Tilemap: Finally get rid of that terrible name 'ScanRow'
Replacement: ZLayer I'd really have loved to have used something alluding to physical roof tiles (as that's the closest image I have to them), but without reusing the word "tiles".. yeah, impossible.
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					 2 changed files with 97 additions and 97 deletions
				
			
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			@ -65,7 +65,7 @@ protected:
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	friend class SceneElement;
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	friend class Window;
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	friend class WindowVX;
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	friend struct ScanRow;
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	friend struct ZLayer;
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};
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class SceneElement
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										192
									
								
								src/tilemap.cpp
									
										
									
									
									
								
							
							
						
						
									
										192
									
								
								src/tilemap.cpp
									
										
									
									
									
								
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			@ -66,7 +66,7 @@ static const int tsLaneW = tilesetW / 2;
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static const int viewpW = 21;
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static const int viewpH = 16;
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static const size_t scanrowsMax = viewpH + 5;
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static const size_t zlayersMax = viewpH + 5;
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/* Vocabulary:
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 *
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			@ -91,7 +91,7 @@ static const size_t scanrowsMax = viewpH + 5;
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 *                  Tile atlas
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 *   *-----------------------*--------------*
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 *   |     |     |     |     |       ¦       |
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 *   | AT1 | AT1 | AT1 | AT1 |       ¦       |
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 *   | AT0 | AT0 | AT0 | AT0 |       ¦       |
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 *   | FR0 | FR1 | FR2 | FR3 |   |   ¦   |   |
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 *   |-----|-----|-----|-----|   v   ¦   v   |
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 *   |     |     |     |     |       ¦       |
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			@ -101,7 +101,7 @@ static const size_t scanrowsMax = viewpH + 5;
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 *   |[...]|     |     |     |       ¦       |
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 *   |-----|-----|-----|-----|       ¦       |
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 *   |     |     |     |     |   |   ¦   |   |
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 *   | AT7 |     |     |     |   v   ¦   v   |
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 *   | AT6 |     |     |     |   v   ¦   v   |
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 *   |     |     |     |     |       ¦       |
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 *   |-----|-----|-----|-----|       ¦       |
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 *   |      Empty space      |       |       |
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			@ -128,21 +128,21 @@ static const size_t scanrowsMax = viewpH + 5;
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 * Elements:
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 *   Even though the Tilemap carries similarities with other
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 *   SceneElements, it is not one itself but composed of multiple
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 *   such elements (GroundLayer and ScanRows).
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 *   such elements (GroundLayer and ZLayers).
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 *
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 * GroundLayer:
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 *   Every tile with priority=0 is drawn at z=0, so we
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 *   collect all such tiles in one big quad array and
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 *   draw them at once.
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 *
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 * ScanRow:
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 * ZLayer:
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 *   Each tile in row n with priority=m is drawn at the same
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 *   z as every tile in row n-1 with priority=m-1. This means
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 *   we can collect all tiles sharing the same z in one quad
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 *   array and draw them at once. I call these collections
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 *   'scanrows', as they're drawn from the top part of the map
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 *   'zlayers'. They're drawn from the top part of the map
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 *   (lowest z) to the bottom part (highest z).
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 *   Objects that would end up on the same scanrow are eg. trees.
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 *   Objects that would end up on the same zlayer are eg. trees.
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 *
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 * Map viewport:
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 *   This rectangle describes the subregion of the map that is
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			@ -206,22 +206,22 @@ struct GroundLayer : public ViewportElement
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	void onGeometryChange(const Scene::Geometry &geo);
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};
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struct ScanRow : public ViewportElement
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struct ZLayer : public ViewportElement
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{
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	size_t index;
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	GLintptr vboOffset;
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	GLsizei vboCount;
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	TilemapPrivate *p;
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	/* If this row is part of a batch and not
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	/* If this layer is part of a batch and not
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	 * the head, it is 'muted' via this flag */
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	bool batchedFlag;
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	/* If this row is a batch head, this variable
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	/* If this layer is a batch head, this variable
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	 * holds the element count of the entire batch */
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	GLsizei vboBatchCount;
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	ScanRow(TilemapPrivate *p, Viewport *viewport);
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	ZLayer(TilemapPrivate *p, Viewport *viewport);
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	void setIndex(int value);
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			@ -231,7 +231,7 @@ struct ScanRow : public ViewportElement
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	static int calculateZ(TilemapPrivate *p, int index);
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	void initUpdateZ();
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	void finiUpdateZ(ScanRow *prev);
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	void finiUpdateZ(ZLayer *prev);
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};
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struct TilemapPrivate
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			@ -276,12 +276,12 @@ struct TilemapPrivate
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	/* Ground layer vertices */
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	SVVector groundVert;
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	/* Scanrow vertices */
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	SVVector scanrowVert[scanrowsMax];
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	/* ZLayer vertices */
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	SVVector zlayerVert[zlayersMax];
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	/* Base quad indices of each scanrow
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	/* Base quad indices of each zlayer
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	 * in the shared buffer */
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	size_t scanrowBases[scanrowsMax+1];
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	size_t zlayerBases[zlayersMax+1];
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	/* Shared buffers for all tiles */
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	struct
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			@ -308,19 +308,19 @@ struct TilemapPrivate
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	struct
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	{
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		GroundLayer *ground;
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		ScanRow* scanrows[scanrowsMax];
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		/* Used rows out of 'scanrows' (rest is hidden) */
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		size_t activeRows;
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		ZLayer* zlayers[zlayersMax];
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		/* Used layers out of 'zlayers' (rest is hidden) */
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		size_t activeLayers;
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		Scene::Geometry sceneGeo;
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		Vec2i sceneOffset;
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		/* The ground and scanrow elements' creationStamp
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		/* The ground and zlayer elements' creationStamp
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		 * should be aquired once (at Tilemap construction)
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		 * instead of regenerated everytime the elements are
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		 * (re)created. Scanrows can share one stamp because
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		 * (re)created. ZLayers can share one stamp because
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		 * their z always differs anway */
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		unsigned int groundStamp;
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		unsigned int scanrowStamp;
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		unsigned int zlayerStamp;
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	} elem;
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	/* Affected by: autotiles, tileset */
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			@ -399,12 +399,12 @@ struct TilemapPrivate
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		flash.alphaIdx = 0;
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		elem.groundStamp = shState->genTimeStamp();
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		elem.scanrowStamp = shState->genTimeStamp();
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		elem.zlayerStamp = shState->genTimeStamp();
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		elem.ground = new GroundLayer(this, viewport);
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		for (size_t i = 0; i < scanrowsMax; ++i)
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			elem.scanrows[i] = new ScanRow(this, viewport);
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		for (size_t i = 0; i < zlayersMax; ++i)
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			elem.zlayers[i] = new ZLayer(this, viewport);
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		prepareCon = shState->prepareDraw.connect
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		        (sigc::mem_fun(this, &TilemapPrivate::prepare));
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			@ -414,8 +414,8 @@ struct TilemapPrivate
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	{
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		/* Destroy elements */
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		delete elem.ground;
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		for (size_t i = 0; i < scanrowsMax; ++i)
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			delete elem.scanrows[i];
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		for (size_t i = 0; i < zlayersMax; ++i)
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			delete elem.zlayers[i];
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		shState->releaseAtlasTex(atlas.gl);
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			@ -716,8 +716,8 @@ struct TilemapPrivate
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		}
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		else
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		{
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			int scanInd = y + prio;
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			targetArray = &scanrowVert[scanInd];
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			int layerInd = y + prio;
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			targetArray = &zlayerVert[layerInd];
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		}
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		/* Check for autotile */
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			@ -746,8 +746,8 @@ struct TilemapPrivate
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	{
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		groundVert.clear();
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		for (size_t i = 0; i < scanrowsMax; ++i)
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			scanrowVert[i].clear();
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		for (size_t i = 0; i < zlayersMax; ++i)
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			zlayerVert[i].clear();
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	}
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	void buildQuadArray()
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			@ -765,9 +765,9 @@ struct TilemapPrivate
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		return quadCount * sizeof(SVertex) * 4;
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	}
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	size_t scanrowSize(size_t index)
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	size_t zlayerSize(size_t index)
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	{
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		return scanrowBases[index+1] - scanrowBases[index];
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		return zlayerBases[index+1] - zlayerBases[index];
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	}
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	void uploadBuffers()
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			@ -776,26 +776,26 @@ struct TilemapPrivate
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		size_t groundQuadCount = groundVert.size() / 4;
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		size_t quadCount = groundQuadCount;
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		for (size_t i = 0; i < scanrowsMax; ++i)
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		for (size_t i = 0; i < zlayersMax; ++i)
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		{
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			scanrowBases[i] = quadCount;
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			quadCount += scanrowVert[i].size() / 4;
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			zlayerBases[i] = quadCount;
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			quadCount += zlayerVert[i].size() / 4;
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		}
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		scanrowBases[scanrowsMax] = quadCount;
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		zlayerBases[zlayersMax] = quadCount;
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		VBO::bind(tiles.vbo);
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		VBO::allocEmpty(quadDataSize(quadCount));
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		VBO::uploadSubData(0, quadDataSize(groundQuadCount), &groundVert[0]);
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		for (size_t i = 0; i < scanrowsMax; ++i)
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		for (size_t i = 0; i < zlayersMax; ++i)
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		{
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			if (scanrowVert[i].empty())
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			if (zlayerVert[i].empty())
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				continue;
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			VBO::uploadSubData(quadDataSize(scanrowBases[i]),
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			                   quadDataSize(scanrowSize(i)), &scanrowVert[i][0]);
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			VBO::uploadSubData(quadDataSize(zlayerBases[i]),
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			                   quadDataSize(zlayerSize(i)), &zlayerVert[i][0]);
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		}
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		VBO::unbind();
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			@ -883,37 +883,37 @@ struct TilemapPrivate
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		shState->ensureQuadIBO(flash.quadCount);
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	}
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	void updateActiveElements(std::vector<int> &scanrowInd)
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	void updateActiveElements(std::vector<int> &zlayerInd)
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	{
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		elem.ground->updateVboCount();
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		for (size_t i = 0; i < scanrowsMax; ++i)
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		for (size_t i = 0; i < zlayersMax; ++i)
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		{
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			if (i < scanrowInd.size())
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			if (i < zlayerInd.size())
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			{
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				int index = scanrowInd[i];
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				elem.scanrows[i]->setVisible(visible);
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				elem.scanrows[i]->setIndex(index);
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				int index = zlayerInd[i];
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				elem.zlayers[i]->setVisible(visible);
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				elem.zlayers[i]->setIndex(index);
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			}
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			else
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			{
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				/* Hide unused rows */
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				elem.scanrows[i]->setVisible(false);
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				/* Hide unused layers */
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				elem.zlayers[i]->setVisible(false);
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			}
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		}
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	}
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	void updateSceneElements()
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	{
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		/* Only allocate elements for non-emtpy scanrows */
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		std::vector<int> scanrowInd;
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		/* Only allocate elements for non-emtpy zlayers */
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		std::vector<int> zlayerInd;
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		for (size_t i = 0; i < scanrowsMax; ++i)
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			if (scanrowVert[i].size() > 0)
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				scanrowInd.push_back(i);
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		for (size_t i = 0; i < zlayersMax; ++i)
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			if (zlayerVert[i].size() > 0)
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				zlayerInd.push_back(i);
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		updateActiveElements(scanrowInd);
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		elem.activeRows = scanrowInd.size();
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		updateActiveElements(zlayerInd);
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		elem.activeLayers = zlayerInd.size();
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		zOrderDirty = false;
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	}
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			@ -921,63 +921,63 @@ struct TilemapPrivate
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	{
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		elem.ground->setVisible(false);
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		for (size_t i = 0; i < scanrowsMax; ++i)
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			elem.scanrows[i]->setVisible(false);
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		for (size_t i = 0; i < zlayersMax; ++i)
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			elem.zlayers[i]->setVisible(false);
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	}
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	void updateZOrder()
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	{
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		if (elem.activeRows == 0)
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		if (elem.activeLayers == 0)
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			return;
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		for (size_t i = 0; i < elem.activeRows; ++i)
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			elem.scanrows[i]->initUpdateZ();
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		for (size_t i = 0; i < elem.activeLayers; ++i)
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			elem.zlayers[i]->initUpdateZ();
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		ScanRow *prev = elem.scanrows[0];
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		ZLayer *prev = elem.zlayers[0];
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		prev->finiUpdateZ(0);
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		for (size_t i = 1; i < elem.activeRows; ++i)
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		for (size_t i = 1; i < elem.activeLayers; ++i)
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		{
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			ScanRow *row = elem.scanrows[i];
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			row->finiUpdateZ(prev);
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			prev = row;
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			ZLayer *layer = elem.zlayers[i];
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			layer->finiUpdateZ(prev);
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			prev = layer;
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		}
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	}
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	/* When there are two or more scanrows with no other
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	/* When there are two or more zlayers with no other
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	 * elements between them in the scene list, we can
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	 * render them in a batch (as the scanrow data itself
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	 * render them in a batch (as the zlayer data itself
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	 * is ordered sequentially in VRAM). Every frame, we
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	 * scan the scene list for such sequential rows and
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	 * batch them up for drawing. The first row of the batch
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	 * scan the scene list for such sequential layers and
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	 * batch them up for drawing. The first layer of the batch
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	 * (the "batch head") executes the draw call, all others
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	 * are muted via the 'batchedFlag'. For simplicity,
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	 * single sized batches are possible. */
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	void prepareScanrowBatches()
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	void prepareZLayerBatches()
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	{
 | 
			
		||||
		ScanRow *const *scanrows = elem.scanrows;
 | 
			
		||||
		ZLayer *const *zlayers = elem.zlayers;
 | 
			
		||||
 | 
			
		||||
		for (size_t i = 0; i < elem.activeRows; ++i)
 | 
			
		||||
		for (size_t i = 0; i < elem.activeLayers; ++i)
 | 
			
		||||
		{
 | 
			
		||||
			ScanRow *batchHead = scanrows[i];
 | 
			
		||||
			ZLayer *batchHead = zlayers[i];
 | 
			
		||||
			batchHead->batchedFlag = false;
 | 
			
		||||
 | 
			
		||||
			GLsizei vboBatchCount = batchHead->vboCount;
 | 
			
		||||
			IntruListLink<SceneElement> *iter = &batchHead->link;
 | 
			
		||||
 | 
			
		||||
			for (i = i+1; i < elem.activeRows; ++i)
 | 
			
		||||
			for (i = i+1; i < elem.activeLayers; ++i)
 | 
			
		||||
			{
 | 
			
		||||
				iter = iter->next;
 | 
			
		||||
				ScanRow *row = scanrows[i];
 | 
			
		||||
				ZLayer *layer = zlayers[i];
 | 
			
		||||
 | 
			
		||||
				/* Check if the next SceneElement is also
 | 
			
		||||
				 * the next scanrow in our list. If not,
 | 
			
		||||
				 * the next zlayer in our list. If not,
 | 
			
		||||
				 * the current batch is complete */
 | 
			
		||||
				if (iter != &row->link)
 | 
			
		||||
				if (iter != &layer->link)
 | 
			
		||||
					break;
 | 
			
		||||
 | 
			
		||||
				vboBatchCount += row->vboCount;
 | 
			
		||||
				row->batchedFlag = true;
 | 
			
		||||
				vboBatchCount += layer->vboCount;
 | 
			
		||||
				layer->batchedFlag = true;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			batchHead->vboBatchCount = vboBatchCount;
 | 
			
		||||
| 
						 | 
				
			
			@ -1070,7 +1070,7 @@ struct TilemapPrivate
 | 
			
		|||
			zOrderDirty = false;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		prepareScanrowBatches();
 | 
			
		||||
		prepareZLayerBatches();
 | 
			
		||||
 | 
			
		||||
		tilemapReady = true;
 | 
			
		||||
	}
 | 
			
		||||
| 
						 | 
				
			
			@ -1086,7 +1086,7 @@ GroundLayer::GroundLayer(TilemapPrivate *p, Viewport *viewport)
 | 
			
		|||
 | 
			
		||||
void GroundLayer::updateVboCount()
 | 
			
		||||
{
 | 
			
		||||
	vboCount = p->scanrowBases[0] * 6;
 | 
			
		||||
	vboCount = p->zlayerBases[0] * 6;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void GroundLayer::draw()
 | 
			
		||||
| 
						 | 
				
			
			@ -1138,8 +1138,8 @@ void GroundLayer::onGeometryChange(const Scene::Geometry &geo)
 | 
			
		|||
	p->updatePosition();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
ScanRow::ScanRow(TilemapPrivate *p, Viewport *viewport)
 | 
			
		||||
    : ViewportElement(viewport, 0, p->elem.scanrowStamp),
 | 
			
		||||
ZLayer::ZLayer(TilemapPrivate *p, Viewport *viewport)
 | 
			
		||||
    : ViewportElement(viewport, 0, p->elem.zlayerStamp),
 | 
			
		||||
      index(0),
 | 
			
		||||
      vboOffset(0),
 | 
			
		||||
      vboCount(0),
 | 
			
		||||
| 
						 | 
				
			
			@ -1147,18 +1147,18 @@ ScanRow::ScanRow(TilemapPrivate *p, Viewport *viewport)
 | 
			
		|||
      vboBatchCount(0)
 | 
			
		||||
{}
 | 
			
		||||
 | 
			
		||||
void ScanRow::setIndex(int value)
 | 
			
		||||
void ZLayer::setIndex(int value)
 | 
			
		||||
{
 | 
			
		||||
	index = value;
 | 
			
		||||
 | 
			
		||||
	z = calculateZ(p, index);
 | 
			
		||||
	scene->reinsert(*this);
 | 
			
		||||
 | 
			
		||||
	vboOffset = p->scanrowBases[index] * sizeof(index_t) * 6;
 | 
			
		||||
	vboCount = p->scanrowSize(index) * 6;
 | 
			
		||||
	vboOffset = p->zlayerBases[index] * sizeof(index_t) * 6;
 | 
			
		||||
	vboCount = p->zlayerSize(index) * 6;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ScanRow::draw()
 | 
			
		||||
void ZLayer::draw()
 | 
			
		||||
{
 | 
			
		||||
	if (batchedFlag)
 | 
			
		||||
		return;
 | 
			
		||||
| 
						 | 
				
			
			@ -1176,22 +1176,22 @@ void ScanRow::draw()
 | 
			
		|||
	GLMeta::vaoUnbind(p->tiles.vao);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ScanRow::drawInt()
 | 
			
		||||
void ZLayer::drawInt()
 | 
			
		||||
{
 | 
			
		||||
	gl.DrawElements(GL_TRIANGLES, vboBatchCount, _GL_INDEX_TYPE, (GLvoid*) vboOffset);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int ScanRow::calculateZ(TilemapPrivate *p, int index)
 | 
			
		||||
int ZLayer::calculateZ(TilemapPrivate *p, int index)
 | 
			
		||||
{
 | 
			
		||||
	return 32 * (index + p->viewpPos.y + 1) - p->offset.y;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ScanRow::initUpdateZ()
 | 
			
		||||
void ZLayer::initUpdateZ()
 | 
			
		||||
{
 | 
			
		||||
	unlink();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ScanRow::finiUpdateZ(ScanRow *prev)
 | 
			
		||||
void ZLayer::finiUpdateZ(ZLayer *prev)
 | 
			
		||||
{
 | 
			
		||||
	z = calculateZ(p, index);
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -1290,8 +1290,8 @@ void Tilemap::setViewport(Viewport *value)
 | 
			
		|||
 | 
			
		||||
	p->elem.ground->setViewport(value);
 | 
			
		||||
 | 
			
		||||
	for (size_t i = 0; i < scanrowsMax; ++i)
 | 
			
		||||
		p->elem.scanrows[i]->setViewport(value);
 | 
			
		||||
	for (size_t i = 0; i < zlayersMax; ++i)
 | 
			
		||||
		p->elem.zlayers[i]->setViewport(value);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
| 
						 | 
				
			
			@ -1374,8 +1374,8 @@ void Tilemap::setVisible(bool value)
 | 
			
		|||
		return;
 | 
			
		||||
 | 
			
		||||
	p->elem.ground->setVisible(value);
 | 
			
		||||
	for (size_t i = 0; i < p->elem.activeRows; ++i)
 | 
			
		||||
		p->elem.scanrows[i]->setVisible(value);
 | 
			
		||||
	for (size_t i = 0; i < p->elem.activeLayers; ++i)
 | 
			
		||||
		p->elem.zlayers[i]->setVisible(value);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void Tilemap::setOX(int value)
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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