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https://github.com/openmoh/openmohaa.git
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Move renderer to renderergl1
This commit is contained in:
parent
4775f29194
commit
71450fb36e
67 changed files with 14944 additions and 39527 deletions
440
code/renderergl1/tr_util.cpp
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440
code/renderergl1/tr_util.cpp
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_util.c -- renderer utility
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#include "tr_local.h"
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#include "../qcommon/str.h"
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static byte cntColor[4];
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static float cntSt[ 2 ];
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static int Numbers[12][8] = {
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{ 1, 3, 4, 5, 6, 7, 0, 0 },
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{ 4, 5, 0, 0, 0, 0, 0, 0 },
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{ 1, 4, 2, 7, 3, 0, 0, 0 },
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{ 1, 4, 2, 5, 3, 0, 0, 0 },
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{ 6, 4, 2, 5, 0, 0, 0, 0 },
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{ 1, 6, 2, 5, 3, 0, 0, 0 },
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{ 1, 6, 2, 5, 7, 3, 0, 0 },
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{ 1, 8, 0, 0, 0, 0, 0, 0 },
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{ 1, 2, 3, 4, 5, 6, 7, 0 },
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{ 1, 6, 4, 2, 5, 3, 0, 0 },
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{ 9, 10, 11, 12, 0, 0, 0, 0 },
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{ 2, 0, 0, 0, 0, 0, 0, 0 }
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};
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static float Lines[13][4] = {
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{ 0.0, 0.0, 0.0, 0.0 },
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{ -4.0, 8.0, 4.0, 8.0 },
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{ -4.0, 4.0, 4.0, 4.0 },
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{ -4.0, 0.0, 4.0, 0.0 },
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{ 4.0, 8.0, 4.0, 4.0 },
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{ 4.0, 4.0, 4.0, 0.0 },
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{ -4.0, 8.0, -4.0, 4.0 },
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{ -4.0, 4.0, -4.0, 0.0 },
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{ 4.0, 8.0, -4.0, 0.0 },
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{ -1.0, 2.0, 1.0, 2.0 },
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{ 1.0, 2.0, 1.0, 0.0 },
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{ -1.0, 0.0, 1.0, 0.0 },
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{ -1.0, 0.0, -1.0, 2.0 }
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};
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/*
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===============
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RB_StreamBegin
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===============
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*/
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void RB_StreamBegin( shader_t *shader ) {
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RB_BeginSurface( shader );
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}
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/*
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===============
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RB_StreamEnd
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===============
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*/
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void RB_StreamEnd( void ) {
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int i;
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if( tess.numVertexes <= 2 ) {
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RB_EndSurface();
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return;
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}
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tess.indexes[ 0 ] = 0;
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tess.indexes[ 1 ] = 1;
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tess.indexes[ 2 ] = 2;
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for( i = 0; i < tess.numVertexes - 2; i++ ) {
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tess.indexes[ i * 3 + 0 ] = ( i & 1 ) + i;
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tess.indexes[ i * 3 + 1 ] = i - ( ( i & 1 ) - 1 );
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tess.indexes[ i * 3 + 2 ] = i + 2;
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tess.numIndexes += 3;
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}
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RB_EndSurface();
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}
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/*
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===============
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RB_StreamBeginDrawSurf
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===============
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*/
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void RB_StreamBeginDrawSurf( void ) {
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backEnd.dsStreamVert = tess.numVertexes;
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}
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/*
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===============
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RB_StreamEndDrawSurf
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===============
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*/
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void RB_StreamEndDrawSurf( void ) {
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int numverts;
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int i;
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if( tess.numVertexes - backEnd.dsStreamVert <= 2 ) {
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tess.numVertexes = backEnd.dsStreamVert;
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return;
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}
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numverts = tess.numVertexes - backEnd.dsStreamVert - 2;
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for( i = 0; i < numverts; i++ ) {
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tess.indexes[ i + tess.numIndexes ] = ( i & 1 ) + i + backEnd.dsStreamVert;
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tess.indexes[ i + tess.numIndexes + 1 ] = i + backEnd.dsStreamVert - ( ( i & 1 ) - 1 );
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tess.indexes[ i + tess.numIndexes + 2 ] = i + backEnd.dsStreamVert + 2;
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tess.numIndexes += 3;
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}
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}
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/*
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===============
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addTriangle
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===============
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*/
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static void addTriangle( void ) {
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tess.texCoords[ tess.numVertexes ][ 0 ][ 0 ] = cntSt[ 0 ];
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tess.texCoords[ tess.numVertexes ][ 0 ][ 1 ] = cntSt[ 1 ];
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tess.vertexColors[ tess.numVertexes ][ 0 ] = cntColor[ 0 ];
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tess.vertexColors[ tess.numVertexes ][ 1 ] = cntColor[ 1 ];
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tess.vertexColors[ tess.numVertexes ][ 2 ] = cntColor[ 2 ];
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tess.vertexColors[ tess.numVertexes ][ 3 ] = cntColor[ 3 ];
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tess.vertexColorValid = qtrue;
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tess.numVertexes++;
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}
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/*
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===============
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RB_Vertex3fv
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===============
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*/
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void RB_Vertex3fv( vec3_t v ) {
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VectorCopy( v, tess.xyz[ tess.numVertexes ] );
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addTriangle();
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}
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/*
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===============
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RB_Vertex3f
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===============
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*/
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void RB_Vertex3f( vec_t x, vec_t y, vec_t z ) {
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tess.xyz[ tess.numVertexes ][ 0 ] = x;
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tess.xyz[ tess.numVertexes ][ 1 ] = y;
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tess.xyz[ tess.numVertexes ][ 2 ] = z;
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addTriangle();
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}
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/*
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===============
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RB_Vertex2f
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===============
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*/
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void RB_Vertex2f( vec_t x, vec_t y ) {
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RB_Vertex3f( x, y, 0 );
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}
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/*
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===============
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RB_Color4f
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===============
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*/
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void RB_Color4f( vec_t r, vec_t g, vec_t b, vec_t a ) {
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cntColor[ 0 ] = r * tr.identityLightByte;
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cntColor[ 1 ] = g * tr.identityLightByte;
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cntColor[ 2 ] = b * tr.identityLightByte;
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cntColor[ 3 ] = a * 255.0;
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}
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/*
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===============
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RB_Color3f
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===============
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*/
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void RB_Color3f( vec_t r, vec_t g, vec_t b ) {
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RB_Color4f( r, g, b, 1.0 );
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}
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/*
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===============
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RB_Color3fv
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===============
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*/
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void RB_Color3fv( vec3_t col ) {
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RB_Color3f( col[ 0 ], col[ 1 ], col[ 2 ] );
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}
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/*
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===============
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RB_Color4bv
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===============
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*/
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void RB_Color4bv( unsigned char *colors ) {
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cntColor[ 0 ] = colors[ 0 ];
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cntColor[ 1 ] = colors[ 1 ];
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cntColor[ 2 ] = colors[ 2 ];
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cntColor[ 3 ] = colors[ 3 ];
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}
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/*
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===============
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RB_Texcoord2f
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===============
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*/
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void RB_Texcoord2f( float s, float t ) {
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cntSt[ 0 ] = s;
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cntSt[ 1 ] = t;
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}
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/*
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===============
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RB_Texcoord2fv
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===============
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*/
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void RB_Texcoord2fv( vec2_t st ) {
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cntSt[ 0 ] = st[ 0 ];
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cntSt[ 1 ] = st[ 1 ];
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}
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/*
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===============
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R_DrawDebugNumber
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===============
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*/
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void R_DrawDebugNumber( const vec3_t org, float number, float scale, float r, float g, float b, int precision ) {
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vec3_t up, right;
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vec3_t pos1, pos2;
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vec3_t start;
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str text;
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char format[20];
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int i;
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int j;
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int l;
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int num;
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VectorCopy(tr.viewParms.ori.axis[2], up);
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VectorCopy(tr.viewParms.ori.axis[1], right);
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VectorNegate(right, right);
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VectorNormalize(up);
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VectorNormalize(right);
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VectorScale(up, scale, up);
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VectorScale(right, scale, right);
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if (precision > 0) {
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Com_sprintf(format, sizeof(format), "%%.%df", precision);
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text = va(format, number);
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} else {
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text = va("%d", (int)number);
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}
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// NOTE: this cast here is needed!
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// Otherwise the compiler will do very nasty implicit casting of negative
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// numbers to unsigned numbers, resulting in incorrect values.
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// -------------------v
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VectorMA(org, 5 - 5 * (int)text.length(), right, start);
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// Draw each character/digit of the text
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for (i = 0; i < text.length(); i++) {
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if (text[i] == '.') {
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num = 10;
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}
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else if (text[i] == '-') {
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num = 11;
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}
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else {
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num = text[i] - '0';
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}
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// Get the first line index for the number to be drawn
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l = Numbers[num][0];
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// Draw each line of the character/digit
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for (j = 0; j < 8 && l; ++j, l = Numbers[num][j]) {
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pos1[0] = start[0] + Lines[l][0] * right[0] + Lines[l][1] * up[0];
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pos1[1] = start[1] + Lines[l][0] * right[1] + Lines[l][1] * up[1];
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pos1[2] = start[2] + Lines[l][0] * right[2] + Lines[l][1] * up[2];
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pos2[0] = start[0] + Lines[l][2] * right[0] + Lines[l][3] * up[0];
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pos2[1] = start[1] + Lines[l][2] * right[1] + Lines[l][3] * up[1];
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pos2[2] = start[2] + Lines[l][2] * right[2] + Lines[l][3] * up[2];
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R_DebugLine(pos1, pos2, r, g, b, 1.0);
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}
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VectorMA(start, 10.0, right, start);
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}
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}
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/*
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===============
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R_DebugRotatedBBox
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===============
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*/
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void R_DebugRotatedBBox( const vec3_t org, const vec3_t ang, const vec3_t mins, const vec3_t maxs, float r, float g, float b, float alpha ) {
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int i;
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vec3_t tmp;
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vec3_t points[8];
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vec3_t axis[3];
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AnglesToAxis(ang, axis);
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for (i = 0; i < 8; i++) {
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if (i & 1) {
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tmp[0] = mins[0];
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} else {
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tmp[0] = maxs[0];
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}
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if (i & 2) {
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tmp[1] = mins[1];
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}
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else {
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tmp[1] = maxs[1];
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}
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if (i & 4) {
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tmp[2] = mins[2];
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} else {
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tmp[2] = maxs[2];
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}
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points[i][0] = tmp[0] * axis[0][0];
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points[i][1] = tmp[0] * axis[0][1];
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points[i][2] = tmp[0] * axis[0][2];
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points[i][0] += tmp[1] * axis[1][0];
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points[i][1] += tmp[1] * axis[1][1];
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points[i][2] += tmp[1] * axis[1][2];
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points[i][0] += tmp[2] * axis[2][0];
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points[i][1] += tmp[2] * axis[2][1];
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points[i][2] += tmp[2] * axis[2][2];
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points[i][0] += org[0];
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points[i][1] += org[1];
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points[i][2] += org[2];
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}
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R_DebugLine(points[0], points[1], r, g, b, alpha);
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R_DebugLine(points[1], points[3], r, g, b, alpha);
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R_DebugLine(points[3], points[2], r, g, b, alpha);
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R_DebugLine(points[2], points[0], r, g, b, alpha);
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R_DebugLine(points[4], points[5], r, g, b, alpha);
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R_DebugLine(points[5], points[7], r, g, b, alpha);
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R_DebugLine(points[7], points[6], r, g, b, alpha);
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R_DebugLine(points[6], points[4], r, g, b, alpha);
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for (i = 0; i < 4; i++) {
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R_DebugLine(points[i], points[i + 4], r, g, b, alpha);
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}
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}
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/*
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===============
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RE_GetShaderWidth
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===============
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*/
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int RE_GetShaderWidth( qhandle_t hShader ) {
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shader_t *shader;
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if( hShader ) {
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shader = R_GetShaderByHandle( hShader );
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} else {
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shader = tr.defaultShader;
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}
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return shader->unfoggedStages[ 0 ]->bundle[ 0 ].image[ 0 ]->uploadWidth;
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}
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/*
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===============
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RE_GetShaderHeight
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===============
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*/
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int RE_GetShaderHeight( qhandle_t hShader ) {
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shader_t *shader;
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if( hShader ) {
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shader = R_GetShaderByHandle( hShader );
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}
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else {
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shader = tr.defaultShader;
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}
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return shader->unfoggedStages[ 0 ]->bundle[ 0 ].image[ 0 ]->uploadHeight;
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}
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/*
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===============
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RE_GetShaderName
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===============
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*/
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const char* RE_GetShaderName(qhandle_t hShader) {
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shader_t* shader;
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if (hShader) {
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shader = R_GetShaderByHandle(hShader);
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} else {
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shader = tr.defaultShader;
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}
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return shader->name;
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}
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/*
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===============
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RE_GetModelName
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===============
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*/
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const char* RE_GetModelName(qhandle_t hModel) {
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model_t *model;
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if (!hModel) {
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return "";
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}
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model = R_GetModelByHandle(hModel);
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return model->name;
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}
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