X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=render.h;h=b5dea8db55022347372c356f2d82975a14da15db;hp=ff6258b7b26fad304320327442a42eb111a44b15;hb=ff37132b0137d1e241c185a73e18d6fbc3c3cdb3;hpb=c2abad5db0c64852d4e807fac9d247ac220891c1 diff --git a/render.h b/render.h index ff6258b7..b5dea8db 100644 --- a/render.h +++ b/render.h @@ -33,7 +33,7 @@ extern void FOG_clear(void); extern cvar_t r_sky; extern cvar_t r_skyscroll1; extern cvar_t r_skyscroll2; -extern int skyrendernow, skyrendermasked; +extern int skyrenderlater, skyrendermasked; extern int R_SetSkyBox(const char *sky); extern void R_SkyStartFrame(void); extern void R_Sky(void); @@ -114,7 +114,10 @@ extern cvar_t r_showdisabledepthtest; // view origin // extern cvar_t r_drawentities; +extern cvar_t r_draw2d; +extern qboolean r_draw2d_force; extern cvar_t r_drawviewmodel; +extern cvar_t r_drawworld; extern cvar_t r_speeds; extern cvar_t r_fullbright; extern cvar_t r_wateralpha; @@ -142,8 +145,11 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain); skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height); skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height); +skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette); skinframe_t *R_SkinFrame_LoadMissing(void); +rtexture_t *R_GetCubemap(const char *basename); + void R_View_WorldVisibility(qboolean forcenovis); void R_DrawDecals(void); void R_DrawParticles(void); @@ -159,13 +165,25 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c #include "meshqueue.h" +extern qboolean r_framedata_failed; +void R_FrameData_Reset(void); +void R_FrameData_NewFrame(void); +void *R_FrameData_Alloc(size_t size); +void *R_FrameData_Store(size_t size, void *data); + +void R_AnimCache_Free(void); +void R_AnimCache_ClearCache(void); +qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents); +void R_AnimCache_CacheVisibleEntities(void); + #include "r_lerpanim.h" extern cvar_t r_render; +extern cvar_t r_renderview; extern cvar_t r_waterwarp; extern cvar_t r_textureunits; -extern cvar_t r_glsl; + extern cvar_t r_glsl_offsetmapping; extern cvar_t r_glsl_offsetmapping_reliefmapping; extern cvar_t r_glsl_offsetmapping_scale; @@ -174,10 +192,18 @@ extern cvar_t r_glsl_deluxemapping; extern cvar_t gl_polyblend; extern cvar_t gl_dither; +extern cvar_t cl_deathfade; + extern cvar_t r_smoothnormals_areaweighting; extern cvar_t r_test; +extern cvar_t r_texture_convertsRGB_2d; +extern cvar_t r_texture_convertsRGB_skin; +extern cvar_t r_texture_convertsRGB_cubemap; +extern cvar_t r_texture_convertsRGB_skybox; +extern cvar_t r_texture_convertsRGB_particles; + #include "gl_backend.h" extern rtexture_t *r_texture_blanknormalmap; @@ -188,33 +214,45 @@ extern rtexture_t *r_texture_notexture; extern rtexture_t *r_texture_whitecube; extern rtexture_t *r_texture_normalizationcube; extern rtexture_t *r_texture_fogattenuation; -//extern rtexture_t *r_texture_fogintensity; +extern rtexture_t *r_texture_fogheighttexture; + +extern unsigned int r_queries[MAX_OCCLUSION_QUERIES]; +extern unsigned int r_numqueries; +extern unsigned int r_maxqueries; -void R_TimeReport(char *name); +void R_TimeReport(const char *name); // r_stain void R_Stain(const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2); void R_CalcBeam_Vertex3f(float *vert, const vec3_t org1, const vec3_t org2, float width); -void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca); +void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2); extern mempool_t *r_main_mempool; typedef struct rsurfacestate_s { - // processing buffers - int array_size; - float *array_modelvertex3f; - float *array_modelsvector3f; - float *array_modeltvector3f; - float *array_modelnormal3f; - float *array_deformedvertex3f; - float *array_deformedsvector3f; - float *array_deformedtvector3f; - float *array_deformednormal3f; - float *array_generatedtexcoordtexture2f; - float *array_color4f; - float *array_texcoord3f; + // software processing buffers + int array_size; + unsigned char *array_base; + r_vertexmesh_t *array_modelvertexmesh; + r_vertexmesh_t *array_batchvertexmesh; + r_vertexposition_t *array_modelvertexposition; + r_vertexposition_t *array_batchvertexposition; + float *array_modelvertex3f; + float *array_modelsvector3f; + float *array_modeltvector3f; + float *array_modelnormal3f; + float *array_batchvertex3f; + float *array_batchsvector3f; + float *array_batchtvector3f; + float *array_batchnormal3f; + float *array_batchlightmapcolor4f; + float *array_batchtexcoordtexture2f; + float *array_batchtexcoordlightmap2f; + float *array_passcolor4f; + int *array_batchelement3i; + unsigned short *array_batchelement3s; // current model array pointers // these may point to processing buffers if model is animated, @@ -230,70 +268,104 @@ typedef struct rsurfacestate_s // // this indicates the model* arrays are pointed at array_model* buffers // (in other words, the model has been animated in software) - qboolean generatedvertex; - float *modelvertex3f; - int modelvertex3f_bufferobject; - size_t modelvertex3f_bufferoffset; - float *modelsvector3f; - int modelsvector3f_bufferobject; - size_t modelsvector3f_bufferoffset; - float *modeltvector3f; - int modeltvector3f_bufferobject; - size_t modeltvector3f_bufferoffset; - float *modelnormal3f; - int modelnormal3f_bufferobject; - size_t modelnormal3f_bufferoffset; - float *modellightmapcolor4f; - int modellightmapcolor4f_bufferobject; - size_t modellightmapcolor4f_bufferoffset; - float *modeltexcoordtexture2f; - int modeltexcoordtexture2f_bufferobject; - size_t modeltexcoordtexture2f_bufferoffset; - float *modeltexcoordlightmap2f; - int modeltexcoordlightmap2f_bufferobject; - size_t modeltexcoordlightmap2f_bufferoffset; - int *modelelement3i; - int modelelement3i_bufferobject; - int *modellightmapoffsets; - int modelnum_vertices; - int modelnum_triangles; - msurface_t *modelsurfaces; + qboolean modelgeneratedvertex; + const float *modelvertex3f; + const r_meshbuffer_t *modelvertex3f_vertexbuffer; + size_t modelvertex3f_bufferoffset; + const float *modelsvector3f; + const r_meshbuffer_t *modelsvector3f_vertexbuffer; + size_t modelsvector3f_bufferoffset; + const float *modeltvector3f; + const r_meshbuffer_t *modeltvector3f_vertexbuffer; + size_t modeltvector3f_bufferoffset; + const float *modelnormal3f; + const r_meshbuffer_t *modelnormal3f_vertexbuffer; + size_t modelnormal3f_bufferoffset; + const float *modellightmapcolor4f; + const r_meshbuffer_t *modellightmapcolor4f_vertexbuffer; + size_t modellightmapcolor4f_bufferoffset; + const float *modeltexcoordtexture2f; + const r_meshbuffer_t *modeltexcoordtexture2f_vertexbuffer; + size_t modeltexcoordtexture2f_bufferoffset; + const float *modeltexcoordlightmap2f; + const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer; + size_t modeltexcoordlightmap2f_bufferoffset; + const r_vertexmesh_t *modelvertexmesh; + const r_meshbuffer_t *modelvertexmeshbuffer; + const r_vertexposition_t *modelvertexposition; + const r_meshbuffer_t *modelvertexpositionbuffer; + const int *modelelement3i; + const r_meshbuffer_t *modelelement3i_indexbuffer; + size_t modelelement3i_bufferoffset; + const unsigned short *modelelement3s; + const r_meshbuffer_t *modelelement3s_indexbuffer; + size_t modelelement3s_bufferoffset; + const int *modellightmapoffsets; + int modelnumvertices; + int modelnumtriangles; + const msurface_t *modelsurfaces; // current rendering array pointers // these may point to any of several different buffers depending on how // much processing was needed to prepare this model for rendering // these usually equal the model* pointers, they only differ if // deformvertexes is used in a q3 shader, and consequently these can // change on a per-surface basis (according to rsurface.texture) - // - // the exception is the color array which is often generated based on - // colormod, alpha fading, and fogging, it may also come from q3bsp vertex - // lighting of certain surfaces - float *vertex3f; - int vertex3f_bufferobject; - size_t vertex3f_bufferoffset; - float *svector3f; - int svector3f_bufferobject; - size_t svector3f_bufferoffset; - float *tvector3f; - int tvector3f_bufferobject; - size_t tvector3f_bufferoffset; - float *normal3f; - int normal3f_bufferobject; - size_t normal3f_bufferoffset; - float *lightmapcolor4f; - int lightmapcolor4f_bufferobject; - size_t lightmapcolor4f_bufferoffset; - float *texcoordtexture2f; - int texcoordtexture2f_bufferobject; - size_t texcoordtexture2f_bufferoffset; - float *texcoordlightmap2f; - int texcoordlightmap2f_bufferobject; - size_t texcoordlightmap2f_bufferoffset; + qboolean batchgeneratedvertex; + int batchfirstvertex; + int batchnumvertices; + int batchfirsttriangle; + int batchnumtriangles; + const r_vertexmesh_t *batchvertexmesh; + const r_meshbuffer_t *batchvertexmeshbuffer; + const r_vertexposition_t *batchvertexposition; + const r_meshbuffer_t *batchvertexpositionbuffer; + const float *batchvertex3f; + const r_meshbuffer_t *batchvertex3f_vertexbuffer; + size_t batchvertex3f_bufferoffset; + const float *batchsvector3f; + const r_meshbuffer_t *batchsvector3f_vertexbuffer; + size_t batchsvector3f_bufferoffset; + const float *batchtvector3f; + const r_meshbuffer_t *batchtvector3f_vertexbuffer; + size_t batchtvector3f_bufferoffset; + const float *batchnormal3f; + const r_meshbuffer_t *batchnormal3f_vertexbuffer; + size_t batchnormal3f_bufferoffset; + const float *batchlightmapcolor4f; + const r_meshbuffer_t *batchlightmapcolor4f_vertexbuffer; + size_t batchlightmapcolor4f_bufferoffset; + const float *batchtexcoordtexture2f; + const r_meshbuffer_t *batchtexcoordtexture2f_vertexbuffer; + size_t batchtexcoordtexture2f_bufferoffset; + const float *batchtexcoordlightmap2f; + const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer; + size_t batchtexcoordlightmap2f_bufferoffset; + const int *batchelement3i; + const r_meshbuffer_t *batchelement3i_indexbuffer; + size_t batchelement3i_bufferoffset; + const unsigned short *batchelement3s; + const r_meshbuffer_t *batchelement3s_indexbuffer; + size_t batchelement3s_bufferoffset; + // rendering pass processing arrays in GL11 and GL13 paths + const float *passcolor4f; + const r_meshbuffer_t *passcolor4f_vertexbuffer; + size_t passcolor4f_bufferoffset; + + // some important fields from the entity + int ent_skinnum; + int ent_qwskin; + int ent_flags; + float ent_shadertime; + int ent_alttextures; // used by q1bsp animated textures (pressed buttons) // transform matrices to render this entity and effects on this entity matrix4x4_t matrix; matrix4x4_t inversematrix; + // scale factors for transforming lengths into/out of entity space + float matrixscale; + float inversematrixscale; // animation blending state from entity - frameblend_t frameblend[4]; + frameblend_t frameblend[MAX_FRAMEBLENDS]; + skeleton_t *skeleton; // directional model shading state from entity vec3_t modellight_ambient; vec3_t modellight_diffuse; @@ -301,26 +373,33 @@ typedef struct rsurfacestate_s // colormapping state from entity (these are black if colormapping is off) vec3_t colormap_pantscolor; vec3_t colormap_shirtcolor; + // special coloring of ambient/diffuse textures (gloss not affected) + // colormod[3] is the alpha of the entity + float colormod[4]; + // special coloring of glow textures + float glowmod[3]; // view location in model space - vec3_t modelorg; // TODO: rename this + vec3_t localvieworigin; // polygon offset data for submodels float basepolygonfactor; float basepolygonoffset; - // current texture in batching code + // current textures in batching code texture_t *texture; + rtexture_t *lightmaptexture; + rtexture_t *deluxemaptexture; // whether lightmapping is active on this batch // (otherwise vertex colored) qboolean uselightmaptexture; + // fog plane in model space for direct application to vertices + float fograngerecip; + float fogmasktabledistmultiplier; + float fogplane[4]; + float fogheightfade; + float fogplaneviewdist; // rtlight rendering // light currently being rendered - rtlight_t *rtlight; - // current light's cull box (copied out of an rtlight or calculated by GetLightInfo) - vec3_t rtlight_cullmins; - vec3_t rtlight_cullmaxs; - // current light's culling planes - int rtlight_numfrustumplanes; - mplane_t rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes + const rtlight_t *rtlight; // this is the location of the light in entity space vec3_t entitylightorigin; @@ -332,34 +411,58 @@ typedef struct rsurfacestate_s matrix4x4_t entitytoattenuationxyz; // this transforms only the Z to S, and T is always 0.5 matrix4x4_t entitytoattenuationz; + + // user wavefunc parameters (from csqc) + float userwavefunc_param[Q3WAVEFUNC_USER_COUNT]; + + // pointer to an entity_render_t used only by R_GetCurrentTexture and + // RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity as a unique id within + // each frame (see r_frame also) + entity_render_t *entity; } rsurfacestate_t; extern rsurfacestate_t rsurface; void RSurf_ActiveWorldEntity(void); -void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents); +void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass); +void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents); void RSurf_SetupDepthAndCulling(void); void R_Mesh_ResizeArrays(int newvertices); -struct entity_render_s; -struct texture_s; -struct msurface_s; -void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t); -void R_UpdateAllTextureInfo(entity_render_t *ent); -void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist); -void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug); -void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug); - -void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist); -void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist); +texture_t *R_GetCurrentTexture(texture_t *t); +void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass); +void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass); +void R_AddWaterPlanes(entity_render_t *ent); +void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass); +void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass); + +#define BATCHNEED_VERTEXPOSITION (1<< 0) // set up rsurface.batchvertexposition +#define BATCHNEED_VERTEXMESH_VERTEX (1<< 1) // set up rsurface.batchvertexmesh +#define BATCHNEED_VERTEXMESH_NORMAL (1<< 2) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS +#define BATCHNEED_VERTEXMESH_VECTOR (1<< 3) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS +#define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_VERTEX (1<< 7) // set up rsurface.batchvertex3f and optionally others +#define BATCHNEED_ARRAY_NORMAL (1<< 8) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_VECTOR (1<< 9) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_VERTEXCOLOR (1<<10) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_TEXCOORD (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_LIGHTMAP (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_NOGAPS (1<<13) // force vertex copying (no gaps) +void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist); +void RSurf_DrawBatch(void); + +void R_DecalSystem_SplatEntities(const vec3_t org, const vec3_t normal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float size); typedef enum rsurfacepass_e { RSURFPASS_BASE, RSURFPASS_BACKGROUND, - RSURFPASS_RTLIGHT + RSURFPASS_RTLIGHT, + RSURFPASS_DEFERREDGEOMETRY } rsurfacepass_t; @@ -382,7 +485,7 @@ typedef enum gl20_texunit_e // material properties for a colormapped material // conflicts with secondary material GL20TU_PANTS = 4, - GL20TU_SHIRT = 5, + GL20TU_SHIRT = 7, // fog fade in the distance GL20TU_FOGMASK = 8, // compiled ambient lightmap and deluxemap @@ -397,13 +500,66 @@ typedef enum gl20_texunit_e // conflicts with lightmap/deluxemap GL20TU_ATTENUATION = 9, GL20TU_CUBE = 10, + GL20TU_SHADOWMAPRECT = 11, + GL20TU_SHADOWMAPCUBE = 11, + GL20TU_SHADOWMAP2D = 11, + GL20TU_CUBEPROJECTION = 12, + // orthographic-projection shadowmapping + GL20TU_SHADOWMAPORTHORECT = 15, + GL20TU_SHADOWMAPORTHO2D = 15, + // rtlight prepass data (screenspace depth and normalmap) + GL20TU_SCREENDEPTH = 13, + GL20TU_SCREENNORMALMAP = 14, + // lightmap prepass data (screenspace diffuse and specular from lights) + GL20TU_SCREENDIFFUSE = 11, + GL20TU_SCREENSPECULAR = 12, + // fake reflections + GL20TU_REFLECTMASK = 5, + GL20TU_REFLECTCUBE = 6, + GL20TU_FOGHEIGHTTEXTURE = 14 } gl20_texunit; -void R_SetupGenericShader(qboolean usetexture); -void R_SetupGenericTwoTextureShader(int texturemode); -void R_SetupDepthOrShadowShader(void); -void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass); +void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale); +void R_SetupShader_DepthOrShadow(void); +void R_SetupShader_ShowDepth(void); +void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane); +void R_SetupShader_DeferredLight(const rtlight_t *rtlight); + +typedef struct r_waterstate_waterplane_s +{ + rtexture_t *texture_refraction; + rtexture_t *texture_reflection; + rtexture_t *texture_camera; + mplane_t plane; + int materialflags; // combined flags of all water surfaces on this plane + unsigned char pvsbits[(MAX_MAP_LEAFS+7)>>3]; // FIXME: buffer overflow on huge maps + qboolean pvsvalid; + int camera_entity; +} +r_waterstate_waterplane_t; + +typedef struct r_waterstate_s +{ + qboolean enabled; + + qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces + qboolean renderingrefraction; + + int waterwidth, waterheight; + int texturewidth, textureheight; + int camerawidth, cameraheight; + + int maxwaterplanes; // same as MAX_WATERPLANES + int numwaterplanes; + r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES]; + + float screenscale[2]; + float screencenter[2]; +} +r_waterstate_t; + +extern r_waterstate_t r_waterstate; #endif