2019-05-10 21:51:59 +00:00
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using System.Threading.Tasks;
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using GL_EditorFramework.GL_Core;
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using GL_EditorFramework.Interfaces;
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using Switch_Toolbox.Library.IO;
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using Switch_Toolbox.Library;
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using Switch_Toolbox.Library.Rendering;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using BcresLibrary;
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namespace FirstPlugin
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{
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public class BCRES_Render : AbstractGlDrawable
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{
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2019-05-11 20:11:27 +00:00
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public Matrix4 ModelTransform = Matrix4.Identity;
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2019-05-10 21:51:59 +00:00
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public List<CMDLWrapper> Models = new List<CMDLWrapper>();
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// gl buffer objects
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int vbo_position;
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int ibo_elements;
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private void GenerateBuffers()
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{
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GL.GenBuffers(1, out vbo_position);
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GL.GenBuffers(1, out ibo_elements);
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UpdateVertexData();
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}
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public void Destroy()
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{
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GL.DeleteBuffer(vbo_position);
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GL.DeleteBuffer(ibo_elements);
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}
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public void UpdateVertexData()
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{
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if (!Runtime.OpenTKInitialized)
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return;
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SOBJWrapper.DisplayVertex[] Vertices;
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int[] Faces;
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int poffset = 0;
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int voffset = 0;
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List<SOBJWrapper.DisplayVertex> Vs = new List<SOBJWrapper.DisplayVertex>();
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List<int> Ds = new List<int>();
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foreach (CMDLWrapper m in Models)
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{
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foreach (SOBJWrapper shape in m.Shapes)
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{
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shape.Offset = poffset * 4;
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List<SOBJWrapper.DisplayVertex> pv = shape.CreateDisplayVertices();
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Vs.AddRange(pv);
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for (int i = 0; i < shape.lodMeshes[shape.DisplayLODIndex].displayFaceSize; i++)
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{
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Ds.Add(shape.display[i] + voffset);
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}
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poffset += shape.lodMeshes[shape.DisplayLODIndex].displayFaceSize;
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voffset += pv.Count;
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}
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}
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// Binds
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Vertices = Vs.ToArray();
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Faces = Ds.ToArray();
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// Bind only once!
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
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GL.BufferData<SOBJWrapper.DisplayVertex>(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * SOBJWrapper.DisplayVertex.Size), Vertices, BufferUsageHint.StaticDraw);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
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GL.BufferData<int>(BufferTarget.ElementArrayBuffer, (IntPtr)(Faces.Length * sizeof(int)), Faces, BufferUsageHint.StaticDraw);
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LibraryGUI.Instance.UpdateViewport();
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}
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public ShaderProgram defaultShaderProgram;
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public override void Prepare(GL_ControlModern control)
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{
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string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.frag";
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string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.vert";
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var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
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var defaultVert = new VertexShader(File.ReadAllText(pathVert));
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defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert);
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}
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public override void Prepare(GL_ControlLegacy control)
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{
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string pathFrag = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.frag";
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string pathVert = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Bcres") + "\\BCRES.vert";
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var defaultFrag = new FragmentShader(File.ReadAllText(pathFrag));
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var defaultVert = new VertexShader(File.ReadAllText(pathVert));
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defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert);
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}
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public override void Draw(GL_ControlLegacy control, Pass pass)
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{
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if (!Runtime.OpenTKInitialized)
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return;
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}
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public override void Draw(GL_ControlModern control, Pass pass)
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{
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if (!Runtime.OpenTKInitialized)
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return;
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bool buffersWereInitialized = ibo_elements != 0 && vbo_position != 0;
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if (!buffersWereInitialized)
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GenerateBuffers();
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2019-05-11 20:11:27 +00:00
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ShaderProgram shader = defaultShaderProgram;
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control.CurrentShader = shader;
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control.UpdateModelMatrix(Matrix4.CreateScale(Runtime.previewScale) * ModelTransform);
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2019-05-11 20:25:27 +00:00
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Matrix4 camMat = control.ModelMatrix * control.CameraMatrix * control.ProjectionMatrix;
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Matrix4 invertedCamera = Matrix4.Identity;
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if (invertedCamera.Determinant != 0)
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invertedCamera = camMat.Inverted();
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Vector3 lightDirection = new Vector3(0f, 0f, -1f);
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shader.SetVector3("difLightDirection", Vector3.TransformNormal(lightDirection, invertedCamera).Normalized());
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2019-05-11 20:11:27 +00:00
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SetRenderSettings(shader);
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DrawModels(shader, control);
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}
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private void SetRenderSettings(ShaderProgram shader)
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{
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shader.SetInt("renderType", (int)Runtime.viewportShading);
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}
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private void DrawModels(ShaderProgram shader, GL_ControlModern control)
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{
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shader.EnableVertexAttributes();
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foreach (CMDLWrapper mdl in Models)
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{
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if (mdl.Checked)
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{
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foreach (SOBJWrapper shp in mdl.Shapes)
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{
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DrawModel(shp, mdl, shader, mdl.IsSelected);
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}
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}
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}
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shader.DisableVertexAttributes();
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}
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private void SetVertexAttributes(SOBJWrapper m, ShaderProgram shader)
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{
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo_position);
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GL.VertexAttribPointer(shader.GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 0);
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GL.VertexAttribPointer(shader.GetAttribute("vNormal"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 12);
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GL.VertexAttribPointer(shader.GetAttribute("vTangent"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 24);
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GL.VertexAttribPointer(shader.GetAttribute("vUV0"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 36);
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GL.VertexAttribPointer(shader.GetAttribute("vColor"), 4, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 48);
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GL.VertexAttribIPointer(shader.GetAttribute("vBone"), 4, VertexAttribIntegerType.Int, SOBJWrapper.DisplayVertex.Size, new IntPtr(56));
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GL.VertexAttribPointer(shader.GetAttribute("vWeight"), 4, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 72);
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GL.VertexAttribPointer(shader.GetAttribute("vUV1"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 88);
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GL.VertexAttribPointer(shader.GetAttribute("vUV2"), 2, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 104);
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GL.VertexAttribPointer(shader.GetAttribute("vPosition2"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 112);
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GL.VertexAttribPointer(shader.GetAttribute("vPosition3"), 3, VertexAttribPointerType.Float, false, SOBJWrapper.DisplayVertex.Size, 124);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
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}
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private void DrawModel(SOBJWrapper m, CMDLWrapper mdl, ShaderProgram shader, bool drawSelection)
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{
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if (m.lodMeshes[m.DisplayLODIndex].faces.Count <= 3)
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return;
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SetVertexAttributes(m, shader);
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if ((m.IsSelected))
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{
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DrawModelSelection(m, shader);
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}
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else
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{
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if (Runtime.RenderModels)
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{
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GL.DrawElements(PrimitiveType.Triangles, m.lodMeshes[m.DisplayLODIndex].displayFaceSize, DrawElementsType.UnsignedInt, m.Offset);
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}
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}
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}
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private static void DrawModelSelection(STGenericObject p, ShaderProgram shader)
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{
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2019-05-10 21:51:59 +00:00
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}
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}
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}
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