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authorreimar <reimar@b3059339-0415-0410-9bf9-f77b7e298cf2>2010-01-03 14:54:51 +0000
committerreimar <reimar@b3059339-0415-0410-9bf9-f77b7e298cf2>2010-01-03 14:54:51 +0000
commita7be2e180bedebbf684514155869982ae72254c3 (patch)
tree2b297cf1566c920fa871fafb3a6117e5e62a02a7 /libvo
parent1ebc2cbbd87deaf4306a963a1ff313a2076ec694 (diff)
downloadmpv-a7be2e180bedebbf684514155869982ae72254c3.tar.bz2
mpv-a7be2e180bedebbf684514155869982ae72254c3.tar.xz
Finally add matrixview vo.
Heavily cleaned up/fixed etc. by me, improvements are still possible though. Patch originally by Pigeon <pigeon at pigeond.net> git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@30182 b3059339-0415-0410-9bf9-f77b7e298cf2
Diffstat (limited to 'libvo')
-rw-r--r--libvo/matrixview.c378
-rw-r--r--libvo/matrixview.h12
-rw-r--r--libvo/matrixview_font.h588
-rw-r--r--libvo/video_out.c4
-rw-r--r--libvo/vo_matrixview.c333
5 files changed, 1315 insertions, 0 deletions
diff --git a/libvo/matrixview.c b/libvo/matrixview.c
new file mode 100644
index 0000000000..287ff2d497
--- /dev/null
+++ b/libvo/matrixview.c
@@ -0,0 +1,378 @@
+/*
+ * Copyright (C) 2003 Alex Zolotov <nightradio@knoppix.ru>
+ * Mucked with by Tugrul Galatali <tugrul@galatali.com>
+ *
+ * MatrixView is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License version 2 as
+ * published by the Free Software Foundation.
+ *
+ * MatrixView is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License along
+ * with MPlayer; if not, write to the Free Software Foundation, Inc.,
+ * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+ */
+
+/**
+ * Ported to an MPlayer video out plugin by Pigeon <pigeon at pigeond.net>
+ * August 2006
+ */
+
+#include <math.h>
+#include <stdio.h>
+#include <stdint.h>
+#include <stdlib.h>
+#include <string.h>
+#include "gl_common.h"
+#include "matrixview.h"
+#include "matrixview_font.h"
+
+static float matrix_contrast = 1.5;
+static float matrix_brightness = 1.0;
+
+// Settings for our light. Try playing with these (or add more lights).
+static float Light_Ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
+static float Light_Diffuse[] = { 1.2f, 1.2f, 1.2f, 1.0f };
+static float Light_Position[] = { 2.0f, 2.0f, 0.0f, 1.0f };
+
+static const uint8_t flare[4][4] = {
+ { 0, 0, 0, 0},
+ { 0, 180, 0, 0},
+ { 0, 0, 0, 0},
+ { 0, 0, 0, 0}
+};
+
+#define MAX_TEXT_X 0x4000
+#define MAX_TEXT_Y 0x4000
+static int text_x = 0;
+static int text_y = 0;
+#define _text_x text_x/2
+#define _text_y text_y/2
+
+// Scene position
+#define Z_Off -128.0f
+#define Z_Depth 8
+
+static uint8_t *speed;
+static uint8_t *text;
+static uint8_t *text_light;
+static float *text_depth;
+
+static float *bump_pic;
+
+static void draw_char(int num, float light, float x, float y, float z)
+{
+ float tx, ty;
+ int num2, num3;
+
+ num &= 63;
+ //light = light / 255; //light=7-light;num+=(light*60);
+ light = light / 255 * matrix_brightness;
+ num2 = num / 10;
+ num3 = num - (num2 * 10);
+ ty = (float)num2 / 7;
+ tx = (float)num3 / 10;
+ Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
+ Color4f(0.0, 1.0, 0.0, light); // Basic polygon color
+
+ TexCoord2f(tx, ty);
+ Vertex3f(x, y, z);
+ TexCoord2f(tx + 0.1, ty);
+ Vertex3f(x + 1, y, z);
+ TexCoord2f(tx + 0.1, ty + 0.166);
+ Vertex3f(x + 1, y - 1, z);
+ TexCoord2f(tx, ty + 0.166);
+ Vertex3f(x, y - 1, z);
+}
+
+static void draw_illuminatedchar(int num, float x, float y, float z)
+{
+ float tx, ty;
+ int num2, num3;
+
+ num2 = num / 10;
+ num3 = num - (num2 * 10);
+ ty = (float)num2 / 7;
+ tx = (float)num3 / 10;
+ Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
+ Color4f(1.0, 1.0, 1.0, .5); // Basic polygon color
+
+ TexCoord2f(tx, ty);
+ Vertex3f(x, y, z);
+ TexCoord2f(tx + 0.1, ty);
+ Vertex3f(x + 1, y, z);
+ TexCoord2f(tx + 0.1, ty + 0.166);
+ Vertex3f(x + 1, y - 1, z);
+ TexCoord2f(tx, ty + 0.166);
+ Vertex3f(x, y - 1, z);
+}
+
+static void draw_flare(float x, float y, float z) //flare
+{
+ Normal3f(0.0f, 0.0f, 1.0f); // Needed for lighting
+ Color4f(1.0, 1.0, 1.0, .8); // Basic polygon color
+
+ TexCoord2f(0, 0);
+ Vertex3f(x - 1, y + 1, z);
+ TexCoord2f(0.75, 0);
+ Vertex3f(x + 2, y + 1, z);
+ TexCoord2f(0.75, 0.75);
+ Vertex3f(x + 2, y - 2, z);
+ TexCoord2f(0, 0.75);
+ Vertex3f(x - 1, y - 2, z);
+}
+
+static void draw_text(uint8_t *pic)
+{
+ int x, y;
+ int p = 0;
+ int c, c_pic;
+ int pic_fade = 255;
+
+ for (y = _text_y; y > -_text_y; y--) {
+ for (x = -_text_x; x < _text_x; x++) {
+ c = text_light[p] - (text[p] >> 1);
+ c += pic_fade;
+ if (c > 255)
+ c = 255;
+
+ if (pic) {
+ // Original code
+ //c_pic = pic[p] * matrix_contrast - (255 - pic_fade);
+
+ c_pic = (255 - pic[p]) * matrix_contrast - (255 - pic_fade);
+
+ if (c_pic < 0)
+ c_pic = 0;
+
+ c -= c_pic;
+
+ if (c < 0)
+ c = 0;
+
+ bump_pic[p] = (255.0f - c_pic) / (256 / Z_Depth);
+ } else {
+ bump_pic[p] = Z_Depth;
+ }
+
+ if (text[p] && c > 10)
+ draw_char(text[p] + 1, c, x, y, text_depth[p] + bump_pic[p]);
+
+ if (text_depth[p] < 0.1)
+ text_depth[p] = 0;
+ else
+ text_depth[p] /= 1.1;
+
+ if (text_light[p] > 128 && text_light[p + text_x] < 10)
+ draw_illuminatedchar(text[p] + 1, x, y, text_depth[p] + bump_pic[p]);
+
+ p++;
+ }
+ }
+}
+
+static void draw_flares(void)
+{
+ float x, y;
+ int p = 0;
+
+ for (y = _text_y; y > -_text_y; y--) {
+ for (x = -_text_x; x < _text_x; x++) {
+ if (text_light[p] > 128 && text_light[p + text_x] < 10)
+ draw_flare(x, y, text_depth[p] + bump_pic[p]);
+ p++;
+ }
+ }
+}
+
+static void scroll(double dCurrentTime)
+{
+ int a, s, polovina;
+ //static double dLastCycle = -1;
+ static double dLastMove = -1;
+
+ if (dCurrentTime - dLastMove > 1.0 / (text_y / 1.5)) {
+ dLastMove = dCurrentTime;
+
+ polovina = text_x * text_y / 2;
+ s = 0;
+ for (a = text_x * text_y + text_x - 1; a >= text_x; a--) {
+ if (speed[s])
+ text_light[a] = text_light[a - text_x]; //scroll light table down
+ s++;
+ if (s >= text_x)
+ s = 0;
+ }
+ memmove(text_light + text_x, text_light, text_x * text_y);
+ memset(text_light, 253, text_x);
+
+ s = 0;
+ for (a = polovina; a < text_x * text_y; a++) {
+ if (text_light[a] == 255)
+ text_light[s] = text_light[s + text_x] >> 1; //make black bugs in top line
+
+ s++;
+
+ if (s >= text_x)
+ s = 0;
+ }
+ }
+}
+
+static void make_change(double dCurrentTime)
+{
+ int r = rand() % text_x * text_y;
+
+ text[r] += 133; //random bugs
+
+ r = rand() % (4 * text_x);
+ if (r < text_x && text_light[r])
+ text_light[r] = 255; //white bugs
+
+ scroll (dCurrentTime);
+}
+
+
+static void make_text(void)
+{
+ int a;
+
+ for (a = 0; a < text_x * text_y; a++)
+ text[a] = rand() >> 8; // avoid the lowest bits of rand()
+
+ for (a = 0; a < text_x; a++)
+ speed[a] = rand() >= RAND_MAX / 2;
+}
+
+static void ourBuildTextures(void)
+{
+ TexImage2D(GL_TEXTURE_2D, 0, 1, 128, 64, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, font_texture);
+ TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ BindTexture(GL_TEXTURE_2D, 1);
+ TexImage2D(GL_TEXTURE_2D, 0, 1, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, flare);
+ TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Some pretty standard settings for wrapping and filtering.
+ TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ BindTexture(GL_TEXTURE_2D, 0);
+}
+
+void matrixview_init(int w, int h)
+{
+ make_text();
+
+ ourBuildTextures();
+
+ // Color to clear color buffer to.
+ ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+
+ // Depth to clear depth buffer to; type of test.
+ ClearDepth(1.0);
+ DepthFunc(GL_LESS);
+
+ // Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
+ ShadeModel(GL_SMOOTH);
+
+ // Set up a light, turn it on.
+ Lightfv(GL_LIGHT1, GL_POSITION, Light_Position);
+ Lightfv(GL_LIGHT1, GL_AMBIENT, Light_Ambient);
+ Lightfv(GL_LIGHT1, GL_DIFFUSE, Light_Diffuse);
+ Enable(GL_LIGHT1);
+
+ // A handy trick -- have surface material mirror the color.
+ ColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
+ Enable(GL_COLOR_MATERIAL);
+
+ // Allow adjusting of texture color via glColor
+ TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ matrixview_reshape(w, h);
+}
+
+
+void matrixview_reshape(int w, int h)
+{
+ Viewport(0, 0, w, h);
+
+ MatrixMode(GL_PROJECTION);
+ LoadIdentity();
+ Frustum(-_text_x, _text_x, -_text_y, _text_y, -Z_Off - Z_Depth, -Z_Off);
+
+ MatrixMode(GL_MODELVIEW);
+}
+
+
+void matrixview_draw(int w, int h, double currentTime, float frameTime, uint8_t *data)
+{
+ Enable(GL_BLEND);
+ Enable(GL_TEXTURE_2D);
+
+ Disable(GL_LIGHTING);
+ BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ Disable(GL_DEPTH_TEST);
+
+ MatrixMode(GL_MODELVIEW);
+ LoadIdentity();
+ Translated(0.0f, 0.0f, Z_Off);
+
+ // Clear the color and depth buffers.
+ Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ // OK, let's start drawing our planer quads.
+ Begin(GL_QUADS);
+ draw_text(data);
+ End();
+
+ BindTexture(GL_TEXTURE_2D, 1);
+ Begin(GL_QUADS);
+ draw_flares();
+ End();
+ BindTexture(GL_TEXTURE_2D, 0);
+
+ make_change(currentTime);
+
+ LoadIdentity();
+ MatrixMode(GL_PROJECTION);
+}
+
+void matrixview_contrast_set(float contrast)
+{
+ matrix_contrast = contrast;
+}
+
+void matrixview_brightness_set(float brightness)
+{
+ matrix_brightness = brightness;
+}
+
+
+void matrixview_matrix_resize(int w, int h)
+{
+ int elems;
+ free(speed);
+ speed = NULL;
+ free(text);
+ text = NULL;
+ free(text_light);
+ text_light = NULL;
+ free(text_depth);
+ text_depth = NULL;
+ if (w > MAX_TEXT_X || h > MAX_TEXT_Y)
+ return;
+ elems = w * (h + 1);
+ speed = calloc(w, sizeof(*speed));
+ text = calloc(elems, sizeof(*text));
+ text_light = calloc(elems, sizeof(*text_light));
+ text_depth = calloc(elems, sizeof(*text_depth));
+ bump_pic = calloc(elems, sizeof(*bump_pic));
+ text_x = w;
+ text_y = h;
+ make_text();
+}
diff --git a/libvo/matrixview.h b/libvo/matrixview.h
new file mode 100644
index 0000000000..db76729906
--- /dev/null
+++ b/libvo/matrixview.h
@@ -0,0 +1,12 @@
+#ifndef MPLAYER_MATRIXVIEW_H
+#define MPLAYER_MATRIXVIEW_H
+
+#include <stdint.h>
+void matrixview_init (int w, int h);
+void matrixview_reshape (int w, int h);
+void matrixview_draw (int w, int h, double currentTime, float frameTime, uint8_t *data);
+void matrixview_matrix_resize(int w, int h);
+void matrixview_contrast_set(float contrast);
+void matrixview_brightness_set(float brightness);
+
+#endif /* MPLAYER_MATRIXVIEW_H */
diff --git a/libvo/matrixview_font.h b/libvo/matrixview_font.h
new file mode 100644
index 0000000000..753e9344a2
--- /dev/null
+++ b/libvo/matrixview_font.h
@@ -0,0 +1,588 @@
+#ifndef MPLAYER_MATRIXVIEW_FONT_H
+#define MPLAYER_MATRIXVIEW_FONT_H
+
+#include <stdint.h>
+
+#define FONT_TEXTURE_W 128
+#define FONT_TEXTURE_H 64
+static const uint8_t font_texture[FONT_TEXTURE_H][FONT_TEXTURE_W] = {
+ {
+ 2, 2, 2, 2, 5, 20, 52, 77, 13, 2, 2, 2, 2, 2, 2, 3,
+ 13, 42, 67, 71, 66, 34, 7, 2, 2, 2, 2, 4, 36, 69, 71, 71,
+ 71, 71, 70, 35, 4, 3, 2, 2, 2, 2, 2, 3, 2, 29, 70, 71,
+ 39, 3, 2, 3, 3, 44, 71, 71, 71, 72, 71, 71, 71, 65, 13, 2,
+ 3, 2, 3, 5, 30, 64, 72, 71, 45, 13, 3, 2, 2, 2, 29, 71,
+ 71, 71, 71, 71, 71, 71, 71, 47, 2, 2, 2, 2, 2, 5, 26, 58,
+ 63, 36, 7, 2, 2, 2, 2, 2, 2, 12, 58, 71, 71, 71, 71, 61,
+ 15, 2, 2, 2, 2, 3, 2, 3, 2, 2, 2, 2, 3, 2, 3, 5
+ }, {
+ 2, 2, 2, 3, 30, 122, 127, 122, 20, 3, 2, 2, 2, 2, 3, 33,
+ 110, 125, 85, 54, 64, 111, 80, 8, 3, 3, 3, 20, 92, 63, 50, 50,
+ 83, 125, 127, 121, 29, 2, 2, 2, 2, 2, 3, 3, 14, 106, 118, 127,
+ 74, 2, 3, 3, 3, 42, 67, 67, 67, 67, 67, 102, 127, 120, 22, 3,
+ 2, 3, 8, 79, 125, 115, 73, 103, 127, 107, 28, 3, 2, 2, 21, 50,
+ 50, 49, 50, 50, 56, 118, 127, 85, 2, 2, 2, 2, 6, 65, 124, 127,
+ 123, 126, 89, 15, 2, 2, 2, 2, 3, 80, 127, 126, 65, 62, 124, 127,
+ 86, 5, 3, 2, 3, 3, 4, 12, 13, 7, 7, 12, 12, 4, 3, 6
+ }, {
+ 2, 2, 2, 3, 12, 59, 125, 123, 20, 3, 2, 2, 2, 2, 7, 102,
+ 127, 99, 5, 3, 3, 24, 90, 32, 3, 3, 3, 3, 2, 3, 3, 3,
+ 5, 86, 127, 127, 51, 3, 2, 2, 2, 2, 3, 5, 78, 101, 70, 127,
+ 74, 3, 3, 3, 2, 3, 3, 3, 3, 3, 2, 71, 127, 120, 23, 2,
+ 3, 3, 50, 126, 126, 35, 2, 14, 113, 127, 78, 5, 3, 3, 3, 3,
+ 2, 2, 3, 3, 21, 118, 127, 78, 2, 2, 2, 2, 36, 125, 127, 77,
+ 35, 106, 127, 76, 2, 2, 2, 2, 2, 93, 127, 109, 12, 35, 123, 127,
+ 100, 7, 3, 3, 3, 3, 16, 105, 110, 47, 54, 109, 98, 15, 3, 5
+ }, {
+ 2, 2, 2, 2, 3, 31, 124, 123, 21, 2, 2, 2, 2, 2, 9, 112,
+ 127, 93, 4, 3, 3, 3, 3, 2, 3, 3, 3, 3, 3, 3, 3, 3,
+ 2, 64, 127, 127, 51, 3, 2, 2, 2, 2, 3, 47, 116, 33, 62, 127,
+ 73, 3, 3, 2, 3, 7, 48, 77, 77, 77, 78, 107, 127, 119, 22, 3,
+ 2, 3, 90, 127, 114, 14, 3, 5, 94, 127, 95, 7, 3, 3, 3, 3,
+ 3, 3, 3, 4, 64, 127, 123, 29, 2, 2, 2, 2, 45, 127, 126, 56,
+ 15, 93, 127, 82, 2, 2, 2, 2, 3, 93, 127, 108, 15, 95, 127, 127,
+ 99, 8, 3, 3, 3, 2, 29, 127, 127, 41, 78, 127, 110, 14, 3, 6
+ }, {
+ 2, 2, 2, 2, 2, 30, 124, 123, 20, 2, 2, 2, 2, 2, 5, 83,
+ 127, 113, 11, 2, 3, 3, 2, 3, 2, 3, 3, 3, 3, 3, 3, 3,
+ 3, 68, 127, 127, 51, 3, 3, 3, 2, 3, 20, 111, 62, 3, 62, 127,
+ 74, 2, 2, 3, 3, 50, 126, 127, 118, 66, 47, 47, 47, 43, 9, 2,
+ 2, 3, 98, 127, 125, 23, 3, 11, 110, 127, 87, 5, 3, 2, 2, 2,
+ 3, 3, 3, 26, 118, 127, 73, 4, 3, 2, 2, 2, 12, 100, 127, 122,
+ 109, 127, 115, 31, 2, 2, 2, 2, 2, 94, 127, 109, 55, 125, 127, 127,
+ 99, 7, 2, 3, 3, 3, 42, 127, 124, 32, 92, 127, 100, 7, 3, 5
+ }, {
+ 2, 2, 2, 2, 2, 30, 124, 122, 20, 2, 2, 2, 2, 2, 2, 14,
+ 88, 126, 91, 18, 3, 3, 2, 2, 2, 2, 3, 3, 2, 9, 9, 10,
+ 25, 108, 127, 127, 48, 3, 2, 3, 4, 7, 86, 99, 15, 10, 66, 127,
+ 73, 2, 2, 2, 2, 65, 127, 127, 61, 4, 3, 3, 2, 2, 2, 2,
+ 2, 3, 92, 127, 127, 94, 48, 82, 126, 124, 57, 3, 3, 2, 2, 2,
+ 2, 4, 8, 91, 127, 106, 15, 3, 2, 2, 2, 2, 3, 53, 125, 127,
+ 127, 127, 74, 6, 2, 2, 2, 2, 2, 93, 127, 115, 115, 98, 121, 127,
+ 99, 7, 2, 2, 3, 3, 59, 127, 120, 26, 100, 127, 92, 3, 3, 5
+ }, {
+ 2, 2, 2, 2, 2, 30, 124, 123, 20, 2, 2, 2, 2, 2, 3, 3,
+ 10, 66, 121, 110, 42, 5, 3, 2, 2, 2, 3, 2, 3, 87, 102, 103,
+ 114, 119, 118, 91, 15, 3, 3, 3, 3, 54, 126, 114, 102, 102, 115, 127,
+ 74, 3, 2, 2, 2, 66, 127, 127, 50, 3, 3, 3, 2, 2, 2, 2,
+ 2, 3, 72, 127, 114, 84, 104, 105, 91, 46, 5, 3, 3, 2, 2, 2,
+ 2, 3, 51, 126, 126, 47, 3, 3, 2, 2, 2, 2, 29, 120, 127, 107,
+ 82, 122, 125, 49, 2, 2, 2, 2, 3, 93, 127, 127, 123, 36, 117, 127,
+ 99, 7, 2, 2, 3, 3, 75, 127, 115, 24, 108, 127, 80, 3, 3, 5
+ }, {
+ 2, 2, 2, 2, 2, 30, 124, 123, 20, 2, 2, 2, 2, 2, 2, 3,
+ 3, 4, 35, 107, 122, 66, 10, 3, 2, 2, 3, 3, 3, 34, 86, 120,
+ 112, 63, 29, 5, 3, 2, 3, 3, 4, 44, 59, 59, 59, 59, 93, 127,
+ 73, 3, 2, 2, 2, 65, 127, 127, 53, 2, 2, 2, 2, 2, 2, 2,
+ 2, 2, 32, 122, 125, 40, 3, 3, 2, 3, 3, 3, 3, 2, 2, 2,
+ 2, 7, 97, 127, 105, 10, 3, 3, 3, 2, 2, 2, 52, 127, 126, 45,
+ 5, 88, 127, 78, 2, 2, 2, 2, 3, 93, 127, 127, 83, 9, 117, 127,
+ 99, 7, 2, 2, 3, 3, 72, 111, 94, 20, 101, 111, 55, 2, 3, 5
+ }, {
+ 6, 5, 6, 6, 6, 60, 249, 246, 40, 6, 5, 5, 5, 5, 13, 21,
+ 22, 22, 22, 47, 174, 254, 193, 49, 6, 5, 6, 16, 37, 36, 38, 83,
+ 183, 249, 209, 116, 23, 5, 6, 6, 6, 6, 7, 6, 5, 5, 123, 255,
+ 149, 5, 5, 5, 5, 129, 255, 255, 193, 42, 10, 8, 44, 61, 12, 5,
+ 6, 6, 7, 124, 243, 225, 82, 17, 6, 7, 7, 6, 6, 6, 5, 5,
+ 6, 20, 208, 255, 192, 6, 6, 5, 6, 5, 6, 5, 51, 237, 255, 199,
+ 149, 236, 249, 87, 6, 5, 5, 5, 5, 184, 255, 254, 72, 38, 238, 255,
+ 196, 14, 7, 6, 6, 5, 17, 24, 20, 8, 23, 24, 15, 5, 5, 5
+ }, {
+ 7, 6, 6, 6, 5, 55, 226, 221, 38, 6, 5, 5, 5, 5, 96, 192,
+ 191, 192, 192, 191, 197, 234, 234, 151, 7, 6, 6, 74, 209, 209, 209, 210,
+ 210, 230, 235, 231, 85, 6, 6, 5, 21, 152, 174, 174, 174, 175, 204, 235,
+ 131, 5, 5, 5, 5, 53, 202, 233, 234, 210, 180, 176, 209, 151, 15, 5,
+ 6, 6, 6, 7, 63, 169, 215, 184, 148, 128, 14, 6, 6, 6, 6, 6,
+ 6, 18, 189, 235, 174, 6, 6, 6, 7, 6, 7, 6, 8, 82, 205, 242,
+ 244, 215, 115, 11, 6, 7, 6, 6, 6, 90, 219, 234, 205, 204, 235, 218,
+ 100, 7, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5
+ }, {
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