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			211 lines
		
	
	
	
		
			8.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			211 lines
		
	
	
	
		
			8.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "shadow.hpp"
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#include <osgShadow/ShadowSettings>
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#include <osgShadow/ShadowedScene>
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#include <components/misc/strings/algorithm.hpp>
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#include <components/settings/categories/shadows.hpp>
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#include <components/stereo/stereomanager.hpp>
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#include "mwshadowtechnique.hpp"
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namespace SceneUtil
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{
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    using namespace osgShadow;
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    ShadowManager* ShadowManager::sInstance = nullptr;
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    const ShadowManager& ShadowManager::instance()
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    {
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        if (sInstance)
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            return *sInstance;
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        else
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            throw std::logic_error("No ShadowManager exists yet");
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    }
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    void ShadowManager::setupShadowSettings(
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        const Settings::ShadowsCategory& settings, Shader::ShaderManager& shaderManager)
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    {
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        mEnableShadows = settings.mEnableShadows;
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        if (!mEnableShadows)
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        {
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            mShadowTechnique->disableShadows();
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            return;
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        }
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        mShadowTechnique->enableShadows();
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        mShadowSettings->setLightNum(0);
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        mShadowSettings->setReceivesShadowTraversalMask(~0u);
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        const int numberOfShadowMapsPerLight = settings.mNumberOfShadowMaps;
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        mShadowSettings->setNumShadowMapsPerLight(numberOfShadowMapsPerLight);
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        mShadowSettings->setBaseShadowTextureUnit(shaderManager.reserveGlobalTextureUnits(
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            Shader::ShaderManager::Slot::ShadowMaps, numberOfShadowMapsPerLight));
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        const float maximumShadowMapDistance = settings.mMaximumShadowMapDistance;
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        if (maximumShadowMapDistance > 0)
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        {
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            const float shadowFadeStart = settings.mShadowFadeStart;
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            mShadowSettings->setMaximumShadowMapDistance(maximumShadowMapDistance);
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            mShadowTechnique->setShadowFadeStart(maximumShadowMapDistance * shadowFadeStart);
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        }
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        mShadowSettings->setMinimumShadowMapNearFarRatio(settings.mMinimumLispsmNearFarRatio);
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        const std::string& computeSceneBounds = settings.mComputeSceneBounds;
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        if (Misc::StringUtils::ciEqual(computeSceneBounds, "primitives"))
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            mShadowSettings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
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        else if (Misc::StringUtils::ciEqual(computeSceneBounds, "bounds"))
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            mShadowSettings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES);
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        const int mapres = settings.mShadowMapResolution;
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        mShadowSettings->setTextureSize(osg::Vec2s(mapres, mapres));
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        mShadowTechnique->setSplitPointUniformLogarithmicRatio(settings.mSplitPointUniformLogarithmicRatio);
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        mShadowTechnique->setSplitPointDeltaBias(settings.mSplitPointBias);
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        mShadowTechnique->setPolygonOffset(settings.mPolygonOffsetFactor, settings.mPolygonOffsetUnits);
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        if (settings.mUseFrontFaceCulling)
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            mShadowTechnique->enableFrontFaceCulling();
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        else
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            mShadowTechnique->disableFrontFaceCulling();
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        mShadowSettings->setMultipleShadowMapHint(osgShadow::ShadowSettings::CASCADED);
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        if (settings.mEnableDebugHud)
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            mShadowTechnique->enableDebugHUD();
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        else
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            mShadowTechnique->disableDebugHUD();
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    }
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    void ShadowManager::disableShadowsForStateSet(osg::StateSet& stateset) const
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    {
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        if (!mEnableShadows)
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            return;
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        osg::ref_ptr<osg::Image> fakeShadowMapImage = new osg::Image();
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        fakeShadowMapImage->allocateImage(1, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
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        *(float*)fakeShadowMapImage->data() = std::numeric_limits<float>::infinity();
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        osg::ref_ptr<osg::Texture> fakeShadowMapTexture = new osg::Texture2D(fakeShadowMapImage);
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        fakeShadowMapTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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        fakeShadowMapTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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        fakeShadowMapTexture->setShadowComparison(true);
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        fakeShadowMapTexture->setShadowCompareFunc(osg::Texture::ShadowCompareFunc::ALWAYS);
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        for (unsigned int i = mShadowSettings->getBaseShadowTextureUnit();
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             i < mShadowSettings->getBaseShadowTextureUnit() + mShadowSettings->getNumShadowMapsPerLight(); ++i)
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        {
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            stateset.setTextureAttribute(i, fakeShadowMapTexture,
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                osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED);
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            stateset.addUniform(new osg::Uniform(
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                ("shadowTexture" + std::to_string(i - mShadowSettings->getBaseShadowTextureUnit())).c_str(),
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                static_cast<int>(i)));
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        }
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    }
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    ShadowManager::ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode,
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        unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, unsigned int worldMask,
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        const Settings::ShadowsCategory& settings, Shader::ShaderManager& shaderManager)
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        : mShadowedScene(new osgShadow::ShadowedScene)
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        , mShadowTechnique(new MWShadowTechnique)
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        , mOutdoorShadowCastingMask(outdoorShadowCastingMask)
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        , mIndoorShadowCastingMask(indoorShadowCastingMask)
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    {
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        if (sInstance)
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            throw std::logic_error("A ShadowManager already exists");
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        mShadowedScene->setShadowTechnique(mShadowTechnique);
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        if (Stereo::getStereo())
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            Stereo::Manager::instance().setShadowTechnique(mShadowTechnique);
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        mShadowedScene->addChild(sceneRoot);
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        rootNode->addChild(mShadowedScene);
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        mShadowedScene->setNodeMask(sceneRoot->getNodeMask());
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        mShadowSettings = mShadowedScene->getShadowSettings();
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        setupShadowSettings(settings, shaderManager);
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        mShadowTechnique->setupCastingShader(shaderManager);
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        mShadowTechnique->setWorldMask(worldMask);
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        enableOutdoorMode();
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        sInstance = this;
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    }
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    ShadowManager::~ShadowManager()
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    {
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        if (Stereo::getStereo())
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            Stereo::Manager::instance().setShadowTechnique(nullptr);
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    }
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    Shader::ShaderManager::DefineMap ShadowManager::getShadowDefines(const Settings::ShadowsCategory& settings) const
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    {
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        if (!mEnableShadows)
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            return getShadowsDisabledDefines();
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        Shader::ShaderManager::DefineMap definesWithShadows;
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        definesWithShadows["shadows_enabled"] = "1";
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        for (unsigned int i = 0; i < mShadowSettings->getNumShadowMapsPerLight(); ++i)
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            definesWithShadows["shadow_texture_unit_list"] += std::to_string(i) + ",";
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        // remove extra comma
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        definesWithShadows["shadow_texture_unit_list"] = definesWithShadows["shadow_texture_unit_list"].substr(
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            0, definesWithShadows["shadow_texture_unit_list"].length() - 1);
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        definesWithShadows["useShadowDebugOverlay"] = settings.mEnableDebugOverlay ? "1" : "0";
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        // switch this to reading settings if it's ever exposed to the user
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        definesWithShadows["perspectiveShadowMaps"]
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            = mShadowSettings->getShadowMapProjectionHint() == ShadowSettings::PERSPECTIVE_SHADOW_MAP ? "1" : "0";
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        definesWithShadows["disableNormalOffsetShadows"] = settings.mNormalOffsetDistance == 0.0 ? "1" : "0";
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        definesWithShadows["shadowNormalOffset"] = std::to_string(settings.mNormalOffsetDistance);
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        definesWithShadows["limitShadowMapDistance"] = settings.mMaximumShadowMapDistance > 0 ? "1" : "0";
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        return definesWithShadows;
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    }
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    Shader::ShaderManager::DefineMap ShadowManager::getShadowsDisabledDefines()
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    {
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        Shader::ShaderManager::DefineMap definesWithoutShadows;
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        definesWithoutShadows["shadows_enabled"] = "0";
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        definesWithoutShadows["shadow_texture_unit_list"] = "";
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        definesWithoutShadows["useShadowDebugOverlay"] = "0";
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        definesWithoutShadows["perspectiveShadowMaps"] = "0";
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        definesWithoutShadows["disableNormalOffsetShadows"] = "0";
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        definesWithoutShadows["shadowNormalOffset"] = "0.0";
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        definesWithoutShadows["limitShadowMapDistance"] = "0";
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        return definesWithoutShadows;
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    }
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    void ShadowManager::enableIndoorMode(const Settings::ShadowsCategory& settings)
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    {
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        if (settings.mEnableIndoorShadows)
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            mShadowSettings->setCastsShadowTraversalMask(mIndoorShadowCastingMask);
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        else
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            mShadowTechnique->disableShadows(true);
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    }
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    void ShadowManager::enableOutdoorMode()
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    {
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        if (mEnableShadows)
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            mShadowTechnique->enableShadows();
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        mShadowSettings->setCastsShadowTraversalMask(mOutdoorShadowCastingMask);
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    }
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}
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