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https://github.com/TES3MP/openmw-tes3mp.git
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529 lines
20 KiB
C++
529 lines
20 KiB
C++
#include "stereo.hpp"
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#include "stringops.hpp"
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#include <osg/io_utils>
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#include <osg/ViewportIndexed>
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#include <osgUtil/CullVisitor>
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#include <osgViewer/Viewer>
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#include <iostream>
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#include <components/debug/debuglog.hpp>
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#include <components/sceneutil/statesetupdater.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include <components/settings/settings.hpp>
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namespace Misc
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{
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Pose Pose::operator+(const Pose& rhs)
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{
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Pose pose = *this;
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pose.position += this->orientation * rhs.position;
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pose.orientation = rhs.orientation * this->orientation;
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return pose;
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}
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const Pose& Pose::operator+=(const Pose& rhs)
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{
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*this = *this + rhs;
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return *this;
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}
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Pose Pose::operator*(float scalar)
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{
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Pose pose = *this;
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pose.position *= scalar;
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return pose;
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}
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const Pose& Pose::operator*=(float scalar)
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{
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*this = *this * scalar;
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return *this;
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}
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Pose Pose::operator/(float scalar)
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{
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Pose pose = *this;
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pose.position /= scalar;
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return pose;
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}
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const Pose& Pose::operator/=(float scalar)
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{
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*this = *this / scalar;
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return *this;
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}
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bool Pose::operator==(const Pose& rhs) const
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{
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return position == rhs.position && orientation == rhs.orientation;
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}
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osg::Matrix Pose::viewMatrix(bool useGLConventions)
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{
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if (useGLConventions)
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{
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// When applied as an offset to an existing view matrix,
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// that view matrix will already convert points to a camera space
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// with opengl conventions. So we need to convert offsets to opengl
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// conventions.
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float y = position.y();
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float z = position.z();
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position.y() = z;
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position.z() = -y;
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y = orientation.y();
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z = orientation.z();
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orientation.y() = z;
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orientation.z() = -y;
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osg::Matrix viewMatrix;
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viewMatrix.setTrans(-position);
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viewMatrix.postMultRotate(orientation.conj());
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return viewMatrix;
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}
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else
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{
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osg::Vec3d forward = orientation * osg::Vec3d(0, 1, 0);
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osg::Vec3d up = orientation * osg::Vec3d(0, 0, 1);
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osg::Matrix viewMatrix;
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viewMatrix.makeLookAt(position, position + forward, up);
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return viewMatrix;
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}
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}
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bool FieldOfView::operator==(const FieldOfView& rhs) const
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{
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return angleDown == rhs.angleDown
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&& angleUp == rhs.angleUp
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&& angleLeft == rhs.angleLeft
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&& angleRight == rhs.angleRight;
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}
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// near and far named with an underscore because of windows' headers galaxy brain defines.
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osg::Matrix FieldOfView::perspectiveMatrix(float near_, float far_)
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{
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const float tanLeft = tanf(angleLeft);
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const float tanRight = tanf(angleRight);
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const float tanDown = tanf(angleDown);
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const float tanUp = tanf(angleUp);
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const float tanWidth = tanRight - tanLeft;
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const float tanHeight = tanUp - tanDown;
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const float offset = near_;
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float matrix[16] = {};
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matrix[0] = 2 / tanWidth;
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matrix[4] = 0;
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matrix[8] = (tanRight + tanLeft) / tanWidth;
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matrix[12] = 0;
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matrix[1] = 0;
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matrix[5] = 2 / tanHeight;
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matrix[9] = (tanUp + tanDown) / tanHeight;
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matrix[13] = 0;
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if (far_ <= near_) {
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matrix[2] = 0;
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matrix[6] = 0;
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matrix[10] = -1;
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matrix[14] = -(near_ + offset);
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}
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else {
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matrix[2] = 0;
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matrix[6] = 0;
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matrix[10] = -(far_ + offset) / (far_ - near_);
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matrix[14] = -(far_ * (near_ + offset)) / (far_ - near_);
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}
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matrix[3] = 0;
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matrix[7] = 0;
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matrix[11] = -1;
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matrix[15] = 0;
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return osg::Matrix(matrix);
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}
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bool View::operator==(const View& rhs) const
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{
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return pose == rhs.pose && fov == rhs.fov;
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}
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std::ostream& operator <<(
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std::ostream& os,
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const Pose& pose)
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{
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os << "position=" << pose.position << ", orientation=" << pose.orientation;
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return os;
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}
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std::ostream& operator <<(
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std::ostream& os,
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const FieldOfView& fov)
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{
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os << "left=" << fov.angleLeft << ", right=" << fov.angleRight << ", down=" << fov.angleDown << ", up=" << fov.angleUp;
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return os;
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}
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std::ostream& operator <<(
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std::ostream& os,
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const View& view)
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{
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os << "pose=< " << view.pose << " >, fov=< " << view.fov << " >";
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return os;
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}
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// Update stereo view/projection during update
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class StereoUpdateCallback : public osg::Callback
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{
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public:
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StereoUpdateCallback(StereoView* stereoView) : stereoView(stereoView) {}
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bool run(osg::Object* object, osg::Object* data) override
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{
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auto b = traverse(object, data);
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stereoView->update();
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return b;
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}
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StereoView* stereoView;
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};
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// Update states during cull
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class StereoStatesetUpdateCallback : public SceneUtil::StateSetUpdater
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{
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public:
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StereoStatesetUpdateCallback(StereoView* view)
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: stereoView(view)
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{
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}
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protected:
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virtual void setDefaults(osg::StateSet* stateset)
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{
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auto stereoViewMatrixUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "stereoViewMatrices", 2);
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stateset->addUniform(stereoViewMatrixUniform, osg::StateAttribute::OVERRIDE);
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auto stereoViewProjectionsUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "stereoViewProjections", 2);
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stateset->addUniform(stereoViewProjectionsUniform);
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auto geometryPassthroughUniform = new osg::Uniform("geometryPassthrough", false);
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stateset->addUniform(geometryPassthroughUniform);
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}
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virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/)
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{
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stereoView->updateStateset(stateset);
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}
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private:
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StereoView* stereoView;
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};
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StereoView::StereoView(osgViewer::Viewer* viewer, Technique technique, osg::Node::NodeMask geometryShaderMask, osg::Node::NodeMask noShaderMask)
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: osg::Group()
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, mViewer(viewer)
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, mMainCamera(mViewer->getCamera())
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, mRoot(viewer->getSceneData()->asGroup())
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, mTechnique(technique)
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, mGeometryShaderMask(geometryShaderMask)
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, mNoShaderMask(noShaderMask)
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{
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if (technique == Technique::None)
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// Do nothing
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return;
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SceneUtil::FindByNameVisitor findScene("Scene Root");
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mRoot->accept(findScene);
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mScene = findScene.mFoundNode;
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if (!mScene)
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throw std::logic_error("Couldn't find scene root");
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setName("Stereo Root");
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mRoot->setDataVariance(osg::Object::STATIC);
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setDataVariance(osg::Object::STATIC);
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mLeftCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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mLeftCamera->setProjectionResizePolicy(osg::Camera::FIXED);
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mLeftCamera->setProjectionMatrix(osg::Matrix::identity());
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mLeftCamera->setViewMatrix(osg::Matrix::identity());
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mLeftCamera->setName("Stereo Left");
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mLeftCamera->setDataVariance(osg::Object::STATIC);
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mRightCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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mRightCamera->setProjectionResizePolicy(osg::Camera::FIXED);
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mRightCamera->setProjectionMatrix(osg::Matrix::identity());
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mRightCamera->setViewMatrix(osg::Matrix::identity());
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mRightCamera->setName("Stereo Right");
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mRightCamera->setDataVariance(osg::Object::STATIC);
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// Update stereo statesets/matrices, but after the main camera updates.
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auto mainCameraCB = mMainCamera->getUpdateCallback();
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mMainCamera->removeUpdateCallback(mainCameraCB);
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mMainCamera->addUpdateCallback(new StereoUpdateCallback(this));
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mMainCamera->addUpdateCallback(mainCameraCB);
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// Do a blank double buffering of camera statesets on update. Actual state updates are performed in StereoView::Update()
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mLeftCamera->setUpdateCallback(new SceneUtil::StateSetUpdater());
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mRightCamera->setUpdateCallback(new SceneUtil::StateSetUpdater());
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if (mTechnique == Technique::GeometryShader_IndexedViewports)
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{
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setupGeometryShaderIndexedViewportTechnique();
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}
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else
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{
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setupBruteForceTechnique();
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}
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}
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void StereoView::setupBruteForceTechnique()
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{
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mLeftCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
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mLeftCamera->setClearColor(mMainCamera->getClearColor());
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mLeftCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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mLeftCamera->setCullMask(mMainCamera->getCullMask());
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mRightCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
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mRightCamera->setClearColor(mMainCamera->getClearColor());
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mRightCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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mRightCamera->setCullMask(mMainCamera->getCullMask());
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// Slave cameras must have their viewports defined immediately
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auto width = mMainCamera->getViewport()->width();
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auto height = mMainCamera->getViewport()->height();
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mLeftCamera->setViewport(0, 0, width / 2, height);
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mRightCamera->setViewport(width / 2, 0, width / 2, height);
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mViewer->stopThreading();
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mViewer->addSlave(mLeftCamera, true);
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mViewer->addSlave(mRightCamera, true);
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mRightCamera->setGraphicsContext(mViewer->getCamera()->getGraphicsContext());
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mLeftCamera->setGraphicsContext(mViewer->getCamera()->getGraphicsContext());
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mViewer->getCamera()->setGraphicsContext(nullptr);
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mViewer->realize();
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}
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void StereoView::setupGeometryShaderIndexedViewportTechnique()
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{
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mLeftCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
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mLeftCamera->setClearMask(GL_NONE);
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mLeftCamera->setCullMask(mNoShaderMask);
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mRightCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
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mRightCamera->setClearMask(GL_NONE);
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mRightCamera->setCullMask(mNoShaderMask);
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mMainCamera->setCullMask(mGeometryShaderMask);
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addChild(mStereoGeometryShaderRoot);
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mStereoGeometryShaderRoot->addChild(mRoot);
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addChild(mStereoBruteForceRoot);
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mStereoBruteForceRoot->addChild(mLeftCamera);
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mLeftCamera->addChild(mScene); // Use scene directly to avoid redundant shadow computation.
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mStereoBruteForceRoot->addChild(mRightCamera);
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mRightCamera->addChild(mScene);
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addCullCallback(new StereoStatesetUpdateCallback(this));
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// Inject self as the root of the scene graph
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mViewer->setSceneData(this);
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}
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void StereoView::update()
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{
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auto viewMatrix = mViewer->getCamera()->getViewMatrix();
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auto projectionMatrix = mViewer->getCamera()->getProjectionMatrix();
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View left{};
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View right{};
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double near = 1.f;
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double far = 10000.f;
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if (!cb)
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{
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Log(Debug::Error) << "No update view callback. Stereo rendering will not work.";
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}
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cb->updateView(left, right, near, far);
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osg::Vec3d leftEye = left.pose.position;
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osg::Vec3d rightEye = right.pose.position;
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osg::Matrix leftViewOffset = left.pose.viewMatrix(true);
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osg::Matrix rightViewOffset = right.pose.viewMatrix(true);
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osg::Matrix leftViewMatrix = viewMatrix * leftViewOffset;
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osg::Matrix rightViewMatrix = viewMatrix * rightViewOffset;
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osg::Matrix leftProjectionMatrix = left.fov.perspectiveMatrix(near, far);
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osg::Matrix rightProjectionMatrix = right.fov.perspectiveMatrix(near, far);
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mRightCamera->setViewMatrix(rightViewMatrix);
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mLeftCamera->setViewMatrix(leftViewMatrix);
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mRightCamera->setProjectionMatrix(rightProjectionMatrix);
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mLeftCamera->setProjectionMatrix(leftProjectionMatrix);
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auto width = mMainCamera->getViewport()->width();
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auto height = mMainCamera->getViewport()->height();
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if (mTechnique == Technique::GeometryShader_IndexedViewports)
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{
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// To correctly cull when drawing stereo using the geometry shader, the main camera must
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// draw a fake view+perspective that includes the full frustums of both the left and right eyes.
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// This frustum will be computed as a perspective frustum from a position P slightly behind the eyes L and R
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// where it creates the minimum frustum encompassing both eyes' frustums.
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// NOTE: I make an assumption that the eyes lie in a horizontal plane relative to the base view,
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// and lie mirrored around the Y axis (straight ahead).
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// Re-think this if that turns out to be a bad assumption.
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View frustumView;
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// Compute Frustum angles. A simple min/max.
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/* Example values for reference:
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Left:
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angleLeft -0.767549932 float
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angleRight 0.620896876 float
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angleDown -0.837898076 float
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angleUp 0.726982594 float
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Right:
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angleLeft -0.620896876 float
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angleRight 0.767549932 float
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angleDown -0.837898076 float
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angleUp 0.726982594 float
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*/
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frustumView.fov.angleLeft = std::min(left.fov.angleLeft, right.fov.angleLeft);
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frustumView.fov.angleRight = std::max(left.fov.angleRight, right.fov.angleRight);
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frustumView.fov.angleDown = std::min(left.fov.angleDown, right.fov.angleDown);
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frustumView.fov.angleUp = std::max(left.fov.angleUp, right.fov.angleUp);
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// Check that the case works for this approach
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auto maxAngle = std::max(frustumView.fov.angleRight - frustumView.fov.angleLeft, frustumView.fov.angleUp - frustumView.fov.angleDown);
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if (maxAngle > osg::PI)
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{
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Log(Debug::Error) << "Total FOV exceeds 180 degrees. Case cannot be culled in single-pass VR. Disabling culling to cope. Consider switching to dual-pass VR.";
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mMainCamera->setCullingActive(false);
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return;
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// TODO: An explicit frustum projection could cope, so implement that later. Guarantee you there will be VR headsets with total fov > 180 in the future. Maybe already.
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}
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// Use the law of sines on the triangle spanning PLR to determine P
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double angleLeft = std::abs(frustumView.fov.angleLeft);
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double angleRight = std::abs(frustumView.fov.angleRight);
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double lengthRL = (rightEye - leftEye).length();
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double ratioRL = lengthRL / std::sin(osg::PI - angleLeft - angleRight);
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double lengthLP = ratioRL * std::sin(angleRight);
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osg::Vec3d directionLP = osg::Vec3(std::cos(-angleLeft), std::sin(-angleLeft), 0);
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osg::Vec3d LP = directionLP * lengthLP;
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frustumView.pose.position = leftEye + LP;
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//frustumView.pose.position.x() += 1000;
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// Base view position is 0.0, by definition.
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// The length of the vector P is therefore the required offset to near/far.
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auto nearFarOffset = frustumView.pose.position.length();
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// Generate the frustum matrices
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auto frustumViewMatrix = viewMatrix * frustumView.pose.viewMatrix(true);
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auto frustumProjectionMatrix = frustumView.fov.perspectiveMatrix(near + nearFarOffset, far + nearFarOffset);
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// Update camera with frustum matrices
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mMainCamera->setViewMatrix(frustumViewMatrix);
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mMainCamera->setProjectionMatrix(frustumProjectionMatrix);
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mLeftCamera->getOrCreateStateSet()->setAttribute(new osg::ViewportIndexed(0, 0, 0, width / 2, height), osg::StateAttribute::OVERRIDE);
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mRightCamera->getOrCreateStateSet()->setAttribute(new osg::ViewportIndexed(0, width / 2, 0, width / 2, height), osg::StateAttribute::OVERRIDE);
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}
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else
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{
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mLeftCamera->setClearColor(mMainCamera->getClearColor());
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mRightCamera->setClearColor(mMainCamera->getClearColor());
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mLeftCamera->setViewport(0, 0, width / 2, height);
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mRightCamera->setViewport(width / 2, 0, width / 2, height);
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}
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}
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void StereoView::updateStateset(osg::StateSet * stateset)
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{
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// Manage viewports in update to automatically catch window/resolution changes.
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auto width = mMainCamera->getViewport()->width();
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auto height = mMainCamera->getViewport()->height();
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stateset->setAttribute(new osg::ViewportIndexed(0, 0, 0, width / 2, height));
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stateset->setAttribute(new osg::ViewportIndexed(1, width / 2, 0, width / 2, height));
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// Update stereo uniforms
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auto frustumViewMatrixInverse = osg::Matrix::inverse(mMainCamera->getViewMatrix());
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//auto frustumViewProjectionMatrixInverse = osg::Matrix::inverse(mMainCamera->getProjectionMatrix()) * osg::Matrix::inverse(mMainCamera->getViewMatrix());
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auto* stereoViewMatrixUniform = stateset->getUniform("stereoViewMatrices");
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auto* stereoViewProjectionsUniform = stateset->getUniform("stereoViewProjections");
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stereoViewMatrixUniform->setElement(0, frustumViewMatrixInverse * mLeftCamera->getViewMatrix());
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stereoViewMatrixUniform->setElement(1, frustumViewMatrixInverse * mRightCamera->getViewMatrix());
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stereoViewProjectionsUniform->setElement(0, frustumViewMatrixInverse * mLeftCamera->getViewMatrix() * mLeftCamera->getProjectionMatrix());
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stereoViewProjectionsUniform->setElement(1, frustumViewMatrixInverse * mRightCamera->getViewMatrix() * mRightCamera->getProjectionMatrix());
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}
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void StereoView::setUpdateViewCallback(std::shared_ptr<UpdateViewCallback> cb)
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{
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this->cb = cb;
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}
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void disableStereoForCamera(osg::Camera* camera)
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{
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auto* viewport = camera->getViewport();
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camera->getOrCreateStateSet()->setAttribute(new osg::ViewportIndexed(0, viewport->x(), viewport->y(), viewport->width(), viewport->height()), osg::StateAttribute::OVERRIDE);
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camera->getOrCreateStateSet()->addUniform(new osg::Uniform("geometryPassthrough", true), osg::StateAttribute::OVERRIDE);
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|
}
|
|
|
|
void enableStereoForCamera(osg::Camera* camera, bool horizontalSplit)
|
|
{
|
|
auto* viewport = camera->getViewport();
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|
auto x1 = viewport->x();
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|
auto y1 = viewport->y();
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|
auto width = viewport->width();
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|
auto height = viewport->height();
|
|
|
|
auto x2 = x1;
|
|
auto y2 = y1;
|
|
|
|
if (horizontalSplit)
|
|
{
|
|
width /= 2;
|
|
x2 += width;
|
|
}
|
|
else
|
|
{
|
|
height /= 2;
|
|
y2 += height;
|
|
}
|
|
|
|
camera->getOrCreateStateSet()->setAttribute(new osg::ViewportIndexed(0, x1, y1, width, height));
|
|
camera->getOrCreateStateSet()->setAttribute(new osg::ViewportIndexed(1, x2, y2, width, height));
|
|
camera->getOrCreateStateSet()->addUniform(new osg::Uniform("geometryPassthrough", false));
|
|
}
|
|
|
|
StereoView::Technique getStereoTechnique(void)
|
|
{
|
|
auto stereoMethodString = Settings::Manager::getString("stereo method", "Stereo");
|
|
auto stereoMethodStringLowerCase = Misc::StringUtils::lowerCase(stereoMethodString);
|
|
if (stereoMethodStringLowerCase == "geometryshader")
|
|
{
|
|
return Misc::StereoView::Technique::GeometryShader_IndexedViewports;
|
|
}
|
|
if (stereoMethodStringLowerCase == "bruteforce")
|
|
{
|
|
return Misc::StereoView::Technique::BruteForce;
|
|
}
|
|
Log(Debug::Warning) << "Unknown stereo technique \"" << stereoMethodString << "\", defaulting to BruteForce";
|
|
return StereoView::Technique::BruteForce;
|
|
}
|
|
|
|
void StereoView::DefaultUpdateViewCallback::updateView(View& left, View& right, double& near, double& far)
|
|
{
|
|
left.pose.position = osg::Vec3(-2.2, 0, 0);
|
|
right.pose.position = osg::Vec3(2.2, 0, 0);
|
|
left.fov = { -0.767549932, 0.620896876, -0.837898076, 0.726982594 };
|
|
right.fov = { -0.620896876, 0.767549932, -0.837898076, 0.726982594 };
|
|
near = 1;
|
|
far = 6656;
|
|
}
|
|
}
|