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一、🍀媒介
本文详细先容如何基于threejs在三维场景中使用使用EffectComposer后期处理惩罚组合器(接纳RenderPass、ShaderPass渲染通道),亲测可用。盼望能资助到您。一起学习,加油!加油!
1.1 ☘️THREE.EffectComposer 后期处理惩罚
THREE.EffectComposer 用于在three.js中实现后期处理惩罚效果。该类管理了产生终极视觉效果的后期处理惩罚过程链。 后期处理惩罚过程根据它们添加/插入的次序来实行,最后一个过程会被自动渲染到屏幕上。
1.1.1 ☘️代码示例
- import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';
- import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';
- // 初始化 composer
- const composer = new EffectComposer(renderer);
- // 创建 RenderPass 并添加到 composer
- const renderPass = new RenderPass(scene, camera);
- composer.addPass(renderPass);
- // 添加其他后期处理通道(如模糊)
- // composer.addPass(blurPass);
- // 在动画循环中渲染
- function animate() {
- composer.render();
- requestAnimationFrame(animate);
- }
复制代码 1.1.2 ☘️构造函数
[color=#00FFFF]EffectComposer( renderer : WebGLRenderer, renderTarget : WebGLRenderTarget )
renderer – 用于渲染场景的渲染器。
renderTarget – (可选)一个预先设置的渲染目标,内部由 EffectComposer 使用。
1.1.3 ☘️属性
[color=#00FFFF].passes : Array
一个用于体现后期处理惩罚过程链(包罗次序)的数组。
- 渲染通道:
- BloomPass 该通道会使得明亮区域参入较暗的区域。模拟相机照到过多亮光的情形
- DotScreenPass 将一层黑点贴到代表原始图片的屏幕上
- FilmPass 通过扫描线和失真模拟电视屏幕
- MaskPass 在当前图片上贴一层掩膜,后续通道只会影响被贴的区域
- RenderPass 该通道在指定的场景和相机的基础上渲染出一个新的场景
- SavePass 执行该通道时,它会将当前渲染步骤的结果复制一份,方便后面使用。这个通道实际应用中作用不大;
- ShaderPass 使用该通道你可以传入一个自定义的着色器,用来生成高级的、自定义的后期处理通道
- TexturePass 该通道可以将效果组合器的当前状态保存为一个纹理,然后可以在其他EffectCoposer对象中将该纹理作为输入参数
复制代码 [color=#00FFFF].readBuffer : WebGLRenderTarget
内部读缓冲区的引用。过程一样平常从该缓冲区读取先前的渲染效果。
[color=#00FFFF].renderer : WebGLRenderer
内部渲染器的引用。
[color=#00FFFF].renderToScreen : Boolean
终极过程是否被渲染到屏幕(默认帧缓冲区)。
[color=#00FFFF].writeBuffer : WebGLRenderTarget
内部写缓冲区的引用。过程常将它们的渲染效果写入该缓冲区。
1.1.4 ☘️方法
[color=#00FFFF].addPass ( pass : Pass ) : undefined
pass – 将被添加到过程链的过程
将传入的过程添加到过程链。
[color=#00FFFF].dispose () : undefined
开释此实例分配的 GPU 相关资源。每当您的应用步伐不再使用此实例时调用此方法。
[color=#00FFFF].insertPass ( pass : Pass, index : Integer ) : undefined
pass – 将被插入到过程链的过程。
index – 界说过程链中过程应插入的位置。
将传入的过程插入到过程链中所给定的索引处。
[color=#00FFFF].isLastEnabledPass ( passIndex : Integer ) : Boolean
passIndex – 被用于查抄的过程
如果给定索引的过程在过程链中是最后一个启用的过程,则返回true。 由EffectComposer所使用,来决定哪一个过程应当被渲染到屏幕上。
[color=#00FFFF].removePass ( pass : Pass ) : undefined
pass – 要从传递链中删除的传递。
从传递链中删除给定的传递。
[color=#00FFFF].render ( deltaTime : Float ) : undefined
deltaTime – 增量时间值。
实行所有启用的后期处理惩罚过程,来产生终极的帧,
[color=#00FFFF].reset ( renderTarget : WebGLRenderTarget ) : undefined
renderTarget – (可选)一个预先设置的渲染目标,内部由 EffectComposer 使用。
重置所有EffectComposer的内部状态。
[color=#00FFFF].setPixelRatio ( pixelRatio : Float ) : undefined
pixelRatio – 装备像素比
设置装备的像素比。该值通常被用于HiDPI装备,以阻止含糊的输出。 因此,该方法语义类似于WebGLRenderer.setPixelRatio()。
[color=#00FFFF].setSize ( width : Integer, height : Integer ) : undefined
width – EffectComposer的宽度。
height – EffectComposer的高度。
思量装备像素比,重新设置内部渲染缓冲和过程的巨细为(width, height)。 因此,该方法语义类似于WebGLRenderer.setSize()。
[color=#00FFFF].swapBuffers () : undefined
交换内部的读/写缓冲。
1.2 ☘️THREE.RenderPass
THREE.RenderPass用于将场景渲染到中心缓冲区,为后续的后期处理惩罚效果(如含糊、色调调整等)提供底子。
1.2.1 ☘️构造函数
[color=#00FFFF]RenderPass(scene, camera, overrideMaterial, clearColor, clearAlpha)
- scene THREE.Scene 要渲染的 Three.js 场景对象。
- camera THREE.Camera 场景对应的相机(如 PerspectiveCamera)。
- overrideMaterial THREE.Material (可选) 覆盖场景中所有物体的材质(默认 null)。
- clearColor THREE.Color (可选) 渲染前扫除画布的颜色(默认不自动扫除)。
- clearAlpha number (可选) 扫除画布的透明度(默认 0)。
1.2.2 ☘️属性
[color=#00FFFF].enabled:boolean
是否启用此通道(默认 true)。设为 false 可跳过渲染。
[color=#00FFFF].clear:boolean
渲染前是否扫除画布(默认 true)。若需叠加多个 RenderPass,可设为 false。
[color=#00FFFF].needsSwap:boolean
是否必要在渲染后交换缓冲区(通常保持默认 false)。
1.2.3 ☘️方法
[color=#00FFFF].setSize(width, height)
调整通道的渲染尺寸(通常由 EffectComposer 自动调用)。
width: 画布宽度(像素)。
height: 画布高度(像素)。
1.3 ☘️THREE.ShaderPass
THREE.ShaderPass是 Three.js 后期处理惩罚模块的核心组件之一,答应开发者通过自界说着色器(Shader)实现恣意殊效,为后期处理惩罚链提供高度机动性。
1.3.1 ☘️构造函数
[color=#00FFFF]ShaderPass(shader, textureID)
- shader Object 包罗着色器代码和 uniforms 的设置对象。
- textureID string (可选) 输入纹理的 uniform 名称(默认 tDiffuse)。
1.3.2 ☘️属性
[color=#00FFFF].enabled:boolean
是否启用此通道(默认 true)。设为 false 可临时禁用效果。
[color=#00FFFF].uniforms:object
着色器 uniforms 的引用,支持动态修改参数:
- shaderPass.uniforms.uStrength.value = 0.8; // 修改自定义参数
复制代码 [color=#00FFFF].renderToScreen:boolean
是否直接渲染到屏幕(默认 false)。若为最后通道,需设为 true。
1.3.3 ☘️方法
[color=#00FFFF].setSize(width, height)
调整通道的渲染尺寸(通常由 EffectComposer 自动调用)。
width: 画布宽度(像素)。
height: 画布高度(像素)。
二、🍀使用EffectComposer后期处理惩罚组合器(接纳RenderPass、ShaderPass渲染通道)
1. ☘️实现思绪
- 1、初始化renderer渲染器。
- 2、初始化Scene三维场景scene。
- 3、初始化camera相机,界说相机位置 camera.position.set,设置相机方向camera.lookAt。
- 4、创建THREE.AmbientLight环境光源ambiLight,创建THREE.SpotLight聚光灯光源spotLight,设置spotLight位置、光强、投影,scene场景参加ambiLight和spotLight。
- 5、加载多少模子:添加地面立方体网格对象cube,设置cube的材质、位置、旋转和投影信息,scene添加cube。添加三个立方体网格对象cube1、cube2、cube3,设置三个立方体的颜色和位置信息,scene添加cube1、cube2、cube3。添加‘libertStatue.obj’模子mesh,设置模子巨细、位置等信息,scene添加object。创建RenderPass、多个ShaderPass渲染通道,创建THREE.EffectComposer后期处理惩罚组合器composer,composer添加创建的渲染通道。界说controls方法,方法内界说gui控制ShaderPass殊效通道参数以及参数更新方法。界说render方法,实现cube1、cube2、cube3和模子mesh的旋转动画,调用composer的渲染方法render。详细代码参考下面代码样例。
- 6、参加gui控制。参加stats监控
器,监控 帧数信息。
2. ☘️代码样例
- <!DOCTYPE html>
- <html>
- <head>
- <title>学习threejs,使用EffectComposer后期处理组合器(采用RenderPass、ShaderPass渲染通道),案例一</title>
- <script type="text/javascript" src="../libs/three.js"></script>
- <script type="text/javascript" src="../libs/stats.js"></script>
- <script type="text/javascript" src="../libs/dat.gui.js"></script>
- <script type="text/javascript" src="../libs/OBJLoader.js"></script>
- <script type="text/javascript" src="../libs/MTLLoader.js"></script>
- <script type="text/javascript" src="../libs/OBJMTLLoader.js"></script>
- <script type="text/javascript" src="../libs/postprocessing/EffectComposer.js"></script>
- <script type="text/javascript" src="../libs/postprocessing/ShaderPass.js"></script>
- <script type="text/javascript" src="../libs/postprocessing/RenderPass.js"></script>
- <script type="text/javascript" src="../libs/postprocessing/MaskPass.js"></script>
- <script type="text/javascript" src="../libs/shaders/CopyShader.js"></script>
- <script type="text/javascript" src="../libs/shaders/BrightnessContrastShader.js"></script>
- <script type="text/javascript" src="../libs/shaders/ColorifyShader.js"></script>
- <script type="text/javascript" src="../libs/shaders/SepiaShader.js"></script>
- <script type="text/javascript" src="../libs/shaders/RGBShiftShader.js"></script>
- <script type="text/javascript" src="../libs/shaders/ColorCorrectionShader.js"></script>
- <script type="text/javascript" src="../libs/shaders/MirrorShader.js"></script>
- <script type="text/javascript" src="../libs/shaders/VignetteShader.js"></script>
- <script type="text/javascript" src="../libs/shaders/HueSaturationShader.js"></script>
- <script type="text/javascript" src="../libs/shaders/BlendShader.js"></script>
- <script type="text/javascript" src="../libs/shaders/KaleidoShader.js"></script>
- <script type="text/javascript" src="../libs/shaders/LuminosityShader.js"></script>
- <script type="text/javascript" src="../libs/shaders/TechnicolorShader.js"></script>
- <script type="text/javascript" src="../libs/shaders/UnpackDepthRGBAShader.js"></script>
- <style>
- body {
- /* set margin to 0 and overflow to hidden, to go fullscreen */
- margin: 0;
- overflow: hidden;
- }
- </style>
- </head>
- <body>
- <div id="Stats-output">
- </div>
- <div id="WebGL-output">
- </div>
- <!-- Js 代码块-->
- <script type="text/javascript">
- // 初始化
- function init() {
- var stats = initStats();
- // 创建三维场景scene
- var scene = new THREE.Scene();
- // 创建相机
- var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
- // 创建渲染器webGLRenderer,设置webGLRenderer的背景色、大小和touy
- var webGLRenderer = new THREE.WebGLRenderer();
- webGLRenderer.setClearColor(new THREE.Color(0xaaaaff, 1.0));
- webGLRenderer.setSize(window.innerWidth, window.innerHeight);
- webGLRenderer.shadowMapEnabled = true;
- //设置相机的位置和方向
- camera.position.x = 20;
- camera.position.y = 30;
- camera.position.z = 40;
- camera.lookAt(new THREE.Vector3(-15, -10, -25));
- // 添加聚光灯光源
- var spotLight = new THREE.SpotLight(0xffffff);
- spotLight.castShadow = true;
- spotLight.position.set(0, 60, 50);
- spotLight.intensity = 1;
- spotLight.shadowMapWidth = 2048;
- spotLight.shadowMapHeight = 2048;
- spotLight.shadowCameraFov = 120;
- spotLight.shadowCameraNear = 1;
- spotLight.shadowCameraFar = 1000;
- var ambiLight = new THREE.AmbientLight(0x444444);
- scene.add(ambiLight);
- scene.add(spotLight);
- var plane = new THREE.BoxGeometry(1600, 1600, 0.1, 40, 40);
- var cube = new THREE.Mesh(plane, new THREE.MeshPhongMaterial(
- {
- color: 0xffffff,
- map: THREE.ImageUtils.loadTexture("../assets/textures/general/plaster-diffuse.jpg"),
- normalMap: THREE.ImageUtils.loadTexture("../assets/textures/general/plaster-normal.jpg"),
- normalScale: new THREE.Vector2(0.6, 0.6)
- }));
- cube.material.map.wrapS = THREE.RepeatWrapping;
- cube.material.map.wrapT = THREE.RepeatWrapping;
- cube.material.normalMap.wrapS = THREE.RepeatWrapping;
- cube.material.normalMap.wrapT = THREE.RepeatWrapping;
- cube.rotation.x = Math.PI / 2;
- cube.material.map.repeat.set(80, 80);
- cube.receiveShadow = true;
- cube.position.z = -150;
- cube.position.x = -150;
- scene.add(cube);
- var cube1 = new THREE.Mesh(new THREE.BoxGeometry(30, 10, 2), new THREE.MeshPhongMaterial({color: 0xff0000}));
- cube1.position.x = -15;
- cube1.position.y = 5;
- cube1.position.z = 15;
- cube1.castShadow = true;
- scene.add(cube1);
- var cube2 = cube1.clone();
- cube2.material = cube1.material.clone();
- cube2.material.color = new THREE.Color(0x00ff00);
- cube2.position.z = 5;
- cube2.position.x = -20;
- scene.add(cube2);
- var cube3 = cube1.clone();
- cube3.material = cube1.material.clone();
- cube3.material.color = new THREE.Color(0x0000ff);
- cube3.position.z = -8;
- cube3.position.x = -25;
- scene.add(cube3);
- var mesh;
- // webGLRenderer 绑定html要素
- document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement);
- var loader = new THREE.OBJMTLLoader();
- loader.load('../assets/models/sol/libertStatue.obj', '../assets/models/sol/libertStatue.mtl',
- function (event) {
- var object = event;
- // fix for incorrect uvs.
- console.log(event);
- var geom = object.children[0].geometry;
- var uv3 = geom.faceVertexUvs[0][0];
- var uv4 = geom.faceVertexUvs[0][10];
- // fill in the missing ones
- for (var j = 0; j < 7616 - 7206; j++) {
- if (geom.faces[j + 7206] instanceof THREE.Face4) {
- geom.faceVertexUvs[0].push(uv4);
- } else {
- geom.faceVertexUvs[0].push(uv4);
- }
- }
- object.children.forEach(function (e) {
- e.castShadow = true
- });
- object.scale.set(20, 20, 20);
- mesh = object;
- mesh.position.x = 15;
- mesh.position.z = 5;
- scene.add(object);
- });
- var mirror = new THREE.ShaderPass(THREE.MirrorShader);
- mirror.enabled = false;
- var hue = new THREE.ShaderPass(THREE.HueSaturationShader);
- hue.enabled = false;
- var vignette = new THREE.ShaderPass(THREE.VignetteShader);
- vignette.enabled = false;
- var colorCorrection = new THREE.ShaderPass(THREE.ColorCorrectionShader);
- colorCorrection.enabled = false;
- var rgbShift = new THREE.ShaderPass(THREE.RGBShiftShader);
- rgbShift.enabled = false;
- var brightness = new THREE.ShaderPass(THREE.BrightnessContrastShader);
- brightness.uniforms.brightness.value = 0;
- brightness.uniforms.contrast.value = 0;
- brightness.enabled = false;
- brightness.uniforms.brightness.value = 0;
- brightness.uniforms.contrast.value = 0;
- var colorify = new THREE.ShaderPass(THREE.ColorifyShader);
- colorify.uniforms.color.value = new THREE.Color(0xffffff);
- colorify.enabled = false;
- var sepia = new THREE.ShaderPass(THREE.SepiaShader);
- sepia.uniforms.amount.value = 1;
- sepia.enabled = false;
- var kal = new THREE.ShaderPass(THREE.KaleidoShader);
- kal.enabled = false;
- var lum = new THREE.ShaderPass(THREE.LuminosityShader);
- lum.enabled = false;
- var techni = new THREE.ShaderPass(THREE.TechnicolorShader);
- techni.enabled = false;
- var unpack = new THREE.ShaderPass(THREE.UnpackDepthRGBAShader);
- unpack.enabled = false;
- var renderPass = new THREE.RenderPass(scene, camera);
- var effectCopy = new THREE.ShaderPass(THREE.CopyShader);
- effectCopy.renderToScreen = true;
- var composer = new THREE.EffectComposer(webGLRenderer);
- composer.addPass(renderPass);
- composer.addPass(brightness);
- composer.addPass(sepia);
- composer.addPass(mirror);
- composer.addPass(colorify);
- composer.addPass(colorCorrection);
- composer.addPass(rgbShift);
- composer.addPass(vignette);
- composer.addPass(hue);
- composer.addPass(kal);
- composer.addPass(lum);
- composer.addPass(techni);
- composer.addPass(unpack);
- composer.addPass(effectCopy);
- var controls = new function () {
- this.brightness = 0.01;
- this.contrast = 0.01;
- this.select = 'none';
- this.color = 0xffffff;
- this.amount = 1;
- this.powRGB_R = 2;
- this.mulRGB_R = 1;
- this.powRGB_G = 2;
- this.mulRGB_G = 1;
- this.powRGB_B = 2;
- this.mulRGB_B = 1;
- this.rgbAmount = 0.005;
- this.angle = 0.0;
- this.side = 1;
- this.offset = 1;
- this.darkness = 1;
- this.hue = 0.01;
- this.saturation = 0.01;
- this.kalAngle = 0;
- this.kalSides = 6;
- this.rotate = false;
- this.switchShader = function () {
- switch (controls.select) {
- case 'none' :
- {
- enableShader();
- break;
- }
- case 'colorify' :
- {
- enableShader(colorify);
- break;
- }
- case 'brightness' :
- {
- enableShader(brightness);
- break;
- }
- case 'sepia' :
- {
- enableShader(sepia);
- break;
- }
- case 'colorCorrection' :
- {
- enableShader(colorCorrection);
- break;
- }
- case 'rgbShift' :
- {
- enableShader(rgbShift);
- break;
- }
- case 'mirror' :
- {
- enableShader(mirror);
- break;
- }
- case 'vignette' :
- {
- enableShader(vignette);
- break;
- }
- case 'hueAndSaturation' :
- {
- enableShader(hue);
- break;
- }
- case 'kaleidoscope' :
- {
- enableShader(kal);
- break;
- }
- case 'luminosity' :
- {
- enableShader(lum);
- break;
- }
- case 'technicolor' :
- {
- enableShader(techni);
- break;
- }
- case 'unpackDepth' :
- {
- enableShader(unpack);
- break;
- }
- }
- };
- this.changeBrightness = function () {
- brightness.uniforms.brightness.value = controls.brightness;
- brightness.uniforms.contrast.value = controls.contrast;
- };
- this.changeColor = function () {
- colorify.uniforms.color.value = new THREE.Color(controls.color);
- };
- this.changeSepia = function () {
- sepia.uniforms.amount.value = controls.amount;
- };
- this.changeCorrection = function () {
- colorCorrection.uniforms.mulRGB.value = new THREE.Vector3(controls.mulRGB_R, controls.mulRGB_G, controls.mulRGB_B);
- colorCorrection.uniforms.powRGB.value = new THREE.Vector3(controls.powRGB_R, controls.powRGB_G, controls.powRGB_B);
- };
- this.changeRGBShifter = function () {
- rgbShift.uniforms.amount.value = controls.rgbAmount;
- rgbShift.uniforms.angle.value = controls.angle;
- };
- this.changeMirror = function () {
- mirror.uniforms.side.value = controls.side;
- };
- this.changeVignette = function () {
- vignette.uniforms.darkness.value = controls.darkness;
- vignette.uniforms.offset.value = controls.offset;
- };
- this.changeHue = function () {
- hue.uniforms.hue.value = controls.hue;
- hue.uniforms.saturation.value = controls.saturation;
- };
- this.changeKal = function () {
- kal.uniforms.sides.value = controls.kalSides;
- kal.uniforms.angle.value = controls.kalAngle;
- };
- function enableShader(shader) {
- // we're not interested in the first or the last one
- for (var i = 1; i < composer.passes.length - 1; i++) {
- if (composer.passes[i] == shader) {
- composer.passes[i].enabled = true;
- } else {
- composer.passes[i].enabled = false;
- }
- }
- }
- };
- var gui = new dat.GUI();
- gui.add(controls, "select", ['none', "colorify", 'brightness', 'sepia', 'colorCorrection', 'rgbShift', 'mirror', 'vignette', 'hueAndSaturation', 'kaleidoscope', 'luminosity', 'technicolor']).onChange(controls.switchShader);
- gui.add(controls, "rotate");
- var bnFolder = gui.addFolder("Brightness");
- bnFolder.add(controls, "brightness", -1, 1).onChange(controls.changeBrightness);
- bnFolder.add(controls, "contrast", -1, 1).onChange(controls.changeBrightness);
- var clFolder = gui.addFolder("Colorify");
- clFolder.addColor(controls, "color").onChange(controls.changeColor);
- var colFolder = gui.addFolder('Color Correction');
- colFolder.add(controls, "powRGB_R", 0, 5).onChange(controls.changeCorrection);
- colFolder.add(controls, "powRGB_G", 0, 5).onChange(controls.changeCorrection);
- colFolder.add(controls, "powRGB_B", 0, 5).onChange(controls.changeCorrection);
- colFolder.add(controls, "mulRGB_R", 0, 5).onChange(controls.changeCorrection);
- colFolder.add(controls, "mulRGB_G", 0, 5).onChange(controls.changeCorrection);
- colFolder.add(controls, "mulRGB_B", 0, 5).onChange(controls.changeCorrection);
- var sepiaFolder = gui.addFolder("Sepia");
- sepiaFolder.add(controls, "amount", 0, 2).step(0.1).onChange(controls.changeSepia);
- var shiftFolder = gui.addFolder("RGB Shift");
- shiftFolder.add(controls, "rgbAmount", 0, 0.1).step(0.001).onChange(controls.changeRGBShifter);
- shiftFolder.add(controls, "angle", 0, 3.14).step(0.001).onChange(controls.changeRGBShifter);
- var mirrorFolder = gui.addFolder("mirror");
- mirrorFolder.add(controls, "side", 0, 3).step(1).onChange(controls.changeMirror);
- var vignetteFolder = gui.addFolder("vignette");
- vignetteFolder.add(controls, "darkness", 0, 2).onChange(controls.changeVignette);
- vignetteFolder.add(controls, "offset", 0, 2).onChange(controls.changeVignette);
- var hueAndSat = gui.addFolder("hue and saturation");
- hueAndSat.add(controls, "hue", -1, 1).step(0.01).onChange(controls.changeHue);
- hueAndSat.add(controls, "saturation", -1, 1).step(0.01).onChange(controls.changeHue);
- var kalMenu = gui.addFolder("Kaleidoscope");
- kalMenu.add(controls, "kalAngle", -2 * Math.PI, 2 * Math.PI).onChange(controls.changeKal);
- kalMenu.add(controls, "kalSides", 2, 20).onChange(controls.changeKal);
- render();
- function render() {
- stats.update();
- //
- if (controls.rotate) {
- if (mesh) mesh.rotation.y += 0.01;
- cube1.rotation.y += 0.01;
- cube2.rotation.y += 0.01;
- cube3.rotation.y += 0.01;
- }
- requestAnimationFrame(render);
- composer.render();
- }
- function initStats() {
- var stats = new Stats();
- stats.setMode(0);
- stats.domElement.style.position = 'absolute';
- stats.domElement.style.left = '0px';
- stats.domElement.style.top = '0px';
- document.getElementById("Stats-output").appendChild(stats.domElement);
- return stats;
- }
- };
- window.onload = init;
- </script>
- </body>
- </html>
复制代码 效果如下

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