mirror of https://github.com/axmolengine/axmol.git
409 lines
15 KiB
C++
409 lines
15 KiB
C++
/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "3d/MeshMaterial.h"
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#include "3d/Mesh.h"
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#include "platform/FileUtils.h"
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#include "renderer/Texture2D.h"
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#include "base/Director.h"
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#include "base/EventType.h"
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#include "base/Configuration.h"
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#include "renderer/backend/ProgramState.h"
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#include "renderer/Shaders.h"
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#include "renderer/Pass.h"
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namespace ax
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{
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MeshMaterialCache* MeshMaterialCache::_cacheInstance = nullptr;
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std::unordered_map<std::string, MeshMaterial*> MeshMaterial::_materials;
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MeshMaterial* MeshMaterial::_unLitMaterial = nullptr;
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MeshMaterial* MeshMaterial::_unLitInstanceMaterial = nullptr;
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MeshMaterial* MeshMaterial::_unLitNoTexMaterial = nullptr;
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MeshMaterial* MeshMaterial::_vertexLitMaterial = nullptr;
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MeshMaterial* MeshMaterial::_diffuseMaterial = nullptr;
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MeshMaterial* MeshMaterial::_diffuseNoTexMaterial = nullptr;
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MeshMaterial* MeshMaterial::_bumpedDiffuseMaterial = nullptr;
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MeshMaterial* MeshMaterial::_unLitMaterialSkin = nullptr;
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MeshMaterial* MeshMaterial::_vertexLitMaterialSkin = nullptr;
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MeshMaterial* MeshMaterial::_diffuseMaterialSkin = nullptr;
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MeshMaterial* MeshMaterial::_bumpedDiffuseMaterialSkin = nullptr;
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MeshMaterial* MeshMaterial::_quadTextureMaterial = nullptr;
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MeshMaterial* MeshMaterial::_quadColorMaterial = nullptr;
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backend::ProgramState* MeshMaterial::_unLitMaterialProgState = nullptr;
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backend::ProgramState* MeshMaterial::_unLitInstanceMaterialProgState = nullptr;
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backend::ProgramState* MeshMaterial::_unLitNoTexMaterialProgState = nullptr;
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backend::ProgramState* MeshMaterial::_vertexLitMaterialProgState = nullptr;
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backend::ProgramState* MeshMaterial::_diffuseMaterialProgState = nullptr;
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backend::ProgramState* MeshMaterial::_diffuseNoTexMaterialProgState = nullptr;
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backend::ProgramState* MeshMaterial::_bumpedDiffuseMaterialProgState = nullptr;
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backend::ProgramState* MeshMaterial::_unLitMaterialSkinProgState = nullptr;
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backend::ProgramState* MeshMaterial::_vertexLitMaterialSkinProgState = nullptr;
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backend::ProgramState* MeshMaterial::_diffuseMaterialSkinProgState = nullptr;
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backend::ProgramState* MeshMaterial::_bumpedDiffuseMaterialSkinProgState = nullptr;
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backend::ProgramState* MeshMaterial::_quadTextureMaterialProgState = nullptr;
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backend::ProgramState* MeshMaterial::_quadColorMaterialProgState = nullptr;
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void MeshMaterial::createBuiltInMaterial()
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{
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auto* program = backend::Program::getBuiltinProgram(backend::ProgramType::SKINPOSITION_TEXTURE_3D);
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_unLitMaterialSkinProgState = new backend::ProgramState(program);
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_unLitMaterialSkin = new MeshMaterial();
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if (_unLitMaterialSkin && _unLitMaterialSkin->initWithProgramState(_unLitMaterialSkinProgState))
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{
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_unLitMaterialSkin->_type = MeshMaterial::MaterialType::UNLIT;
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}
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program = backend::Program::getBuiltinProgram(backend::ProgramType::SKINPOSITION_NORMAL_TEXTURE_3D);
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_diffuseMaterialSkinProgState = new backend::ProgramState(program);
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_diffuseMaterialSkin = new MeshMaterial();
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if (_diffuseMaterialSkin && _diffuseMaterialSkin->initWithProgramState(_diffuseMaterialSkinProgState))
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{
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_diffuseMaterialSkin->_type = MeshMaterial::MaterialType::DIFFUSE;
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}
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program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_NORMAL_TEXTURE_3D);
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_diffuseMaterialProgState = new backend::ProgramState(program);
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_diffuseMaterial = new MeshMaterial();
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if (_diffuseMaterial && _diffuseMaterial->initWithProgramState(_diffuseMaterialProgState))
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{
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_diffuseMaterial->_type = MeshMaterial::MaterialType::DIFFUSE;
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}
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program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_3D);
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_unLitMaterialProgState = new backend::ProgramState(program);
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_unLitMaterial = new MeshMaterial();
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if (_unLitMaterial && _unLitMaterial->initWithProgramState(_unLitMaterialProgState))
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{
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_unLitMaterial->_type = MeshMaterial::MaterialType::UNLIT;
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}
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program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_TEXTURE_3D_INSTANCE);
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_unLitInstanceMaterialProgState = new backend::ProgramState(program);
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_unLitInstanceMaterial = new MeshMaterial();
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if (_unLitInstanceMaterial && _unLitInstanceMaterial->initWithProgramState(_unLitInstanceMaterialProgState))
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{
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_unLitInstanceMaterial->_type = MeshMaterial::MaterialType::UNLIT_INSTANCE;
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}
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program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_3D);
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_unLitNoTexMaterialProgState = new backend::ProgramState(program);
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_unLitNoTexMaterial = new MeshMaterial();
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if (_unLitNoTexMaterial && _unLitNoTexMaterial->initWithProgramState(_unLitNoTexMaterialProgState))
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{
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_unLitNoTexMaterial->_type = MeshMaterial::MaterialType::UNLIT_NOTEX;
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}
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program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_NORMAL_3D);
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_diffuseNoTexMaterialProgState = new backend::ProgramState(program);
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_diffuseNoTexMaterial = new MeshMaterial();
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if (_diffuseNoTexMaterial && _diffuseNoTexMaterial->initWithProgramState(_diffuseNoTexMaterialProgState))
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{
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_diffuseNoTexMaterial->_type = MeshMaterial::MaterialType::DIFFUSE_NOTEX;
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}
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program = backend::Program::getBuiltinProgram(backend::ProgramType::POSITION_BUMPEDNORMAL_TEXTURE_3D);
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_bumpedDiffuseMaterialProgState = new backend::ProgramState(program);
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_bumpedDiffuseMaterial = new MeshMaterial();
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if (_bumpedDiffuseMaterial && _bumpedDiffuseMaterial->initWithProgramState(_bumpedDiffuseMaterialProgState))
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{
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_bumpedDiffuseMaterial->_type = MeshMaterial::MaterialType::BUMPED_DIFFUSE;
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}
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program = backend::Program::getBuiltinProgram(backend::ProgramType::SKINPOSITION_BUMPEDNORMAL_TEXTURE_3D);
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_bumpedDiffuseMaterialSkinProgState = new backend::ProgramState(program);
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_bumpedDiffuseMaterialSkin = new MeshMaterial();
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if (_bumpedDiffuseMaterialSkin &&
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_bumpedDiffuseMaterialSkin->initWithProgramState(_bumpedDiffuseMaterialSkinProgState))
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{
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_bumpedDiffuseMaterialSkin->_type = MeshMaterial::MaterialType::BUMPED_DIFFUSE;
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}
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program = backend::Program::getBuiltinProgram(backend::ProgramType::QUAD_TEXTURE_2D);
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_quadTextureMaterialProgState = new backend::ProgramState(program);
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_quadTextureMaterial = new MeshMaterial();
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if (_quadTextureMaterial && _quadTextureMaterial->initWithProgramState(_quadTextureMaterialProgState))
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{
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_quadTextureMaterial->_type = MeshMaterial::MaterialType::QUAD_TEXTURE;
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}
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program = backend::Program::getBuiltinProgram(backend::ProgramType::QUAD_COLOR_2D);
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_quadColorMaterialProgState = new backend::ProgramState(program);
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_quadColorMaterial = new MeshMaterial();
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if (_quadColorMaterial && _quadColorMaterial->initWithProgramState(_quadColorMaterialProgState))
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{
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_quadColorMaterial->_type = MeshMaterial::MaterialType::QUAD_COLOR;
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}
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}
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void MeshMaterial::releaseBuiltInMaterial()
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{
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AX_SAFE_RELEASE_NULL(_unLitMaterial);
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AX_SAFE_RELEASE_NULL(_unLitMaterialSkin);
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AX_SAFE_RELEASE_NULL(_unLitNoTexMaterial);
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AX_SAFE_RELEASE_NULL(_vertexLitMaterial);
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AX_SAFE_RELEASE_NULL(_diffuseMaterial);
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AX_SAFE_RELEASE_NULL(_diffuseNoTexMaterial);
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AX_SAFE_RELEASE_NULL(_bumpedDiffuseMaterial);
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AX_SAFE_RELEASE_NULL(_vertexLitMaterialSkin);
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AX_SAFE_RELEASE_NULL(_diffuseMaterialSkin);
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AX_SAFE_RELEASE_NULL(_bumpedDiffuseMaterialSkin);
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// release program states
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AX_SAFE_RELEASE_NULL(_unLitMaterialProgState);
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AX_SAFE_RELEASE_NULL(_unLitNoTexMaterialProgState);
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AX_SAFE_RELEASE_NULL(_vertexLitMaterialProgState);
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AX_SAFE_RELEASE_NULL(_diffuseMaterialProgState);
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AX_SAFE_RELEASE_NULL(_diffuseNoTexMaterialProgState);
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AX_SAFE_RELEASE_NULL(_bumpedDiffuseMaterialProgState);
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AX_SAFE_RELEASE_NULL(_unLitMaterialSkinProgState);
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AX_SAFE_RELEASE_NULL(_vertexLitMaterialSkinProgState);
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AX_SAFE_RELEASE_NULL(_diffuseMaterialSkinProgState);
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AX_SAFE_RELEASE_NULL(_bumpedDiffuseMaterialSkinProgState);
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}
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void MeshMaterial::releaseCachedMaterial()
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{
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for (auto&& it : _materials)
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{
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if (it.second)
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it.second->release();
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}
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_materials.clear();
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}
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Material* MeshMaterial::clone() const
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{
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auto material = new MeshMaterial();
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material->_renderState = _renderState;
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for (const auto& technique : _techniques)
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{
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auto t = technique->clone();
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t->setMaterial(material);
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for (ssize_t i = 0; i < t->getPassCount(); i++)
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{
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t->getPassByIndex(i)->setTechnique(t);
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}
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material->_techniques.pushBack(t);
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}
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// current technique
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auto name = _currentTechnique->getName();
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material->_currentTechnique = material->getTechniqueByName(name);
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material->_type = _type;
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material->autorelease();
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return material;
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}
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MeshMaterial* MeshMaterial::createBuiltInMaterial(MaterialType type, bool skinned)
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{
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/////
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if (_diffuseMaterial == nullptr)
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createBuiltInMaterial();
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MeshMaterial* material = nullptr;
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switch (type)
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{
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case MeshMaterial::MaterialType::UNLIT:
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material = skinned ? _unLitMaterialSkin : _unLitMaterial;
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break;
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case MeshMaterial::MaterialType::UNLIT_INSTANCE:
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material = skinned ? /* TODO: implement instanced hardware skinning */ nullptr : _unLitInstanceMaterial;
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break;
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case MeshMaterial::MaterialType::UNLIT_NOTEX:
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material = _unLitNoTexMaterial;
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break;
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case MeshMaterial::MaterialType::VERTEX_LIT:
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AXASSERT(0, "not implemented");
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break;
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case MeshMaterial::MaterialType::DIFFUSE:
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material = skinned ? _diffuseMaterialSkin : _diffuseMaterial;
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break;
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case MeshMaterial::MaterialType::DIFFUSE_NOTEX:
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material = _diffuseNoTexMaterial;
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break;
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case MeshMaterial::MaterialType::BUMPED_DIFFUSE:
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material = skinned ? _bumpedDiffuseMaterialSkin : _bumpedDiffuseMaterial;
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break;
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case MeshMaterial::MaterialType::QUAD_TEXTURE:
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material = _quadTextureMaterial;
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break;
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case MeshMaterial::MaterialType::QUAD_COLOR:
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material = _quadColorMaterial;
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break;
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default:
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break;
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}
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if (material)
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return (MeshMaterial*)material->clone();
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return nullptr;
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}
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MeshMaterial* MeshMaterial::createWithFilename(std::string_view path)
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{
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auto validfilename = FileUtils::getInstance()->fullPathForFilename(path);
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if (!validfilename.empty())
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{
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auto it = _materials.find(validfilename);
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if (it != _materials.end())
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return (MeshMaterial*)it->second->clone();
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auto material = new MeshMaterial();
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if (material->initWithFile(path))
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{
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material->_type = MeshMaterial::MaterialType::CUSTOM;
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_materials[validfilename] = material;
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return (MeshMaterial*)material->clone();
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}
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AX_SAFE_DELETE(material);
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}
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return nullptr;
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}
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MeshMaterial* MeshMaterial::createWithProgramState(backend::ProgramState* programState)
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{
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AXASSERT(programState, "Invalid program state.");
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auto mat = new MeshMaterial();
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if (mat->initWithProgramState(programState))
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{
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mat->_type = MeshMaterial::MaterialType::CUSTOM;
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mat->autorelease();
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return mat;
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}
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AX_SAFE_DELETE(mat);
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return nullptr;
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}
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void MeshMaterial::setTexture(Texture2D* tex, NTextureData::Usage usage)
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{
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const auto& passes = getTechnique()->getPasses();
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for (auto&& pass : passes)
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{
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pass->setUniformTexture(0, tex->getBackendTexture());
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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MeshMaterialCache::MeshMaterialCache() {}
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MeshMaterialCache::~MeshMaterialCache()
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{
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removeAllMeshMaterial();
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}
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MeshMaterialCache* MeshMaterialCache::getInstance()
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{
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if (!_cacheInstance)
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{
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_cacheInstance = new MeshMaterialCache();
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}
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return _cacheInstance;
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}
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void MeshMaterialCache::destroyInstance()
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{
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if (_cacheInstance)
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{
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AX_SAFE_DELETE(_cacheInstance);
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}
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}
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bool MeshMaterialCache::addMeshMaterial(std::string_view key, Texture2D* texture)
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{
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auto itr = _materials.find(key);
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if (itr == _materials.end())
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{
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AX_SAFE_RETAIN(texture);
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_materials.emplace(key, texture);
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return true;
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}
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return false;
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}
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Texture2D* MeshMaterialCache::getMeshMaterial(std::string_view key)
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{
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auto itr = _materials.find(key);
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if (itr != _materials.end())
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{
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return itr->second;
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}
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return nullptr;
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}
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void MeshMaterialCache::removeAllMeshMaterial()
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{
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for (auto&& itr : _materials)
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{
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AX_SAFE_RELEASE_NULL(itr.second);
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}
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_materials.clear();
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}
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void MeshMaterialCache::removeUnusedMeshMaterial()
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{
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for (auto it = _materials.cbegin(), itCend = _materials.cend(); it != itCend; /* nothing */)
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{
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auto value = it->second;
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if (value->getReferenceCount() == 1)
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{
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AXLOGD("MeshMaterialCache: removing unused mesh renderer materials.");
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value->release();
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it = _materials.erase(it);
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}
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else
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{
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++it;
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}
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}
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}
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}
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