--- /dev/null
+#pragma once\r
+\r
+#if _DEBUG\r
+\r
+#include <string>\r
+#include <sstream>\r
+#include <iostream>\r
+#include <Windows.h>\r
+#include <GL\glew.h>\r
+\r
+\r
+static std::string FormatDebugOutput(GLenum source, GLenum type, GLuint id, GLenum severity, const char* msg) {\r
+ std::stringstream stringStream;\r
+ std::string sourceString;\r
+ std::string typeString;\r
+ std::string severityString;\r
+\r
+ // The AMD variant of this extension provides a less detailed classification of the error,\r
+ // which is why some arguments might be "Unknown".\r
+ switch (source) {\r
+ case GL_DEBUG_CATEGORY_API_ERROR_AMD:\r
+ case GL_DEBUG_SOURCE_API: {\r
+ sourceString = "API";\r
+ break;\r
+ }\r
+ case GL_DEBUG_CATEGORY_APPLICATION_AMD:\r
+ case GL_DEBUG_SOURCE_APPLICATION: {\r
+ sourceString = "Application";\r
+ break;\r
+ }\r
+ case GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD:\r
+ case GL_DEBUG_SOURCE_WINDOW_SYSTEM: {\r
+ sourceString = "Window System";\r
+ break;\r
+ }\r
+ case GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD:\r
+ case GL_DEBUG_SOURCE_SHADER_COMPILER: {\r
+ sourceString = "Shader Compiler";\r
+ break;\r
+ }\r
+ case GL_DEBUG_SOURCE_THIRD_PARTY: {\r
+ sourceString = "Third Party";\r
+ break;\r
+ }\r
+ case GL_DEBUG_CATEGORY_OTHER_AMD:\r
+ case GL_DEBUG_SOURCE_OTHER: {\r
+ sourceString = "Other";\r
+ break;\r
+ }\r
+ default: {\r
+ sourceString = "Unknown";\r
+ break;\r
+ }\r
+ }\r
+\r
+ switch (type) {\r
+ case GL_DEBUG_TYPE_ERROR: {\r
+ typeString = "Error";\r
+ break;\r
+ }\r
+ case GL_DEBUG_CATEGORY_DEPRECATION_AMD:\r
+ case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: {\r
+ typeString = "Deprecated Behavior";\r
+ break;\r
+ }\r
+ case GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD:\r
+ case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: {\r
+ typeString = "Undefined Behavior";\r
+ break;\r
+ }\r
+ case GL_DEBUG_TYPE_PORTABILITY_ARB: {\r
+ typeString = "Portability";\r
+ break;\r
+ }\r
+ case GL_DEBUG_CATEGORY_PERFORMANCE_AMD:\r
+ case GL_DEBUG_TYPE_PERFORMANCE: {\r
+ typeString = "Performance";\r
+ break;\r
+ }\r
+ case GL_DEBUG_CATEGORY_OTHER_AMD:\r
+ case GL_DEBUG_TYPE_OTHER: {\r
+ typeString = "Other";\r
+ break;\r
+ }\r
+ default: {\r
+ typeString = "Unknown";\r
+ break;\r
+ }\r
+ }\r
+\r
+ switch (severity) {\r
+ case GL_DEBUG_SEVERITY_HIGH: {\r
+ severityString = "High";\r
+ break;\r
+ }\r
+ case GL_DEBUG_SEVERITY_MEDIUM: {\r
+ severityString = "Medium";\r
+ break;\r
+ }\r
+ case GL_DEBUG_SEVERITY_LOW: {\r
+ severityString = "Low";\r
+ break;\r
+ }\r
+ default: {\r
+ severityString = "Unknown";\r
+ break;\r
+ }\r
+ }\r
+\r
+ stringStream << "OpenGL Error: " << msg;\r
+ stringStream << " [Source = " << sourceString;\r
+ stringStream << ", Type = " << typeString;\r
+ stringStream << ", Severity = " << severityString;\r
+ stringStream << ", ID = " << id << "]";\r
+\r
+ return stringStream.str();\r
+}\r
+\r
+static void APIENTRY DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const GLvoid* userParam) {\r
+ switch (id) {\r
+ case 131218: {\r
+ // Program/shader state performance warning:\r
+ // Fragment Shader is going to be recompiled because the shader key based on GL state mismatches.\r
+\r
+ return;\r
+ }\r
+ default: {\r
+ break;\r
+ }\r
+ }\r
+\r
+ std::string error = FormatDebugOutput(source, type, id, severity, message);\r
+ std::cout << error << std::endl; //set BREAKPOINT HERE\r
+}\r
+\r
+static void APIENTRY DebugCallbackAMD(GLuint id, GLenum category, GLenum severity, GLsizei length, const GLchar* message, GLvoid* userParam) {\r
+ switch (id) {\r
+ case 131218: {\r
+ // Program/shader state performance warning:\r
+ // Fragment Shader is going to be recompiled because the shader key based on GL state mismatches.\r
+\r
+ return;\r
+ }\r
+ default: {\r
+ break;\r
+ }\r
+ }\r
+\r
+ std::string error = FormatDebugOutput(category, category, id, severity, message);\r
+ std::cout << error << std::endl; //set BREAKPOINT HERE\r
+}\r
+#endif\r
+\r
-#include "Graphix.h"
-
-#include "../Message.h"
-#include "Shader.h"
-#include <string>
-
-using std::string;
-
-#define MOTION_BLUR_COEFF 0.99f
-#define MOTION_BLUR_INTENS 0.99f
-
-void Graphix::setWindowSize(unsigned int _width, unsigned int _height)
-{
- width = _width;
- height = _height;
-}
-
-void Graphix::setWindowPos(unsigned int _xpos, unsigned int _ypos)
-{
- xpos = _xpos;
- ypos = _ypos;
-}
-
-unsigned int Graphix::getWindowHeight()
-{
- return height;
-}
-unsigned int Graphix::getWindowWidth()
-{
- return width;
-}
-
-
-void Graphix::enableEffects(Effects _eff)
-{
- effects |= _eff;
-
- updateEffects();
-}
-
-
-void Graphix::disableEffects(Effects _eff)
-{
- effects &= ~_eff;
-
- updateEffects();
-}
-
-bool Graphix::testEffect(Effects _eff)
-{
- return effects & _eff;
-}
-
-void Graphix::updateEffects()
-{
- //Transparency
- if (effects & EF_TRANSPARENCY)
- {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- else
- glDisable(GL_BLEND);
-}
-
-void Graphix::init()
-{
-
- if (SDL_Init(sdlFlags) != 0)
- {
- Message::error((string)"SDL_Init: " + SDL_GetError());
- }
-
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-
- SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 16);
- SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 16);
- SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 16);
- SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 16);
-
- sdl_window = SDL_CreateWindow(windowTitle.c_str(), xpos, ypos, width, height, windowFlags);
-
- if (sdl_window == nullptr)
- {
- Message::error((string)"SDL_CreateWindow: " + SDL_GetError());
- }
-
- sdl_glcontext = SDL_GL_CreateContext(sdl_window);
-
- GLenum err = glewInit();
- if (err != GLEW_OK)
- {
- Message::error((string)"glewInit: " + (char*)glewGetErrorString(err));
- }
-
- SDL_ShowCursor(SDL_DISABLE);
-
- glEnable(GL_DEPTH_TEST);
-
- //SDL_SetWindowGrab(sdl_window, SDL_TRUE);
- //SDL_ShowCursor(SDL_DISABLE);
- glEnable(GL_COLOR_MATERIAL);
- //glEnable(GL_TEXTURE_CUBE_MAP);
- //glEnable(GL_LIGHTING);
- //glEnable(GL_LIGHT0);
- glEnable(GL_CULL_FACE);
- glShadeModel(GL_SMOOTH);
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glClearColor(0.9f, 0.9f, 1.0f, 1.f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glClearAccum(0.f, 0.f, 0.f, 0.f);
- glClear(GL_ACCUM_BUFFER_BIT);
-
- shader_BBox = new Shader("basic_VS.hlsl", "basic_FS.hlsl");
-}
-
-void Graphix::FullScreen(bool _enable, bool _keepDesktopResolution)
-{
- if (_enable)
- {
- if (_keepDesktopResolution)
- {
- width_bkp = width;
- height_bkp = height;
-
- SDL_DisplayMode dm;
- if (SDL_GetDesktopDisplayMode(0, &dm) != 0)
- Message::error((string)"SDL_GetDesktopDisplayMode failed:" + SDL_GetError());
-
- width = dm.w;
- height = dm.h;
-
- SDL_SetWindowSize(sdl_window, width, height);
- }
- SDL_SetWindowFullscreen(sdl_window, SDL_WINDOW_FULLSCREEN);
- }
- else
- {
- if (_keepDesktopResolution && width_bkp !=0)
- {
- width = width_bkp;
- height = height_bkp;
-
- SDL_SetWindowSize(sdl_window, width, height);
- }
- SDL_SetWindowFullscreen(sdl_window, 0);
- }
-
-}
-
-void Graphix::catchMouse()
-{
- //SDL_SetWindowGrab(sdl_window, SDL_TRUE);
- SDL_ShowCursor(SDL_DISABLE); //TODO eventuell nicht nötig
-}
-
-void Graphix::freeMouse()
-{
- //SDL_SetWindowGrab(sdl_window, SDL_FALSE);
- SDL_ShowCursor(SDL_ENABLE); //TODO eventuell nicht nötig
-}
-
-void Graphix::hideMouse(bool _enable)
-{
- if (_enable)
- SDL_ShowCursor(SDL_DISABLE);
- else
- SDL_ShowCursor(SDL_ENABLE);
-}
-
-void Graphix::clear()
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- if (testEffect(EF_MOTION_BLUR))
- {
- glAccum(GL_RETURN, MOTION_BLUR_INTENS);
- glClear(GL_ACCUM_BUFFER_BIT);
- }
-
-
-}
-
-
-void Graphix::swap()
-{
- if (testEffect(EF_MOTION_BLUR))
- glAccum(GL_ACCUM, MOTION_BLUR_COEFF);
- SDL_GL_SwapWindow(sdl_window);
-}
-
-
-
-void Graphix::cleanup()
-{
- delete shader_BBox;
-
- //SDL_SetWindowGrab(sdl_window, SDL_FALSE);
-
- SDL_GL_DeleteContext(sdl_glcontext);
- SDL_DestroyWindow(sdl_window);
-
- SDL_Quit();
-}
-
-unsigned int Graphix::getGlError()
-{
- GLenum error = glGetError();
-
- if (error != GL_NO_ERROR) {
- switch (error) {
- case GL_INVALID_ENUM:
- Message::error((string)"GL: enum argument out of range.");
- break;
- case GL_INVALID_VALUE:
- Message::error((string)"GL: Numeric argument out of range.");
- break;
- case GL_INVALID_OPERATION:
- Message::error((string)"GL: Operation illegal in current state.");
- break;
- case GL_INVALID_FRAMEBUFFER_OPERATION:
- Message::error((string)"GL: Framebuffer object is not complete.");
- break;
- case GL_OUT_OF_MEMORY:
- Message::error((string)"GL: Not enough memory left to execute command.");
- break;
- default:
- Message::error((string)"GL: Unknown error.");
- }
- }
- return error;
-}
-
-unsigned int Graphix::width = 1024;
-unsigned int Graphix::height = 768;
-
-unsigned int Graphix::xpos = SDL_WINDOWPOS_UNDEFINED;
-unsigned int Graphix::ypos = SDL_WINDOWPOS_UNDEFINED;
-
-unsigned int Graphix::width_bkp = 0;
-unsigned int Graphix::height_bkp = 0;
-
-string Graphix::windowTitle = "Weave";
-
-Uint32 Graphix::windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_INPUT_GRABBED;
-Uint32 Graphix::sdlFlags = SDL_INIT_VIDEO | SDL_INIT_TIMER;
-
-SDL_Window* Graphix::sdl_window;
-
-SDL_GLContext Graphix::sdl_glcontext;
-
-short Graphix::effects = EF_TRANSPARENCY;
-
-Shader* Graphix::shader_BBox;
+#include "Graphix.h"\r
+\r
+#include "Debug.h"\r
+\r
+#include "../Message.h"\r
+#include "Shader.h"\r
+#include <string>\r
+\r
+using std::string;\r
+\r
+#define MOTION_BLUR_COEFF 0.99f\r
+#define MOTION_BLUR_INTENS 0.99f\r
+\r
+void Graphix::setWindowSize(unsigned int _width, unsigned int _height)\r
+{\r
+ width = _width;\r
+ height = _height;\r
+}\r
+\r
+void Graphix::setWindowPos(unsigned int _xpos, unsigned int _ypos)\r
+{\r
+ xpos = _xpos;\r
+ ypos = _ypos;\r
+}\r
+\r
+unsigned int Graphix::getWindowHeight()\r
+{\r
+ return height;\r
+}\r
+unsigned int Graphix::getWindowWidth()\r
+{\r
+ return width;\r
+}\r
+\r
+\r
+void Graphix::enableEffects(Effects _eff)\r
+{\r
+ effects |= _eff;\r
+\r
+ updateEffects();\r
+}\r
+\r
+\r
+void Graphix::disableEffects(Effects _eff)\r
+{\r
+ effects &= ~_eff;\r
+\r
+ updateEffects();\r
+}\r
+\r
+bool Graphix::testEffect(Effects _eff)\r
+{\r
+ return effects & _eff;\r
+}\r
+\r
+void Graphix::updateEffects()\r
+{\r
+ //Transparency\r
+ if (effects & EF_TRANSPARENCY)\r
+ {\r
+ glEnable(GL_BLEND);\r
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
+ }\r
+ else\r
+ glDisable(GL_BLEND);\r
+}\r
+\r
+void Graphix::init()\r
+{\r
+\r
+ if (SDL_Init(sdlFlags) != 0)\r
+ {\r
+ Message::error((string)"SDL_Init: " + SDL_GetError());\r
+ }\r
+\r
+#if _DEBUG\r
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);\r
+#endif\r
+\r
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);\r
+\r
+ SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 16);\r
+ SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 16);\r
+ SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 16);\r
+ SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 16);\r
+\r
+ sdl_window = SDL_CreateWindow(windowTitle.c_str(), xpos, ypos, width, height, windowFlags);\r
+\r
+ if (sdl_window == nullptr)\r
+ {\r
+ Message::error((string)"SDL_CreateWindow: " + SDL_GetError());\r
+ }\r
+\r
+ sdl_glcontext = SDL_GL_CreateContext(sdl_window);\r
+\r
+ GLenum err = glewInit();\r
+ if (err != GLEW_OK)\r
+ {\r
+ Message::error((string)"glewInit: " + (char*)glewGetErrorString(err));\r
+ }\r
+\r
+#if _DEBUG\r
+ // Query the OpenGL function to register your callback function.\r
+ PFNGLDEBUGMESSAGECALLBACKPROC _glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)wglGetProcAddress("glDebugMessageCallback");\r
+ PFNGLDEBUGMESSAGECALLBACKARBPROC _glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)wglGetProcAddress("glDebugMessageCallbackARB");\r
+ PFNGLDEBUGMESSAGECALLBACKAMDPROC _glDebugMessageCallbackAMD = (PFNGLDEBUGMESSAGECALLBACKAMDPROC)wglGetProcAddress("glDebugMessageCallbackAMD");\r
+\r
+ // Register your callback function.\r
+ if (_glDebugMessageCallback != NULL) {\r
+ _glDebugMessageCallback(DebugCallback, NULL);\r
+ }\r
+ else if (_glDebugMessageCallbackARB != NULL) {\r
+ _glDebugMessageCallbackARB(DebugCallback, NULL);\r
+ }\r
+ else if (_glDebugMessageCallbackAMD != NULL) {\r
+ _glDebugMessageCallbackAMD(DebugCallbackAMD, NULL);\r
+ }\r
+\r
+ // Enable synchronous callback. This ensures that your callback function is called\r
+ // right after an error has occurred. This capability is not defined in the AMD\r
+ // version.\r
+ if ((_glDebugMessageCallback != NULL) || (_glDebugMessageCallbackARB != NULL)) {\r
+ glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);\r
+ }\r
+#endif\r
+\r
+ SDL_ShowCursor(SDL_DISABLE);\r
+\r
+ glEnable(GL_DEPTH_TEST);\r
+\r
+ //SDL_SetWindowGrab(sdl_window, SDL_TRUE);\r
+ //SDL_ShowCursor(SDL_DISABLE);\r
+ glEnable(GL_COLOR_MATERIAL);\r
+ //glEnable(GL_TEXTURE_CUBE_MAP);\r
+ //glEnable(GL_LIGHTING);\r
+ //glEnable(GL_LIGHT0);\r
+ glEnable(GL_CULL_FACE);\r
+ glShadeModel(GL_SMOOTH);\r
+\r
+ glEnable(GL_BLEND);\r
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
+\r
+ glClearColor(0.9f, 0.9f, 1.0f, 1.f);\r
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ glClearAccum(0.f, 0.f, 0.f, 0.f);\r
+ glClear(GL_ACCUM_BUFFER_BIT);\r
+\r
+ shader_BBox = new Shader("basic_VS.hlsl", "basic_FS.hlsl");\r
+}\r
+\r
+void Graphix::FullScreen(bool _enable, bool _keepDesktopResolution)\r
+{\r
+ if (_enable)\r
+ {\r
+ if (_keepDesktopResolution)\r
+ {\r
+ width_bkp = width;\r
+ height_bkp = height;\r
+\r
+ SDL_DisplayMode dm;\r
+ if (SDL_GetDesktopDisplayMode(0, &dm) != 0)\r
+ Message::error((string)"SDL_GetDesktopDisplayMode failed:" + SDL_GetError());\r
+\r
+ width = dm.w;\r
+ height = dm.h;\r
+\r
+ SDL_SetWindowSize(sdl_window, width, height);\r
+ }\r
+ SDL_SetWindowFullscreen(sdl_window, SDL_WINDOW_FULLSCREEN);\r
+ }\r
+ else\r
+ {\r
+ if (_keepDesktopResolution && width_bkp !=0)\r
+ {\r
+ width = width_bkp;\r
+ height = height_bkp;\r
+\r
+ SDL_SetWindowSize(sdl_window, width, height);\r
+ }\r
+ SDL_SetWindowFullscreen(sdl_window, 0);\r
+ }\r
+ \r
+}\r
+\r
+void Graphix::catchMouse()\r
+{\r
+ //SDL_SetWindowGrab(sdl_window, SDL_TRUE);\r
+ SDL_ShowCursor(SDL_DISABLE); //TODO eventuell nicht nötig\r
+}\r
+\r
+void Graphix::freeMouse()\r
+{\r
+ //SDL_SetWindowGrab(sdl_window, SDL_FALSE);\r
+ SDL_ShowCursor(SDL_ENABLE); //TODO eventuell nicht nötig\r
+}\r
+\r
+void Graphix::hideMouse(bool _enable)\r
+{\r
+ if (_enable)\r
+ SDL_ShowCursor(SDL_DISABLE);\r
+ else\r
+ SDL_ShowCursor(SDL_ENABLE);\r
+}\r
+\r
+void Graphix::clear()\r
+{\r
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ if (testEffect(EF_MOTION_BLUR))\r
+ {\r
+ glAccum(GL_RETURN, MOTION_BLUR_INTENS);\r
+ glClear(GL_ACCUM_BUFFER_BIT);\r
+ }\r
+\r
+\r
+}\r
+\r
+\r
+void Graphix::swap()\r
+{\r
+ if (testEffect(EF_MOTION_BLUR))\r
+ glAccum(GL_ACCUM, MOTION_BLUR_COEFF);\r
+ SDL_GL_SwapWindow(sdl_window);\r
+}\r
+\r
+\r
+\r
+void Graphix::cleanup()\r
+{\r
+ delete shader_BBox;\r
+\r
+ //SDL_SetWindowGrab(sdl_window, SDL_FALSE);\r
+\r
+ SDL_GL_DeleteContext(sdl_glcontext);\r
+ SDL_DestroyWindow(sdl_window);\r
+\r
+ SDL_Quit();\r
+}\r
+\r
+unsigned int Graphix::getGlError()\r
+{\r
+ GLenum error = glGetError();\r
+\r
+ if (error != GL_NO_ERROR) {\r
+ switch (error) {\r
+ case GL_INVALID_ENUM:\r
+ Message::error((string)"GL: enum argument out of range.");\r
+ break;\r
+ case GL_INVALID_VALUE:\r
+ Message::error((string)"GL: Numeric argument out of range.");\r
+ break;\r
+ case GL_INVALID_OPERATION:\r
+ Message::error((string)"GL: Operation illegal in current state.");\r
+ break;\r
+ case GL_INVALID_FRAMEBUFFER_OPERATION:\r
+ Message::error((string)"GL: Framebuffer object is not complete.");\r
+ break;\r
+ case GL_OUT_OF_MEMORY:\r
+ Message::error((string)"GL: Not enough memory left to execute command.");\r
+ break;\r
+ default:\r
+ Message::error((string)"GL: Unknown error.");\r
+ }\r
+ }\r
+ return error;\r
+}\r
+\r
+unsigned int Graphix::width = 1024;\r
+unsigned int Graphix::height = 768;\r
+\r
+unsigned int Graphix::xpos = SDL_WINDOWPOS_UNDEFINED;\r
+unsigned int Graphix::ypos = SDL_WINDOWPOS_UNDEFINED;\r
+\r
+unsigned int Graphix::width_bkp = 0;\r
+unsigned int Graphix::height_bkp = 0;\r
+\r
+string Graphix::windowTitle = "Weave";\r
+\r
+Uint32 Graphix::windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_INPUT_GRABBED;\r
+Uint32 Graphix::sdlFlags = SDL_INIT_VIDEO | SDL_INIT_TIMER;\r
+\r
+SDL_Window* Graphix::sdl_window;\r
+\r
+SDL_GLContext Graphix::sdl_glcontext;\r
+\r
+short Graphix::effects = EF_TRANSPARENCY;\r
+\r
+Shader* Graphix::shader_BBox;\r
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\ No newline at end of file