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417 lines
13 KiB
417 lines
13 KiB
///////////////////////////////////////////////////////////////////////////////
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// Copyright (C) Microsoft Corporation, 2000.
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//
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// setup.cpp
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//
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// Direct3D Reference Device - Primitive Setup
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//
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///////////////////////////////////////////////////////////////////////////////
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#include "pch.cpp"
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#pragma hdrstop
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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// texture coordinates for use in point sprite mode
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static const
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FLOAT g_PSTexCoord[3][4] =
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{
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{ 0., 0., 0., 1. },
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{ 1., 0., 0., 1. },
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{ 0., 1., 0., 1. },
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};
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void
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RefRast::SetAttributeFunctions(
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const RDVertex& Vtx0,
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const RDVertex& Vtx1,
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const RDVertex& Vtx2 )
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{
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_ASSERT( Vtx0.m_qwFVF, "0x0 FVF code in setup" );
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// compute depth function
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if ( D3DZB_USEW == m_pRD->GetRS()[D3DRS_ZENABLE] )
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{
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FLOAT fW0 = 1./Vtx0.GetRHW();
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FLOAT fW1 = 1./Vtx1.GetRHW();
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FLOAT fW2 = 1./Vtx2.GetRHW();
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m_Attr[RDATTR_DEPTH].Setup( &fW0, &fW1, &fW2 );
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}
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else
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{
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FLOAT z0 = Vtx0.GetZ();
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FLOAT z1 = Vtx1.GetZ();
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FLOAT z2 = Vtx2.GetZ();
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m_Attr[RDATTR_DEPTH].Setup( &z0, &z1, &z2 );
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}
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if( m_pRD->GetRS()[D3DRS_SHADEMODE] == D3DSHADE_FLAT )
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{
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m_Attr[RDATTR_COLOR].m_bFlatShade = TRUE;
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m_Attr[RDATTR_SPECULAR].m_bFlatShade = TRUE;
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}
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else
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{
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m_Attr[RDATTR_COLOR].m_bFlatShade = FALSE;
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m_Attr[RDATTR_SPECULAR].m_bFlatShade = FALSE;
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}
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// compute color functions
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m_Attr[RDATTR_COLOR].Setup(
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Vtx0.GetDiffuse(), Vtx1.GetDiffuse(), Vtx2.GetDiffuse() );
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m_Attr[RDATTR_SPECULAR].Setup(
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Vtx0.GetSpecular(), Vtx1.GetSpecular(), Vtx2.GetSpecular() );
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// compute vertex fog function
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if ( m_pRD->GetRS()[D3DRS_FOGENABLE] &&
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( m_pRD->GetRS()[D3DRS_FOGTABLEMODE] == D3DFOG_NONE ) )
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{
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FLOAT fF0 = Vtx0.GetFog();
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FLOAT fF1 = Vtx1.GetFog();
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FLOAT fF2 = Vtx2.GetFog();
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m_Attr[RDATTR_FOG].Setup( &fF0, &fF1, &fF2 );
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}
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for (INT32 iStage = 0; iStage < D3DHAL_TSS_MAXSTAGES; iStage++)
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{
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FLOAT TexCrd0[4];
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FLOAT TexCrd1[4];
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FLOAT TexCrd2[4];
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if( !(m_pRD->m_ReferencedTexCoordMask & (1<<iStage) ) )
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continue;
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if (m_pRD->m_bPointSprite)
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{
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// set texture coords to map full range
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m_Attr[RDATTR_TEXTURE0+iStage].Setup( &g_PSTexCoord[0][0],
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&g_PSTexCoord[1][0],
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&g_PSTexCoord[2][0]);
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}
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else
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{
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// TCI pass through
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UINT CoordSet;
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if( m_pRD->m_bOverrideTCI )
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{
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CoordSet = iStage;
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}
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else
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{
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CoordSet = (UINT)m_pRD->GetTSS(iStage)[D3DTSS_TEXCOORDINDEX] & 0x0000FFFF;
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}
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for( UINT i=0; i<4; i++)
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{
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TexCrd0[i] = Vtx0.GetTexCrd( i, CoordSet );
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TexCrd1[i] = Vtx1.GetTexCrd( i, CoordSet );
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TexCrd2[i] = Vtx2.GetTexCrd( i, CoordSet );
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}
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if( m_pRD->GetTSS(iStage)[D3DTSS_TEXTURETRANSFORMFLAGS] &
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D3DTTFF_PROJECTED )
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{
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// Always divide by the 4th coordinate while projecting.
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m_Attr[RDATTR_TEXTURE0+iStage].SetProjection(3);
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// For the projection, fix up the 4th coordinate
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// for the fixed function vertex-shaders.
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if( m_pRD->m_pCurrentVShader->IsFixedFunction() )
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{
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TexCrd0[3] = Vtx0.GetLastTexCrd( CoordSet );
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TexCrd1[3] = Vtx1.GetLastTexCrd( CoordSet );
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TexCrd2[3] = Vtx2.GetLastTexCrd( CoordSet );
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}
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}
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else
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{
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m_Attr[RDATTR_TEXTURE0+iStage].SetProjection(0);
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}
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m_Attr[RDATTR_TEXTURE0+iStage].SetWrapFlags(
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m_pRD->GetRS()[D3DRS_WRAP0+CoordSet] );
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m_Attr[RDATTR_TEXTURE0+iStage].Setup( TexCrd0, TexCrd1, TexCrd2 );
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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//
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// Triangle Drawing
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//
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///////////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// DrawTriangle - Takes three vertices and does triangle setup, setting the
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// primitive, attribute, and edge structures which are input to the triangle
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// scanner, then invokes the scan conversion.
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//
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// wFlags - Edge (and other) flags.
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//
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//-----------------------------------------------------------------------------
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void
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RefDev::DrawTriangle(
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RDVertex* pV0, RDVertex* pV1, RDVertex* pV2, WORD wFlags )
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{
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if (m_pDbgMon) m_pDbgMon->NextEvent(D3DDM_EVENT_PRIMITIVE);
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UpdateRastState();
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// sort to ensure consistent attribute evaluation
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// for identical vertices passed in different order
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RDVertex* pV[3];
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{
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FLOAT fD0 = *(pV0->GetPtrXYZ()+0) + *(pV0->GetPtrXYZ()+1);
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FLOAT fD1 = *(pV1->GetPtrXYZ()+0) + *(pV1->GetPtrXYZ()+1);
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FLOAT fD2 = *(pV2->GetPtrXYZ()+0) + *(pV2->GetPtrXYZ()+1);
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UINT MinVtx = 0;
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if ( (fD1 < fD0) ) MinVtx = 1;
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if ( (fD2 < fD0) && (fD2 < fD1) ) MinVtx = 2;
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switch (MinVtx)
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{
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case 0: pV[0] = pV0; pV[1] = pV1; pV[2] = pV2; m_Rast.m_iFlatVtx = 0; break;
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case 1: pV[0] = pV1; pV[1] = pV2; pV[2] = pV0; m_Rast.m_iFlatVtx = 2; break;
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case 2: pV[0] = pV2; pV[1] = pV0; pV[2] = pV1; m_Rast.m_iFlatVtx = 1; break;
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}
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}
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if ( m_Rast.PerTriangleSetup(
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pV[0]->GetPtrXYZ(), pV[1]->GetPtrXYZ(), pV[2]->GetPtrXYZ(),
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m_dwRenderState[D3DRS_CULLMODE],
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&(m_pRenderTarget->m_Clip)) )
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{
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return; // discarded due to degenerate, cull, or no viewport overlap
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}
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// process point and wireframe fill mode
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if ( m_dwRenderState[D3DRS_FILLMODE] == D3DFILL_POINT )
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{
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if( m_dwRenderState[D3DRS_SHADEMODE] == D3DSHADE_FLAT )
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{
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// Colors from the first vertex are used for all vertices in flat
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// shading mode
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RDCOLOR4 diffuse1 = pV1->m_diffuse;
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RDCOLOR4 diffuse2 = pV2->m_diffuse;
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RDCOLOR4 specular1 = pV1->m_specular;
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RDCOLOR4 specular2 = pV2->m_specular;
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// Colors are modified in place
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pV1->m_diffuse = pV0->m_diffuse;
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pV1->m_specular = pV0->m_specular;
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pV2->m_diffuse = pV0->m_diffuse;
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pV2->m_specular = pV0->m_specular;
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DrawPoint( pV0 );
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DrawPoint( pV1 );
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DrawPoint( pV2 );
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// Restore old color values
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pV1->m_diffuse = diffuse1;
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pV2->m_diffuse = diffuse2;
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pV1->m_specular = specular1;
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pV2->m_specular = specular2;
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}
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else
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{
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DrawPoint( pV0 );
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DrawPoint( pV1 );
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DrawPoint( pV2 );
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}
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return;
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}
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else if ( m_dwRenderState[D3DRS_FILLMODE] == D3DFILL_WIREFRAME )
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{
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// use original vertex pointers for lines so edge enables line up
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if ( wFlags & D3DTRIFLAG_EDGEENABLE1 ) { DrawLine( pV0, pV1, pV0 ); }
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if ( wFlags & D3DTRIFLAG_EDGEENABLE2 ) { DrawLine( pV1, pV2, pV0 ); }
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if ( wFlags & D3DTRIFLAG_EDGEENABLE3 ) { DrawLine( pV2, pV0, pV0 ); }
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return;
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}
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// compute edge functions
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m_Rast.m_Edge[0].Set( m_Rast.m_iDet > 0,
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m_Rast.m_iX0, m_Rast.m_iY0, m_Rast.m_iX1, m_Rast.m_iY1 );
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m_Rast.m_Edge[1].Set( m_Rast.m_iDet > 0,
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m_Rast.m_iX1, m_Rast.m_iY1, m_Rast.m_iX2, m_Rast.m_iY2 );
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m_Rast.m_Edge[2].Set( m_Rast.m_iDet > 0,
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m_Rast.m_iX2, m_Rast.m_iY2, m_Rast.m_iX0, m_Rast.m_iY0 );
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// compute attribute functions
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m_Rast.SetAttributeFunctions( *pV[0], *pV[1], *pV[2] );
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// not culled, so rasterize it
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m_Rast.DoScanCnvTri(3);
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}
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///////////////////////////////////////////////////////////////////////////////
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//
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// Point Drawing
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//
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///////////////////////////////////////////////////////////////////////////////
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void
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RefDev::DrawPoint(
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RDVertex* pvV0Public )
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{
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if (m_pDbgMon) m_pDbgMon->NextEvent(D3DDM_EVENT_PRIMITIVE);
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UpdateRastState();
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// copy pointsprite enable for duration of point rendering (only)
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m_bPointSprite = m_dwRenderState[D3DRS_POINTSPRITEENABLE];
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RDVertex V0, V1, V2;
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V0 = V1 = V2 = *pvV0Public;
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FLOAT fS = 1.0f;
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if (pvV0Public->m_qwFVF & D3DFVF_PSIZE)
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{
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fS = V0.GetPointSize();
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}
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else
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{
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fS = m_fRenderState[D3DRS_POINTSIZE];
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}
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fS = MAX( m_fRenderState[D3DRS_POINTSIZE_MIN], fS );
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fS = MIN( MIN(m_fRenderState[D3DRS_POINTSIZE_MAX], RD_MAX_POINT_SIZE), fS );
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// divide point size by 2 to get delta
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fS *= .5f;
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// Move points based on point size
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FLOAT *pXY = V0.GetPtrXYZ();
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FLOAT fX3 = pXY[0] + fS;
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FLOAT fY3 = pXY[1] + fS;
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pXY[0] += -fS;
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pXY[1] += -fS;
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pXY = V1.GetPtrXYZ();
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pXY[0] += fS;
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pXY[1] += -fS;
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pXY = V2.GetPtrXYZ();
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pXY[0] += -fS;
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pXY[1] += fS;
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if ( m_Rast.PerTriangleSetup(
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V0.GetPtrXYZ(), V1.GetPtrXYZ(), V2.GetPtrXYZ(),
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D3DCULL_NONE, // never cull points
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&(m_pRenderTarget->m_Clip)) )
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{
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m_bPointSprite = FALSE;
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return;
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}
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// compute edge functions
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INT32 iX3 = FloatToNdot4( fX3 );
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INT32 iY3 = FloatToNdot4( fY3 );
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#define DP_POINT_UL m_Rast.m_iX0, m_Rast.m_iY0 // upper left
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#define DP_POINT_UR m_Rast.m_iX1, m_Rast.m_iY1 // upper right
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#define DP_POINT_LL m_Rast.m_iX2, m_Rast.m_iY2 // lower left
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#define DP_POINT_LR iX3, iY3 // lower right
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m_Rast.m_Edge[0].Set( m_Rast.m_iDet > 0, DP_POINT_UL, DP_POINT_UR );
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m_Rast.m_Edge[1].Set( m_Rast.m_iDet > 0, DP_POINT_UR, DP_POINT_LR );
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m_Rast.m_Edge[2].Set( m_Rast.m_iDet > 0, DP_POINT_LR, DP_POINT_LL );
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m_Rast.m_Edge[3].Set( m_Rast.m_iDet > 0, DP_POINT_LL, DP_POINT_UL );
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// compute attribute functions
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m_Rast.SetAttributeFunctions( V0, V1, V2 );
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// not culled, so rasterize it
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m_Rast.DoScanCnvTri(4);
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m_bPointSprite = FALSE;
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return;
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}
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///////////////////////////////////////////////////////////////////////////////
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//
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// Line Drawing
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//
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///////////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// DrawLine - Takes two vertices and draws a line.
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//
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//-----------------------------------------------------------------------------
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void
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RefDev::DrawLine(
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RDVertex* pV0, RDVertex* pV1, RDVertex* pVFlat )
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{
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if (m_pDbgMon) m_pDbgMon->NextEvent(D3DDM_EVENT_PRIMITIVE);
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UpdateRastState();
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if( m_Rast.m_SampleCount > 1 )
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{
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// if multisampling draw quad
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D3DVALUE Perp[2];
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RDVertex Quad[4];
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Perp[0] = pV1->m_pos.y - pV0->m_pos.y;
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Perp[1] = -(pV1->m_pos.x - pV0->m_pos.x);
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float Length = SQRTF(Perp[0]*Perp[0] + Perp[1]*Perp[1]);
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if( 0 == Length )
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return;
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float Scale = 0.7f / Length; // 0.7 makes the line width 1.4.
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// (arbitrary "nice looking" choice)
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// Dividing by Length to normalize perp. vector.
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Perp[0] *= Scale;
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Perp[1] *= Scale;
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Quad[0] = *pV0;
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Quad[0].m_pos.x -= Perp[0];
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Quad[0].m_pos.y -= Perp[1];
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Quad[1] = *pV0;
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Quad[1].m_pos.x += Perp[0];
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Quad[1].m_pos.y += Perp[1];
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Quad[2] = *pV1;
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Quad[2].m_pos.x += Perp[0];
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Quad[2].m_pos.y += Perp[1];
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Quad[3] = *pV1;
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Quad[3].m_pos.x -= Perp[0];
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Quad[3].m_pos.y -= Perp[1];
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DWORD dwCull = m_dwRenderState[D3DRS_CULLMODE];
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DWORD dwFill = m_dwRenderState[D3DRS_FILLMODE];
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m_dwRenderState[D3DRS_CULLMODE] = D3DCULL_NONE;
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m_dwRenderState[D3DRS_FILLMODE] = D3DFILL_SOLID;
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DrawTriangle(&Quad[0],&Quad[1],&Quad[2],0 );
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DrawTriangle(&Quad[0],&Quad[2],&Quad[3],0 );
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m_dwRenderState[D3DRS_CULLMODE] = dwCull;
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m_dwRenderState[D3DRS_FILLMODE] = dwFill;
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return;
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}
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if ( m_Rast.PerLineSetup(
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pV0->GetPtrXYZ(), pV1->GetPtrXYZ(),
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m_dwRenderState[D3DRS_LASTPIXEL],
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&(m_pRenderTarget->m_Clip)) )
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{
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return; // discarded due to degenerate or no viewport overlap
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}
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// compute attribute functions
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m_Rast.SetAttributeFunctions( *pV0, *pV1, pVFlat ? (*pVFlat) : (*pV0) );
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// rasterize it
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m_Rast.DoScanCnvLine();
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}
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///////////////////////////////////////////////////////////////////////////////
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// end
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