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Each resident tile had a height texture and a material texture of its own, uploaded with glTexImage2D, and was drawn once per material it held with every other material's fragments discarded, all of them whether in view or not. Thousands of draws a frame. Now the tiles of a level live in one pair of texture arrays (terrain_tile_pool), a layer per tile. A pool starts at sixteen layers and doubles when full, copying what it holds on the gpu, so a level takes only the memory its tiles need; uploads go through a pixel buffer orphaned for each tile. The ground textures of every material are gathered into one sRGB array with mipmaps (terrain_ground) - drawn into it layer by layer by a small shader once the engine has each texture ready, since the scenery's textures are compressed and cannot be blitted - with a table of placeholder colours and measured tiling beside it. Each frame the tiles in range are tested against the frustum by bounding sphere and gathered per level into a buffer texture of instance data, and each level is drawn in one instanced call. The fragment shader reads the four samples around it, drops the cell when any of them carries no ground - exactly the rule the bake already assumed - and blends the ground textures of their materials by distance, so material boundaries follow the samples smoothly instead of stepping along triangle edges. State the copy pass changes is captured and put back, and the texture unit cache is reset after raw binds, so the rest of the renderer finds things as it left them. On baltyk: all 30 materials land in the array, 663 of the 1120 tiles in range are drawn after culling, and a frame is at most six terrain draws. The residency line in the log now says how many tiles in range were drawn.
188 lines
8.3 KiB
C++
188 lines
8.3 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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module;
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#include <array>
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#include <cstdint>
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#include <functional>
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#include <memory>
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#include <optional>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "scene/heightfieldreader.h"
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export module eu07.rendering.terrainclipmap;
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import eu07.gl.shader;
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import eu07.gl.buffer;
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import eu07.gl.vao;
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import eu07.glm;
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import eu07.rendering.terraintileloader;
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import eu07.rendering.terrainstatus;
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import eu07.rendering.terraintilepool;
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import eu07.rendering.terrainground;
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export {
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// Draws the cooked terrain heightfield.
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//
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// Not a toroidal clipmap, despite what the plan called it. The measurements say the terrain is
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// a ribbon: 390 km2 of surface inside a 51 x 46 km rectangle, twelve percent of the tile
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// bounding box occupied. Clipmap rings sized for that rectangle would be mostly empty, so this
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// draws the cooked tiles themselves, each at the mip level its distance earns (CDLOD), morphing
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// into the next level as it nears the end of its range.
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//
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// Tiles live on the gpu in one texture array per level (terrain_tile_pool), and the ground
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// textures of every material in another (terrain_ground). Each frame the tiles in view are
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// culled against the frustum and gathered per level into a buffer of instance data, and each
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// level is drawn in one instanced call; the fragment shader picks and blends the materials of
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// the four samples around it.
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//
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// The class owns its gl resources and the file handle, and knows nothing about the scenery,
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// the camera class or the rest of the renderer: it is given a viewpoint and a visibility test,
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// and draws.
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class terrain_clipmap {
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public:
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// whether a sphere, in world space, can be seen: centre and radius
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using visibility = std::function<bool( glm::dvec3 const &, float )>;
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terrain_clipmap() = default;
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~terrain_clipmap();
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terrain_clipmap( terrain_clipmap const & ) = delete;
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terrain_clipmap &operator=( terrain_clipmap const & ) = delete;
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// opens a cooked heightfield and builds the gl resources. returns false when the
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// file cannot be read, leaving the object unusable but safe to destroy
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bool open( std::string const &Path );
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bool ready() const { return m_ready; }
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void close();
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// asks for the tiles around the viewpoint, uploads a bounded number of those that have
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// arrived, and retires the ones that left range. safe to call every frame: the reading
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// and decoding happen on the loader's thread, and a tile waiting for a finer level keeps
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// being drawn at the level it has
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void update( glm::dvec3 const &Viewpoint );
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// draws the resident tiles in range that the test says can be seen. the caller is
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// expected to have the scene and model uniform blocks already set for a camera-relative
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// pass, the way the rest of the renderer does: tile positions reach the shader relative
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// to the viewpoint, so nothing here needs a matrix of its own
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void render( glm::dvec3 const &Viewpoint, visibility const &Visible );
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// how far from the viewpoint terrain is drawn, in metres
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void range( float const Range ) { m_range = Range; }
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float range() const { return m_range; }
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// what the screen can resolve: the viewport's pixels per unit of size over distance, and
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// how many pixels a sample spacing may cover. decides how far each level reaches
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void detail( double const Pixelsperunit, double const Pixels );
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// the finest level's range the tiles in range were last worked out with
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float finest() const { return static_cast<float>( m_finest ); }
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// metres between samples at the finest level; a scenery's fields are drawn from the
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// finest to the coarsest so that the depth test keeps the better surface
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float gridstep() const { return m_reader.gridstep(); }
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// sinks this field by the given amount, so a coarse field cannot win fragments from
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// a finer one describing the same ground
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void depthbias( float const Metres ) { m_depthbias = Metres; }
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terrain_statistics const &stats() const { return m_stats; }
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std::string const &path() const { return m_path; }
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float tilesize() const { return static_cast<float>( m_reader.tilesize() ); }
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std::uint32_t levels() const { return m_reader.levels(); }
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std::size_t backlog() const { return m_loader.backlog(); }
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private:
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// one tile resident on the gpu: a layer in its level's pool
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struct resident_tile {
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std::int32_t x { 0 }, z { 0 };
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std::uint32_t level { 0 };
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std::uint32_t slot { 0 };
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float minheight { 0.f }, maxheight { 0.f };
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std::uint64_t lastused { 0 };
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};
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// one tile within range, and the level its distance earns
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struct in_range {
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std::int64_t key;
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std::uint32_t level;
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};
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// mip level a tile at the given distance is drawn at
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std::uint32_t level_for( double const Distance ) const;
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// works out which tiles are in range and at what level, and tells the loader what is
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// missing. the answer only changes once the camera has moved a fair part of a tile
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void scan( glm::dvec3 const &Viewpoint );
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// puts a tile the loader has read on the gpu, replacing whatever level it had before
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void upload( terrain_tile_loader::payload const &Tile );
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void retire( resident_tile const &Tile );
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void build_indices();
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void resolve_uniforms();
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void report_residency();
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static std::int64_t key( std::int32_t const X, std::int32_t const Z ) { return heightfield::tile_key( X, Z ); }
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// for the file's layout only: tile coordinates, levels, materials. tiles themselves are
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// read by the loader, on its own handle
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heightfield::reader m_reader;
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terrain_tile_loader m_loader;
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std::vector<terrain_tile_loader::request> m_wanted;
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std::vector<terrain_tile_loader::payload> m_arrived;
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// what the last scan found in range, and the level wanted for each tile, to tell a useful
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// arrival from one the camera has already moved past
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std::vector<in_range> m_inrange;
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std::unordered_map<std::int64_t, std::uint32_t> m_wantedlevel;
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glm::dvec3 m_scanpoint { 0.0 };
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float m_scanrange { -1.f };
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// the finest level's range the screen asks for, and the one the last scan used. levels and
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// morphing both follow the scanned one, so they always agree
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double m_finestwanted { 0.0 };
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double m_finest { 0.0 };
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std::unordered_map<std::int64_t, resident_tile> m_tiles;
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// per level: the tiles' storage, the index buffer over that level's grid, and the
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// instances gathered for the draw. vertices are computed in the shader from gl_VertexID,
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// so there is no vertex buffer at all. held by pointer because the gl wrappers own names
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// they cannot hand to a copy
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std::vector<std::unique_ptr<terrain_tile_pool>> m_pools;
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std::vector<std::unique_ptr<gl::buffer>> m_indices;
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std::vector<std::uint32_t> m_indexcounts;
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std::vector<std::vector<float>> m_instances;
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// instance data for the draw being made, read by the vertex shader as a buffer texture
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std::optional<gl::buffer> m_instancebuffer;
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std::uint32_t m_instancetexture { 0 };
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terrain_ground m_ground;
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std::optional<gl::vao> m_vao;
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std::optional<gl::program> m_shader;
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// resolved once at link time; -1 for a uniform the compiler dropped, which gl ignores
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struct uniform_locations {
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int samplestep { -1 }, side { -1 }, morph { -1 };
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int heightbias { -1 }, heightscale { -1 }, nodata { -1 };
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int heights { -1 }, materials { -1 }, instances { -1 };
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int ground { -1 }, materialtable { -1 };
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} m_uniforms;
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terrain_statistics m_stats;
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std::uint64_t m_frame { 0 };
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std::size_t m_reportedresidency { 0 };
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bool m_reported { false };
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float m_range { 6000.f };
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float m_depthbias { 0.f };
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// tiles allowed to stay resident; at 129 samples a tile costs about 50 kB of texture
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std::size_t m_budget { 2048 };
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// tiles put on the gpu per frame. a tile is about 50 kB of texture, so this is not about
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// the upload itself but about never spending a frame on terrain the camera will reach
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// later anyway
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std::size_t m_uploadsperframe { 32 };
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bool m_ready { false };
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std::string m_path;
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};
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} // export
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