- made camera textures operational again.
Now with proper separation of software rendering logic from the main part of the class.
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27 changed files with 518 additions and 459 deletions
210
src/r_data/r_canvastexture.cpp
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210
src/r_data/r_canvastexture.cpp
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/*
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** r_canvastexture.cpp
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** Maintenance data for camera textures
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2006 Randy Heit
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** Copyright 2006-2018 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "actor.h"
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#include "r_canvastexture.h"
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#include "g_levellocals.h"
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#include "serializer.h"
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//==========================================================================
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//
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// FCanvasTextureInfo :: Add
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//
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// Assigns a camera to a canvas texture.
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//
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//==========================================================================
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void FCanvasTextureInfo::Add (AActor *viewpoint, FTextureID picnum, double fov)
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{
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FCanvasTexture *texture;
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if (!picnum.isValid())
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{
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return;
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}
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texture = static_cast<FCanvasTexture *>(TexMan.GetTexture(picnum));
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if (!texture->bHasCanvas)
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{
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Printf ("%s is not a valid target for a camera\n", texture->Name.GetChars());
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return;
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}
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// Is this texture already assigned to a camera?
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unsigned index = List.FindEx([=](auto &entry) { return entry.Texture == texture; });
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if (index < List.Size())
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{
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auto probe = &List[index];
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// Yes, change its assignment to this new camera
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if (probe->Viewpoint != viewpoint || probe->FOV != fov)
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{
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texture->bFirstUpdate = true;
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}
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probe->Viewpoint = viewpoint;
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probe->FOV = fov;
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return;
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}
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// No, create a new assignment
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auto probe = &List[List.Reserve(1)];
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probe->Viewpoint = viewpoint;
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probe->Texture = texture;
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probe->PicNum = picnum;
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probe->FOV = fov;
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texture->bFirstUpdate = true;
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}
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//==========================================================================
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//
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// SetCameraToTexture
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//
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// [ZZ] expose this to ZScript
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//
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//==========================================================================
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void SetCameraToTexture(AActor *viewpoint, const FString &texturename, double fov)
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{
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FTextureID textureid = TexMan.CheckForTexture(texturename, ETextureType::Wall, FTextureManager::TEXMAN_Overridable);
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if (textureid.isValid())
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{
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// Only proceed if the texture actually has a canvas.
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FTexture *tex = TexMan.GetTexture(textureid);
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if (tex && tex->isCanvas())
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{
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level.canvasTextureInfo.Add(viewpoint, textureid, fov);
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}
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}
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}
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//==========================================================================
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//
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// FCanvasTextureInfo :: UpdateAll
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//
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// Updates all canvas textures that were visible in the last frame.
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//
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//==========================================================================
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void FCanvasTextureInfo::UpdateAll(std::function<void(AActor *, FCanvasTexture *, double fov)> callback)
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{
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for (auto &probe : List)
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{
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if (probe.Viewpoint != nullptr && probe.Texture->bNeedsUpdate)
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{
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callback(probe.Viewpoint, probe.Texture, probe.FOV);
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}
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}
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}
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//==========================================================================
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//
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// FCanvasTextureInfo :: EmptyList
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//
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// Removes all camera->texture assignments.
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//
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//==========================================================================
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void FCanvasTextureInfo::EmptyList ()
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{
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List.Clear();
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}
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//==========================================================================
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//
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// FCanvasTextureInfo :: Serialize
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//
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// Reads or writes the current set of mappings in an archive.
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//
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//==========================================================================
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void FCanvasTextureInfo::Serialize(FSerializer &arc)
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{
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if (arc.isWriting())
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{
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if (List.Size() > 0)
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{
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if (arc.BeginArray("canvastextures"))
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{
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for (auto &probe : List)
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{
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if (probe.Texture != nullptr && probe.Viewpoint != nullptr)
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{
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if (arc.BeginObject(nullptr))
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{
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arc("viewpoint", probe.Viewpoint)
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("fov", probe.FOV)
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("texture", probe.PicNum)
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.EndObject();
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}
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}
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}
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arc.EndArray();
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}
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}
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}
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else
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{
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if (arc.BeginArray("canvastextures"))
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{
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AActor *viewpoint = nullptr;
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double fov;
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FTextureID picnum;
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while (arc.BeginObject(nullptr))
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{
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arc("viewpoint", viewpoint)
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("fov", fov)
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("texture", picnum)
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.EndObject();
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Add(viewpoint, picnum, fov);
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}
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arc.EndArray();
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}
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}
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}
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//==========================================================================
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//
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// FCanvasTextureInfo :: Mark
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//
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// Marks all viewpoints in the list for the collector.
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//
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//==========================================================================
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void FCanvasTextureInfo::Mark()
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{
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for (auto & info : List)
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{
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GC::Mark(info.Viewpoint);
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}
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}
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