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494 lines
18 KiB
C++
494 lines
18 KiB
C++
//
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// AntialiasingEffect.cpp
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// libraries/render-utils/src/
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//
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// Created by Raffi Bedikian on 8/30/15
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtc/random.hpp>
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#include <PathUtils.h>
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#include <SharedUtil.h>
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#include <gpu/Context.h>
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#include <gpu/StandardShaderLib.h>
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#include "AntialiasingEffect.h"
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#include "StencilMaskPass.h"
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#include "TextureCache.h"
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#include "DependencyManager.h"
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#include "ViewFrustum.h"
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#include "GeometryCache.h"
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#include "FramebufferCache.h"
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/*
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#include "fxaa_vert.h"
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#include "fxaa_frag.h"
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#include "fxaa_blend_frag.h"
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Antialiasing::Antialiasing() {
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_geometryId = DependencyManager::get<GeometryCache>()->allocateID();
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}
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Antialiasing::~Antialiasing() {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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if (geometryCache) {
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geometryCache->releaseID(_geometryId);
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}
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}
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const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(RenderArgs* args) {
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int width = args->_viewport.z;
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int height = args->_viewport.w;
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if (_antialiasingBuffer && _antialiasingBuffer->getSize() != uvec2(width, height)) {
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_antialiasingBuffer.reset();
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}
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if (!_antialiasingBuffer) {
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// Link the antialiasing FBO to texture
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_antialiasingBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("antialiasing"));
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auto format = gpu::Element::COLOR_SRGBA_32;
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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_antialiasingTexture = gpu::Texture::createRenderBuffer(format, width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
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_antialiasingBuffer->setRenderBuffer(0, _antialiasingTexture);
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}
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if (!_antialiasingPipeline) {
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auto vs = gpu::Shader::createVertex(std::string(fxaa_vert));
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auto ps = gpu::Shader::createPixel(std::string(fxaa_frag));
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), 0));
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gpu::Shader::makeProgram(*program, slotBindings);
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_texcoordOffsetLoc = program->getUniforms().findLocation("texcoordOffset");
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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PrepareStencil::testMaskNoAA(*state);
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state->setDepthTest(false, false, gpu::LESS_EQUAL);
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// Good to go add the brand new pipeline
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_antialiasingPipeline = gpu::Pipeline::create(program, state);
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}
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return _antialiasingPipeline;
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}
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const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
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if (!_blendPipeline) {
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auto vs = gpu::Shader::createVertex(std::string(fxaa_vert));
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auto ps = gpu::Shader::createPixel(std::string(fxaa_blend_frag));
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), 0));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(false, false, gpu::LESS_EQUAL);
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PrepareStencil::testMaskNoAA(*state);
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// Good to go add the brand new pipeline
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_blendPipeline = gpu::Pipeline::create(program, state);
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}
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return _blendPipeline;
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}
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void Antialiasing::run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceBuffer) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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RenderArgs* args = renderContext->args;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.setViewportTransform(args->_viewport);
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// FIXME: NEED to simplify that code to avoid all the GeometryCahce call, this is purely pixel manipulation
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float fbWidth = renderContext->args->_viewport.z;
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float fbHeight = renderContext->args->_viewport.w;
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// float sMin = args->_viewport.x / fbWidth;
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// float sWidth = args->_viewport.z / fbWidth;
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// float tMin = args->_viewport.y / fbHeight;
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// float tHeight = args->_viewport.w / fbHeight;
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glm::mat4 projMat;
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Transform viewMat;
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args->getViewFrustum().evalProjectionMatrix(projMat);
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args->getViewFrustum().evalViewTransform(viewMat);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat, true);
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batch.setModelTransform(Transform());
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// FXAA step
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auto pipeline = getAntialiasingPipeline(renderContext->args);
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batch.setResourceTexture(0, sourceBuffer->getRenderBuffer(0));
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batch.setFramebuffer(_antialiasingBuffer);
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batch.setPipeline(pipeline);
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// initialize the view-space unpacking uniforms using frustum data
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float left, right, bottom, top, nearVal, farVal;
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glm::vec4 nearClipPlane, farClipPlane;
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args->getViewFrustum().computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
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// float depthScale = (farVal - nearVal) / farVal;
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// float nearScale = -1.0f / nearVal;
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// float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
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// float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
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// float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
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// float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
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batch._glUniform2f(_texcoordOffsetLoc, 1.0f / fbWidth, 1.0f / fbHeight);
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glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
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glm::vec2 bottomLeft(-1.0f, -1.0f);
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glm::vec2 topRight(1.0f, 1.0f);
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glm::vec2 texCoordTopLeft(0.0f, 0.0f);
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glm::vec2 texCoordBottomRight(1.0f, 1.0f);
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DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color, _geometryId);
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// Blend step
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batch.setResourceTexture(0, _antialiasingTexture);
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batch.setFramebuffer(sourceBuffer);
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batch.setPipeline(getBlendPipeline());
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DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color, _geometryId);
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});
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}
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*/
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#include "taa_frag.h"
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#include "fxaa_blend_frag.h"
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#include "taa_blend_frag.h"
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const int AntialiasingPass_ParamsSlot = 0;
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const int AntialiasingPass_FrameTransformSlot = 1;
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const int AntialiasingPass_JitterBufferSlot = 2;
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const int AntialiasingPass_HistoryMapSlot = 0;
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const int AntialiasingPass_SourceMapSlot = 1;
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const int AntialiasingPass_VelocityMapSlot = 2;
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const int AntialiasingPass_DepthMapSlot = 3;
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const int AntialiasingPass_NextMapSlot = 4;
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Antialiasing::Antialiasing() {
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}
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Antialiasing::~Antialiasing() {
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_antialiasingBuffer[0].reset();
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_antialiasingBuffer[1].reset();
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_antialiasingTexture[0].reset();
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_antialiasingTexture[1].reset();
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}
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const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
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if (!_antialiasingPipeline) {
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auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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auto ps = gpu::Shader::createPixel(std::string(taa_frag));
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("taaParamsBuffer"), AntialiasingPass_ParamsSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), AntialiasingPass_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("taaJitterBuffer"), AntialiasingPass_JitterBufferSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("historyMap"), AntialiasingPass_HistoryMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("sourceMap"), AntialiasingPass_SourceMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("velocityMap"), AntialiasingPass_VelocityMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), AntialiasingPass_DepthMapSlot));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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PrepareStencil::testMask(*state);
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// Good to go add the brand new pipeline
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_antialiasingPipeline = gpu::Pipeline::create(program, state);
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}
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return _antialiasingPipeline;
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}
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const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
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if (!_blendPipeline) {
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auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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auto ps = gpu::Shader::createPixel(std::string(fxaa_blend_frag));
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), AntialiasingPass_NextMapSlot));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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PrepareStencil::testMask(*state);
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// Good to go add the brand new pipeline
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_blendPipeline = gpu::Pipeline::create(program, state);
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}
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return _blendPipeline;
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}
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const gpu::PipelinePointer& Antialiasing::getDebugBlendPipeline() {
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if (!_debugBlendPipeline) {
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auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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auto ps = gpu::Shader::createPixel(std::string(taa_blend_frag));
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("taaParamsBuffer"), AntialiasingPass_ParamsSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("taaJitterBuffer"), AntialiasingPass_JitterBufferSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), AntialiasingPass_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("nextMap"), AntialiasingPass_NextMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("historyMap"), AntialiasingPass_HistoryMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("sourceMap"), AntialiasingPass_SourceMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("velocityMap"), AntialiasingPass_VelocityMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), AntialiasingPass_DepthMapSlot));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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PrepareStencil::testMask(*state);
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// Good to go add the brand new pipeline
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_debugBlendPipeline = gpu::Pipeline::create(program, state);
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}
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return _debugBlendPipeline;
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}
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void Antialiasing::configure(const Config& config) {
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_params.edit().blend = config.blend;
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_params.edit().velocityScale = config.velocityScale;
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_params.edit().setUnjitter(config.unjitter);
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_params.edit().setConstrainColor(config.constrainColor);
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_params.edit().debugShowVelocityThreshold = config.debugShowVelocityThreshold;
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_params.edit().debugX = config.debugX;
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_params.edit().setDebug(config.debug);
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_params.edit().setShowDebugCursor(config.showCursorPixel);
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_params.edit().setDebugCursor(config.debugCursorTexcoord);
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_params.edit().setDebugOrbZoom(config.debugOrbZoom);
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_params.edit().setShowJitterSequence(config.showJitterSequence);
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_params.edit().setShowClosestFragment(config.showClosestFragment);
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}
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void Antialiasing::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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RenderArgs* args = renderContext->args;
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auto& deferredFrameTransform = inputs.get0();
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auto& jitterBuffer = inputs.get1();
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auto& sourceBuffer = inputs.get2();
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auto& linearDepthBuffer = inputs.get3();
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auto& velocityBuffer = inputs.get4();
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int width = sourceBuffer->getWidth();
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int height = sourceBuffer->getHeight();
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if (_antialiasingBuffer[0]) {
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if (_antialiasingBuffer[0]->getSize() != uvec2(width, height)) {// || (sourceBuffer && (_antialiasingBuffer->getRenderBuffer(1) != sourceBuffer->getRenderBuffer(0)))) {
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_antialiasingBuffer[0].reset();
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_antialiasingBuffer[1].reset();
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_antialiasingTexture[0].reset();
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_antialiasingTexture[1].reset();
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}
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}
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if (!_antialiasingBuffer[0]) {
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// Link the antialiasing FBO to texture
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for (int i = 0; i < 2; i++) {
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_antialiasingBuffer[i] = gpu::FramebufferPointer(gpu::Framebuffer::create("antialiasing"));
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auto format = gpu::Element::COLOR_SRGBA_32; // DependencyManager::get<FramebufferCache>()->getLightingTexture()->getTexelFormat();
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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_antialiasingTexture[i] = gpu::Texture::createRenderBuffer(format, width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
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_antialiasingBuffer[i]->setRenderBuffer(0, _antialiasingTexture[i]);
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}
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}
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int nextFrame = (_currentFrame++) % 2;
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int prevFrame = (nextFrame + 1) % 2;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.setViewportTransform(args->_viewport);
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// TAA step
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getAntialiasingPipeline();
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batch.setResourceTexture(AntialiasingPass_HistoryMapSlot, _antialiasingTexture[prevFrame]);
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batch.setResourceTexture(AntialiasingPass_SourceMapSlot, sourceBuffer->getRenderBuffer(0));
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batch.setResourceTexture(AntialiasingPass_VelocityMapSlot, velocityBuffer->getVelocityTexture());
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batch.setResourceTexture(AntialiasingPass_DepthMapSlot, linearDepthBuffer->getLinearDepthTexture());
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batch.setUniformBuffer(AntialiasingPass_ParamsSlot, _params);
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batch.setUniformBuffer(AntialiasingPass_FrameTransformSlot, deferredFrameTransform->getFrameTransformBuffer());
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batch.setUniformBuffer(AntialiasingPass_JitterBufferSlot, jitterBuffer);
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batch.setFramebuffer(_antialiasingBuffer[nextFrame]);
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batch.setPipeline(getAntialiasingPipeline());
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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// Blend step
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batch.setResourceTexture(AntialiasingPass_SourceMapSlot, nullptr);
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batch.setFramebuffer(sourceBuffer);
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if (_params->isDebug()) {
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batch.setPipeline(getDebugBlendPipeline());
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} else {
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batch.setPipeline(getBlendPipeline());
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}
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batch.setResourceTexture(AntialiasingPass_NextMapSlot, _antialiasingTexture[nextFrame]);
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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batch.setUniformBuffer(AntialiasingPass_ParamsSlot, nullptr);
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batch.setUniformBuffer(AntialiasingPass_FrameTransformSlot, nullptr);
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batch.setUniformBuffer(AntialiasingPass_JitterBufferSlot, nullptr);
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batch.setResourceTexture(AntialiasingPass_DepthMapSlot, nullptr);
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batch.setResourceTexture(AntialiasingPass_HistoryMapSlot, nullptr);
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batch.setResourceTexture(AntialiasingPass_VelocityMapSlot, nullptr);
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batch.setResourceTexture(AntialiasingPass_NextMapSlot, nullptr);
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});
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}
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void JitterSampleConfig::setIndex(int current) {
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_index = (current) % JitterSample::SampleSequence::SEQUENCE_LENGTH;
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emit dirty();
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}
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int JitterSampleConfig::pause() {
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freeze = true;
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emit dirty();
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return _index;
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}
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int JitterSampleConfig::prev() {
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setIndex(_index - 1);
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return _index;
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}
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int JitterSampleConfig::next() {
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setIndex(_index + 1);
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return _index;
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}
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int JitterSampleConfig::play() {
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freeze = false;
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emit dirty();
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return _index;
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}
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template <int B> class Halton {
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public:
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float eval(int index) {
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float f = 1.0f;
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float r = 0.0f;
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float invB = 1.0f / (float)B;
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index++;
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while (index > 0) {
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f = f * invB;
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r = r + f * (float) (index % B);
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index = index / B;
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}
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return r;
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}
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};
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JitterSample::SampleSequence::SampleSequence(){
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// Halton sequence (2,3)
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Halton<2> genX;
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Halton<3> genY;
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offsets[0] = { 1.0f / 2.0f, 1.0f / 3.0f };
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offsets[1] = { 1.0f / 4.0f, 2.0f / 3.0f };
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offsets[2] = { 3.0f / 4.0f, 1.0f / 9.0f };
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offsets[3] = { 1.0f / 8.0f, 4.0f / 9.0f };
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offsets[4] = { 5.0f / 8.0f, 7.0f / 9.0f };
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offsets[5] = { 3.0f / 8.0f, 2.0f / 9.0f };
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offsets[6] = { 7.0f / 8.0f, 5.0f / 9.0f };
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offsets[7] = { 1.0f / 16.0f, 8.0f / 9.0f };
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for (int i = 0; i < SEQUENCE_LENGTH; i++) {
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offsets[i] = glm::vec2(genX.eval(i), genY.eval(i));
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}
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for (int i = 0; i < SEQUENCE_LENGTH; i++) {
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offsets[i] -= vec2(0.5f);
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}
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}
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void JitterSample::configure(const Config& config) {
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_freeze = config.freeze;
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if (_freeze) {
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auto pausedIndex = config.getIndex();
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if (_jitterBuffer->currentIndex != pausedIndex) {
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_jitterBuffer.edit().currentIndex = pausedIndex;
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}
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}
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_scale = config.scale;
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}
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void JitterSample::run(const render::RenderContextPointer& renderContext, JitterBuffer& jitterBuffer) {
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auto& current = _jitterBuffer.edit().currentIndex;
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if (!_freeze) {
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current = (current + 1) % SampleSequence::SEQUENCE_LENGTH;
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}
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auto viewFrustum = renderContext->args->getViewFrustum();
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auto projMat = viewFrustum.getProjection();
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auto theNear = viewFrustum.getNearClip();
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auto jit = _scale * jitterBuffer.get().offsets[current];
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auto width = (float) renderContext->args->_viewport.z;
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auto height = (float) renderContext->args->_viewport.w;
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// auto jx = -4.0 * jit.x / width;
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// auto jy = -4.0 * jit.y / height;
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auto jx = -2.0 * jit.x / width;
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auto jy = -2.0 * jit.y / height;
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projMat[2][0] += jx * projMat[0][0];
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projMat[2][1] += jy * projMat[1][1];
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viewFrustum.setProjection(projMat);
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renderContext->args->pushViewFrustum(viewFrustum);
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jitterBuffer = _jitterBuffer;
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}
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