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- /*
- * Test GL_EXT_framebuffer_object render-to-texture
- *
- * Draw a teapot into a texture image with stenciling.
- * Then draw a textured quad using that texture.
- *
- * Brian Paul
- * 18 Apr 2005
- */
-
-
- #include <GL/glut.h>
- #include <assert.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <math.h>
- #include "extfuncs.h"
-
- /* For debug */
- #define DEPTH 1
- #define STENCIL 1
- #define DRAW 1
-
-
- static int Win = 0;
- static int Width = 400, Height = 400;
-
- #if 1
- static GLenum TexTarget = GL_TEXTURE_2D;
- static int TexWidth = 512, TexHeight = 512;
- static GLenum TexIntFormat = GL_RGB; /* either GL_RGB or GL_RGBA */
- #else
- static GLenum TexTarget = GL_TEXTURE_RECTANGLE_ARB;
- static int TexWidth = 200, TexHeight = 200;
- static GLenum TexIntFormat = GL_RGB5; /* either GL_RGB or GL_RGBA */
- #endif
- static GLuint TextureLevel = 0; /* which texture level to render to */
-
- static GLuint MyFB;
- static GLuint TexObj;
- static GLuint DepthRB = 0, StencilRB = 0;
- static GLboolean Anim = GL_FALSE;
- static GLfloat Rot = 0.0;
- static GLboolean UsePackedDepthStencil = GL_FALSE;
- static GLboolean UsePackedDepthStencilBoth = GL_FALSE;
- static GLboolean Use_ARB_fbo = GL_FALSE;
- static GLboolean Cull = GL_FALSE;
- static GLboolean Wireframe = GL_FALSE;
-
-
- static void
- CheckError(int line)
- {
- GLenum err = glGetError();
- if (err) {
- printf("GL Error 0x%x at line %d\n", (int) err, line);
- }
- }
-
-
- static void
- Idle(void)
- {
- Rot = glutGet(GLUT_ELAPSED_TIME) * 0.1;
- glutPostRedisplay();
- }
-
-
- static void
- RenderTexture(void)
- {
- GLenum status;
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0.0, 0.0, -15.0);
-
- /* draw to texture image */
- glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, MyFB);
-
- status = glCheckFramebufferStatus_func(GL_FRAMEBUFFER_EXT);
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
- printf("Framebuffer incomplete!!!\n");
- }
-
- glViewport(0, 0, TexWidth, TexHeight);
-
- glClearColor(0.5, 0.5, 1.0, 0.0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- CheckError(__LINE__);
-
- #if DEPTH
- glEnable(GL_DEPTH_TEST);
- #endif
-
- #if STENCIL
- glEnable(GL_STENCIL_TEST);
- glStencilFunc(GL_NEVER, 1, ~0);
- glStencilOp(GL_REPLACE, GL_KEEP, GL_REPLACE);
- #endif
-
- CheckError(__LINE__);
-
- #if DEPTH || STENCIL
- /* draw diamond-shaped stencil pattern */
- glColor3f(0, 1, 0);
- glBegin(GL_POLYGON);
- glVertex2f(-0.2, 0.0);
- glVertex2f( 0.0, -0.2);
- glVertex2f( 0.2, 0.0);
- glVertex2f( 0.0, 0.2);
- glEnd();
- #endif
-
- /* draw teapot where stencil != 1 */
- #if STENCIL
- glStencilFunc(GL_NOTEQUAL, 1, ~0);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- #endif
-
- CheckError(__LINE__);
-
- if (Wireframe) {
- glPolygonMode(GL_FRONT, GL_LINE);
- }
- else {
- glPolygonMode(GL_FRONT, GL_FILL);
- }
-
- if (Cull) {
- /* cull back */
- glCullFace(GL_BACK);
- glEnable(GL_CULL_FACE);
- }
- else {
- glDisable(GL_CULL_FACE);
- }
-
- #if 0
- glBegin(GL_POLYGON);
- glColor3f(1, 0, 0);
- glVertex2f(-1, -1);
- glColor3f(0, 1, 0);
- glVertex2f(1, -1);
- glColor3f(0, 0, 1);
- glVertex2f(0, 1);
- glEnd();
- #else
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glPushMatrix();
- glRotatef(0.5 * Rot, 1.0, 0.0, 0.0);
- glFrontFace(GL_CW); /* Teapot patches backward */
- glutSolidTeapot(0.5);
- glFrontFace(GL_CCW);
- glPopMatrix();
- glDisable(GL_LIGHTING);
- /*
- PrintStencilHistogram(TexWidth, TexHeight);
- */
- #endif
-
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_CULL_FACE);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- #if DRAW
- /* Bind normal framebuffer */
- glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, 0);
- #endif
-
- CheckError(__LINE__);
- }
-
-
-
- static void
- Display(void)
- {
- float ar = (float) Width / (float) Height;
-
- RenderTexture();
-
- /* draw textured quad in the window */
- #if DRAW
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-ar, ar, -1.0, 1.0, 5.0, 25.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0.0, 0.0, -7.0);
-
- glViewport(0, 0, Width, Height);
-
- glClearColor(0.25, 0.25, 0.25, 0);
- glClear(GL_COLOR_BUFFER_BIT);
-
- glPushMatrix();
- glRotatef(Rot, 0, 1, 0);
- glEnable(TexTarget);
- glBindTexture(TexTarget, TexObj);
- glBegin(GL_POLYGON);
- glColor3f(0.25, 0.25, 0.25);
- if (TexTarget == GL_TEXTURE_2D) {
- glTexCoord2f(0, 0);
- glVertex2f(-1, -1);
- glTexCoord2f(1, 0);
- glVertex2f(1, -1);
- glColor3f(1.0, 1.0, 1.0);
- glTexCoord2f(1, 1);
- glVertex2f(1, 1);
- glTexCoord2f(0, 1);
- glVertex2f(-1, 1);
- }
- else {
- assert(TexTarget == GL_TEXTURE_RECTANGLE_ARB);
- glTexCoord2f(0, 0);
- glVertex2f(-1, -1);
- glTexCoord2f(TexWidth, 0);
- glVertex2f(1, -1);
- glColor3f(1.0, 1.0, 1.0);
- glTexCoord2f(TexWidth, TexHeight);
- glVertex2f(1, 1);
- glTexCoord2f(0, TexHeight);
- glVertex2f(-1, 1);
- }
- glEnd();
- glPopMatrix();
- glDisable(TexTarget);
- #endif
-
- glutSwapBuffers();
- CheckError(__LINE__);
- }
-
-
- static void
- Reshape(int width, int height)
- {
- glViewport(0, 0, width, height);
- Width = width;
- Height = height;
- }
-
-
- static void
- CleanUp(void)
- {
- #if DEPTH
- glDeleteRenderbuffers_func(1, &DepthRB);
- #endif
- #if STENCIL
- glDeleteRenderbuffers_func(1, &StencilRB);
- #endif
- glDeleteFramebuffers_func(1, &MyFB);
-
- glDeleteTextures(1, &TexObj);
-
- glutDestroyWindow(Win);
-
- exit(0);
- }
-
-
- static void
- Key(unsigned char key, int x, int y)
- {
- (void) x;
- (void) y;
- switch (key) {
- case 'a':
- Anim = !Anim;
- if (Anim)
- glutIdleFunc(Idle);
- else
- glutIdleFunc(NULL);
- break;
- case 'c':
- Cull = !Cull;
- break;
- case 'w':
- Wireframe = !Wireframe;
- break;
- case 's':
- Rot += 2.0;
- break;
- case 'S':
- Rot -= 2.0;
- break;
- case 27:
- CleanUp();
- break;
- }
- glutPostRedisplay();
- }
-
-
- /**
- * Attach depth and stencil renderbuffer(s) to the given framebuffer object.
- * \param tryDepthStencil if true, try to use a combined depth+stencil buffer
- * \param bindDepthStencil if true, and tryDepthStencil is true, bind with
- * the GL_DEPTH_STENCIL_ATTACHMENT target.
- * \return GL_TRUE for success, GL_FALSE for failure
- */
- static GLboolean
- AttachDepthAndStencilBuffers(GLuint fbo,
- GLsizei width, GLsizei height,
- GLboolean tryDepthStencil,
- GLboolean bindDepthStencil,
- GLuint *depthRbOut, GLuint *stencilRbOut)
- {
- GLenum status;
-
- *depthRbOut = *stencilRbOut = 0;
-
- glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, fbo);
-
- if (tryDepthStencil) {
- GLuint rb;
-
- glGenRenderbuffers_func(1, &rb);
- glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, rb);
- glRenderbufferStorage_func(GL_RENDERBUFFER_EXT,
- GL_DEPTH24_STENCIL8_EXT,
- width, height);
- if (glGetError())
- return GL_FALSE;
-
- if (bindDepthStencil) {
- /* attach to both depth and stencil at once */
- glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT,
- GL_DEPTH_STENCIL_ATTACHMENT,
- GL_RENDERBUFFER_EXT, rb);
- if (glGetError())
- return GL_FALSE;
- }
- else {
- /* attach to depth attachment point */
- glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT,
- GL_DEPTH_ATTACHMENT_EXT,
- GL_RENDERBUFFER_EXT, rb);
- if (glGetError())
- return GL_FALSE;
-
- /* and attach to stencil attachment point */
- glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT,
- GL_STENCIL_ATTACHMENT_EXT,
- GL_RENDERBUFFER_EXT, rb);
- if (glGetError())
- return GL_FALSE;
- }
-
- status = glCheckFramebufferStatus_func(GL_FRAMEBUFFER_EXT);
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- return GL_FALSE;
-
- *depthRbOut = *stencilRbOut = rb;
- return GL_TRUE;
- }
-
- /* just depth renderbuffer */
- {
- GLuint rb;
-
- glGenRenderbuffers_func(1, &rb);
- glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, rb);
- glRenderbufferStorage_func(GL_RENDERBUFFER_EXT,
- GL_DEPTH_COMPONENT,
- width, height);
- if (glGetError())
- return GL_FALSE;
-
- /* attach to depth attachment point */
- glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT,
- GL_DEPTH_ATTACHMENT_EXT,
- GL_RENDERBUFFER_EXT, rb);
- if (glGetError())
- return GL_FALSE;
-
- status = glCheckFramebufferStatus_func(GL_FRAMEBUFFER_EXT);
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- return GL_FALSE;
-
- *depthRbOut = rb;
- }
-
- /* just stencil renderbuffer */
- {
- GLuint rb;
-
- glGenRenderbuffers_func(1, &rb);
- glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, rb);
- glRenderbufferStorage_func(GL_RENDERBUFFER_EXT,
- GL_STENCIL_INDEX,
- width, height);
- if (glGetError())
- return GL_FALSE;
-
- /* attach to depth attachment point */
- glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT,
- GL_STENCIL_ATTACHMENT_EXT,
- GL_RENDERBUFFER_EXT, rb);
- if (glGetError())
- return GL_FALSE;
-
- status = glCheckFramebufferStatus_func(GL_FRAMEBUFFER_EXT);
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
- glDeleteRenderbuffers_func(1, depthRbOut);
- *depthRbOut = 0;
- glDeleteRenderbuffers_func(1, &rb);
- return GL_FALSE;
- }
-
- *stencilRbOut = rb;
- }
-
- return GL_TRUE;
- }
-
-
- static void
- ParseArgs(int argc, char *argv[])
- {
- GLint i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-ds") == 0) {
- if (!glutExtensionSupported("GL_EXT_packed_depth_stencil")) {
- printf("GL_EXT_packed_depth_stencil not found!\n");
- exit(0);
- }
- UsePackedDepthStencil = GL_TRUE;
- printf("Using GL_EXT_packed_depth_stencil\n");
- }
- else if (strcmp(argv[i], "-ds2") == 0) {
- if (!glutExtensionSupported("GL_EXT_packed_depth_stencil")) {
- printf("GL_EXT_packed_depth_stencil not found!\n");
- exit(0);
- }
- if (!glutExtensionSupported("GL_ARB_framebuffer_object")) {
- printf("GL_ARB_framebuffer_object not found!\n");
- exit(0);
- }
- UsePackedDepthStencilBoth = GL_TRUE;
- printf("Using GL_EXT_packed_depth_stencil and GL_DEPTH_STENCIL attachment point\n");
- }
- else if (strcmp(argv[i], "-arb") == 0) {
- if (!glutExtensionSupported("GL_ARB_framebuffer_object")) {
- printf("Sorry, GL_ARB_framebuffer object not supported!\n");
- }
- else {
- Use_ARB_fbo = GL_TRUE;
- }
- }
- else {
- printf("Unknown option: %s\n", argv[i]);
- }
- }
- }
-
-
- static void
- SetupFunctionPointers(void)
- {
- GetExtensionFuncs();
-
- if (Use_ARB_fbo) {
- /* no-op: use the ARB functions as-is */
- }
- else {
- /* set the ARB-flavor function pointers to point to the EXT functions */
- glIsRenderbuffer_func = glIsRenderbufferEXT_func;
- glBindRenderbuffer_func = glBindRenderbufferEXT_func;
- glDeleteRenderbuffers_func = glDeleteRenderbuffersEXT_func;
- glGenRenderbuffers_func = glGenRenderbuffersEXT_func;
- glRenderbufferStorage_func = glRenderbufferStorageEXT_func;
- glGetRenderbufferParameteriv_func = glGetRenderbufferParameterivEXT_func;
- glIsFramebuffer_func = glIsFramebufferEXT_func;
- glBindFramebuffer_func = glBindFramebufferEXT_func;
- glDeleteFramebuffers_func = glDeleteFramebuffersEXT_func;
- glGenFramebuffers_func = glGenFramebuffersEXT_func;
- glCheckFramebufferStatus_func = glCheckFramebufferStatusEXT_func;
- glFramebufferTexture1D_func = glFramebufferTexture1DEXT_func;
- glFramebufferTexture2D_func = glFramebufferTexture2DEXT_func;
- glFramebufferTexture3D_func = glFramebufferTexture3DEXT_func;
- glFramebufferRenderbuffer_func = glFramebufferRenderbufferEXT_func;
- glGetFramebufferAttachmentParameteriv_func = glGetFramebufferAttachmentParameterivEXT_func;
- glGenerateMipmap_func = glGenerateMipmapEXT_func;
- }
- }
-
-
- /*
- * Make FBO to render into given texture.
- */
- static GLuint
- MakeFBO_RenderTexture(GLuint texObj)
- {
- GLuint fb;
- GLint sizeFudge = 0;
-
- glGenFramebuffers_func(1, &fb);
- glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, fb);
- /* Render color to texture */
- glFramebufferTexture2D_func(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
- TexTarget, texObj, TextureLevel);
-
- if (Use_ARB_fbo) {
- /* use a smaller depth buffer to see what happens */
- sizeFudge = 90;
- }
-
- /* Setup depth and stencil buffers */
- {
- GLboolean b;
- b = AttachDepthAndStencilBuffers(fb,
- TexWidth - sizeFudge,
- TexHeight - sizeFudge,
- UsePackedDepthStencil,
- UsePackedDepthStencilBoth,
- &DepthRB, &StencilRB);
- if (!b) {
- /* try !UsePackedDepthStencil */
- b = AttachDepthAndStencilBuffers(fb,
- TexWidth - sizeFudge,
- TexHeight - sizeFudge,
- !UsePackedDepthStencil,
- UsePackedDepthStencilBoth,
- &DepthRB, &StencilRB);
- }
- if (!b) {
- printf("Unable to create/attach depth and stencil renderbuffers "
- " to FBO!\n");
- exit(1);
- }
- }
-
- /* queries */
- {
- GLint bits, w, h, name;
-
- glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, DepthRB);
- glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT,
- GL_RENDERBUFFER_WIDTH_EXT, &w);
- glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT,
- GL_RENDERBUFFER_HEIGHT_EXT, &h);
- printf("Color/Texture size: %d x %d\n", TexWidth, TexHeight);
- printf("Depth buffer size: %d x %d\n", w, h);
-
- glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT,
- GL_RENDERBUFFER_DEPTH_SIZE_EXT, &bits);
- printf("Depth renderbuffer size = %d bits\n", bits);
-
- glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, StencilRB);
- glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT,
- GL_RENDERBUFFER_STENCIL_SIZE_EXT, &bits);
- printf("Stencil renderbuffer size = %d bits\n", bits);
-
- glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT,
- GL_COLOR_ATTACHMENT0,
- GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT,
- &name);
- printf("Render to texture name: %d\n", texObj);
- printf("Color attachment[0] name: %d\n", name);
- assert(texObj == name);
-
- glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT,
- GL_STENCIL_ATTACHMENT,
- GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT,
- &name);
- printf("Stencil attachment name: %d\n", name);
-
- glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT,
- GL_DEPTH_ATTACHMENT,
- GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT,
- &name);
- printf("Depth attachment name: %d\n", name);
-
- }
- /* bind the regular framebuffer */
- glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, 0);
-
- return fb;
- }
-
-
- static void
- Init(void)
- {
- if (!glutExtensionSupported("GL_EXT_framebuffer_object")) {
- printf("GL_EXT_framebuffer_object not found!\n");
- exit(0);
- }
-
- printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
-
- SetupFunctionPointers();
-
- /* lighting */
- {
- static const GLfloat mat[4] = { 1.0, 0.5, 0.5, 1.0 };
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat);
- }
-
- /*
- * Make texture object/image (we'll render into this texture)
- */
- {
- glGenTextures(1, &TexObj);
- glBindTexture(TexTarget, TexObj);
-
- /* make two image levels */
- glTexImage2D(TexTarget, 0, TexIntFormat, TexWidth, TexHeight, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- if (TexTarget == GL_TEXTURE_2D) {
- glTexImage2D(TexTarget, 1, TexIntFormat, TexWidth/2, TexHeight/2, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- TexWidth = TexWidth >> TextureLevel;
- TexHeight = TexHeight >> TextureLevel;
- glTexParameteri(TexTarget, GL_TEXTURE_MAX_LEVEL, TextureLevel);
- }
-
- glTexParameteri(TexTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(TexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(TexTarget, GL_TEXTURE_BASE_LEVEL, TextureLevel);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- }
-
- MyFB = MakeFBO_RenderTexture(TexObj);
- }
-
-
- static void
- Usage(void)
- {
- printf("Usage:\n");
- printf(" -ds Use combined depth/stencil renderbuffer\n");
- printf(" -arb Try GL_ARB_framebuffer_object's mismatched buffer sizes\n");
- printf(" -ds2 Try GL_ARB_framebuffer_object's GL_DEPTH_STENCIL_ATTACHMENT\n");
- printf("Keys:\n");
- printf(" a Toggle animation\n");
- printf(" s/s Step/rotate\n");
- printf(" c Toggle back-face culling\n");
- printf(" w Toggle wireframe mode (front-face only)\n");
- printf(" Esc Exit\n");
- }
-
-
- int
- main(int argc, char *argv[])
- {
- glutInit(&argc, argv);
- glutInitWindowPosition(0, 0);
- glutInitWindowSize(Width, Height);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
- Win = glutCreateWindow(argv[0]);
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutDisplayFunc(Display);
- if (Anim)
- glutIdleFunc(Idle);
-
- ParseArgs(argc, argv);
- Init();
- Usage();
-
- glutMainLoop();
- return 0;
- }
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