1 | #ifndef __RENDERTRAVERSER_H
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2 | #define __RENDERTRAVERSER_H
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3 |
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4 | #include <queue>
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5 | #include "Bvh.h"
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6 | #include "OcclusionQuery.h"
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7 | #include "Camera.h"
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8 | #include "RenderQueue.h"
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9 |
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10 |
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11 |
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12 | namespace CHCDemoEngine
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13 | {
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14 |
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15 | class Camera;
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16 | class Matrix4x4;
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17 |
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18 |
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19 |
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20 | struct TraversalStatistics
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21 | {
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22 | public:
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23 |
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24 | void Reset();
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25 |
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26 | //////////
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27 | //-- several statistics for a rendering pass
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28 |
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29 | int mNumTraversedNodes;
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30 | int mNumQueryCulledNodes;
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31 | int mNumFrustumCulledNodes;
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32 |
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33 | int mNumRenderedGeometry;
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34 | int mNumRenderedTriangles;
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35 | int mNumRenderedNodes;
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36 |
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37 | int mNumIssuedQueries;
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38 | int mNumStateChanges;
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39 |
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40 | double mRenderTime;
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41 | };
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42 |
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43 |
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44 |
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45 | /** Abstract class implementing a scene traversal for rendering.
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46 | */
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47 | class RenderTraverser
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48 | {
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49 | public:
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50 |
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51 | enum {CULL_FRUSTUM, STOP_AND_WAIT, CHC, CHCPLUSPLUS, NUM_RENDERMODES};
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52 |
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53 | RenderTraverser();
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54 | ~RenderTraverser();
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55 |
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56 | //! Renders the scene with the specified method
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57 | /**
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58 | The method is one of
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59 | CULL_FRUSTUM: view frustum culling only
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60 | STOP_AND_WAIT: hierarchical stop and wait algorithm
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61 | CHC: coherent hierarchical algorithm
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62 | CHCPLUSPLUS: coherent hierarchical algorithm revisited
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63 | */
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64 | void RenderScene();
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65 | /** Sets the scene hierarchy.
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66 | */
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67 | void SetHierarchy(Bvh *bvh);
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68 | /** Sets the camera.
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69 | */
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70 | void SetCamera(Camera *cam) {mCamera = cam;}
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71 | /** Renders a visualization of the hierarchy
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72 | */
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73 | void RenderVisualization();
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74 | /** Sets the current render state
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75 | */
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76 | void SetRenderState(RenderState *state);
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77 | /** The traversal statistics
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78 | */
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79 | const TraversalStatistics &GetStats() const { return mStats; }
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80 | /** The current frame id
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81 | */
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82 | int GetCurrentFrameId() const { return mFrameId; }
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83 |
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84 |
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85 | //////////////////
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86 | //-- options for the different rendering algorithms
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87 |
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88 | /** If a render queue should be used to batch up and sort scene entities before
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89 | rendering.
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90 | */
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91 | void SetUseRenderQueue(bool useRenderQueue);
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92 | /** Sets visible pixels threshold for visibility classification
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93 | */
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94 | void SetVisibilityThreshold(int threshold);
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95 |
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96 |
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97 | ///////////////////
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98 | //-- CHC / CHC ++ related options
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99 |
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100 |
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101 | /** CHC optimization to query the geometry itself instead of the bounding box.
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102 | */
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103 | void SetUseOptimization(bool useOptimization);
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104 | /** The number of frames a previously visible node is assumed to stay visible.
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105 | */
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106 | void SetAssumedVisibleFrames(int assumedVisibleFrames);
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107 | /** The maximum batch size for the i-queue
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108 | */
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109 | void SetMaxBatchSize(int batchSize);
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110 | /** If multiqueries should be used.
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111 | */
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112 | void SetUseMultiQueries(bool useMultiQueries);
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113 | /** If thight bounds should be used or the bounding boxes should be tested.
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114 | */
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115 | void SetUseTightBounds(bool useTightBounds);
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116 | /** If bounds should be shown
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117 | */
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118 | void SetShowBounds(bool showBounds);
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119 |
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120 |
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121 | protected:
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122 |
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123 | /** This is the actual rendering algorithm. It must be implemented by all
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124 | the subclasses.
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125 | */
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126 | virtual void Traverse() = 0;
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127 | /** Hierarchy traversal
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128 | */
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129 | void TraverseNode(BvhNode *node);
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130 | /** Issues occlusion query for a single node
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131 | */
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132 | OcclusionQuery *IssueOcclusionQuery(BvhNode *node);
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133 | /** Issue multiquery.
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134 | */
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135 | void IssueOcclusionQuery(const OcclusionQuery &query);
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136 | /** Retunrs true if the current bvh node intersects the near plane.
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137 | */
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138 | inline bool IntersectsNearPlane(BvhNode *node) const;
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139 | /** Enqueues a bvh node for distance traversal
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140 | */
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141 | void EnqueueNode(BvhNode *node);
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142 | /** Renders the bvh node.
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143 | */
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144 | void RenderNode(BvhNode *node);
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145 | /** Renders and clears the contents of the render queue.
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146 | */
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147 | void ApplyRenderQueue();
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148 |
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149 |
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150 | ////////////
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151 | //-- members
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152 |
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153 | /// the current camera
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154 | Camera *mCamera;
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155 | /// the root of the scene hierarchy
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156 | Bvh *mBvh;
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157 | /// the priority queue used for front to back traversal
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158 | TraversalQueue mDistanceQueue;
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159 | /// the current frame id
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160 | int mFrameId;
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161 | /// the current render state
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162 | RenderState *mRenderState;
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163 | /// manages creation and destruction of the queries
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164 | QueryHandler mQueryHandler;
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165 | /// the statisitcs
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166 | TraversalStatistics mStats;
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167 |
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168 | RenderQueue mRenderQueue;
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169 |
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170 |
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171 | /////////////////
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172 | //-- algorithm parametes
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173 |
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174 | int mVisibilityThreshold;
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175 |
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176 | bool mUseOptimization;
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177 |
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178 | bool mUseRenderQueue;
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179 |
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180 | int mAssumedVisibleFrames;
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181 |
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182 | int mMaxBatchSize;
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183 |
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184 | bool mUseMultiQueries;
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185 |
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186 | bool mUseTightBounds;
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187 |
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188 | bool mShowBounds;
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189 | };
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190 |
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191 |
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192 | inline bool RenderTraverser::IntersectsNearPlane(BvhNode *node) const
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193 | {
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194 | return mBvh->GetDistance(node) < mCamera->GetNear();
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195 | }
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196 |
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197 |
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198 | }
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199 |
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200 |
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201 |
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202 | #endif // RENDERTRAVERSER_H |
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