218 lines
6.2 KiB
Rust
218 lines
6.2 KiB
Rust
use anyhow::Result;
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use bytemuck;
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use cgmath::Point2;
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use galactica_util::constants::PARTICLE_SPRITE_INSTANCE_LIMIT;
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use glyphon::Resolution;
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use std::iter;
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use wgpu;
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use crate::{
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globaluniform::GlobalDataContent,
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vertexbuffer::{consts::SPRITE_INDICES, types::ParticleInstance, BufferObject},
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RenderInput,
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};
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impl super::GPUState {
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/// Main render function. Draws sprites on a window.
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pub fn render(&mut self, input: RenderInput) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output.texture.create_view(&Default::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("render encoder"),
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});
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("render pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.0,
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g: 0.0,
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b: 0.0,
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a: 1.0,
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}),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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self.state.vertex_buffers.object_counter = 0;
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self.state.vertex_buffers.ui_counter = 0;
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self.state.vertex_buffers.radialbar_counter = 0;
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// Don't reset particle counter, it's special
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let s = input.ct.get_starfield_handle();
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// Update global values
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self.state.queue.write_buffer(
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&self.state.global_uniform.data_buffer,
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0,
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bytemuck::cast_slice(&[GlobalDataContent {
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camera_position: input.camera_pos.into(),
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camera_zoom: [input.camera_zoom, 0.0],
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camera_zoom_limits: [
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input.ct.get_config().zoom_min,
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input.ct.get_config().zoom_max,
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],
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window_size: [
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self.state.window_size.width as f32,
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self.state.window_size.height as f32,
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],
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window_scale: [self.state.window.scale_factor() as f32, 0.0],
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window_aspect: [self.state.window_aspect, 0.0],
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starfield_sprite: [s.get_index(), 0],
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starfield_tile_size: [input.ct.get_config().starfield_size, 0.0],
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starfield_size_limits: [
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input.ct.get_config().starfield_min_size,
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input.ct.get_config().starfield_max_size,
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],
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current_time: [input.current_time, 0.0],
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}]),
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);
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// Write all new particles to GPU buffer
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for i in input.particles.iter() {
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self.state.queue.write_buffer(
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&self.state.vertex_buffers.particle.instances,
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ParticleInstance::SIZE * self.state.vertex_buffers.particle_counter,
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bytemuck::cast_slice(&[ParticleInstance {
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position: [i.pos.x, i.pos.y],
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velocity: i.velocity.into(),
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angle: i.angle.0,
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angvel: i.angvel.0,
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size: i.size,
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sprite_index: i.sprite.get_index(),
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created: input.current_time,
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expires: input.current_time + i.lifetime,
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fade: i.fade,
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}]),
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);
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self.state.vertex_buffers.particle_counter += 1;
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if self.state.vertex_buffers.particle_counter == PARTICLE_SPRITE_INSTANCE_LIMIT {
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self.state.vertex_buffers.particle_counter = 0;
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}
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}
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// Create sprite instances
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// Game coordinates (relative to camera) of ne and sw corners of screen.
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// Used to skip off-screen sprites.
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let clip_ne = Point2::from((-self.state.window_aspect, 1.0)) * input.camera_zoom;
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let clip_sw = Point2::from((self.state.window_aspect, -1.0)) * input.camera_zoom;
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// TODO: sorting. We don't need to sort ships, but we do need to sort system objects by z-level
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// (which we don't yet draw)
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// that should probably be done in iter_system().
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// Order matters, it determines what is drawn on top.
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// The order inside ships and projectiles doesn't matter,
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// but ships should always be under projectiles.
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self.phys_push_system(&input, (clip_ne, clip_sw));
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self.phys_push_ship(&input, (clip_ne, clip_sw));
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self.phys_push_projectile(&input, (clip_ne, clip_sw));
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self.ui.draw(&input, &mut self.state);
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// These should match the indices in each shader,
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// and should each have a corresponding bind group layout.
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render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
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render_pass.set_bind_group(1, &self.state.global_uniform.bind_group, &[]);
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// Starfield pipeline
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self.state
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.vertex_buffers
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.starfield
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.set_in_pass(&mut render_pass);
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render_pass.set_pipeline(&self.starfield_pipeline);
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render_pass.draw_indexed(
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0..SPRITE_INDICES.len() as u32,
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0,
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0..self.starfield.instance_count,
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);
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// Sprite pipeline
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self.state
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.vertex_buffers
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.object
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.set_in_pass(&mut render_pass);
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render_pass.set_pipeline(&self.object_pipeline);
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render_pass.draw_indexed(
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0..SPRITE_INDICES.len() as u32,
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0,
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0..self.state.vertex_buffers.object_counter as _,
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);
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// Particle pipeline
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self.state
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.vertex_buffers
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.particle
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.set_in_pass(&mut render_pass);
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render_pass.set_pipeline(&self.particle_pipeline);
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render_pass.draw_indexed(
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0..SPRITE_INDICES.len() as u32,
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0,
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0..PARTICLE_SPRITE_INSTANCE_LIMIT as _,
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);
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// Ui pipeline
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self.state.vertex_buffers.ui.set_in_pass(&mut render_pass);
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render_pass.set_pipeline(&self.ui_pipeline);
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render_pass.draw_indexed(
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0..SPRITE_INDICES.len() as u32,
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0,
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0..self.state.vertex_buffers.ui_counter as _,
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);
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// Radial progress bars
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// TODO: do we need to do this every time?
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self.state
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.vertex_buffers
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.radialbar
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.set_in_pass(&mut render_pass);
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render_pass.set_pipeline(&self.radialbar_pipeline);
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render_pass.draw_indexed(
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0..SPRITE_INDICES.len() as u32,
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0,
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0..self.state.vertex_buffers.radialbar_counter as _,
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);
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self.state
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.text_renderer
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.prepare(
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&self.device,
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&self.state.queue,
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&mut self.state.text_font_system,
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&mut self.state.text_atlas,
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Resolution {
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width: self.state.window_size.width,
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height: self.state.window_size.height,
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},
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self.ui.get_textareas(),
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&mut self.state.text_cache,
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)
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.unwrap();
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self.state
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.text_renderer
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.render(&self.state.text_atlas, &mut render_pass)
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.unwrap();
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// begin_render_pass borrows encoder mutably, so we can't call finish()
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// without dropping this variable.
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drop(render_pass);
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self.state.queue.submit(iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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