mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
- moved special color maps to utilities.
The default tables are needed by the texture compositor which should be universal, so this needs to be, too.
This commit is contained in:
parent
db62aeb671
commit
7243495b16
10 changed files with 197 additions and 155 deletions
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@ -39,6 +39,7 @@
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#include "files.h"
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#include "filesystem.h"
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#include "printf.h"
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#include "templates.h"
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/****************************/
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/* Palette management stuff */
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@ -694,3 +695,130 @@ int V_GetColor(const uint32_t* palette, FScanner& sc)
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return V_GetColor(palette, sc.String, &scc);
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}
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//==========================================================================
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//
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// Special colormaps
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//
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//==========================================================================
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TArray<FSpecialColormap> SpecialColormaps;
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// These default tables are needed for texture composition.
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static FSpecialColormapParameters SpecialColormapParms[] =
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{
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// Doom invulnerability is an inverted grayscale.
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// Strife uses it when firing the Sigil
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{ { 1, 1, 1 }, { 0, 0, 0 } },
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// Heretic invulnerability is a golden shade.
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{ { 0, 0, 0 }, { 1.5, 0.75, 0 }, },
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// [BC] Build the Doomsphere colormap. It is red!
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{ { 0, 0, 0 }, { 1.5, 0, 0 } },
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// [BC] Build the Guardsphere colormap. It's a greenish-white kind of thing.
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{ { 0, 0, 0 }, { 1.25, 1.5, 1 } },
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// Build a blue colormap.
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{ { 0, 0, 0 }, { 0, 0, 1.5 } },
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// Repeated to get around the overridability of the other one
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{ { 1, 1, 1 }, { 0, 0, 0 } },
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void UpdateSpecialColormap(PalEntry* BaseColors, unsigned int index, float r1, float g1, float b1, float r2, float g2, float b2)
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{
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assert(index < SpecialColormaps.Size());
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FSpecialColormap* cm = &SpecialColormaps[index];
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cm->ColorizeStart[0] = float(r1);
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cm->ColorizeStart[1] = float(g1);
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cm->ColorizeStart[2] = float(b1);
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cm->ColorizeEnd[0] = float(r2);
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cm->ColorizeEnd[1] = float(g2);
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cm->ColorizeEnd[2] = float(b2);
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r2 -= r1;
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g2 -= g1;
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b2 -= b1;
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r1 *= 255;
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g1 *= 255;
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b1 *= 255;
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if (BaseColors) // only create this table if needed
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{
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for (int c = 0; c < 256; c++)
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{
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double intensity = (BaseColors[c].r * 77 +
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BaseColors[c].g * 143 +
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BaseColors[c].b * 37) / 256.0;
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PalEntry pe = PalEntry(std::min(255, int(r1 + intensity * r2)),
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std::min(255, int(g1 + intensity * g2)),
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std::min(255, int(b1 + intensity * b2)));
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cm->Colormap[c] = BestColor((uint32_t*)BaseColors, pe.r, pe.g, pe.b);
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}
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}
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// This table is used by the texture composition code
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for (int i = 0; i < 256; i++)
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{
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cm->GrayscaleToColor[i] = PalEntry(std::min(255, int(r1 + i * r2)),
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std::min(255, int(g1 + i * g2)),
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std::min(255, int(b1 + i * b2)));
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int AddSpecialColormap(PalEntry *BaseColors, float r1, float g1, float b1, float r2, float g2, float b2)
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{
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// Clamp these in range for the hardware shader.
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r1 = clamp(r1, 0.0f, 2.0f);
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g1 = clamp(g1, 0.0f, 2.0f);
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b1 = clamp(b1, 0.0f, 2.0f);
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r2 = clamp(r2, 0.0f, 2.0f);
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g2 = clamp(g2, 0.0f, 2.0f);
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b2 = clamp(b2, 0.0f, 2.0f);
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for (unsigned i = 1; i < SpecialColormaps.Size(); i++)
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{
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// Avoid precision issues here when trying to find a proper match.
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if (fabs(SpecialColormaps[i].ColorizeStart[0] - r1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeStart[1] - g1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeStart[2] - b1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[0] - r2) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[1] - g2) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[2] - b2) < FLT_EPSILON)
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{
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return i; // The map already exists
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}
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}
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UpdateSpecialColormap(BaseColors, SpecialColormaps.Reserve(1), r1, g1, b1, r2, g2, b2);
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return SpecialColormaps.Size() - 1;
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}
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void InitSpecialColormaps(PalEntry *pe)
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{
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for (unsigned i = 0; i < countof(SpecialColormapParms); ++i)
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{
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AddSpecialColormap(pe, SpecialColormapParms[i].Start[0], SpecialColormapParms[i].Start[1],
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SpecialColormapParms[i].Start[2], SpecialColormapParms[i].End[0],
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SpecialColormapParms[i].End[1], SpecialColormapParms[i].End[2]);
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}
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}
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@ -29,3 +29,33 @@ FString V_GetColorStringByName(const char* name, FScriptPosition* sc = nullptr);
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// Tries to get color by name, then by string
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int V_GetColor(const uint32_t* palette, const char* str, FScriptPosition* sc = nullptr);
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int V_GetColor(const uint32_t* palette, FScanner& sc);
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enum
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{
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NOFIXEDCOLORMAP = -1,
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INVERSECOLORMAP, // the inverse map is used explicitly in a few places.
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GOLDCOLORMAP,
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REDCOLORMAP,
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GREENCOLORMAP,
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BLUECOLORMAP,
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REALINVERSECOLORMAP,
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};
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struct FSpecialColormapParameters
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{
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float Start[3], End[3];
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};
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struct FSpecialColormap
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{
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float ColorizeStart[3];
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float ColorizeEnd[3];
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uint8_t Colormap[256];
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PalEntry GrayscaleToColor[256];
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};
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extern TArray<FSpecialColormap> SpecialColormaps;
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int AddSpecialColormap(PalEntry *pe, float r1, float g1, float b1, float r2, float g2, float b2);
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void InitSpecialColormaps(PalEntry* pe);
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void UpdateSpecialColormap(PalEntry* BaseColors, unsigned int index, float r1, float g1, float b1, float r2, float g2, float b2);
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@ -33,9 +33,27 @@
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*/
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#include "bitmap.h"
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#include "r_data/r_translate.h"
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#include "r_data/colormaps.h"
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#include "palutil.h"
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uint8_t IcePalette[16][3] =
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{
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{ 10, 8, 18 },
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{ 15, 15, 26 },
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{ 20, 16, 36 },
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{ 30, 26, 46 },
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{ 40, 36, 57 },
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{ 50, 46, 67 },
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{ 59, 57, 78 },
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{ 69, 67, 88 },
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{ 79, 77, 99 },
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{ 89, 87,109 },
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{ 99, 97,120 },
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{ 109,107,130 },
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{ 118,118,141 },
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{ 128,128,151 },
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{ 138,138,162 },
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{ 148,148,172 }
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};
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//===========================================================================
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//
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@ -474,13 +474,13 @@ void FMultipatchTextureBuilder::ParsePatch(FScanner &sc, BuildInfo &info, TexPar
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if (part.Translation != NULL) delete part.Translation;
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part.Translation = NULL;
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part.Blend = 0;
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static const char *maps[] = { "inverse", "gold", "red", "green", "blue", NULL };
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static const char *maps[] = { "gold", "red", "green", "blue", "inverse", NULL };
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sc.MustGetString();
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match = sc.MatchString(maps);
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if (match >= 0)
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{
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part.Blend = BLEND_SPECIALCOLORMAP1 + match;
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part.Blend = BLEND_SPECIALCOLORMAP1 + match + 1;
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}
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else if (sc.Compare("ICE"))
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{
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b1 = (float)sc.Float;
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if (!sc.CheckString(","))
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{
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part.Blend = AddSpecialColormap(0, 0, 0, r1, g1, b1);
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part.Blend = AddSpecialColormap(GPalette.BaseColors, 0, 0, 0, r1, g1, b1);
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}
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else
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{
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sc.MustGetStringName(",");
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sc.MustGetFloat();
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b2 = (float)sc.Float;
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part.Blend = AddSpecialColormap(r1, g1, b1, r2, g2, b2);
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part.Blend = AddSpecialColormap(GPalette.BaseColors, r1, g1, b1, r2, g2, b2);
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}
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}
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else if (sc.Compare("Blend"))
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@ -62,114 +62,13 @@ CUSTOM_CVAR(Color, cl_custominvulmapcolor2, 0xa6a67a, CVAR_ARCHIVE|CVAR_NOINITCA
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TArray<FakeCmap> fakecmaps;
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TArray<FSpecialColormap> SpecialColormaps;
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uint8_t DesaturateColormap[31][256];
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struct FSpecialColormapParameters
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{
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float Start[3], End[3];
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};
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static FSpecialColormapParameters SpecialColormapParms[] =
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{
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// Doom invulnerability is an inverted grayscale.
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// Strife uses it when firing the Sigil
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{ { 1, 1, 1 }, { 0, 0, 0 } },
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// Heretic invulnerability is a golden shade.
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{ { 0, 0, 0 }, { 1.5, 0.75, 0 }, },
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// [BC] Build the Doomsphere colormap. It is red!
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{ { 0, 0, 0 }, { 1.5, 0, 0 } },
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// [BC] Build the Guardsphere colormap. It's a greenish-white kind of thing.
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{ { 0, 0, 0 }, { 1.25, 1.5, 1 } },
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// Build a blue colormap.
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{ { 0, 0, 0 }, { 0, 0, 1.5 } },
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};
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static void FreeSpecialLights();
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void UpdateSpecialColormap(unsigned int index, float r1, float g1, float b1, float r2, float g2, float b2);
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int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2)
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{
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// Clamp these in range for the hardware shader.
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r1 = clamp(r1, 0.0f, 2.0f);
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g1 = clamp(g1, 0.0f, 2.0f);
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b1 = clamp(b1, 0.0f, 2.0f);
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r2 = clamp(r2, 0.0f, 2.0f);
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g2 = clamp(g2, 0.0f, 2.0f);
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b2 = clamp(b2, 0.0f, 2.0f);
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for(unsigned i=0; i<SpecialColormaps.Size(); i++)
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{
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// Avoid precision issues here when trying to find a proper match.
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if (fabs(SpecialColormaps[i].ColorizeStart[0]- r1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeStart[1]- g1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeStart[2]- b1) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[0]- r2) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[1]- g2) < FLT_EPSILON &&
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fabs(SpecialColormaps[i].ColorizeEnd[2]- b2) < FLT_EPSILON)
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{
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return i; // The map already exists
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}
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}
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UpdateSpecialColormap(SpecialColormaps.Reserve(1), r1, g1, b1, r2, g2, b2);
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return SpecialColormaps.Size() - 1;
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}
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static void UpdateSpecialColormap(unsigned int index, float r1, float g1, float b1, float r2, float g2, float b2)
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{
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assert(index < SpecialColormaps.Size());
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FSpecialColormap *cm = &SpecialColormaps[index];
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cm->ColorizeStart[0] = float(r1);
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cm->ColorizeStart[1] = float(g1);
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cm->ColorizeStart[2] = float(b1);
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cm->ColorizeEnd[0] = float(r2);
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cm->ColorizeEnd[1] = float(g2);
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cm->ColorizeEnd[2] = float(b2);
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r2 -= r1;
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g2 -= g1;
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b2 -= b1;
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r1 *= 255;
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g1 *= 255;
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b1 *= 255;
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for (int c = 0; c < 256; c++)
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{
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double intensity = (GPalette.BaseColors[c].r * 77 +
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GPalette.BaseColors[c].g * 143 +
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GPalette.BaseColors[c].b * 37) / 256.0;
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PalEntry pe = PalEntry( MIN(255, int(r1 + intensity*r2)),
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MIN(255, int(g1 + intensity*g2)),
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MIN(255, int(b1 + intensity*b2)));
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cm->Colormap[c] = ColorMatcher.Pick(pe);
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}
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// This table is used by the texture composition code
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for(int i = 0;i < 256; i++)
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{
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cm->GrayscaleToColor[i] = PalEntry( MIN(255, int(r1 + i*r2)),
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MIN(255, int(g1 + i*g2)),
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MIN(255, int(b1 + i*b2)));
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}
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}
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//==========================================================================
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//
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// R_DeinitColormaps
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@ -267,13 +166,9 @@ void R_InitColormaps (bool allowCustomColormap)
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}
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// build default special maps (e.g. invulnerability)
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InitSpecialColormaps(GPalette.BaseColors);
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R_UpdateInvulnerabilityColormap();
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for (unsigned i = 0; i < countof(SpecialColormapParms); ++i)
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{
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AddSpecialColormap(SpecialColormapParms[i].Start[0], SpecialColormapParms[i].Start[1],
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SpecialColormapParms[i].Start[2], SpecialColormapParms[i].End[0],
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SpecialColormapParms[i].End[1], SpecialColormapParms[i].End[2]);
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}
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// desaturated colormaps. These are used for texture composition
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for(int m = 0; m < 31; m++)
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{
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@ -339,32 +234,24 @@ uint32_t R_BlendForColormap (uint32_t map)
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void R_UpdateInvulnerabilityColormap()
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{
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float r1, g1, b1, r2, g2, b2;
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// some of us really don't like Doom's idea of an invulnerability sphere colormap
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// this hack will override that
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if (cl_customizeinvulmap)
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{
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uint32_t color1 = cl_custominvulmapcolor1;
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uint32_t color2 = cl_custominvulmapcolor2;
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r1 = (float)((color1 & 0xff0000) >> 16) / 128.f;
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g1 = (float)((color1 & 0x00ff00) >> 8) / 128.f;
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b1 = (float)((color1 & 0x0000ff) >> 0) / 128.f;
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r2 = (float)((color2 & 0xff0000) >> 16) / 128.f;
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g2 = (float)((color2 & 0x00ff00) >> 8) / 128.f;
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b2 = (float)((color2 & 0x0000ff) >> 0) / 128.f;
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float r1 = (float)((color1 & 0xff0000) >> 16) / 128.f;
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float g1 = (float)((color1 & 0x00ff00) >> 8) / 128.f;
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float b1 = (float)((color1 & 0x0000ff) >> 0) / 128.f;
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float r2 = (float)((color2 & 0xff0000) >> 16) / 128.f;
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float g2 = (float)((color2 & 0x00ff00) >> 8) / 128.f;
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float b2 = (float)((color2 & 0x0000ff) >> 0) / 128.f;
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UpdateSpecialColormap(GPalette.BaseColors, 0, r1, g1, b1, r2, g2, b2);
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}
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else
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{
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FSpecialColormapParameters &defaultColors = SpecialColormapParms[0];
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r1 = defaultColors.Start[0];
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g1 = defaultColors.Start[1];
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b1 = defaultColors.Start[2];
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r2 = defaultColors.End[0];
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g2 = defaultColors.End[1];
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b2 = defaultColors.End[2];
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SpecialColormaps[INVERSECOLORMAP] = SpecialColormaps[REALINVERSECOLORMAP];
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}
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UpdateSpecialColormap(0, r1, g1, b1, r2, g2, b2);
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}
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@ -97,23 +97,6 @@ struct FColormapStyle
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float FadeLevel;
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};
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enum
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{
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NOFIXEDCOLORMAP = -1,
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INVERSECOLORMAP, // the inverse map is used explicitly in a few places.
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};
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struct FSpecialColormap
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{
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float ColorizeStart[3];
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float ColorizeEnd[3];
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||||
uint8_t Colormap[256];
|
||||
PalEntry GrayscaleToColor[256];
|
||||
};
|
||||
|
||||
extern TArray<FSpecialColormap> SpecialColormaps;
|
||||
|
||||
// some utility functions to store special colormaps in powerup blends
|
||||
#define SPECIALCOLORMAP_MASK 0x00b60000
|
||||
|
||||
|
@ -123,10 +106,6 @@ inline uint32_t MakeSpecialColormap(int index)
|
|||
return index | SPECIALCOLORMAP_MASK;
|
||||
}
|
||||
|
||||
int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2);
|
||||
|
||||
|
||||
|
||||
extern uint8_t DesaturateColormap[31][256];
|
||||
|
||||
|
||||
|
|
|
@ -271,7 +271,7 @@ int HWDrawInfo::SetFullbrightFlags(player_t *player)
|
|||
int cm = CM_DEFAULT;
|
||||
if (cplayer->extralight == INT_MIN)
|
||||
{
|
||||
cm = CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
|
||||
cm = CM_FIRSTSPECIALCOLORMAP + REALINVERSECOLORMAP;
|
||||
Viewpoint.extralight = 0;
|
||||
FullbrightFlags = Fullbright;
|
||||
// This does never set stealth vision.
|
||||
|
|
|
@ -87,7 +87,7 @@ namespace swrenderer
|
|||
// [RH] Inverse light for shooting the Sigil
|
||||
if (fixedcolormap == nullptr && viewpoint.extralight == INT_MIN)
|
||||
{
|
||||
fixedcolormap = &SpecialSWColormaps[INVERSECOLORMAP];
|
||||
fixedcolormap = &SpecialSWColormaps[REALINVERSECOLORMAP];
|
||||
viewpoint.extralight = 0;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -377,7 +377,7 @@ namespace swrenderer
|
|||
|
||||
if (visstyle.Invert)
|
||||
{
|
||||
vis.Light.BaseColormap = &SpecialSWColormaps[INVERSECOLORMAP];
|
||||
vis.Light.BaseColormap = &SpecialSWColormaps[REALINVERSECOLORMAP];
|
||||
vis.Light.ColormapNum = 0;
|
||||
noaccel = true;
|
||||
}
|
||||
|
|
|
@ -1276,7 +1276,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
|
|||
PROP_FLOAT_PARM(r, 0);
|
||||
PROP_FLOAT_PARM(g, 1);
|
||||
PROP_FLOAT_PARM(b, 2);
|
||||
BlendColor = MakeSpecialColormap(AddSpecialColormap(0, 0, 0, r, g, b));
|
||||
BlendColor = MakeSpecialColormap(AddSpecialColormap(GPalette.BaseColors, 0, 0, 0, r, g, b));
|
||||
}
|
||||
else if (PROP_PARM_COUNT == 6)
|
||||
{
|
||||
|
@ -1286,7 +1286,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
|
|||
PROP_FLOAT_PARM(r2, 3);
|
||||
PROP_FLOAT_PARM(g2, 4);
|
||||
PROP_FLOAT_PARM(b2, 5);
|
||||
BlendColor = MakeSpecialColormap(AddSpecialColormap(r1, g1, b1, r2, g2, b2));
|
||||
BlendColor = MakeSpecialColormap(AddSpecialColormap(GPalette.BaseColors, r1, g1, b1, r2, g2, b2));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue