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https://github.com/ZDoom/qzdoom.git
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Fix rendering of masked walls
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parent
470046ec5a
commit
411eb57952
2 changed files with 73 additions and 55 deletions
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@ -50,7 +50,7 @@ void RenderPolyBsp::Render()
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SectorSpriteRanges.clear();
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SectorSpriteRanges.resize(numsectors);
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SortedSprites.clear();
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SubsectoredSprites.clear();
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TranslucentObjects.clear();
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PvsSectors.clear();
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ScreenSprites.clear();
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PolyStencilBuffer::Instance()->Clear(viewwidth, viewheight, 0);
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@ -103,7 +103,7 @@ void RenderPolyBsp::Render()
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skydome.Render(worldToClip);
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RenderSprites();
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RenderTranslucent();
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RenderPlayerSprites();
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DrawerCommandQueue::WaitForWorkers();
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@ -140,19 +140,24 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
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for (int i = 0; i < sprites.Count; i++)
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{
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AActor *thing = SortedSprites[sprites.Start + i].Thing;
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SubsectoredSprites.push_back({ thing, sub, subsectorDepth });
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TranslucentObjects.push_back({ thing, sub, subsectorDepth });
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}
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TranslucentObjects.insert(TranslucentObjects.end(), TempTranslucentWalls.begin(), TempTranslucentWalls.end());
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TempTranslucentWalls.clear();
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}
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void RenderPolyBsp::RenderSprites()
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void RenderPolyBsp::RenderTranslucent()
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{
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for (auto it = SubsectoredSprites.rbegin(); it != SubsectoredSprites.rend(); ++it)
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for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
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{
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auto &spr = *it;
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if ((spr.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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AddWallSprite(spr.thing, spr.sub, spr.subsectorDepth);
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auto &obj = *it;
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if (!obj.thing)
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obj.wall.Render(worldToClip);
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else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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AddWallSprite(obj.thing, obj.sub, obj.subsectorDepth);
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else
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AddSprite(spr.thing, spr.sub, spr.subsectorDepth);
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AddSprite(obj.thing, obj.sub, obj.subsectorDepth);
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}
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}
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@ -448,7 +453,7 @@ void RenderPolyBsp::AddLine(seg_t *line, sector_t *frontsector, uint32_t subsect
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wall.UnpeggedCeil = topceilz1;
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wall.Texpart = side_t::mid;
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wall.Masked = true;
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wall.Render(worldToClip);
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TempTranslucentWalls.push_back({ wall });
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}
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}
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}
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@ -1206,8 +1211,15 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip)
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args.stencilwritevalue = 1;
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args.SetTexture(tex);
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PolyTriangleDrawer::draw(args, TriDrawVariant::Draw);
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil);
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if (!Masked)
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{
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PolyTriangleDrawer::draw(args, TriDrawVariant::Draw);
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PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil);
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}
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else
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{
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector);
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}
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}
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FTexture *RenderPolyWall::GetTexture()
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92
src/r_poly.h
92
src/r_poly.h
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@ -50,6 +50,42 @@ public:
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FDynamicColormap *Colormap = nullptr;
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};
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class RenderPolyWall
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{
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public:
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void Render(const TriMatrix &worldToClip);
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void SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2)
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{
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this->v1 = v1;
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this->v2 = v2;
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this->ceil1 = ceil1;
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this->floor1 = floor1;
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this->ceil2 = ceil2;
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this->floor2 = floor2;
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}
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DVector2 v1;
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DVector2 v2;
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double ceil1 = 0.0;
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double floor1 = 0.0;
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double ceil2 = 0.0;
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double floor2 = 0.0;
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const seg_t *Line = nullptr;
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side_t::ETexpart Texpart = side_t::mid;
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double TopZ = 0.0;
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double BottomZ = 0.0;
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double UnpeggedCeil = 0.0;
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FSWColormap *Colormap = nullptr;
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bool Masked = false;
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uint32_t SubsectorDepth = 0;
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private:
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FTexture *GetTexture();
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int GetLightLevel();
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};
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// Used for sorting things by distance to the camera
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class PolySortedSprite
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{
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@ -61,13 +97,17 @@ public:
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double DistanceSquared;
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};
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class PolySubsectoredSprite
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class PolyTranslucentObject
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{
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public:
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PolySubsectoredSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth) : thing(thing), sub(sub), subsectorDepth(subsectorDepth) { }
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AActor *thing;
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subsector_t *sub;
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uint32_t subsectorDepth;
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PolyTranslucentObject(AActor *thing, subsector_t *sub, uint32_t subsectorDepth) : thing(thing), sub(sub), subsectorDepth(subsectorDepth) { }
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PolyTranslucentObject(RenderPolyWall wall) : wall(wall) { }
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AActor *thing = nullptr;
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subsector_t *sub = nullptr;
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uint32_t subsectorDepth = 0;
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RenderPolyWall wall;
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};
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class SpriteRange
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@ -116,7 +156,7 @@ private:
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void AddLine(seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, double height);
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void RenderSprites();
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void RenderTranslucent();
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void AddSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
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void AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
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bool IsThingCulled(AActor *thing);
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@ -147,7 +187,9 @@ private:
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std::vector<SpriteRange> SectorSpriteRanges;
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std::vector<PolySortedSprite> SortedSprites;
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std::vector<PolySubsectoredSprite> SubsectoredSprites;
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std::vector<PolyTranslucentObject> TranslucentObjects;
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std::vector<PolyTranslucentObject> TempTranslucentWalls;
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std::vector<PolyScreenSprite> ScreenSprites;
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@ -166,42 +208,6 @@ private:
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PolySkyDome skydome;
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};
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class RenderPolyWall
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{
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public:
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void Render(const TriMatrix &worldToClip);
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void SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2)
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{
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this->v1 = v1;
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this->v2 = v2;
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this->ceil1 = ceil1;
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this->floor1 = floor1;
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this->ceil2 = ceil2;
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this->floor2 = floor2;
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}
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DVector2 v1;
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DVector2 v2;
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double ceil1 = 0.0;
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double floor1 = 0.0;
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double ceil2 = 0.0;
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double floor2 = 0.0;
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const seg_t *Line = nullptr;
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side_t::ETexpart Texpart = side_t::mid;
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double TopZ = 0.0;
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double BottomZ = 0.0;
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double UnpeggedCeil = 0.0;
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FSWColormap *Colormap = nullptr;
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bool Masked = false;
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uint32_t SubsectorDepth = 0;
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private:
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FTexture *GetTexture();
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int GetLightLevel();
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};
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// Texture coordinates for a wall
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class PolyWallTextureCoords
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{
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