Mercurial > touhou
annotate pytouhou/opengl/gamerenderer.py @ 124:f06e96dbed4e
Fix a few things with special bullet flags
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sat, 10 Sep 2011 12:16:36 +0200 |
parents | d1c82d43bbf3 |
children | 0313ca2c50e9 |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> |
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4 ## |
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5 ## This program is free software; you can redistribute it and/or modify |
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6 ## it under the terms of the GNU General Public License as published |
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7 ## by the Free Software Foundation; version 3 only. |
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8 ## |
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9 ## This program is distributed in the hope that it will be useful, |
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 ## GNU General Public License for more details. |
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13 ## |
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14 |
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15 import struct |
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16 from itertools import chain |
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17 |
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18 import pyglet |
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19 from pyglet.gl import * |
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20 |
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21 from pytouhou.opengl.texture import TextureManager |
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22 from pytouhou.opengl.sprite import get_sprite_rendering_data |
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23 from pytouhou.opengl.background import get_background_rendering_data |
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24 |
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25 |
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26 class GameRenderer(pyglet.window.Window): |
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27 def __init__(self, resource_loader, game=None, background=None): |
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28 pyglet.window.Window.__init__(self, caption='PyTouhou', resizable=False) |
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29 self.keys = pyglet.window.key.KeyStateHandler() |
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30 self.push_handlers(self.keys) |
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31 |
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32 self.texture_manager = TextureManager(resource_loader) |
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33 |
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34 self.fps_display = pyglet.clock.ClockDisplay() |
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35 |
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36 self.game = game |
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37 self.background = background |
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38 |
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39 |
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40 def start(self, width=384, height=448): |
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41 self.set_size(width, height) |
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42 |
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43 # Initialize OpenGL |
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44 glMatrixMode(GL_PROJECTION) |
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45 glLoadIdentity() |
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46 gluPerspective(30, float(width)/float(height), |
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47 101010101./2010101., 101010101./10101.) |
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48 |
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49 glEnable(GL_BLEND) |
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50 glEnable(GL_TEXTURE_2D) |
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51 glEnable(GL_FOG) |
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52 glHint(GL_FOG_HINT, GL_NICEST) |
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53 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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54 glEnableClientState(GL_COLOR_ARRAY) |
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55 glEnableClientState(GL_VERTEX_ARRAY) |
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56 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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57 |
123 | 58 pyglet.clock.schedule_interval(self.update, 1./120) |
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59 pyglet.app.run() |
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60 |
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61 |
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62 def on_resize(self, width, height): |
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63 glViewport(0, 0, width, height) |
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64 |
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65 |
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66 def update(self, dt): |
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67 if self.background: |
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68 self.background.update(self.game.game_state.frame) |
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69 if self.game: |
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70 self.game.run_iter(0) #TODO: self.keys... |
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71 |
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72 |
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73 def on_key_press(self, symbol, modifiers): |
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74 if symbol == pyglet.window.key.ESCAPE: |
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75 pyglet.app.exit() |
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76 # XXX: Fullscreen will be enabled the day pyglet stops sucking |
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77 elif symbol == pyglet.window.key.F11: |
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78 self.set_fullscreen(not self.fullscreen) |
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79 |
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80 |
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81 def render_elements(self, elements): |
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82 texture_manager = self.texture_manager |
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83 objects_by_texture = {} |
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84 for element in elements: |
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85 sprite = element._sprite |
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86 if sprite: |
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87 ox, oy = element.x, element.y |
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88 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) |
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89 rec = objects_by_texture.setdefault(key, ([], [], [])) |
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90 vertices = ((x + ox, y + oy, z) for x, y, z in vertices) |
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91 rec[0].extend(vertices) |
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92 rec[1].extend(uvs) |
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93 rec[2].extend(colors) |
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94 |
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95 for (texture_key, blendfunc), (vertices, uvs, colors) in objects_by_texture.items(): |
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96 nb_vertices = len(vertices) |
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97 vertices = struct.pack(str(3 * nb_vertices) + 'f', *chain(*vertices)) |
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98 uvs = struct.pack(str(2 * nb_vertices) + 'f', *chain(*uvs)) |
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99 colors = struct.pack(str(4 * nb_vertices) + 'B', *chain(*colors)) |
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100 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
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101 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id) |
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102 glVertexPointer(3, GL_FLOAT, 0, vertices) |
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103 glTexCoordPointer(2, GL_FLOAT, 0, uvs) |
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104 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) |
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105 glDrawArrays(GL_QUADS, 0, nb_vertices) |
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106 |
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107 |
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108 def on_draw(self): |
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109 glClear(GL_DEPTH_BUFFER_BIT) |
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110 |
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111 back = self.background |
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112 game = self.game |
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113 texture_manager = self.texture_manager |
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114 |
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115 if back is not None: |
111
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116 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values |
108
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117 x, y, z = back.position_interpolator.values |
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118 dx, dy, dz = back.position2_interpolator.values |
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119 |
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120 glFogi(GL_FOG_MODE, GL_LINEAR) |
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121 glFogf(GL_FOG_START, fog_start) |
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122 glFogf(GL_FOG_END, fog_end) |
119
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123 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.)) |
108
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124 |
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125 glMatrixMode(GL_MODELVIEW) |
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126 glLoadIdentity() |
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127 # Some explanations on the magic constants: |
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128 # 192. = 384. / 2. = width / 2. |
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129 # 224. = 448. / 2. = height / 2. |
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130 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) |
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131 # This is so that objects on the (O, x, y) plane use pixel coordinates |
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132 gluLookAt(192., 224., - 835.979370 * dz, |
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133 192. + dx, 224. - dy, 0., 0., -1., 0.) |
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134 glTranslatef(-x, -y, -z) |
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135 |
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136 glEnable(GL_DEPTH_TEST) |
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137 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back): |
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138 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
119
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139 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id) |
108
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140 glVertexPointer(3, GL_FLOAT, 0, vertices) |
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141 glTexCoordPointer(2, GL_FLOAT, 0, uvs) |
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142 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) |
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143 glDrawArrays(GL_QUADS, 0, nb_vertices) |
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144 glDisable(GL_DEPTH_TEST) |
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145 else: |
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146 glClear(GL_COLOR_BUFFER_BIT) |
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147 |
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148 if game is not None: |
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149 glMatrixMode(GL_MODELVIEW) |
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150 glLoadIdentity() |
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151 # Some explanations on the magic constants: |
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152 # 192. = 384. / 2. = width / 2. |
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153 # 224. = 448. / 2. = height / 2. |
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154 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) |
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155 # This is so that objects on the (O, x, y) plane use pixel coordinates |
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156 gluLookAt(192., 224., - 835.979370, |
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157 192., 224., 0., 0., -1., 0.) |
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158 |
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159 glDisable(GL_FOG) |
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160 self.render_elements(game.enemies) |
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161 self.render_elements(game.game_state.bullets) |
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162 glEnable(GL_FOG) |
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163 |
119
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164 #TODO |
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165 glMatrixMode(GL_MODELVIEW) |
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166 glLoadIdentity() |
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167 gluLookAt(192., 224., 835.979370, |
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168 192, 224., 0., 0., 1., 0.) |
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169 self.fps_display.draw() |
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170 |