added cube map textures to glw.
This commit is contained in:
parent
cfba5001fd
commit
03bfd9bf31
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@ -10,6 +10,7 @@
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#include "./program.h"
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#include "./renderbuffer.h"
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#include "./texture2d.h"
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#include "./texturecube.h"
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#include "./framebuffer.h"
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#include <string>
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@ -249,6 +250,24 @@ class Context : public detail::NonCopyable
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this->bindTexture2D(nullHandle, unit);
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}
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TextureCubeHandle createTextureCube(const TextureCubeArguments & args)
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{
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TextureCubeHandle handle = this->createHandle<TextureCube>();
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handle->object()->create(args);
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return handle;
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}
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BoundTextureCubeHandle bindTextureCube(TextureCubeHandle & handle, GLint unit)
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{
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return this->bind<BoundTextureCube>(handle, TextureCubeBindingParams(unit));
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}
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void unbindTextureCube(GLint unit)
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{
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TextureCubeHandle nullHandle;
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this->bindTextureCube(nullHandle, unit);
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}
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FramebufferHandle createFramebuffer(const FramebufferArguments & args)
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{
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FramebufferHandle handle = this->createHandle<Framebuffer>();
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@ -457,7 +476,8 @@ class Context : public detail::NonCopyable
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this->m_maxTextureUnits = int(texUnits);
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for (int i=0; i<this->m_maxTextureUnits; ++i)
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{
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this->initializeTarget<BoundTexture2D>(Texture2DBindingParams(GLint(i)));
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this->initializeTarget<BoundTexture2D >(Texture2DBindingParams (GLint(i)));
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this->initializeTarget<BoundTextureCube>(TextureCubeBindingParams (GLint(i)));
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}
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}
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}
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@ -496,7 +516,8 @@ class Context : public detail::NonCopyable
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{
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for (int i=0; i<this->m_maxTextureUnits; ++i)
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{
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this->terminateTarget<BoundTexture2D>(Texture2DBindingParams(GLint(i)));
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this->terminateTarget<BoundTexture2D >(Texture2DBindingParams (GLint(i)));
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this->terminateTarget<BoundTextureCube>(TextureCubeBindingParams (GLint(i)));
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}
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this->m_maxTextureUnits = 0;
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}
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@ -41,7 +41,7 @@ class RenderTarget
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: target (rTarget)
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, level (0)
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, layer (0)
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, face (GL_NONE)
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, face (GL_TEXTURE_CUBE_MAP_POSITIVE_X)
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{
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;
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}
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@ -51,7 +51,7 @@ class RenderTarget
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this->target.setNull();
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this->level = 0;
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this->layer = -1;
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this->face = GL_NONE;
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this->face = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
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}
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bool isNull(void) const
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@ -67,6 +67,11 @@ inline RenderTarget texture2DTarget(Texture2DHandle & handle, GLint level = 0)
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return RenderTarget(handle, level, 0, GL_NONE);
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}
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inline RenderTarget textureCubeTarget(TextureCubeHandle & handle, GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X, GLint level = 0)
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{
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return RenderTarget(handle, level, 0, face);
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}
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inline RenderTarget renderbufferTarget(RenderbufferHandle & handle)
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{
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return RenderTarget(handle, 0, 0, GL_NONE);
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@ -163,10 +168,10 @@ class FramebufferArguments : public ObjectArguments
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void clear(void)
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{
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BaseType::clear();
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this->colorTargets .clear();
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this->depthTarget .clear();
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this->stencilTarget .clear();
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this->targetInputs .clear();
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this->colorTargets .clear();
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this->depthTarget .clear();
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this->stencilTarget .clear();
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this->targetInputs .clear();
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}
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};
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@ -401,9 +406,10 @@ class Framebuffer : public Object
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switch (handle->type())
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{
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case RenderbufferType : glFramebufferRenderbuffer (target, attachment, GL_RENDERBUFFER, handle->name() ); break;
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case Texture2DType : glFramebufferTexture2D (target, attachment, GL_TEXTURE_2D, handle->name(), renderTarget.level); break;
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default : GLW_ASSERT(0); break;
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case RenderbufferType : glFramebufferRenderbuffer (target, attachment, GL_RENDERBUFFER, handle->name() ); break;
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case Texture2DType : glFramebufferTexture2D (target, attachment, GL_TEXTURE_2D, handle->name(), renderTarget.level); break;
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case TextureCubeType : glFramebufferTexture2D (target, attachment, renderTarget.face, handle->name(), renderTarget.level); break;
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default : GLW_ASSERT(0); break;
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}
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return true;
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@ -0,0 +1,312 @@
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#ifndef GLW_TEXTURECUBE_H
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#define GLW_TEXTURECUBE_H
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#include "./texture.h"
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namespace glw
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{
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class TextureCubeArguments : public TextureArguments
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{
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public:
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typedef TextureArguments BaseType;
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typedef TextureCubeArguments ThisType;
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GLsizei size;
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GLenum dataFormat;
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GLenum dataType;
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const void * data;
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TextureSampleMode sampler;
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TextureCubeArguments(void)
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{
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this->clear();
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}
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void clear(void)
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{
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BaseType::clear();
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this->size = 0;
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this->dataFormat = GL_NONE;
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this->dataType = GL_NONE;
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this->data = 0;
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this->sampler.clear();
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}
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};
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class TextureCube : public Texture
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{
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friend class Context;
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public:
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typedef Texture BaseType;
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typedef TextureCube ThisType;
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virtual Type type(void) const
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{
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return TextureCubeType;
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}
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virtual int imageDimensions(void) const
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{
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return 2;
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}
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virtual bool isArray(void) const
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{
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return false;
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}
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GLsizei size(void) const
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{
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return this->m_size;
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}
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GLsizei width(void) const
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{
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return this->size();
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}
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GLsizei height(void) const
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{
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return this->size();
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}
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void setImage(GLenum target, GLint unit, GLint level, GLsizei size, GLenum dataFormat, GLenum dataType, const void * data)
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{
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(void)unit;
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GLW_ASSERT(this->isValid());
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glTexImage2D(target, level, this->m_format, size, size, 0, dataFormat, dataType, data);
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}
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void getImage(GLenum target, GLint unit, GLint level, GLenum dataFormat, GLenum dataType, void * data)
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{
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(void)unit;
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GLW_ASSERT(this->isValid());
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glGetTexImage(target, level, dataFormat, dataType, data);
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}
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void setSubImage(GLenum target, GLint unit, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum dataFormat, GLenum dataType, const void * data)
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{
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(void)unit;
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GLW_ASSERT(this->isValid());
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glTexSubImage2D(target, level, xoffset, yoffset, width, height, dataFormat, dataType, data);
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}
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void generateMipmap(GLenum target, GLint unit)
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{
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(void)unit;
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GLW_ASSERT(this->isValid());
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glGenerateMipmap(target);
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}
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void setSampleMode(GLenum target, GLint unit, const TextureSampleMode & sampler)
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{
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(void)unit;
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GLW_ASSERT(this->isValid());
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if (GLW_CARE_OF(sampler.minFilter)) glTexParameteri(target, GL_TEXTURE_MIN_FILTER, sampler.minFilter);
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if (GLW_CARE_OF(sampler.magFilter)) glTexParameteri(target, GL_TEXTURE_MAG_FILTER, sampler.magFilter);
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if (GLW_CARE_OF(sampler.wrapS )) glTexParameteri(target, GL_TEXTURE_WRAP_S, sampler.wrapS );
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if (GLW_CARE_OF(sampler.wrapT )) glTexParameteri(target, GL_TEXTURE_WRAP_T, sampler.wrapT );
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}
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protected:
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GLsizei m_size;
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TextureCube(Context * ctx)
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: BaseType (ctx)
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, m_size (0)
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{
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;
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}
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bool create(const TextureCubeArguments & args)
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{
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this->destroy();
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GLint boundName = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &boundName);
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glGenTextures(1, &(this->m_name));
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glBindTexture(GL_TEXTURE_CUBE_MAP, this->m_name);
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for (int f=0; f<6; ++f)
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{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, 0, args.format, args.size, args.size, 0, args.dataFormat, args.dataType, args.data);
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}
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this->m_format = args.format;
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this->m_size = args.size;
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this->setSampleMode(GL_TEXTURE_CUBE_MAP, 0, args.sampler);
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glBindTexture(GL_TEXTURE_CUBE_MAP, boundName);
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return true;
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}
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virtual void doDestroy(void)
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{
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BaseType::doDestroy();
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this->m_format = GL_NONE;
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this->m_size = 0;
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}
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virtual bool doIsValid(void) const
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{
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return ((this->m_format != GL_NONE) && (this->m_size > 0));
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}
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};
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namespace detail { template <> struct BaseOf <TextureCube> { typedef Texture Type; }; };
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typedef detail::ObjectSharedPointerTraits <TextureCube> ::Type TextureCubePtr;
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class SafeTextureCube : public SafeTexture
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{
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friend class Context;
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friend class BoundTextureCube;
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public:
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typedef SafeTexture BaseType;
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typedef SafeTextureCube ThisType;
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SafeTextureCube(void)
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: BaseType()
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{
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;
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}
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GLsizei size(void) const
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{
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return this->object()->size();
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}
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GLsizei width(void) const
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{
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return this->object()->width();
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}
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GLsizei height(void) const
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{
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return this->object()->height();
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}
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protected:
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SafeTextureCube(const TextureCubePtr & texture2D)
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: BaseType(texture2D)
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{
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;
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}
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const TextureCubePtr & object(void) const
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{
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return static_cast<const TextureCubePtr &>(BaseType::object());
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}
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TextureCubePtr & object(void)
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{
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return static_cast<TextureCubePtr &>(BaseType::object());
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}
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};
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namespace detail { template <> struct BaseOf <SafeTextureCube> { typedef SafeTexture Type; }; };
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namespace detail { template <> struct ObjectBase <SafeTextureCube> { typedef TextureCube Type; }; };
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namespace detail { template <> struct ObjectSafe <TextureCube > { typedef SafeTextureCube Type; }; };
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typedef detail::ObjectSharedPointerTraits <SafeTextureCube> ::Type TextureCubeHandle;
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class TextureCubeBindingParams : public TextureBindingParams
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{
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public:
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typedef TextureBindingParams BaseType;
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typedef TextureCubeBindingParams ThisType;
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TextureCubeBindingParams(void)
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: BaseType()
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{
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;
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}
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TextureCubeBindingParams(GLenum aUnit)
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: BaseType(GL_TEXTURE_CUBE_MAP, aUnit)
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{
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;
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}
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};
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class BoundTextureCube : public BoundTexture
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{
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friend class Context;
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public:
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typedef BoundTexture BaseType;
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typedef BoundTextureCube ThisType;
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BoundTextureCube(void)
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: BaseType()
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{
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;
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}
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const TextureCubeHandle & handle(void) const
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{
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return static_cast<const TextureCubeHandle &>(BaseType::handle());
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}
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TextureCubeHandle & handle(void)
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{
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return static_cast<TextureCubeHandle &>(BaseType::handle());
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}
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void setSampleMode(const TextureSampleMode & sampler)
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{
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this->object()->setSampleMode(this->m_target, this->m_unit, sampler);
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}
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void setImage(GLenum face, GLint level, GLsizei size, GLenum dataFormat, GLenum dataType, const void * data)
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{
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this->object()->setImage(face, this->m_unit, level, size, dataFormat, dataType, data);
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}
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void getImage(GLenum face, GLint level, GLenum dataFormat, GLenum dataType, void * data)
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{
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this->object()->getImage(face, this->m_unit, level, dataFormat, dataType, data);
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}
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void setSubImage(GLenum face, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum dataFormat, GLenum dataType, const void * data)
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{
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this->object()->setSubImage(face, this->m_unit, level, xoffset, yoffset, width, height, dataFormat, dataType, data);
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}
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void generateMipmap(void)
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{
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this->object()->generateMipmap(this->m_target, this->m_unit);
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}
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protected:
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BoundTextureCube(const TextureCubeHandle & handle, const TextureCubeBindingParams & params)
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: BaseType(handle, params)
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{
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;
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}
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const TextureCubePtr & object(void) const
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{
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return this->handle()->object();
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}
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TextureCubePtr & object(void)
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{
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return this->handle()->object();
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}
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};
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namespace detail { template <> struct ParamsOf <BoundTextureCube> { typedef TextureCubeBindingParams Type; }; };
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namespace detail { template <> struct BaseOf <BoundTextureCube> { typedef BoundObject Type; }; };
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namespace detail { template <> struct ObjectBase <BoundTextureCube> { typedef TextureCube Type; }; };
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namespace detail { template <> struct ObjectBound <TextureCube > { typedef BoundTextureCube Type; }; };
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typedef detail::ObjectSharedPointerTraits <BoundTextureCube> ::Type BoundTextureCubeHandle;
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};
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#endif // GLW_TEXTURECUBE_H
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@ -16,6 +16,7 @@ enum Type
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FragmentShaderType,
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ProgramType,
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Texture2DType,
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TextureCubeType,
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FramebufferType
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};
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@ -210,6 +210,18 @@ inline Texture2DHandle createTexture2D(Context & ctx, GLenum format, GLsizei wid
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return ctx.createTexture2D(args);
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}
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inline TextureCubeHandle createTextureCube(Context & ctx, GLenum format, GLsizei size, GLenum dataFormat, GLenum dataType, const void * data = 0, const TextureSampleMode & sampler = TextureSampleMode())
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{
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TextureCubeArguments args;
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args.format = format;
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args.size = size;
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args.dataFormat = dataFormat;
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args.dataType = dataType;
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args.data = data;
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args.sampler = sampler;
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return ctx.createTextureCube(args);
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}
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inline FramebufferHandle createFramebufferWithDepthStencil
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(
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Context & ctx,
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