on the top level
r = g = b = 0 ;
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for ( i = 0 ; i < height ; i + + )
for ( j = 0 ; j < width ; j + + )
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{
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p = src [ i * stride + j + width ] ;
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rgba = & d_8to24rgbtable [ p ] ;
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trans [ ( i * width ) + j ] = * rgba ;
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r + = ( ( qbyte * ) rgba ) [ 0 ] ;
g + = ( ( qbyte * ) rgba ) [ 1 ] ;
b + = ( ( qbyte * ) rgba ) [ 2 ] ;
}
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Q_snprintfz ( name , sizeof ( name ) , " %s_solid " , skyname ) ;
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Q_strlwr ( name ) ;
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tn - > base = R_LoadReplacementTexture ( name , NULL , IF_NOALPHA , trans , width , height , TF_RGBX32 ) ;
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( ( qbyte * ) & transpix ) [ 0 ] = r / ( width * height ) ;
( ( qbyte * ) & transpix ) [ 1 ] = g / ( width * height ) ;
( ( qbyte * ) & transpix ) [ 2 ] = b / ( width * height ) ;
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( ( qbyte * ) & transpix ) [ 3 ] = 0 ;
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alphamask = LittleLong ( 0x7fffffff ) ;
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for ( i = 0 ; i < height ; i + + )
for ( j = 0 ; j < width ; j + + )
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{
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p = src [ i * stride + j ] ;
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if ( p = = 0 )
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trans [ ( i * width ) + j ] = transpix ;
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else
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trans [ ( i * width ) + j ] = d_8to24rgbtable [ p ] & alphamask ;
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}
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//FIXME: support _trans
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Q_snprintfz ( name , sizeof ( name ) , " %s_alpha " , skyname ) ;
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Q_strlwr ( name ) ;
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tn - > fullbright = R_LoadReplacementTexture ( name , NULL , 0 , trans , width , height , TF_RGBA32 ) ;
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}
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# endif