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C++ ofShader::setUniform1f方法代码示例

本文整理汇总了C++中ofShader::setUniform1f方法的典型用法代码示例。如果您正苦于以下问题:C++ ofShader::setUniform1f方法的具体用法?C++ ofShader::setUniform1f怎么用?C++ ofShader::setUniform1f使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ofShader的用法示例。


在下文中一共展示了ofShader::setUniform1f方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: draw

        void draw(){
            wc.begin();
            if(!switchVideo){
                wc.setUniformTexture("colorMap", img.getTexture(),  1);
                wc.setUniformTexture("heightMap",gray.getTexture(), 2);
            }
            else{
                wc.setUniformTexture("colorMap", player.getTexture(), 1);
                fboDepth.begin();
                player.draw(0,0);
                fboDepth.end();
                wc.setUniformTexture("heightMap",fboDepth.getDepthTexture(),2);
            }
            wc.setUniform1f("time", ofGetElapsedTimef()*time);
            wc.setUniform1f("gradientStep", stepGradient);
            wc.setUniform1f("advectStep",   advectStep);
            wc.setUniform1f("flipHeightMap",flipHeightMap);
            wc.setUniform4f("advectMatrix",advectMatrix->w,advectMatrix->x,advectMatrix->y,advectMatrix->z);

            fbo.draw(0,0);

            wc.end();
            img.draw(0,0,img.getWidth()/4,img.getHeight()/4);
            player.draw(img.getWidth()/4,0,img.getWidth()/4,img.getHeight()/4);
            gui.draw();
        }
开发者ID:ReallyRad,项目名称:WaterColor,代码行数:26,代码来源:main.cpp

示例2: draw

void SPECTRUM_INDICATOR__TYPE_CIRCLE::draw(ofShader& shader, float *spectrum)
{
	shader.setUniform1f( "DispTextureSize", IndicatorTextureSize ); // 描画サイズ
	shader.setUniform1f( "texture_VerticalSpaceRatio", IndicatorVerticalSpace_ratio );
	
	/********************
	********************/
	for(int LineId = SIZE_S; LineId < NUM_INDICATORS; LineId++){
		shader.setUniform4f("BaseColor", IndicatorColor[LineId]);
		
		ofPushMatrix();
		ofTranslate(ofGetWidth()/2, ofGetHeight()/2);
		ofRotate(BaseAngle[LineId]);
		
		float spectrum_out = spectrum[NUM_DISP_SPECTRUMS/2 - 1];
		
		// same pattern繰り返しで、同軸方向に突き抜けるイメージ
		for(int i = 0; i < 2; i++){
			for(int i = 0; i < NUM_DISP_SPECTRUMS/2; i++){
				spectrum_out = FreqFilter_k * spectrum[i] + (1 - FreqFilter_k) * spectrum_out;
				
				ofRotate(IndicatorAngleStep); // Loopで積算されていくので、"i * IndicatorAngleStep" としないように!!!!!
				vbo_drawLine( ofVec3f(0, -radius[LineId], 0), ofVec3f(0, -radius[LineId] - MaxLightHeight[LineId] * spectrum_out, 0) );
			}
		}
		
		ofPopMatrix();
	}
}
开发者ID:SJ-magic,项目名称:work__Music_FftSpectrum_shader,代码行数:29,代码来源:SpectrumIndicator.cpp

示例3: onParticlesUpdate

// set any update uniforms in this function
void testApp::onParticlesUpdate(ofShader& shader)
{
    ofVec3f mouse(ofGetMouseX() - .5f * ofGetWidth(), .5f * ofGetHeight() - ofGetMouseY() , 0.f);
    shader.setUniform3fv("mouse", mouse.getPtr());
    shader.setUniform1f("elapsed", ofGetLastFrameTime());
    shader.setUniform1f("radiusSquared", 1000.f * 1000.f);
    
}
开发者ID:greena1re,项目名称:BrocadeGpuParticles,代码行数:9,代码来源:testApp.cpp

示例4: draw

//--------------------------------------------------------------
void testApp::draw(){
	ofEnableLighting();
	light.enable();
	if(rotating) t++;
	fbo.begin();
	glColor4f(1, 1, 1, 1);
	ofClear(0, 0, 0, 0);
	
	glPushMatrix();
	glScalef(2, 2, 2);
	glTranslatef(ofGetWidth()/2, ofGetHeight()/2, 0);
	glRotatef(t, 0, 1, 1);
	/*glBegin(GL_QUADS);
	glVertex2f(-100, -100);
	glVertex2f(100, -100);
	glVertex2f(100, 100);
	glVertex2f(-100, 100);
	
	glEnd();*/
	ofBox(0, 0, 0, 100);
	glPopMatrix();
	fbo.end();
	
	ofDisableLighting();

	if(shading) {
		fxaa.begin();
		fxaa.setUniformTexture("bgl_RenderedTexture", fbo.getTextureReference(0), 0);
		fxaa.setUniform1f("bgl_RenderedTextureWidth", fbo.getWidth());
		fxaa.setUniform1f("bgl_RenderedTextureHeight", fbo.getHeight());
	} else {
		fbo.getTextureReference(0).bind();
	}
	glBegin(GL_QUADS);
	
	glTexCoord2f(0, 0);
	glVertex2f(0, 0);
	
	glTexCoord2f(fbo.getWidth(), 0);
	glVertex2f(ofGetWidth(), 0);
	
	glTexCoord2f(fbo.getWidth(), fbo.getHeight());
	glVertex2f(ofGetWidth(), ofGetHeight());
	
	glTexCoord2f(0, fbo.getHeight());
	glVertex2f(0, ofGetHeight());
	
	glEnd();

	if(shading) {
		fxaa.end();
	} else {
		fbo.getTextureReference(0).unbind();
	}

}
开发者ID:mazbox,项目名称:ElectricityComesFromOtherPlanets,代码行数:57,代码来源:testApp.cpp

示例5: updateLights

void ofMaterial::updateLights(const ofShader & shader,ofGLProgrammableRenderer & renderer) const{
	for(size_t i=0;i<ofLightsData().size();i++){
		string idx = ofToString(i);
		shared_ptr<ofLight::Data> light = ofLightsData()[i].lock();
		if(!light || !light->isEnabled){
			shader.setUniform1f("lights["+idx+"].enabled",0);
			continue;
		}
		auto lightEyePosition = renderer.getCurrentViewMatrix() * light->position;
		shader.setUniform1f("lights["+idx+"].enabled",1);
		shader.setUniform1f("lights["+idx+"].type", light->lightType);
		shader.setUniform4f("lights["+idx+"].position", lightEyePosition);
		shader.setUniform4f("lights["+idx+"].ambient", light->ambientColor);
		shader.setUniform4f("lights["+idx+"].specular", light->specularColor);
		shader.setUniform4f("lights["+idx+"].diffuse", light->diffuseColor);

		if(light->lightType!=OF_LIGHT_DIRECTIONAL){
			shader.setUniform1f("lights["+idx+"].constantAttenuation", light->attenuation_constant);
			shader.setUniform1f("lights["+idx+"].linearAttenuation", light->attenuation_linear);
			shader.setUniform1f("lights["+idx+"].quadraticAttenuation", light->attenuation_quadratic);
		}

		if(light->lightType==OF_LIGHT_SPOT){
			auto direction = toGlm(light->position).xyz() + light->direction;
			auto direction4 = renderer.getCurrentViewMatrix() * glm::vec4(direction,1.0);
			direction = direction4.xyz() / direction4.w;
			direction = direction - lightEyePosition.xyz();
			shader.setUniform3f("lights["+idx+"].spotDirection", glm::normalize(direction));
			shader.setUniform1f("lights["+idx+"].spotExponent", light->exponent);
			shader.setUniform1f("lights["+idx+"].spotCutoff", light->spotCutOff);
			shader.setUniform1f("lights["+idx+"].spotCosCutoff", cos(ofDegToRad(light->spotCutOff)));
		}else if(light->lightType==OF_LIGHT_DIRECTIONAL){
			auto halfVector = glm::normalize(glm::vec4(0.f, 0.f, 1.f, 0.f) + lightEyePosition);
			shader.setUniform3f("lights["+idx+"].halfVector", halfVector.xyz());
		}else if(light->lightType==OF_LIGHT_AREA){
			shader.setUniform1f("lights["+idx+"].width", light->width);
			shader.setUniform1f("lights["+idx+"].height", light->height);
			auto direction = light->position.xyz() + light->direction;
			auto direction4 = renderer.getCurrentViewMatrix() * glm::vec4(direction, 1.0);
			direction = direction4.xyz() / direction4.w;
			direction = direction - lightEyePosition.xyz();
			shader.setUniform3f("lights["+idx+"].spotDirection", glm::normalize(direction));
			auto right = toGlm(light->position).xyz() + light->right;
			auto right4 = renderer.getCurrentViewMatrix() * glm::vec4(right, 1.0);
			right = right4.xyz() / right4.w;
			right = right - lightEyePosition.xyz();
			auto up = glm::cross(toGlm(right), direction);
			shader.setUniform3f("lights["+idx+"].right", glm::normalize(toGlm(right)));
			shader.setUniform3f("lights["+idx+"].up", glm::normalize(up));
		}
	}
}
开发者ID:RebelMoogle,项目名称:openFrameworks,代码行数:52,代码来源:ofMaterial.cpp

示例6: onParticlesUpdate

void ofApp::onParticlesUpdate(ofShader& shader)
{
    float flip = 1.0;
    if (flipParticles) {
        flip = -1.0;
    }
    //ofVec3f mouse(ofGetMouseX() - .5f * ofGetWidth(), .5f * ofGetHeight() - ofGetMouseY() , 0.f);
    ofVec3f mouse((mc.x - .5f * ofGetWidth()) * flip, .5f * ofGetHeight() - mc.y, 0.f);
    ofVec3f ext1(mc.x - .5f * ofGetWidth(), .5f * ofGetHeight() - mc.y , 0.f);
    shader.setUniform3fv("mouse", mouse.getPtr());
    shader.setUniform1f("elapsed", ofGetLastFrameTime());
    shader.setUniform1f("radiusSquared", 300.f * 300.f);
}
开发者ID:dasantonym,项目名称:Feedback,代码行数:13,代码来源:ofApp.cpp

示例7: updateMaterial

void ofMaterial::updateMaterial(const ofShader & shader,ofGLProgrammableRenderer & renderer) const{
	shader.setUniform4fv("mat_ambient", &data.ambient.r);
	shader.setUniform4fv("mat_diffuse", &data.diffuse.r);
	shader.setUniform4fv("mat_specular", &data.specular.r);
	shader.setUniform4fv("mat_emissive", &data.emissive.r);
	shader.setUniform4fv("global_ambient", &ofGetGlobalAmbientColor().r);
	shader.setUniform1f("mat_shininess",data.shininess);
}
开发者ID:IglooVision,项目名称:openFrameworks,代码行数:8,代码来源:ofMaterial.cpp

示例8: updateMaterial

void ofMaterial::updateMaterial(const ofShader & shader,ofGLProgrammableRenderer & renderer) const{
	shader.setUniform4fv("mat_ambient", &data.ambient.r);
	shader.setUniform4fv("mat_diffuse", &data.diffuse.r);
	shader.setUniform4fv("mat_specular", &data.specular.r);
	shader.setUniform4fv("mat_emissive", &data.emissive.r);
	shader.setUniform4fv("global_ambient", &ofGetGlobalAmbientColor().r);
	shader.setUniform1f("mat_shininess",data.shininess);
	for(auto & uniform: uniforms1f){
		shader.setUniform1f(uniform.first, uniform.second);
	}
	for (auto & uniform : uniforms2f) {
		shader.setUniform2f(uniform.first, uniform.second);
	}
	for (auto & uniform : uniforms3f) {
		shader.setUniform3f(uniform.first, uniform.second);
	}
	for (auto & uniform : uniforms4f) {
		shader.setUniform4f(uniform.first, uniform.second);
	}
	for (auto & uniform : uniforms1i) {
		shader.setUniform1i(uniform.first, uniform.second);
	}
	for (auto & uniform : uniforms2i) {
		shader.setUniform2i(uniform.first, uniform.second.x, uniform.second.y);
	}
	for (auto & uniform : uniforms3i) {
		shader.setUniform3i(uniform.first, uniform.second.x, uniform.second.y, uniform.second.z);
	}
	for (auto & uniform : uniforms4i) {
		shader.setUniform4i(uniform.first, uniform.second.x, uniform.second.y, uniform.second.z, uniform.second.w);
	}
	for (auto & uniform : uniforms4m) {
		shader.setUniformMatrix4f(uniform.first, uniform.second);
	}
	for (auto & uniform : uniforms3m) {
		shader.setUniformMatrix3f(uniform.first, uniform.second);
	}
	for (auto & uniform : uniformstex) {
		shader.setUniformTexture(uniform.first,
								 uniform.second.textureTarget,
								 uniform.second.textureID,
								 uniform.second.textureLocation);
	}
}
开发者ID:kashimAstro,项目名称:openFrameworks,代码行数:44,代码来源:ofMaterial.cpp

示例9: draw

		//--------------------------------------------------------------
		void DataSet::draw(ofShader & shader)
		{
			static const auto kLatitudeMin = -HALF_PI;
			static const auto kLatitudeMax = HALF_PI;
			static const auto kLongitudeMin = 0;
			static const auto kLongitudeMax = TWO_PI;

			shader.setUniform1f("uCutRadius", ofMap(parameters.cutRadius, 0.0f, 1.0f, this->minRadius, this->maxRadius));
			shader.setUniform1f("uMinRadius", ofMap(parameters.minRadius, 0.0f, 1.0f, this->minRadius, this->maxRadius));
			shader.setUniform1f("uMaxRadius", ofMap(parameters.maxRadius, 0.0f, 1.0f, this->minRadius, this->maxRadius));
			shader.setUniform1f("uMinLatitude", ofMap(parameters.minLatitude, 0.0f, 1.0f, kLatitudeMin, kLatitudeMax));
			shader.setUniform1f("uMaxLatitude", ofMap(parameters.maxLatitude, 0.0f, 1.0f, kLatitudeMin, kLatitudeMax));
			shader.setUniform1f("uMinLongitude", ofMap(parameters.minLongitude, 0.0f, 1.0f, kLongitudeMin, kLongitudeMax));
			shader.setUniform1f("uMaxLongitude", ofMap(parameters.maxLongitude, 0.0f, 1.0f, kLongitudeMin, kLongitudeMax));
			
			ofSetColor(this->parameters.color.get());

			this->vbo.draw(GL_POINTS, 0, this->coordinates.size());
		}
开发者ID:Entropy,项目名称:Entropy,代码行数:20,代码来源:DataSet.cpp

示例10: begin

//--------------------------------------------------------------- ACTIONS
void CloudsRGBDVideoPlayer::begin(ofShader& shader){

    if(playingVO){
        return;
    }
    
	if(!getPlayer().isLoaded() ){
		return;
	}
	
    if(!getTextureReference().isAllocated()){
        return;
    }
    

	getPlayer().bind();

    shader.setUniformTexture("rgbdTexture", getTextureReference(), 1);
    shader.setUniform2f("textureSize",  getPlayer().getWidth(), getPlayer().getHeight());
    
    shader.setUniform4f("colorRect", colorRect.x, colorRect.y, colorRect.width, colorRect.height);
    shader.setUniform2f("colorScale", colorScale.x, colorScale.y);
    
    shader.setUniform2f("colorFOV", colorFOV.x, colorFOV.y );
    shader.setUniform2f("colorPP", colorPrincipalPoint.x, colorPrincipalPoint.y);
    shader.setUniform3f("dK", distortionK.x, distortionK.y, distortionK.z);
    shader.setUniform2f("dP", distortionP.x, distortionP.y);
    
	ofMatrix4x4 adjustmentMatrix;
	adjustmentMatrix.rotate(adjustRotate.x, 0, 1, 0);
	adjustmentMatrix.rotate(adjustRotate.y, 1, 0, 0);
	adjustmentMatrix.translate(adjustTranslate.x, adjustTranslate.y, adjustTranslate.z);

	shader.setUniformMatrix4f("extrinsics", extrinsics * adjustmentMatrix );
    
    shader.setUniform4f("depthRect", depthRect.x, depthRect.y, depthRect.width, depthRect.height);
	shader.setUniform2f("depthPP", depthPrincipalPoint.x, depthPrincipalPoint.y);
	shader.setUniform2f("depthFOV", depthFOV.x, depthFOV.y);
    
    shader.setUniform4f("normalRect", normalRect.x, normalRect.y, normalRect.width, normalRect.height);
    shader.setUniform4f("faceFeatureRect", faceFeatureRect.x, faceFeatureRect.y, faceFeatureRect.width, faceFeatureRect.height);
    shader.setUniform4f("deltaChangeRect", deltaChangeRect.x, deltaChangeRect.y, deltaChangeRect.width, deltaChangeRect.height);
	
	shader.setUniform1f("farClip", farClip);
    shader.setUniform1f("nearClip", nearClip);
	shader.setUniform1f("edgeClip", edgeClip);

	shader.setUniform1f("minDepth", minDepth);
    shader.setUniform1f("maxDepth", maxDepth);
	
	shader.setUniform3f("skinSampleColor",skinSampleColor.r,skinSampleColor.g,skinSampleColor.b);
	shader.setUniform3f("skinWeights", skinWeights.x,skinWeights.y,skinWeights.z);
	shader.setUniform2f("skinThreshold", skinThreshold.min, skinThreshold.max);

	shader.setUniform3f("headPosition",headPosition.x,-headPosition.y,headPosition.z);
	
	shader.setUniform1f("flowPosition", flowPosition);
}
开发者ID:LuZhouheng,项目名称:CLOUDS,代码行数:59,代码来源:CloudsRGBDVideoPlayer.cpp

示例11: draw

    void draw() {
        ofBackgroundGradient(64, 0);

	if(reflect || sreflect) 
		env.draw(0,0,env.getWidth()/8,env.getHeight()/8);
	if(sreflect) 
		env1.draw(env.getWidth()/8,0,env1.getWidth()/8,env1.getHeight()/8);

	ofEnableDepthTest();
        cam.begin();
        shader.begin();

	if(sreflect){
//        	shader.setUniform3f("CameraPos",cam.getGlobalPosition().x, cam.getGlobalPosition().y, cam.getGlobalPosition().z);
//		shader.setUniformMatrix4f("ModelWorld4x4",cam.getGlobalTransformMatrix());
        	shader.setUniform3f("CameraPos",cam.getPosition().x, cam.getPosition().y, cam.getPosition().z);
		shader.setUniformMatrix4f("ModelWorld4x4",cam.getModelViewMatrix());//getLocalTransformMatrix());
	        shader.setUniformTexture("frontMap",  env,1);
	        shader.setUniformTexture("backMap",  env1,2);
	}

	if(reflect){
        	shader.setUniformTexture("colorMap",env1,1);
	        shader.setUniformTexture("envMap",  env,2);
	}else if(sreflect==false){
        	shader.setUniformTexture("texture", img, 1);
        	shader.setUniform1f("time", ofGetElapsedTimef());
	}

	if(cube)
		ofDrawBox(200);
	else {
		ofTranslate(0,-150,0);
		ofRotateX(-90);
		ofRotateY(-90);
		ofRotateZ(45);
		model.drawFaces();
	}

        shader.end();
        cam.end();
	ofDisableDepthTest();

        ofDrawBitmapString(ofToString((int) ofGetFrameRate()), 10, 20);
    }
开发者ID:drakh,项目名称:glslMaterial,代码行数:45,代码来源:main.cpp

示例12: draw

		void draw() {
			ofBackground(25);

			fbo.begin();
			ofClear(0,0,0,0);
			ofEnableDepthTest();
			camera.begin();
			    glPushMatrix();

			    glEnable(GL_BLEND);
		        glBlendFunc(GL_SRC_ALPHA, GL_ONE);
		        glEnable(GL_ALPHA_TEST);
		        glAlphaFunc(GL_GREATER, 0);

		        if(dvel) draw_velocity();
		        if(dden){
                        draw_density();
                }

                glDisable(GL_BLEND);
		        glDisable(GL_ALPHA_TEST);

		        glPopMatrix();
                if( drawAxis ){	ofDrawAxis(15); }

			camera.end();
			ofDisableDepthTest();
			fbo.end();

            shader.begin();
            shader.setUniformTexture("tex",fbo.getTextureReference(),0);
            shader.setUniform2f("resolution",dw,dh);
            shader.setUniform1f("timer",ofGetElapsedTimef());

            fbo.draw(0,0);

            shader.end();
			gui.draw();
		}
开发者ID:kashimAstro,项目名称:3DFlare,代码行数:39,代码来源:main.cpp

示例13: setupProjectionUniforms

//--------------------------------------------------------------- ACTIONS
void CloudsRGBDVideoPlayer::setupProjectionUniforms(ofShader& shader){
    
	if(!getPlayer().isLoaded()){
		ofLogWarning() << " CloudsRGBDVideoPlayer::setupProjectionUniforms -- player is not ready";
		return;
	}
	
    shader.setUniformTexture("rgbdTexture", getPlayer().getTextureReference(), 0);
    shader.setUniform2f("textureSize",  getPlayer().getWidth(), getPlayer().getHeight());
    
    shader.setUniform4f("colorRect", colorRect.x, colorRect.y, colorRect.width, colorRect.height);
    shader.setUniform2f("colorScale", colorScale.x, colorScale.y);
    
    shader.setUniform2f("colorFOV", colorFOV.x, colorFOV.y );
    shader.setUniform2f("colorPP", colorPrincipalPoint.x, colorPrincipalPoint.y);
    shader.setUniform3f("dK", distortionK.x, distortionK.y, distortionK.z);
    shader.setUniform2f("dP", distortionP.x, distortionP.y);
    
	ofMatrix4x4 adjustmentMatrix;
	adjustmentMatrix.rotate(adjustRotate.x, 0, 1, 0);
	adjustmentMatrix.rotate(adjustRotate.y, 1, 0, 0);
	adjustmentMatrix.translate(adjustTranslate.x, adjustTranslate.y, adjustTranslate.z);

	shader.setUniformMatrix4f("extrinsics", extrinsics * adjustmentMatrix );
    
    shader.setUniform4f("depthRect", depthRect.x, depthRect.y, depthRect.width, depthRect.height);
	shader.setUniform2f("depthPP", depthPrincipalPoint.x, depthPrincipalPoint.y);
	shader.setUniform2f("depthFOV", depthFOV.x, depthFOV.y);
    
    shader.setUniform4f("normalRect", normalRect.x, normalRect.y, normalRect.width, normalRect.height);
    shader.setUniform4f("faceFeatureRect", faceFeatureRect.x, faceFeatureRect.y, faceFeatureRect.width, faceFeatureRect.height);
    shader.setUniform4f("deltaChangeRect", deltaChangeRect.x, deltaChangeRect.y, deltaChangeRect.width, deltaChangeRect.height);

	shader.setUniform1i("useFaces", useFaces ? 1 : 0);
	shader.setUniform1f("flowPosition", flowPosition);
	
	shader.setUniform1f("farClip", farClip);
    shader.setUniform1f("nearClip", nearClip);
	shader.setUniform1f("edgeClip", edgeClip);

	shader.setUniform1f("minDepth", minDepth);
    shader.setUniform1f("maxDepth", maxDepth);

}
开发者ID:CLOUDS-Interactive-Documentary,项目名称:VisualSystemsLibrary,代码行数:45,代码来源:CloudsRGBDVideoPlayer.cpp

示例14: updateRenderer

void Dude::updateRenderer( ofShader & shader )
{
    // update the rendering matrices
    renderMats = animSys.getBoneMatrices();
    std::vector<float> boneLengths = animSys.getBoneLengths();
    
    for( int i = 0; i < animSys.getNumBones(); i++ )
    {
        renderMats[i].scale(1,1,boneLengths[i]);
        //renderMats[i].preTranslate(position);
        renderMats[i].invert();
    }
    
    // prepare rendering steer matrix
    renderSteerMatrix.identity();
    renderSteerMatrix.translate(position);
    renderSteerMatrix *= steerMatrix;
    //renderSteerMatrix.translate(-position);

    // set it up
    shader.setUniformMatrix4f("steerMatrix",ofMatrix4x4((float*)renderSteerMatrix.inverse()));
    shader.setUniform1f("blend_k",blend_k);
    shader.setUniformMatrix4f("box_mats", (ofMatrix4x4&) renderMats[0], renderMats.size());//
}
开发者ID:baseio,项目名称:VolumeRunner,代码行数:24,代码来源:Dude.cpp


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