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- Added support for defining the full color range of a special colormap.
SVN r1865 (trunk)
This commit is contained in:
parent
79298285f7
commit
84a018f05a
23 changed files with 113 additions and 108 deletions
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@ -1,4 +1,8 @@
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September 21, 2009
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- Added support for defining the full color range of a special colormap.
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- Moved the code for specialcolormap and colormapstyle in D3DFB::SetStyle()
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at the end of the normally-colored block so that they get all the proper
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texture format setup.
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- Fixed: In letterbox modes, the clipping window needs to be adjusted down.
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September 21, 2009 (Changes by Graf Zahl)
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@ -1823,10 +1823,6 @@ void R_DrawRemainingPlayerSprites()
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{
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// Yuck! There needs to be a better way to store colormaps in the vissprite... :(
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ptrdiff_t specialmap = (vis->colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
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if (SpecialColormaps[specialmap].Inverted)
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{
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vis->RenderStyle.Flags ^= STYLEF_InvertSource;
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}
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special = &SpecialColormaps[specialmap];
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}
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else if (colormap->Color == PalEntry(255,255,255) &&
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@ -1608,7 +1608,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFI, Inventory)
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DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
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{
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PalEntry * pBlendColor;
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@ -1626,14 +1626,27 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFI, Inventory)
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return;
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}
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PROP_FLOAT_PARM(r, 0);
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PROP_FLOAT_PARM(g, 1);
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PROP_FLOAT_PARM(b, 2);
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PROP_INT_PARM(inv, 3);
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*pBlendColor = MakeSpecialColormap(AddSpecialColormap(r, g, b, !!inv));
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if (PROP_PARM_COUNT == 3)
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{
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PROP_FLOAT_PARM(r, 0);
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PROP_FLOAT_PARM(g, 1);
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PROP_FLOAT_PARM(b, 2);
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*pBlendColor = MakeSpecialColormap(AddSpecialColormap(0, 0, 0, r, g, b));
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}
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else if (PROP_PARM_COUNT == 6)
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{
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PROP_FLOAT_PARM(r1, 0);
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PROP_FLOAT_PARM(g1, 1);
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PROP_FLOAT_PARM(b1, 2);
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PROP_FLOAT_PARM(r2, 0);
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PROP_FLOAT_PARM(g2, 1);
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PROP_FLOAT_PARM(b2, 2);
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*pBlendColor = MakeSpecialColormap(AddSpecialColormap(r1, g1, b1, r2, g2, b2));
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}
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else
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{
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I_Error("\"power.colormap\" must have either 3 or 6 parameters\n");
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}
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}
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//==========================================================================
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@ -66,27 +66,26 @@ BYTE DesaturateColormap[31][256];
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struct FSpecialColormapParameters
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{
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float Colorize[3];
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bool Inverted;
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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 }, true },
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{ { 1, 1, 1 }, { 0, 0, 0 } },
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// Heretic invulnerability is a golden shade.
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{ { 1.5, 0.75, 0 }, false },
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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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{ { 1.5, 0, 0 }, false },
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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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{ { 1.25, 1.5, 1 }, false },
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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, 1.5 }, false },
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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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@ -361,14 +360,24 @@ static bool FixBuildPalette (BYTE *opal, int lump, bool blood)
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return true;
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}
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int AddSpecialColormap(double r, double g, double b, bool inv)
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int AddSpecialColormap(double r1, double g1, double b1, double r2, double g2, double b2)
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{
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// Clamp these in range for the hardware shader.
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r1 = clamp(r1, 0.0, 2.0);
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g1 = clamp(g1, 0.0, 2.0);
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b1 = clamp(b1, 0.0, 2.0);
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r2 = clamp(r2, 0.0, 2.0);
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g2 = clamp(g2, 0.0, 2.0);
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b2 = clamp(b2, 0.0, 2.0);
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for(unsigned i=0; i<SpecialColormaps.Size(); i++)
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{
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if (SpecialColormaps[i].Colorize[0] == r &&
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SpecialColormaps[i].Colorize[1] == g &&
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SpecialColormaps[i].Colorize[2] == b &&
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SpecialColormaps[i].Inverted == inv)
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if (SpecialColormaps[i].ColorizeStart[0] == r1 &&
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SpecialColormaps[i].ColorizeStart[1] == g1 &&
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SpecialColormaps[i].ColorizeStart[2] == b1 &&
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SpecialColormaps[i].ColorizeEnd[0] == r2 &&
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SpecialColormaps[i].ColorizeEnd[1] == g2 &&
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SpecialColormaps[i].ColorizeEnd[2] == b2)
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{
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return i; // The map already exists
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}
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@ -376,35 +385,34 @@ int AddSpecialColormap(double r, double g, double b, bool inv)
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FSpecialColormap *cm = &SpecialColormaps[SpecialColormaps.Reserve(1)];
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cm->Colorize[0] = float(r);
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cm->Colorize[1] = float(g);
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cm->Colorize[2] = float(b);
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cm->Inverted = inv;
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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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if (inv)
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{
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intensity = 255 - intensity;
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}
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PalEntry pe = PalEntry( MIN(255, int(intensity*r)),
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MIN(255, int(intensity*g)),
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MIN(255, int(intensity*b)));
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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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// 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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intensity = inv? 255-i : i;
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cm->GrayscaleToColor[i] = PalEntry( MIN(255, int(intensity*r)),
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MIN(255, int(intensity*g)),
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MIN(255, int(intensity*b)));
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}
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cm->GrayscaleToColor[c] = pe;
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}
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return SpecialColormaps.Size() - 1;
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}
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@ -456,8 +464,9 @@ void InitPalette ()
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for (int i = 0; i < countof(SpecialColormapParms); ++i)
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{
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AddSpecialColormap(SpecialColormapParms[i].Colorize[0], SpecialColormapParms[i].Colorize[1],
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SpecialColormapParms[i].Colorize[2], SpecialColormapParms[i].Inverted);
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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
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for(int m = 0; m < 31; m++)
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@ -97,8 +97,8 @@ enum
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struct FSpecialColormap
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{
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float Colorize[3];
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bool Inverted;
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float ColorizeStart[3];
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float ColorizeEnd[3];
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BYTE Colormap[256];
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PalEntry GrayscaleToColor[256];
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};
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@ -124,7 +124,7 @@ inline int GetSpecialColormap(int blend)
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return IsSpecialColormap(blend) ? blend & 0xFFFF : NOFIXEDCOLORMAP;
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}
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int AddSpecialColormap(double r, double g, double b, bool inv);
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int AddSpecialColormap(double r1, double g1, double b1, double r2, double g2, double b2);
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// V_ForceBlend()
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//
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// Normally, V_SetBlend() does nothing if the new blend is the
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// same as the old. This function will performing the blending
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// same as the old. This function will perform the blending
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// even if the blend hasn't changed.
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void V_ForceBlend (int blendr, int blendg, int blendb, int blenda);
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@ -224,9 +224,7 @@ const char *const D3DFB::ShaderNames[D3DFB::NUM_SHADERS] =
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"VertexColor.pso",
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"SpecialColormap.pso",
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"SpecialColormapInv.pso",
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"SpecialColorMapPal.pso",
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"SpecialColorMapPalInv.pso",
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"InGameColormap.pso",
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"InGameColormapDesat.pso",
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@ -2984,8 +2982,7 @@ void D3DFB::EndQuadBatch()
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{
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int select;
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select = !!(quad->Flags & BQF_InvertSource);
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select |= !!(quad->Flags & BQF_Paletted) << 1;
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select = !!(quad->Flags & BQF_Paletted);
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SetPixelShader(Shaders[SHADER_SpecialColormap + select]);
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}
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else if (quad->ShaderNum == BQS_InGameColormap)
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SetColorOverlay(parms.colorOverlay, alpha, color0, color1);
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if (parms.specialcolormap != NULL)
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{ // Emulate an invulnerability or similar colormap.
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if (style.Flags & STYLEF_InvertSource)
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{
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quad.Flags |= BQF_InvertSource;
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}
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if (fmt == D3DFMT_L8)
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{
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quad.Flags |= BQF_GamePalette;
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}
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quad.ShaderNum = BQS_SpecialColormap;
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color0 = D3DCOLOR_COLORVALUE(parms.specialcolormap->Colorize[0]/2,
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parms.specialcolormap->Colorize[1]/2, parms.specialcolormap->Colorize[2]/2, 1);
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color1 = D3DCOLOR_ARGB(255,0,0,0);
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}
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else if (parms.colormapstyle != NULL)
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{ // Emulate the fading from an in-game colormap (colorized, faded, and desaturated)
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if (style.Flags & STYLEF_InvertSource)
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{
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quad.Flags |= BQF_InvertSource;
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}
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if (fmt == D3DFMT_L8)
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{
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quad.Flags |= BQF_GamePalette;
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}
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if (parms.colormapstyle->Desaturate != 0)
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{
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quad.Flags |= BQF_Desaturated;
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}
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quad.ShaderNum = BQS_InGameColormap;
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color0 = D3DCOLOR_ARGB(parms.colormapstyle->Desaturate,
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parms.colormapstyle->Color.r,
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parms.colormapstyle->Color.g,
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parms.colormapstyle->Color.b);
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double fadelevel = parms.colormapstyle->FadeLevel;
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color1 = D3DCOLOR_ARGB(DWORD((1 - fadelevel) * 255),
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DWORD(parms.colormapstyle->Fade.r * fadelevel),
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DWORD(parms.colormapstyle->Fade.g * fadelevel),
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DWORD(parms.colormapstyle->Fade.b * fadelevel));
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}
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else if (style.Flags & STYLEF_ColorIsFixed)
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if (style.Flags & STYLEF_ColorIsFixed)
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{
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if (style.Flags & STYLEF_InvertSource)
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{ // Since the source color is a constant, we can invert it now
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{
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quad.Flags |= BQF_InvertSource;
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}
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if (parms.specialcolormap != NULL)
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{ // Emulate an invulnerability or similar colormap.
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float *start, *end;
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start = parms.specialcolormap->ColorizeStart;
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end = parms.specialcolormap->ColorizeEnd;
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if (quad.Flags & BQF_InvertSource)
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{
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quad.Flags &= ~BQF_InvertSource;
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swap(start, end);
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}
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quad.ShaderNum = BQS_SpecialColormap;
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color0 = D3DCOLOR_RGBA(DWORD(start[0]/2*255), DWORD(start[1]/2*255), DWORD(start[2]/2*255), color0 >> 24);
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color1 = D3DCOLOR_RGBA(DWORD(end[0]/2*255), DWORD(end[1]/2*255), DWORD(end[2]/2*255), color1 >> 24);
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}
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else if (parms.colormapstyle != NULL)
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{ // Emulate the fading from an in-game colormap (colorized, faded, and desaturated)
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if (parms.colormapstyle->Desaturate != 0)
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{
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quad.Flags |= BQF_Desaturated;
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}
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quad.ShaderNum = BQS_InGameColormap;
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color0 = D3DCOLOR_ARGB(parms.colormapstyle->Desaturate,
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parms.colormapstyle->Color.r,
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parms.colormapstyle->Color.g,
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parms.colormapstyle->Color.b);
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double fadelevel = parms.colormapstyle->FadeLevel;
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color1 = D3DCOLOR_ARGB(DWORD((1 - fadelevel) * 255),
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DWORD(parms.colormapstyle->Fade.r * fadelevel),
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DWORD(parms.colormapstyle->Fade.g * fadelevel),
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DWORD(parms.colormapstyle->Fade.b * fadelevel));
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}
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}
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// For unmasked images, force the alpha from the image data to be ignored.
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if (!parms.masked)
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if (!parms.masked && quad.ShaderNum != BQS_InGameColormap)
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{
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color0 = (color0 & D3DCOLOR_RGBA(255, 255, 255, 0)) | D3DCOLOR_COLORVALUE(0, 0, 0, alpha);
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color1 &= D3DCOLOR_RGBA(255, 255, 255, 0);
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@ -310,9 +310,7 @@ private:
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SHADER_VertexColor,
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SHADER_SpecialColormap,
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SHADER_SpecialColormapInv,
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SHADER_SpecialColorMapPal,
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SHADER_SpecialColorMapPalInv,
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SHADER_InGameColormap,
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SHADER_InGameColormapDesat,
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@ -59,13 +59,15 @@ float4 VertexColor(float4 color : COLOR0) : COLOR
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// Emulate one of the special colormaps. (Invulnerability, gold, etc.)
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float4 SpecialColormap(float2 tex_coord : TEXCOORD0, float4 icolor : COLOR0) : COLOR
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float4 SpecialColormap(float2 tex_coord : TEXCOORD0, float4 start : COLOR0, float4 end : COLOR1) : COLOR
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{
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// We can't store values greater than 1.0 in a color register, so we multiply
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// intensity by 2 and expect the caller to divide icolor by 2.
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float4 color = SampleTexture(tex_coord);
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float intensity = 2 * Grayscale(color);
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color.rgb = icolor.rgb * intensity;
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float4 range = end - start;
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// We can't store values greater than 1.0 in a color register, so we multiply
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// the final result by 2 and expect the caller to divide the start and end by 2.
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color.rgb = 2 * (start + Grayscale(color) * range);
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// Duplicate alpha semantics of NormalColor.
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color.a = start.a + color.a * end.a;
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return color;
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}
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@ -9,9 +9,7 @@ fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ERedToAlpha -DINVERT=1 /FoRedToAlphaInv
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fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /EVertexColor /FoVertexColor.pso
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fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ESpecialColormap -DPALTEX=0 -DINVERT=0 /FoSpecialColormap.pso
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fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ESpecialColormap -DPALTEX=0 -DINVERT=1 /FoSpecialColormapInv.pso
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fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ESpecialColormap -DPALTEX=1 -DINVERT=0 /FoSpecialColormapPal.pso
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fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /ESpecialColormap -DPALTEX=1 -DINVERT=1 /FoSpecialColormapPalInv.pso
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fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /EInGameColormap -DPALTEX=0 -DINVERT=0 -DDESAT=0 /FoInGameColormap.pso
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fxc ..\shaders.ps /Tps_1_4 /LD -DPS14=1 /EInGameColormap -DPALTEX=0 -DINVERT=0 -DDESAT=1 /FoInGameColormapDesat.pso
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@ -9,9 +9,7 @@ fxc ..\shaders.ps /Tps_2_0 /O3 /ERedToAlpha -DINVERT=1 /FoRedToAlphaInv.pso
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fxc ..\shaders.ps /Tps_2_0 /O3 /EVertexColor /FoVertexColor.pso
|
||||
|
||||
fxc ..\shaders.ps /Tps_2_0 /O3 /ESpecialColormap -DPALTEX=0 -DINVERT=0 /FoSpecialColormap.pso
|
||||
fxc ..\shaders.ps /Tps_2_0 /O3 /ESpecialColormap -DPALTEX=0 -DINVERT=1 /FoSpecialColormapInv.pso
|
||||
fxc ..\shaders.ps /Tps_2_0 /O3 /ESpecialColormap -DPALTEX=1 -DINVERT=0 /FoSpecialColormapPal.pso
|
||||
fxc ..\shaders.ps /Tps_2_0 /O3 /ESpecialColormap -DPALTEX=1 -DINVERT=1 /FoSpecialColormapPalInv.pso
|
||||
|
||||
fxc ..\shaders.ps /Tps_2_0 /O3 /EInGameColormap -DPALTEX=0 -DINVERT=0 -DDESAT=0 /FoInGameColormap.pso
|
||||
fxc ..\shaders.ps /Tps_2_0 /O3 /EInGameColormap -DPALTEX=0 -DINVERT=0 -DDESAT=1 /FoInGameColormapDesat.pso
|
||||
|
|
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@ -9,9 +9,7 @@ fxc ..\shaders.ps /Tps_3_0 /O3 /ERedToAlpha -DINVERT=1 /FoRedToAlphaInv.pso
|
|||
fxc ..\shaders.ps /Tps_3_0 /O3 /EVertexColor /FoVertexColor.pso
|
||||
|
||||
fxc ..\shaders.ps /Tps_3_0 /O3 /ESpecialColormap -DPALTEX=0 -DINVERT=0 /FoSpecialColormap.pso
|
||||
fxc ..\shaders.ps /Tps_3_0 /O3 /ESpecialColormap -DPALTEX=0 -DINVERT=1 /FoSpecialColormapInv.pso
|
||||
fxc ..\shaders.ps /Tps_3_0 /O3 /ESpecialColormap -DPALTEX=1 -DINVERT=0 /FoSpecialColormapPal.pso
|
||||
fxc ..\shaders.ps /Tps_3_0 /O3 /ESpecialColormap -DPALTEX=1 -DINVERT=1 /FoSpecialColormapPalInv.pso
|
||||
|
||||
fxc ..\shaders.ps /Tps_3_0 /O3 /EInGameColormap -DPALTEX=0 -DINVERT=0 -DDESAT=0 /FoInGameColormap.pso
|
||||
fxc ..\shaders.ps /Tps_3_0 /O3 /EInGameColormap -DPALTEX=0 -DINVERT=0 -DDESAT=1 /FoInGameColormapDesat.pso
|
||||
|
|
Loading…
Reference in a new issue