Add textured OBJ model rendering
This commit is contained in:
134
src/render.rs
134
src/render.rs
@@ -1,11 +1,14 @@
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use crate::{
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matrix::{MatrixLayout, build_view_projection, glyph_world_position},
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model::{Instance, InstanceRaw, Model, ModelVertex, Vertex},
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resources,
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};
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use eframe::{
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egui,
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egui_wgpu::{self, wgpu},
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wgpu::util::DeviceExt,
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};
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use crate::matrix::{MatrixLayout, build_view_projection, glyph_world_position};
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pub const PRESSURE_CELL_COUNT: usize =
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(crate::matrix::MATRIX_ROWS * crate::matrix::MATRIX_COLS) as usize;
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pub type PressureFrame = [[f32; 2]; PRESSURE_CELL_COUNT];
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@@ -65,6 +68,9 @@ pub struct BackgroundRenderResources {
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background_pipeline: wgpu::RenderPipeline,
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glyph_pipeline: wgpu::RenderPipeline,
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dot_pipeline: wgpu::RenderPipeline,
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model_pipeline: wgpu::RenderPipeline,
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model: Option<Model>,
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model_instance_buffer: wgpu::Buffer,
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glyph_vertex_buffer: wgpu::Buffer,
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glyph_instance_buffer: wgpu::Buffer,
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glyph_instances: Vec<GlyphInstance>,
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@@ -74,6 +80,7 @@ pub struct BackgroundRenderResources {
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impl BackgroundRenderResources {
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pub fn new(
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device: &wgpu::Device,
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_queue: &wgpu::Queue,
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target_format: &wgpu::TextureFormat,
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rows: u32,
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cols: u32,
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@@ -125,18 +132,72 @@ impl BackgroundRenderResources {
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// source: wgpu::ShaderSource::Wgsl(include_str!("../static/wgsl/shader.wgsl").into()),
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// });
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("model_texture_bind_group_layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Pressure Matrix Pipeline Layout"),
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bind_group_layouts: &[Some(&uniform_bind_group_layout)],
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immediate_size: 0,
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});
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let model_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Hand Model Pipeline Layout"),
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bind_group_layouts: &[
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Some(&uniform_bind_group_layout),
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Some(&texture_bind_group_layout),
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],
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immediate_size: 0,
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});
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let background_pipeline =
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create_background_pipeline(device, target_format, &shader, &pipeline_layout);
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let glyph_pipeline =
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create_glyph_pipeline(device, target_format, &shader, &pipeline_layout);
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let dot_pipeline =
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create_dot_pipeline(device, target_format, &shader, &pipeline_layout);
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let dot_pipeline = create_dot_pipeline(device, target_format, &shader, &pipeline_layout);
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let model_pipeline =
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create_model_pipeline(device, target_format, &shader, &model_pipeline_layout);
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let model =
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match resources::load_model("cube.obj", device, _queue, &texture_bind_group_layout) {
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Ok(model) => Some(model),
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Err(err) => {
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log::warn!("failed to load cube.obj: {err:#}");
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None
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}
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};
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let model_instance = Instance::new(
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glam::Vec3::new(0.0, -2.0, 12.0),
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glam::Quat::from_rotation_y(0.65) * glam::Quat::from_rotation_x(-0.35),
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)
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.to_raw();
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let model_instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Hand Model Instance Buffer"),
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contents: bytemuck::cast_slice(&[model_instance]),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let glyph_vertices = [
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GlyphVertex {
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@@ -172,6 +233,9 @@ impl BackgroundRenderResources {
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background_pipeline,
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glyph_pipeline,
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dot_pipeline,
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model_pipeline,
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model,
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model_instance_buffer,
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glyph_vertex_buffer,
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glyph_instance_buffer,
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glyph_instances,
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@@ -217,6 +281,20 @@ impl BackgroundRenderResources {
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render_pass.set_pipeline(&self.background_pipeline);
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render_pass.draw(0..3, 0..1);
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if let Some(model) = &self.model {
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render_pass.set_pipeline(&self.model_pipeline);
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render_pass.set_vertex_buffer(1, self.model_instance_buffer.slice(..));
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for mesh in &model.meshes {
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if let Some(material) = model.materials.get(mesh.material) {
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render_pass.set_bind_group(1, &material.bind_group, &[]);
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}
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render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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render_pass
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.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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render_pass.draw_indexed(0..mesh.num_elements, 0, 0..1);
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}
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}
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// let marker_pipeline = match self.marker_mode {
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// MarkerMode::Number => &self.glyph_pipeline,
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// MarkerMode::Dot => &self.dot_pipeline,
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@@ -296,6 +374,54 @@ fn create_glyph_pipeline(
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})
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}
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fn create_model_pipeline(
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device: &wgpu::Device,
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target_format: &wgpu::TextureFormat,
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shader: &wgpu::ShaderModule,
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layout: &wgpu::PipelineLayout,
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) -> wgpu::RenderPipeline {
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Hand Model Pipeline"),
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layout: Some(layout),
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vertex: wgpu::VertexState {
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module: shader,
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entry_point: Some("vs_model"),
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compilation_options: Default::default(),
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buffers: &[ModelVertex::desc(), InstanceRaw::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: shader,
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entry_point: Some("fs_model"),
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compilation_options: Default::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: *target_format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent::REPLACE,
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alpha: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview_mask: None,
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cache: None,
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})
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}
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fn create_dot_pipeline(
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device: &wgpu::Device,
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target_format: &wgpu::TextureFormat,
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