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							357 lines
						
					
					
						
							9.6 KiB
						
					
					
				
			
		
		
	
	
							357 lines
						
					
					
						
							9.6 KiB
						
					
					
				/* | 
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 * 3-D gear wheels.  This program is in the public domain. | 
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 * | 
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 * Command line options: | 
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 *    -info      print GL implementation information | 
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 *    -exit      automatically exit after 30 seconds | 
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 * | 
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 * | 
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 * Brian Paul | 
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 * | 
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 * | 
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 * Marcus Geelnard: | 
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 *   - Conversion to GLFW | 
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 *   - Time based rendering (frame rate independent) | 
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 *   - Slightly modified camera that should work better for stereo viewing | 
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 * | 
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 * | 
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 * Camilla Berglund: | 
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 *   - Removed FPS counter (this is not a benchmark) | 
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 *   - Added a few comments | 
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 *   - Enabled vsync | 
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 */ | 
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 | 
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#if defined(_MSC_VER) | 
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 // Make MS math.h define M_PI | 
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 #define _USE_MATH_DEFINES | 
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#endif | 
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 | 
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#include <math.h> | 
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#include <stdlib.h> | 
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#include <stdio.h> | 
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#include <string.h> | 
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 | 
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#include <glad/glad.h> | 
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#include <GLFW/glfw3.h> | 
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 | 
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/** | 
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 | 
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  Draw a gear wheel.  You'll probably want to call this function when | 
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  building a display list since we do a lot of trig here. | 
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 | 
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  Input:  inner_radius - radius of hole at center | 
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          outer_radius - radius at center of teeth | 
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          width - width of gear teeth - number of teeth | 
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          tooth_depth - depth of tooth | 
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 | 
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 **/ | 
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 | 
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static void | 
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gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, | 
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  GLint teeth, GLfloat tooth_depth) | 
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{ | 
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  GLint i; | 
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  GLfloat r0, r1, r2; | 
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  GLfloat angle, da; | 
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  GLfloat u, v, len; | 
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 | 
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  r0 = inner_radius; | 
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  r1 = outer_radius - tooth_depth / 2.f; | 
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  r2 = outer_radius + tooth_depth / 2.f; | 
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 | 
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  da = 2.f * (float) M_PI / teeth / 4.f; | 
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 | 
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  glShadeModel(GL_FLAT); | 
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 | 
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  glNormal3f(0.f, 0.f, 1.f); | 
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 | 
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  /* draw front face */ | 
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  glBegin(GL_QUAD_STRIP); | 
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  for (i = 0; i <= teeth; i++) { | 
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    angle = i * 2.f * (float) M_PI / teeth; | 
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    glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f); | 
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    glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f); | 
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    if (i < teeth) { | 
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      glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f); | 
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      glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f); | 
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    } | 
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  } | 
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  glEnd(); | 
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 | 
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  /* draw front sides of teeth */ | 
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  glBegin(GL_QUADS); | 
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  da = 2.f * (float) M_PI / teeth / 4.f; | 
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  for (i = 0; i < teeth; i++) { | 
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    angle = i * 2.f * (float) M_PI / teeth; | 
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 | 
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    glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f); | 
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    glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f); | 
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    glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f); | 
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    glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f); | 
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  } | 
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  glEnd(); | 
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 | 
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  glNormal3f(0.0, 0.0, -1.0); | 
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 | 
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  /* draw back face */ | 
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  glBegin(GL_QUAD_STRIP); | 
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  for (i = 0; i <= teeth; i++) { | 
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    angle = i * 2.f * (float) M_PI / teeth; | 
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    glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f); | 
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    glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f); | 
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    if (i < teeth) { | 
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      glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f); | 
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      glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f); | 
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    } | 
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  } | 
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  glEnd(); | 
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 | 
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  /* draw back sides of teeth */ | 
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  glBegin(GL_QUADS); | 
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  da = 2.f * (float) M_PI / teeth / 4.f; | 
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  for (i = 0; i < teeth; i++) { | 
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    angle = i * 2.f * (float) M_PI / teeth; | 
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 | 
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    glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f); | 
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    glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f); | 
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    glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f); | 
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    glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f); | 
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  } | 
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  glEnd(); | 
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 | 
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  /* draw outward faces of teeth */ | 
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  glBegin(GL_QUAD_STRIP); | 
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  for (i = 0; i < teeth; i++) { | 
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    angle = i * 2.f * (float) M_PI / teeth; | 
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 | 
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    glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f); | 
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    glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f); | 
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    u = r2 * (float) cos(angle + da) - r1 * (float) cos(angle); | 
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    v = r2 * (float) sin(angle + da) - r1 * (float) sin(angle); | 
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    len = (float) sqrt(u * u + v * v); | 
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    u /= len; | 
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    v /= len; | 
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    glNormal3f(v, -u, 0.0); | 
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    glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f); | 
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    glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f); | 
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    glNormal3f((float) cos(angle), (float) sin(angle), 0.f); | 
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    glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f); | 
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    glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f); | 
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    u = r1 * (float) cos(angle + 3 * da) - r2 * (float) cos(angle + 2 * da); | 
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    v = r1 * (float) sin(angle + 3 * da) - r2 * (float) sin(angle + 2 * da); | 
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    glNormal3f(v, -u, 0.f); | 
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    glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f); | 
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    glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f); | 
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    glNormal3f((float) cos(angle), (float) sin(angle), 0.f); | 
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  } | 
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 | 
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  glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), width * 0.5f); | 
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  glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), -width * 0.5f); | 
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 | 
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  glEnd(); | 
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 | 
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  glShadeModel(GL_SMOOTH); | 
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 | 
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  /* draw inside radius cylinder */ | 
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  glBegin(GL_QUAD_STRIP); | 
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  for (i = 0; i <= teeth; i++) { | 
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    angle = i * 2.f * (float) M_PI / teeth; | 
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    glNormal3f(-(float) cos(angle), -(float) sin(angle), 0.f); | 
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    glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f); | 
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    glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f); | 
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  } | 
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  glEnd(); | 
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 | 
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} | 
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 | 
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 | 
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static GLfloat view_rotx = 20.f, view_roty = 30.f, view_rotz = 0.f; | 
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static GLint gear1, gear2, gear3; | 
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static GLfloat angle = 0.f; | 
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 | 
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/* OpenGL draw function & timing */ | 
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static void draw(void) | 
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{ | 
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  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | 
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 | 
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  glPushMatrix(); | 
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    glRotatef(view_rotx, 1.0, 0.0, 0.0); | 
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    glRotatef(view_roty, 0.0, 1.0, 0.0); | 
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    glRotatef(view_rotz, 0.0, 0.0, 1.0); | 
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 | 
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    glPushMatrix(); | 
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      glTranslatef(-3.0, -2.0, 0.0); | 
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      glRotatef(angle, 0.0, 0.0, 1.0); | 
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      glCallList(gear1); | 
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    glPopMatrix(); | 
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 | 
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    glPushMatrix(); | 
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      glTranslatef(3.1f, -2.f, 0.f); | 
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      glRotatef(-2.f * angle - 9.f, 0.f, 0.f, 1.f); | 
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      glCallList(gear2); | 
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    glPopMatrix(); | 
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 | 
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    glPushMatrix(); | 
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      glTranslatef(-3.1f, 4.2f, 0.f); | 
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      glRotatef(-2.f * angle - 25.f, 0.f, 0.f, 1.f); | 
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      glCallList(gear3); | 
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    glPopMatrix(); | 
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 | 
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  glPopMatrix(); | 
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} | 
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 | 
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 | 
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/* update animation parameters */ | 
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static void animate(void) | 
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{ | 
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  angle = 100.f * (float) glfwGetTime(); | 
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} | 
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 | 
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 | 
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/* change view angle, exit upon ESC */ | 
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void key( GLFWwindow* window, int k, int s, int action, int mods ) | 
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{ | 
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  if( action != GLFW_PRESS ) return; | 
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 | 
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  switch (k) { | 
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  case GLFW_KEY_Z: | 
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    if( mods & GLFW_MOD_SHIFT ) | 
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      view_rotz -= 5.0; | 
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    else | 
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      view_rotz += 5.0; | 
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    break; | 
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  case GLFW_KEY_ESCAPE: | 
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    glfwSetWindowShouldClose(window, GLFW_TRUE); | 
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    break; | 
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  case GLFW_KEY_UP: | 
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    view_rotx += 5.0; | 
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    break; | 
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  case GLFW_KEY_DOWN: | 
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    view_rotx -= 5.0; | 
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    break; | 
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  case GLFW_KEY_LEFT: | 
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    view_roty += 5.0; | 
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    break; | 
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  case GLFW_KEY_RIGHT: | 
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    view_roty -= 5.0; | 
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    break; | 
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  default: | 
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    return; | 
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  } | 
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} | 
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 | 
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/* new window size */ | 
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void reshape( GLFWwindow* window, int width, int height ) | 
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{ | 
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  GLfloat h = (GLfloat) height / (GLfloat) width; | 
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  GLfloat xmax, znear, zfar; | 
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 | 
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  znear = 5.0f; | 
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  zfar  = 30.0f; | 
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  xmax  = znear * 0.5f; | 
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 | 
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  glViewport( 0, 0, (GLint) width, (GLint) height ); | 
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  glMatrixMode( GL_PROJECTION ); | 
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  glLoadIdentity(); | 
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  glFrustum( -xmax, xmax, -xmax*h, xmax*h, znear, zfar ); | 
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  glMatrixMode( GL_MODELVIEW ); | 
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  glLoadIdentity(); | 
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  glTranslatef( 0.0, 0.0, -20.0 ); | 
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} | 
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 | 
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 | 
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/* program & OpenGL initialization */ | 
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static void init(void) | 
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{ | 
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  static GLfloat pos[4] = {5.f, 5.f, 10.f, 0.f}; | 
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  static GLfloat red[4] = {0.8f, 0.1f, 0.f, 1.f}; | 
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  static GLfloat green[4] = {0.f, 0.8f, 0.2f, 1.f}; | 
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  static GLfloat blue[4] = {0.2f, 0.2f, 1.f, 1.f}; | 
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 | 
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  glLightfv(GL_LIGHT0, GL_POSITION, pos); | 
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  glEnable(GL_CULL_FACE); | 
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  glEnable(GL_LIGHTING); | 
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  glEnable(GL_LIGHT0); | 
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  glEnable(GL_DEPTH_TEST); | 
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 | 
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  /* make the gears */ | 
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  gear1 = glGenLists(1); | 
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  glNewList(gear1, GL_COMPILE); | 
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  glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); | 
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  gear(1.f, 4.f, 1.f, 20, 0.7f); | 
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  glEndList(); | 
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 | 
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  gear2 = glGenLists(1); | 
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  glNewList(gear2, GL_COMPILE); | 
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  glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green); | 
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  gear(0.5f, 2.f, 2.f, 10, 0.7f); | 
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  glEndList(); | 
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 | 
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  gear3 = glGenLists(1); | 
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  glNewList(gear3, GL_COMPILE); | 
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  glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue); | 
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  gear(1.3f, 2.f, 0.5f, 10, 0.7f); | 
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  glEndList(); | 
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 | 
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  glEnable(GL_NORMALIZE); | 
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} | 
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 | 
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 | 
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/* program entry */ | 
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int main(int argc, char *argv[]) | 
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{ | 
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    GLFWwindow* window; | 
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    int width, height; | 
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 | 
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    if( !glfwInit() ) | 
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    { | 
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        fprintf( stderr, "Failed to initialize GLFW\n" ); | 
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        exit( EXIT_FAILURE ); | 
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    } | 
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 | 
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    glfwWindowHint(GLFW_DEPTH_BITS, 16); | 
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 | 
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    window = glfwCreateWindow( 300, 300, "Gears", NULL, NULL ); | 
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    if (!window) | 
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    { | 
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        fprintf( stderr, "Failed to open GLFW window\n" ); | 
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        glfwTerminate(); | 
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        exit( EXIT_FAILURE ); | 
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    } | 
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 | 
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    // Set callback functions | 
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    glfwSetFramebufferSizeCallback(window, reshape); | 
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    glfwSetKeyCallback(window, key); | 
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 | 
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    glfwMakeContextCurrent(window); | 
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    gladLoadGLLoader((GLADloadproc) glfwGetProcAddress); | 
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    glfwSwapInterval( 1 ); | 
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 | 
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    glfwGetFramebufferSize(window, &width, &height); | 
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    reshape(window, width, height); | 
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 | 
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    // Parse command-line options | 
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    init(); | 
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 | 
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    // Main loop | 
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    while( !glfwWindowShouldClose(window) ) | 
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    { | 
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        // Draw gears | 
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        draw(); | 
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 | 
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        // Update animation | 
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        animate(); | 
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 | 
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        // Swap buffers | 
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        glfwSwapBuffers(window); | 
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        glfwPollEvents(); | 
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    } | 
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 | 
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    // Terminate GLFW | 
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    glfwTerminate(); | 
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 | 
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    // Exit program | 
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    exit( EXIT_SUCCESS ); | 
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} | 
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 | 
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 |