New Scene struct
The scene is more than just a list of hittables. It's any and all hittables (so the list, yeah), and also the camera(s!) in the world. This doens't compile, however. More work will need to be done to untangle the other things that could previously see these scattered components.
This commit is contained in:
32
src/main.rs
32
src/main.rs
@@ -4,7 +4,10 @@ mod renderer;
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mod scene;
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use crate::primitives::Vec3;
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use crate::scene::Camera;
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use crate::scene::{
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Camera,
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Scene
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};
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use crate::renderer::RenderCommand;
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use rand::SeedableRng;
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@@ -24,20 +27,19 @@ fn main() {
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// random generator
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let mut small_rng = SmallRng::seed_from_u64(0);
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// world
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let world = scene::random_scene(&mut small_rng);
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// camera
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let cam = Camera::new(
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Vec3::new(13.0, 2.0, 3.0), // lookfrom
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Vec3::zero(), // lookat
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Vec3::new(0.0, 1.0, 0.0), // vup
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20.0,
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aspect_ratio,
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0.1, // aperture
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10.0, // dist_to_focus
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);
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// Scene (now includes camera)
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let scene = Scene {
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camera: Camera::new(
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Vec3::new(13.0, 2.0, 3.0), // lookfrom
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Vec3::zero(), // lookat
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Vec3::new(0.0, 1.0, 0.0), // vup
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20.0,
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aspect_ratio,
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0.1, // aperture
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10.0, // dist_to_focus
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),
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world: Scene::random_world(&mut small_rng)
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};
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// render
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// The render loop should now be a job submission mechanism
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153
src/scene.rs
153
src/scene.rs
@@ -228,85 +228,92 @@ impl Camera {
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}
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}
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pub fn random_scene(srng: &mut SmallRng) -> Hittable {
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let mat_ground = Material::Lambertian { albedo: Vec3::new(0.5, 0.5, 0.5) };
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let mut world = Hittable::HittableList { hittables : Vec::<Hittable>::new() };
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world.push( Hittable::Sphere { center: Vec3::new(0.0, -1000.0, 0.0), radius: 1000.0, material: mat_ground });
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pub struct Scene {
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pub camera: Camera,
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pub world: Hittable,
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}
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let distrib_zero_one = Uniform::new(0.0, 1.0);
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for a in -11..11 {
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for b in -11..11 {
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let choose_mat = srng.sample(distrib_zero_one);
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let center = Vec3 {
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x: a as f32 + 0.9 * srng.sample(distrib_zero_one),
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y: 0.2,
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z: b as f32 + 0.9 * srng.sample(distrib_zero_one),
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};
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if (center - Vec3::new(4.0, 0.2, 0.0)).length() > 0.9 {
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impl Scene {
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pub fn random_world(srng: &mut SmallRng) -> Hittable {
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let mat_ground = Material::Lambertian { albedo: Vec3::new(0.5, 0.5, 0.5) };
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let mut world = Hittable::HittableList { hittables : Vec::<Hittable>::new() };
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if choose_mat < 0.8 {
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// diffuse
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let albedo = Vec3::rand(srng, distrib_zero_one) * Vec3::rand(srng, distrib_zero_one);
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let sphere_material = Material::Lambertian { albedo };
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world.push(
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Hittable::Sphere {
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center,
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radius: 0.2,
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material: sphere_material,
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}
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);
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} else if choose_mat < 0.95 {
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// metal
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let distr_albedo = Uniform::new(0.5, 1.0);
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let distr_fuzz = Uniform::new(0.0, 0.5);
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let albedo = Vec3::rand(srng, distr_albedo);
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let fuzz = srng.sample(distr_fuzz);
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let material = Material::Metal { albedo, fuzz };
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world.push(
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Hittable::Sphere {
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center,
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radius: 0.2,
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material: material,
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}
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);
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} else {
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// glass
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let material = Material::Dielectric { index_refraction: 1.5 };
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world.push(
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Hittable::Sphere{
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center,
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radius: 0.2,
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material: material,
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}
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);
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world.push( Hittable::Sphere { center: Vec3::new(0.0, -1000.0, 0.0), radius: 1000.0, material: mat_ground });
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let distrib_zero_one = Uniform::new(0.0, 1.0);
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for a in -11..11 {
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for b in -11..11 {
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let choose_mat = srng.sample(distrib_zero_one);
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let center = Vec3 {
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x: a as f32 + 0.9 * srng.sample(distrib_zero_one),
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y: 0.2,
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z: b as f32 + 0.9 * srng.sample(distrib_zero_one),
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};
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if (center - Vec3::new(4.0, 0.2, 0.0)).length() > 0.9 {
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if choose_mat < 0.8 {
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// diffuse
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let albedo = Vec3::rand(srng, distrib_zero_one) * Vec3::rand(srng, distrib_zero_one);
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let sphere_material = Material::Lambertian { albedo };
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world.push(
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Hittable::Sphere {
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center,
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radius: 0.2,
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material: sphere_material,
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}
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);
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} else if choose_mat < 0.95 {
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// metal
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let distr_albedo = Uniform::new(0.5, 1.0);
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let distr_fuzz = Uniform::new(0.0, 0.5);
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let albedo = Vec3::rand(srng, distr_albedo);
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let fuzz = srng.sample(distr_fuzz);
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let material = Material::Metal { albedo, fuzz };
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world.push(
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Hittable::Sphere {
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center,
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radius: 0.2,
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material: material,
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}
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);
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} else {
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// glass
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let material = Material::Dielectric { index_refraction: 1.5 };
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world.push(
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Hittable::Sphere{
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center,
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radius: 0.2,
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material: material,
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}
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);
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};
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}
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}
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}
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let material1 = Material::Dielectric { index_refraction: 1.5 };
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world.push( Hittable::Sphere{
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center: Vec3::new(0.0, 1.0, 0.0),
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radius: 1.0,
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material: material1
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});
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let material2 = Material::Lambertian { albedo: Vec3::new(0.4, 0.2, 0.1) };
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world.push( Hittable::Sphere {
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center: Vec3::new(-4.0, 1.0, 0.0),
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radius: 1.0,
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material: material2
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});
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let material3 = Material::Metal { albedo: Vec3::new(0.7, 0.6, 0.5), fuzz: 0.0 };
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world.push( Hittable::Sphere {
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center: Vec3::new(4.0, 1.0, 0.0),
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radius: 1.0,
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material: material3
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});
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world
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}
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let material1 = Material::Dielectric { index_refraction: 1.5 };
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world.push( Hittable::Sphere{
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center: Vec3::new(0.0, 1.0, 0.0),
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radius: 1.0,
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material: material1
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});
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let material2 = Material::Lambertian { albedo: Vec3::new(0.4, 0.2, 0.1) };
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world.push( Hittable::Sphere {
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center: Vec3::new(-4.0, 1.0, 0.0),
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radius: 1.0,
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material: material2
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});
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let material3 = Material::Metal { albedo: Vec3::new(0.7, 0.6, 0.5), fuzz: 0.0 };
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world.push( Hittable::Sphere {
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center: Vec3::new(4.0, 1.0, 0.0),
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radius: 1.0,
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material: material3
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});
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return world;
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}
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