476 lines
9.8 KiB
C++
476 lines
9.8 KiB
C++
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///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// Functions that algorithmically generate images, so that
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// the code examples for image file reading and writing have
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// data they can work with.
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// Note that it is not necessary to study the code below in
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// order to understand how the file I/O code examples work.
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//
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//-----------------------------------------------------------------------------
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#include "drawImage.h"
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#include <math.h>
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#include <stdlib.h>
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#include <float.h>
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#include <algorithm>
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#include "namespaceAlias.h"
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using namespace IMF;
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using namespace std;
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namespace
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{
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float
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pw (float x, int y)
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{
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float p = 1;
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while (y)
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{
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if (y & 1)
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p *= x;
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x *= x;
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y >>= 1;
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}
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return p;
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}
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void
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sp (Array2D<Rgba> &px, int w, int h,
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float xc, float yc, float rc,
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float rd, float gn, float bl, float lm)
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{
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int x1 = int (max ((float) floor (xc - rc), 0.0f));
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int x2 = int (min ((float) ceil (xc + rc), w - 1.0f));
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int y1 = int (max ((float) floor (yc - rc), 0.0f));
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int y2 = int (min ((float) ceil (yc + rc), h - 1.0f));
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for (int y = y1; y <= y2; ++y)
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{
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for (int x = x1; x <= x2; ++x)
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{
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float xl = (x - xc) / rc;
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float yl = (y - yc) / rc;
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float r = sqrt (xl * xl + yl * yl);
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if (r >= 1)
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continue;
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float a = 1;
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if (r * rc > rc - 1)
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a = rc - r * rc;
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float zl = sqrt (1 - r * r);
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float dl = xl * 0.42426 - yl * 0.56568 + zl * 0.70710;
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if (dl < 0)
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dl *= -0.1;
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float hl = pw (dl, 50) * 4;
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float dr = (dl + hl) * rd;
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float dg = (dl + hl) * gn;
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float db = (dl + hl) * bl;
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Rgba &p = px[y][x];
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p.r = p.r * (1 - a) + dr * lm * a;
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p.g = p.g * (1 - a) + dg * lm * a;
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p.b = p.b * (1 - a) + db * lm * a;
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p.a = 1 - (1 - p.a) * (1 - a);
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}
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}
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}
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void
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zsp (Array2D<half> &gpx, Array2D<float> &zpx, int w, int h,
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float xc, float yc, float zc, float rc, float gn)
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{
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int x1 = int (max ((float) floor (xc - rc), 0.0f));
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int x2 = int (min ((float) ceil (xc + rc), w - 1.0f));
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int y1 = int (max ((float) floor (yc - rc), 0.0f));
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int y2 = int (min ((float) ceil (yc + rc), h - 1.0f));
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for (int x = x1; x <= x2; ++x)
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{
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for (int y = y1; y <= y2; ++y)
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{
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float xl = (x - xc) / rc;
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float yl = (y - yc) / rc;
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float r = sqrt (xl * xl + yl * yl);
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if (r >= 1)
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continue;
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float a = 1;
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if (r * rc > rc - 1)
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a = rc - r * rc;
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float zl = sqrt (1 - r * r);
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float zp = zc - rc * zl;
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if (zp >= zpx[y][x])
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continue;
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float dl = xl * 0.42426 - yl * 0.56568 + zl * 0.70710;
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if (dl < 0)
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dl *= -0.1;
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float hl = pw (dl, 50) * 4;
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float dg = (dl + hl) * gn;
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gpx[y][x] = dg;
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zpx[y][x] = zp;
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}
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}
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}
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inline float
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z (float k)
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{
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k = 2 * (k - int (k));
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return (k < 1)? k: 2 - k;
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}
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inline void
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clear (Rgba &color)
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{
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color.r = 0;
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color.g = 0;
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color.b = 0;
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}
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inline void
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clear (GZ &gz)
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{
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gz.g = 0;
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gz.z = 0;
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}
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void
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add (float k, Rgba &color)
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{
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color.a = k;
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k *= 4;
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color.r += 0.1f + 4 * z (k);
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color.g += 0.1f + 4 * z (k + .33333f);
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color.b += 0.1f + 4 * z (k + .66667f);
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}
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void
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add (float k, GZ &gz)
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{
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k *= 5;
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gz.g += 4 * z (k);
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gz.z = k;
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}
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inline void
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scale (float f, Rgba &color)
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{
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color.r *= f;
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color.g *= f;
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color.b *= f;
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color.a *= f;
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}
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inline void
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scale (float f, GZ &gz)
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{
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gz.g *= f;
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gz.z *= f;
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}
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template <class P>
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void
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mndl (Array2D <P> &px,
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int w, int h,
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int xMin, int xMax,
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int yMin, int yMax,
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int xSamples, int ySamples,
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double rMin,
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double rMax,
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double iMin,
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double aspect,
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double rSeed,
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double iSeed)
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{
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if (xSamples > 6)
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xSamples = 6;
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if (ySamples > 6)
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ySamples = 6;
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double iMax = iMin + aspect * (rMax - rMin) * h / w;
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double sx = double (rMax - rMin) / w;
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double sy = double (iMax - iMin) / h;
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double tx = 1.f / xSamples;
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double ty = 1.f / ySamples;
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float t = tx * ty;
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for (int y = yMin; y < yMax; ++y)
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{
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for (int x = xMin; x < xMax; ++x)
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{
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P &p = px[y - yMin][x - xMin];
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clear (p);
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for (int i = 0; i < xSamples; ++i)
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{
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for (int j = 0; j < ySamples; ++j)
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{
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const double a = rMin + sx * (x + i * tx);
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const double b = iMin + sy * (y + j * ty);
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const double sMax = 100;
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const int kMax = 256;
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double r = rSeed;
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double i = iSeed;
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double s = 0;
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int k = 0;
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while (k < kMax && s < sMax)
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{
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s = r * r - i * i;
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i = 2 * r * i + b;
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r = s + a;
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k++;
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}
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add (k / float (kMax), p);
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}
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}
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scale (t, p);
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}
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}
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}
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} // namespace
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void
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drawImage1 (Array2D<Rgba> &px, int w, int h)
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{
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for (int y = 0; y < h; ++y)
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{
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for (int x = 0; x < w; ++x)
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{
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Rgba &p = px[y][x];
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p.r = 0;
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p.g = 0;
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p.b = 0;
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p.a = 0;
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}
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}
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int n = 5600;
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for (int i = 0; i < n; ++i)
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{
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float t = (i * 2.0 * M_PI) / n;
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float xp = sin (t * 2.0) + 0.2 * sin (t * 15.0);
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float yp = cos (t * 3.0) + 0.2 * cos (t * 15.0);
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float r = float (i + 1) / float (n);
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float xq = xp + 0.3 * r * sin (t * 80.0);
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float yq = yp + 0.3 * r * cos (t * 80.0);
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float xr = xp + 0.3 * r * sin (t * 80.0 + M_PI / 2);
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float yr = yp + 0.3 * r * cos (t * 80.0 + M_PI / 2);
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if (i % 10 == 0)
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sp (px, w, h,
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xp * w / 3 + w / 2, yp * h / 3 + h / 2,
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w * 0.05 * r,
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2.0, 0.8, 0.1,
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0.5 * r * r);
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sp (px, w, h,
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xq * w / 3 + w / 2, yq * h / 3 + h / 2,
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w * 0.01 * r,
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0.7, 0.2, 2.0,
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0.5 * r * r);
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sp (px, w, h,
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xr * w / 3 + w / 2, yr * h / 3 + h / 2,
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w * 0.01 * r,
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0.2, 1.5, 0.1,
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0.5 * r * r);
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}
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}
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void
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drawImage2 (Array2D<half> &gpx, Array2D<float> &zpx, int w, int h)
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{
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for (int y = 0; y < h; ++y)
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{
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for (int x = 0; x < w; ++x)
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{
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gpx[y][x] = 0;
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zpx[y][x] = FLT_MAX;
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}
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}
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int n = 2000;
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for (int i = 0; i < n; ++i)
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{
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float t = (i * 2.0 * M_PI) / n;
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float xp = sin (t * 4.0) + 0.2 * sin (t * 15.0);
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float yp = cos (t * 3.0) + 0.2 * cos (t * 15.0);
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float zp = sin (t * 5.0);
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float rd = 0.7 + 0.3 * sin (t * 15.0);
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float gn = 0.5 - 0.5 * zp + 0.2;
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zsp (gpx, zpx, w, h,
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xp * w / 3 + w / 2,
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yp * h / 3 + h / 2,
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zp * w + 3 * w,
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w * rd * 0.05,
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2.5 * gn * gn);
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}
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}
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void
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drawImage3 (Array2D<Rgba> &px,
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int w, int h,
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int xMin, int xMax,
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int yMin, int yMax,
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int xLevel, int yLevel)
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{
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mndl (px,
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w, h,
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xMin, xMax,
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yMin, yMax,
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(1 << xLevel), (1 << yLevel),
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0.328, 0.369,
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0.5,
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double (1 << yLevel) / double (1 << xLevel),
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-0.713, 0.9738);
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}
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void
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drawImage4 (Array2D<Rgba> &px,
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int w, int h,
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int xMin, int xMax,
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int yMin, int yMax,
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int xLevel, int yLevel)
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{
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mndl (px,
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w, h,
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xMin, xMax,
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yMin, yMax,
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(1 << xLevel), (1 << yLevel),
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0.3247, 0.33348,
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0.4346,
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double (1 << yLevel) / double (1 << xLevel),
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0.4, -0.765);
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}
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void
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drawImage5 (Array2D<Rgba> &px,
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int w, int h,
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int xMin, int xMax,
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int yMin, int yMax,
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int xLevel, int yLevel)
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{
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mndl (px,
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w, h,
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xMin, xMax,
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yMin, yMax,
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(1 << xLevel), (1 << yLevel),
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0.2839, 0.2852,
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0.00961,
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double (1 << yLevel) / double (1 << xLevel),
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0.25, 0.31);
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}
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void
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drawImage6 (Array2D<GZ> &px, int w, int h)
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{
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mndl (px,
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w, h,
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0, w,
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0, h,
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3, 3,
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-2.5, 1.0,
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-1.3333,
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1,
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0, 0);
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}
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void
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drawImage7 (Array<Rgba> &px, int w, int h, int y)
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{
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for (int x = 0; x < w; ++x)
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{
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float xc = x - w / 2;
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float yc = y - h / 2;
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float a = atan2 (xc, yc);
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||
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float r = sqrt (xc * xc + yc * yc);
|
||
|
|
||
|
Rgba &p = px[x];
|
||
|
p.r = sin (3.0f * a + 0.3f * sin (0.10f * r)) * 0.5f + 0.5f;
|
||
|
p.g = sin (3.0f * a + 0.3f * sin (0.11f * r)) * 0.5f + 0.5f;
|
||
|
p.b = sin (3.0f * a + 0.3f * sin (0.12f * r)) * 0.5f + 0.5f;
|
||
|
p.a = 1;
|
||
|
}
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||
|
}
|