openvr_test1

diff src/app.cc @ 0:806d30b46748

OpenVR test initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 13 Apr 2016 09:39:37 +0300
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/app.cc	Wed Apr 13 09:39:37 2016 +0300
     1.3 @@ -0,0 +1,439 @@
     1.4 +#include <stdio.h>
     1.5 +#include <assert.h>
     1.6 +#include <GL/glew.h>
     1.7 +#include <openvr.h>
     1.8 +#include <gmath/gmath.h>
     1.9 +#include "app.h"
    1.10 +
    1.11 +using namespace vr;	// OpenVR namespace
    1.12 +
    1.13 +static void draw_scene();
    1.14 +static void draw_box(float xsz, float ysz, float zsz, float norm_sign);
    1.15 +static Mat4 openvr_matrix4(const HmdMatrix44_t &mat);
    1.16 +static Mat4 openvr_matrix(const HmdMatrix34_t &mat);
    1.17 +static VRTextureBounds_t openvr_tex_bounds(float umin, float vmin, float umax, float vmax);
    1.18 +static void update_rtarg(int width, int height);
    1.19 +static unsigned int next_pow2(unsigned int x);
    1.20 +static unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1);
    1.21 +
    1.22 +static int win_width, win_height;
    1.23 +
    1.24 +static unsigned int fbo, fb_tex, fb_depth;
    1.25 +static int fb_width, fb_height;
    1.26 +static int fb_tex_width, fb_tex_height;
    1.27 +
    1.28 +static unsigned int chess_tex;
    1.29 +
    1.30 +// openvr stuff
    1.31 +static IVRSystem *vrsys;
    1.32 +static IVRCompositor *vrcomp;
    1.33 +static bool vrdev_state[k_unMaxTrackedDeviceCount];
    1.34 +static TrackedDevicePose_t vrdev_pose[k_unMaxTrackedDeviceCount];
    1.35 +static Mat4 eye_matrix[2];
    1.36 +static Mat4 proj_matrix[2];
    1.37 +static Texture_t vrtex = {0, API_OpenGL, ColorSpace_Linear};
    1.38 +static VRTextureBounds_t vrtex_bounds[2];
    1.39 +
    1.40 +bool app_init()
    1.41 +{
    1.42 +	glewInit();
    1.43 +
    1.44 +	glEnable(GL_DEPTH_TEST);
    1.45 +	glEnable(GL_CULL_FACE);
    1.46 +	glEnable(GL_LIGHTING);
    1.47 +	glEnable(GL_LIGHT0);
    1.48 +	glEnable(GL_LIGHT1);
    1.49 +	glEnable(GL_NORMALIZE);
    1.50 +
    1.51 +	glClearColor(0.1, 0.1, 0.1, 1);
    1.52 +
    1.53 +	chess_tex = gen_chess_tex(1.0, 0.7, 0.4, 0.4, 0.7, 1.0);
    1.54 +
    1.55 +	// Initialize OpenVR
    1.56 +	EVRInitError vrerr;
    1.57 +	if(!(vrsys = VR_Init(&vrerr, VRApplication_Scene))) {
    1.58 +		fprintf(stderr, "failed to initialize OpenVR: %s\n",
    1.59 +			VR_GetVRInitErrorAsEnglishDescription(vrerr));
    1.60 +		return false;
    1.61 +	}
    1.62 +	if(!(vrcomp = VRCompositor())) {
    1.63 +		fprintf(stderr, "failed to initialize OpenVR compositor\n");
    1.64 +		return false;
    1.65 +	}
    1.66 +
    1.67 +	uint32_t xsz, ysz;
    1.68 +	vrsys->GetRecommendedRenderTargetSize(&xsz, &ysz);
    1.69 +	fb_width = xsz * 2;
    1.70 +	fb_height = ysz;
    1.71 +	update_rtarg(fb_width, fb_height);	// create render target
    1.72 +
    1.73 +	for(int i=0; i<2; i++) {
    1.74 +		EVREye eye = i == 0 ? Eye_Left : Eye_Right;
    1.75 +
    1.76 +		// projection matrix for each eye
    1.77 +		proj_matrix[i] = openvr_matrix4(vrsys->GetProjectionMatrix(eye, 0.5, 500.0, API_OpenGL));
    1.78 +		// eye (relative to head) matrix
    1.79 +		eye_matrix[i] = openvr_matrix(vrsys->GetEyeToHeadTransform(eye));
    1.80 +	}
    1.81 +
    1.82 +	// XXX this doesn't seem to work correctly for some reason
    1.83 +	//vrcomp->ShowMirrorWindow();
    1.84 +
    1.85 +	assert(glGetError() == GL_NO_ERROR);
    1.86 +	return true;
    1.87 +}
    1.88 +
    1.89 +void app_shutdown()
    1.90 +{
    1.91 +	// if we call VR_Shutdown while a frame is pending, we'll crash
    1.92 +	vrcomp->ClearLastSubmittedFrame();
    1.93 +	VR_Shutdown();
    1.94 +}
    1.95 +
    1.96 +static void update()
    1.97 +{
    1.98 +	// process OpenVR events (TODO: I think there are more events to handle)
    1.99 +	VREvent_t ev;
   1.100 +	while(vrsys->PollNextEvent(&ev, sizeof ev)) {
   1.101 +		switch(ev.eventType) {
   1.102 +		case VREvent_TrackedDeviceActivated:
   1.103 +			printf("Device %u activated\n", ev.trackedDeviceIndex);
   1.104 +			break;
   1.105 +
   1.106 +		case VREvent_TrackedDeviceDeactivated:
   1.107 +			printf("Device %u lost\n", ev.trackedDeviceIndex);
   1.108 +			break;
   1.109 +
   1.110 +		case VREvent_TrackedDeviceUpdated:
   1.111 +			printf("Device %u updated(?)\n", ev.trackedDeviceIndex);
   1.112 +			break;
   1.113 +		}
   1.114 +	}
   1.115 +
   1.116 +	// TODO implement controllers
   1.117 +	for(int i=0; i<k_unMaxTrackedDeviceCount; i++) {
   1.118 +		VRControllerState_t st;
   1.119 +		if(vrsys->GetControllerState(i, &st)) {
   1.120 +			// XXX ?
   1.121 +			vrdev_state[i] = st.ulButtonPressed == 0;
   1.122 +		}
   1.123 +	}
   1.124 +
   1.125 +	// this will probably block at some point... investigate further
   1.126 +	vrcomp->WaitGetPoses(vrdev_pose, k_unMaxTrackedDeviceCount, 0, 0);
   1.127 +}
   1.128 +
   1.129 +void app_draw()
   1.130 +{
   1.131 +	update();
   1.132 +
   1.133 +	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
   1.134 +	glClearColor(0, 0, 0, 1);
   1.135 +	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   1.136 +
   1.137 +	for(int i=0; i<2; i++) {
   1.138 +		EVREye eye = i == 0 ? Eye_Left : Eye_Right;
   1.139 +
   1.140 +		glViewport(i == 0 ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
   1.141 +
   1.142 +		glMatrixMode(GL_PROJECTION);
   1.143 +		glLoadMatrixf(proj_matrix[i][0]);
   1.144 +
   1.145 +		Mat4 hmd_mat = openvr_matrix(vrdev_pose[k_unTrackedDeviceIndex_Hmd].mDeviceToAbsoluteTracking);
   1.146 +		Mat4 view_mat = inverse(eye_matrix[i] * hmd_mat);
   1.147 +
   1.148 +		glMatrixMode(GL_MODELVIEW);
   1.149 +		glLoadMatrixf(view_mat[0]);
   1.150 +
   1.151 +		draw_scene();
   1.152 +		vrcomp->Submit(eye, &vrtex, vrtex_bounds + i);
   1.153 +	}
   1.154 +	/* this is supposed to tell the compositor to get on with showing the frame without waiting for
   1.155 +	 * the next WaitGetPoses call.
   1.156 +	 */
   1.157 +	vrcomp->PostPresentHandoff();
   1.158 +
   1.159 +	glUseProgram(0);
   1.160 +
   1.161 +	// render window output
   1.162 +	glBindFramebuffer(GL_FRAMEBUFFER, 0);
   1.163 +	glViewport(0, 0, win_width, win_height);
   1.164 +
   1.165 +	glMatrixMode(GL_PROJECTION);
   1.166 +	glLoadIdentity();
   1.167 +	glMatrixMode(GL_MODELVIEW);
   1.168 +	glLoadIdentity();
   1.169 +
   1.170 +	glPushAttrib(GL_ENABLE_BIT);
   1.171 +	glBindTexture(GL_TEXTURE_2D, fb_tex);
   1.172 +	glEnable(GL_TEXTURE_2D);
   1.173 +	glDisable(GL_LIGHTING);
   1.174 +	glDisable(GL_DEPTH_TEST);
   1.175 +
   1.176 +	glBegin(GL_QUADS);
   1.177 +	float umax = (float)fb_width / fb_tex_width;
   1.178 +	float vmax = (float)fb_height / fb_tex_height;
   1.179 +	glTexCoord2f(0, 0); glVertex2f(-1, -1);
   1.180 +	glTexCoord2f(umax, 0); glVertex2f(1, -1);
   1.181 +	glTexCoord2f(umax, vmax); glVertex2f(1, 1);
   1.182 +	glTexCoord2f(0, vmax); glVertex2f(-1, 1);
   1.183 +	glEnd();
   1.184 +
   1.185 +	glPopAttrib();
   1.186 +
   1.187 +	app_swap_buffers();
   1.188 +}
   1.189 +
   1.190 +void app_reshape(int x, int y)
   1.191 +{
   1.192 +	win_width = x;
   1.193 +	win_height = y;
   1.194 +	glViewport(0, 0, x, y);
   1.195 +
   1.196 +	glMatrixMode(GL_PROJECTION);
   1.197 +	glLoadIdentity();
   1.198 +	gluPerspective(50, (float)x / (float)y, 0.5, 500.0);
   1.199 +}
   1.200 +
   1.201 +static void draw_scene(void)
   1.202 +{
   1.203 +	float grey[] = {0.8, 0.8, 0.8, 1};
   1.204 +	float col[] = {0, 0, 0, 1};
   1.205 +	float lpos[][4] = {
   1.206 +		{-8, 2, 10, 1},
   1.207 +		{0, 15, 0, 1}
   1.208 +	};
   1.209 +	float lcol[][4] = {
   1.210 +		{0.8, 0.8, 0.8, 1},
   1.211 +		{0.4, 0.3, 0.3, 1}
   1.212 +	};
   1.213 +
   1.214 +	for(int i=0; i<2; i++) {
   1.215 +		glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
   1.216 +		glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
   1.217 +	}
   1.218 +
   1.219 +	glMatrixMode(GL_MODELVIEW);
   1.220 +
   1.221 +	glPushMatrix();
   1.222 +	glTranslatef(0, 10, 0);
   1.223 +	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
   1.224 +	glBindTexture(GL_TEXTURE_2D, chess_tex);
   1.225 +	glEnable(GL_TEXTURE_2D);
   1.226 +	draw_box(30, 20, 30, -1.0);
   1.227 +	glDisable(GL_TEXTURE_2D);
   1.228 +	glPopMatrix();
   1.229 +
   1.230 +	for(int i=0; i<4; i++) {
   1.231 +		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
   1.232 +		glPushMatrix();
   1.233 +		glTranslatef(i & 1 ? 5 : -5, 1, i & 2 ? -5 : 5);
   1.234 +		draw_box(0.5, 2, 0.5, 1.0);
   1.235 +		glPopMatrix();
   1.236 +
   1.237 +		col[0] = i & 1 ? 1.0 : 0.3;
   1.238 +		col[1] = i == 0 ? 1.0 : 0.3;
   1.239 +		col[2] = i & 2 ? 1.0 : 0.3;
   1.240 +		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
   1.241 +
   1.242 +		glPushMatrix();
   1.243 +		if(i & 1) {
   1.244 +			glTranslatef(0, 0.25, i & 2 ? 2 : -2);
   1.245 +		} else {
   1.246 +			glTranslatef(i & 2 ? 2 : -2, 0.25, 0);
   1.247 +		}
   1.248 +		draw_box(0.5, 0.5, 0.5, 1.0);
   1.249 +		glPopMatrix();
   1.250 +	}
   1.251 +
   1.252 +	col[0] = 1;
   1.253 +	col[1] = 1;
   1.254 +	col[2] = 0.4;
   1.255 +	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
   1.256 +	draw_box(0.05, 1.2, 6, 1.0);
   1.257 +	draw_box(6, 1.2, 0.05, 1.0);
   1.258 +}
   1.259 +
   1.260 +static void draw_box(float xsz, float ysz, float zsz, float norm_sign)
   1.261 +{
   1.262 +	glMatrixMode(GL_MODELVIEW);
   1.263 +	glPushMatrix();
   1.264 +	glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
   1.265 +
   1.266 +	if(norm_sign < 0.0) {
   1.267 +		glFrontFace(GL_CW);
   1.268 +	}
   1.269 +
   1.270 +	glBegin(GL_QUADS);
   1.271 +	glNormal3f(0, 0, 1 * norm_sign);
   1.272 +	glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
   1.273 +	glTexCoord2f(1, 0); glVertex3f(1, -1, 1);
   1.274 +	glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
   1.275 +	glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
   1.276 +	glNormal3f(1 * norm_sign, 0, 0);
   1.277 +	glTexCoord2f(0, 0); glVertex3f(1, -1, 1);
   1.278 +	glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
   1.279 +	glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
   1.280 +	glTexCoord2f(0, 1); glVertex3f(1, 1, 1);
   1.281 +	glNormal3f(0, 0, -1 * norm_sign);
   1.282 +	glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
   1.283 +	glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
   1.284 +	glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
   1.285 +	glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
   1.286 +	glNormal3f(-1 * norm_sign, 0, 0);
   1.287 +	glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
   1.288 +	glTexCoord2f(1, 0); glVertex3f(-1, -1, 1);
   1.289 +	glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
   1.290 +	glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
   1.291 +	glEnd();
   1.292 +	glBegin(GL_TRIANGLE_FAN);
   1.293 +	glNormal3f(0, 1 * norm_sign, 0);
   1.294 +	glTexCoord2f(0.5, 0.5); glVertex3f(0, 1, 0);
   1.295 +	glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
   1.296 +	glTexCoord2f(1, 0); glVertex3f(1, 1, 1);
   1.297 +	glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
   1.298 +	glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
   1.299 +	glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
   1.300 +	glEnd();
   1.301 +	glBegin(GL_TRIANGLE_FAN);
   1.302 +	glNormal3f(0, -1 * norm_sign, 0);
   1.303 +	glTexCoord2f(0.5, 0.5); glVertex3f(0, -1, 0);
   1.304 +	glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
   1.305 +	glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
   1.306 +	glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
   1.307 +	glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
   1.308 +	glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
   1.309 +	glEnd();
   1.310 +
   1.311 +	glFrontFace(GL_CCW);
   1.312 +	glPopMatrix();
   1.313 +}
   1.314 +
   1.315 +static Mat4 openvr_matrix4(const HmdMatrix44_t &mat)
   1.316 +{
   1.317 +	return Mat4(mat.m[0][0], mat.m[1][0], mat.m[2][0], mat.m[3][0],
   1.318 +			mat.m[0][1], mat.m[1][1], mat.m[2][1], mat.m[3][1],
   1.319 +			mat.m[0][2], mat.m[1][2], mat.m[2][2], mat.m[3][2],
   1.320 +			mat.m[0][3], mat.m[1][3], mat.m[2][3], mat.m[3][3]);
   1.321 +}
   1.322 +
   1.323 +static Mat4 openvr_matrix(const HmdMatrix34_t &mat)
   1.324 +{
   1.325 +	return Mat4(mat.m[0][0], mat.m[1][0], mat.m[2][0], 0,
   1.326 +			mat.m[0][1], mat.m[1][1], mat.m[2][1], 0,
   1.327 +			mat.m[0][2], mat.m[1][2], mat.m[2][2], 0,
   1.328 +			mat.m[0][3], mat.m[1][3], mat.m[2][3], 1);
   1.329 +}
   1.330 +
   1.331 +static VRTextureBounds_t openvr_tex_bounds(float umin, float vmin, float umax, float vmax)
   1.332 +{
   1.333 +	VRTextureBounds_t res;
   1.334 +	res.uMin = umin;
   1.335 +	res.uMax = umax;
   1.336 +	res.vMin = vmin;
   1.337 +	res.vMax = vmax;
   1.338 +	return res;
   1.339 +}
   1.340 +
   1.341 +/* update_rtarg creates (and/or resizes) the render target used to draw the two stero views */
   1.342 +static void update_rtarg(int width, int height)
   1.343 +{
   1.344 +	if(!fbo) {
   1.345 +		/* if fbo does not exist, then nothing does... create every opengl object */
   1.346 +		glGenFramebuffers(1, &fbo);
   1.347 +		glGenTextures(1, &fb_tex);
   1.348 +		glGenRenderbuffers(1, &fb_depth);
   1.349 +
   1.350 +		glBindTexture(GL_TEXTURE_2D, fb_tex);
   1.351 +		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   1.352 +		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   1.353 +	}
   1.354 +
   1.355 +	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
   1.356 +
   1.357 +	/* calculate the next power of two in both dimensions and use that as a texture size */
   1.358 +	fb_tex_width = next_pow2(width);
   1.359 +	fb_tex_height = next_pow2(height);
   1.360 +
   1.361 +	/* create and attach the texture that will be used as a color buffer */
   1.362 +	glBindTexture(GL_TEXTURE_2D, fb_tex);
   1.363 +	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
   1.364 +			GL_RGBA, GL_UNSIGNED_BYTE, 0);
   1.365 +	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
   1.366 +
   1.367 +	/* create and attach the renderbuffer that will serve as our z-buffer */
   1.368 +	glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
   1.369 +	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
   1.370 +	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
   1.371 +
   1.372 +	if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
   1.373 +		fprintf(stderr, "incomplete framebuffer!\n");
   1.374 +	}
   1.375 +
   1.376 +	glBindFramebuffer(GL_FRAMEBUFFER, 0);
   1.377 +	printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
   1.378 +
   1.379 +	/* update the OpenVR texture descriptors */
   1.380 +	vrtex.handle = (void*)fb_tex;
   1.381 +	float umax = (float)fb_width / fb_tex_width;
   1.382 +	float vmax = (float)fb_height / fb_tex_height;
   1.383 +	vrtex_bounds[0] = openvr_tex_bounds(0, 1.0 - vmax, 0.5 * umax, 1.0);
   1.384 +	vrtex_bounds[1] = openvr_tex_bounds(0.5 * umax, 1.0 - vmax, umax, 1.0);
   1.385 +}
   1.386 +
   1.387 +
   1.388 +void app_keyboard(int key, bool pressed)
   1.389 +{
   1.390 +	if(pressed) {
   1.391 +		switch(key) {
   1.392 +		case 27:
   1.393 +			app_quit();
   1.394 +			break;
   1.395 +
   1.396 +		case ' ':
   1.397 +		case 'r':
   1.398 +			vrsys->ResetSeatedZeroPose();
   1.399 +			break;
   1.400 +
   1.401 +		default:
   1.402 +			break;
   1.403 +		}
   1.404 +	}
   1.405 +}
   1.406 +
   1.407 +static unsigned int next_pow2(unsigned int x)
   1.408 +{
   1.409 +	x -= 1;
   1.410 +	x |= x >> 1;
   1.411 +	x |= x >> 2;
   1.412 +	x |= x >> 4;
   1.413 +	x |= x >> 8;
   1.414 +	x |= x >> 16;
   1.415 +	return x + 1;
   1.416 +}
   1.417 +
   1.418 +/* generate a chessboard texture with tiles colored (r0, g0, b0) and (r1, g1, b1) */
   1.419 +unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1)
   1.420 +{
   1.421 +	unsigned int tex;
   1.422 +	unsigned char img[8 * 8 * 3];
   1.423 +	unsigned char *pix = img;
   1.424 +
   1.425 +	for(int i=0; i<8; i++) {
   1.426 +		for(int j=0; j<8; j++) {
   1.427 +			int black = (i & 1) == (j & 1);
   1.428 +			pix[0] = (black ? r0 : r1) * 255;
   1.429 +			pix[1] = (black ? g0 : g1) * 255;
   1.430 +			pix[2] = (black ? b0 : b1) * 255;
   1.431 +			pix += 3;
   1.432 +		}
   1.433 +	}
   1.434 +
   1.435 +	glGenTextures(1, &tex);
   1.436 +	glBindTexture(GL_TEXTURE_2D, tex);
   1.437 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   1.438 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
   1.439 +	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
   1.440 +
   1.441 +	return tex;
   1.442 +}