mirror of
https://github.com/introlab/rtabmap_ros.git
synced 2026-10-04 16:57:46 +08:00
Tango: 0.12.0 (performance optimization, time and memory)
This commit is contained in:
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//package ri.blog.opengl008;
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package com.introlab.rtabmap;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.nio.ShortBuffer;
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import java.util.Iterator;
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import java.util.Vector;
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import android.content.Context;
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import android.graphics.Bitmap;
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import android.graphics.Canvas;
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import android.graphics.Color;
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import android.graphics.Rect;
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import android.graphics.Typeface;
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import android.opengl.GLES20;
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import android.opengl.GLUtils;
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import android.text.TextPaint;
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public class TextManager {
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/* SHADER Text
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*
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* This shader is for rendering 2D text textures straight from a texture
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* Color and alpha blended.
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*
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*/
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public static final String vs_Text =
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"uniform mat4 uMVPMatrix;" +
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"attribute vec4 vPosition;" +
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"attribute vec4 a_Color;" +
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"attribute vec2 a_texCoord;" +
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"varying vec4 v_Color;" +
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"varying vec2 v_texCoord;" +
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"void main() {" +
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" gl_Position = uMVPMatrix * vPosition;" +
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" v_texCoord = a_texCoord;" +
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" v_Color = a_Color;" +
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"}";
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public static final String fs_Text =
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"precision mediump float;" +
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"varying vec4 v_Color;" +
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"varying vec2 v_texCoord;" +
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"uniform sampler2D s_texture;" +
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"void main() {" +
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" gl_FragColor = texture2D( s_texture, v_texCoord ) * v_Color;" +
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" gl_FragColor.rgb *= v_Color.a;" +
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"}";
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public static int sp_Text;
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public static final int RI_TEXT_TEXTURE_SIZE = 512; // 512
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public static final float RI_TEXT_HEIGHT_BASE = 32.0f;
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public static final char RI_TEXT_START = ' ';
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public static final char RI_TEXT_STOP = '~'+1;
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public float getMaxTextHeight() {return mTextHeight;}
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private float mUVWidth;
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private float mUVHeight;
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private float mTextHeight;
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private FloatBuffer vertexBuffer;
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private FloatBuffer textureBuffer;
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private FloatBuffer colorBuffer;
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private ShortBuffer drawListBuffer;
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private float[] vecs;
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private float[] uvs;
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private short[] indices;
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private float[] colors;
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private int index_vecs;
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private int index_indices;
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private int index_uvs;
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private int index_colors;
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private int texturenr;
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private int[] mTextures;
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private float uniformscale = 1.0f;
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float[] mCharacterWidth;
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public TextManager(Context context)
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{
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// Create the arrays
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vecs = new float[3 * 10];
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colors = new float[4 * 10];
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uvs = new float[2 * 10];
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indices = new short[10];
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// init as 0 as default
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texturenr = 0;
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// Text shader
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int vshadert = TextManager.loadShader(GLES20.GL_VERTEX_SHADER, TextManager.vs_Text);
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int fshadert = TextManager.loadShader(GLES20.GL_FRAGMENT_SHADER, TextManager.fs_Text);
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TextManager.sp_Text = GLES20.glCreateProgram();
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GLES20.glAttachShader(TextManager.sp_Text, vshadert);
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GLES20.glAttachShader(TextManager.sp_Text, fshadert); // add the fragment shader to program
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GLES20.glLinkProgram(TextManager.sp_Text); // creates OpenGL ES program executables
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// Generate Textures, if more needed, alter these numbers.
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mTextures = new int[1];
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GLES20.glGenTextures(1, mTextures, 0);
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// Create an empty, mutable bitmap
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Bitmap bitmap = Bitmap.createBitmap(RI_TEXT_TEXTURE_SIZE, RI_TEXT_TEXTURE_SIZE, Bitmap.Config.ARGB_4444);
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// get a canvas to paint over the bitmap
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Canvas canvas = new Canvas(bitmap);
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bitmap.eraseColor(0);
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// Draw the text
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TextPaint textPaint = new TextPaint();
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textPaint.setTextSize(RI_TEXT_HEIGHT_BASE);
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textPaint.setColor(Color.WHITE);
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textPaint.setAntiAlias(true);
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textPaint.setTypeface(Typeface.create("Arial", Typeface.BOLD));
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// compute real maximum height
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mTextHeight=0.0f;
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for(char c=RI_TEXT_START; c<RI_TEXT_STOP; ++c)
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{
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Rect textBounds = new Rect();
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textPaint.getTextBounds(String.valueOf(c), 0, 1, textBounds);
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if(textBounds.height() + textBounds.bottom > mTextHeight)
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{
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mTextHeight = textBounds.height() + textBounds.bottom;
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}
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}
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mUVWidth = (float)RI_TEXT_HEIGHT_BASE/(float)RI_TEXT_TEXTURE_SIZE;
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mUVHeight = mTextHeight/(float)RI_TEXT_TEXTURE_SIZE;
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int colCount = RI_TEXT_TEXTURE_SIZE/(int)RI_TEXT_HEIGHT_BASE;
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mCharacterWidth = new float[RI_TEXT_STOP-RI_TEXT_START];
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int i=0;
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for(char c=RI_TEXT_START; c<RI_TEXT_STOP; ++c)
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{
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Rect textBounds = new Rect();
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textPaint.getTextBounds(String.valueOf(c), 0, 1, textBounds);
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canvas.drawText(String.valueOf(c), (i%colCount)*RI_TEXT_HEIGHT_BASE, (i/colCount) * mTextHeight + RI_TEXT_HEIGHT_BASE, textPaint);
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mCharacterWidth[i] = textPaint.measureText(String.valueOf(c));
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++i;
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}
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextures[0]);
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
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GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
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//Clean up
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bitmap.recycle();
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}
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public void setTextureID(int val)
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{
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texturenr = val;
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}
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public static int loadShader(int type, String shaderCode){
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// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
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// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
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int shader = GLES20.glCreateShader(type);
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// add the source code to the shader and compile it
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GLES20.glShaderSource(shader, shaderCode);
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GLES20.glCompileShader(shader);
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// return the shader
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return shader;
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}
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public void AddCharRenderInformation(float[] vec, float[] cs, float[] uv, short[] indi)
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{
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// We need a base value because the object has indices related to
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// that object and not to this collection so basicly we need to
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// translate the indices to align with the vertexlocation in ou
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// vecs array of vectors.
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short base = (short) (index_vecs / 3);
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// We should add the vec, translating the indices to our saved vector
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for(int i=0;i<vec.length;i++)
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{
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vecs[index_vecs] = vec[i];
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index_vecs++;
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}
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// We should add the colors, so we can use the same texture for multiple effects.
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for(int i=0;i<cs.length;i++)
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{
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colors[index_colors] = cs[i];
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index_colors++;
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}
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// We should add the uvs
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for(int i=0;i<uv.length;i++)
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{
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uvs[index_uvs] = uv[i];
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index_uvs++;
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}
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// We handle the indices
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for(int j=0;j<indi.length;j++)
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{
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indices[index_indices] = (short) (base + indi[j]);
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index_indices++;
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}
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}
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public void PrepareDrawInfo(Vector<TextObject> txtcollection)
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{
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// Reset the indices.
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index_vecs = 0;
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index_indices = 0;
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index_uvs = 0;
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index_colors = 0;
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// Get the total amount of characters
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int charcount = 0;
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for (TextObject txt : txtcollection) {
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if(txt!=null)
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{
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if(!(txt.text==null))
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{
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charcount += txt.text.length();
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}
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}
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}
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// Create the arrays we need with the correct size.
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vecs = null;
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colors = null;
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uvs = null;
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indices = null;
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vecs = new float[charcount * 12];
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colors = new float[charcount * 16];
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uvs = new float[charcount * 8];
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indices = new short[charcount * 6];
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}
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public void PrepareDraw(Vector<TextObject> txtcollection)
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{
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// Setup all the arrays
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PrepareDrawInfo(txtcollection);
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// Using the iterator protects for problems with concurrency
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for( Iterator< TextObject > it = txtcollection.iterator(); it.hasNext() ; )
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{
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TextObject txt = it.next();
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if(txt!=null)
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{
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if(!(txt.text==null))
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{
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convertTextToTriangleInfo(txt);
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}
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}
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}
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}
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public void Draw(float[] m)
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{
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if(vecs.length > 0)
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{
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GLES20.glDisable(GLES20.GL_DEPTH_TEST);
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// Set the correct shader for our grid object.
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GLES20.glUseProgram(sp_Text);
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// The vertex buffer.
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ByteBuffer bb = ByteBuffer.allocateDirect(vecs.length * 4);
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bb.order(ByteOrder.nativeOrder());
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vertexBuffer = bb.asFloatBuffer();
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vertexBuffer.put(vecs);
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vertexBuffer.position(0);
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// The vertex buffer.
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ByteBuffer bb3 = ByteBuffer.allocateDirect(colors.length * 4);
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bb3.order(ByteOrder.nativeOrder());
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colorBuffer = bb3.asFloatBuffer();
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colorBuffer.put(colors);
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colorBuffer.position(0);
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// The texture buffer
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ByteBuffer bb2 = ByteBuffer.allocateDirect(uvs.length * 4);
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bb2.order(ByteOrder.nativeOrder());
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textureBuffer = bb2.asFloatBuffer();
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textureBuffer.put(uvs);
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textureBuffer.position(0);
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// initialize byte buffer for the draw list
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ByteBuffer dlb = ByteBuffer.allocateDirect(indices.length * 2);
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dlb.order(ByteOrder.nativeOrder());
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drawListBuffer = dlb.asShortBuffer();
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drawListBuffer.put(indices);
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drawListBuffer.position(0);
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// get handle to vertex shader's vPosition member
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int mPositionHandle = GLES20.glGetAttribLocation(sp_Text, "vPosition");
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// Enable a handle to the triangle vertices
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GLES20.glEnableVertexAttribArray(mPositionHandle);
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// Prepare the background coordinate data
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GLES20.glVertexAttribPointer(mPositionHandle, 3,
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GLES20.GL_FLOAT, false,
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0, vertexBuffer);
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int mTexCoordLoc = GLES20.glGetAttribLocation(sp_Text, "a_texCoord" );
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// Prepare the texturecoordinates
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GLES20.glVertexAttribPointer ( mTexCoordLoc, 2, GLES20.GL_FLOAT,
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false,
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0, textureBuffer);
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GLES20.glEnableVertexAttribArray ( mPositionHandle );
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GLES20.glEnableVertexAttribArray ( mTexCoordLoc );
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int mColorHandle = GLES20.glGetAttribLocation(sp_Text, "a_Color");
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// Enable a handle to the triangle vertices
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GLES20.glEnableVertexAttribArray(mColorHandle);
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// Prepare the background coordinate data
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GLES20.glVertexAttribPointer(mColorHandle, 4,
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GLES20.GL_FLOAT, false,
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0, colorBuffer);
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// get handle to shape's transformation matrix
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int mtrxhandle = GLES20.glGetUniformLocation(sp_Text, "uMVPMatrix");
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// Apply the projection and view transformation
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GLES20.glUniformMatrix4fv(mtrxhandle, 1, false, m, 0);
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int mSamplerLoc = GLES20.glGetUniformLocation (sp_Text, "s_texture" );
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// Texture activate unit 0
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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// Bind the texture to this unit.
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextures[0]);
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// Set the sampler texture unit to our selected id
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GLES20.glUniform1i ( mSamplerLoc, texturenr);
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// Draw the triangle
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GLES20.glDrawElements(GLES20.GL_TRIANGLES, indices.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
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// Disable vertex array
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GLES20.glDisableVertexAttribArray(mPositionHandle);
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GLES20.glDisableVertexAttribArray(mTexCoordLoc);
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GLES20.glDisableVertexAttribArray(mColorHandle);
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}
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}
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private void convertTextToTriangleInfo(TextObject val)
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{
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// Get attributes from text object
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float x = val.x;
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float y = val.y;
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String text = val.text;
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// Create
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for(int j=0; j<text.length(); j++)
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{
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// get ascii value
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char c = text.charAt(j);
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int c_val = (int)c;
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int indx = c_val-RI_TEXT_START;
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if(indx<0 || indx>=mCharacterWidth.length) {
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// unknown character, we will add a space for it to be save.
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indx = 0;
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}
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int colCount = RI_TEXT_TEXTURE_SIZE/(int)RI_TEXT_HEIGHT_BASE;
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// Calculate the uv parts
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int row = indx / colCount;
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int col = indx % colCount;
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float v = row * mUVHeight;
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float v2 = v + mUVHeight;
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float u = col * mUVWidth;
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float u2 = u + mCharacterWidth[indx]/(float)RI_TEXT_TEXTURE_SIZE;
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// Creating the triangle information
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float[] vec = new float[12];
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float[] uv = new float[8];
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float[] colors = new float[16];
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vec[0] = x;
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vec[1] = y + (mTextHeight * uniformscale);
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vec[2] = 0.99f;
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vec[3] = x;
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vec[4] = y;
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vec[5] = 0.99f;
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vec[6] = x + (mCharacterWidth[indx] * uniformscale);
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vec[7] = y;
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vec[8] = 0.99f;
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vec[9] = x + (mCharacterWidth[indx] * uniformscale);
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vec[10] = y + (mTextHeight * uniformscale);
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vec[11] = 0.99f;
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colors = new float[]
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{val.color[0], val.color[1], val.color[2], val.color[3],
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val.color[0], val.color[1], val.color[2], val.color[3],
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val.color[0], val.color[1], val.color[2], val.color[3],
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val.color[0], val.color[1], val.color[2], val.color[3]
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};
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// 0.001f = texture bleeding hack/fix
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uv[0] = u+0.001f;
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uv[1] = v+0.001f;
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uv[2] = u+0.001f;
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uv[3] = v2-0.001f;
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uv[4] = u2-0.001f;
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uv[5] = v2-0.001f;
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uv[6] = u2-0.001f;
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uv[7] = v+0.001f;
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short[] inds = {0, 1, 2, 0, 2, 3};
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// Add our triangle information to our collection for 1 render call.
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AddCharRenderInformation(vec, colors, uv, inds);
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// Calculate the new position
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x += (mCharacterWidth[indx] * uniformscale);
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}
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}
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public float getUniformscale() {
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return uniformscale;
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}
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public void setUniformscale(float uniformscale) {
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this.uniformscale = uniformscale;
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}
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}
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