Rmove overlay framebuffer, directly draw overlay instead
This commit is contained in:
@@ -1,5 +1,5 @@
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#version 450 core
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layout(local_size_x= 16, local_size_y=1) in;
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layout(local_size_x= 20, local_size_y=1) in;
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layout(rgba8, binding = 5) uniform restrict writeonly image2D img_output;
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layout (std140, binding = 1) uniform LightsBlock
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{
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@@ -13,7 +13,7 @@ void main ()
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shared vec3[20] larray;
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uint i = gl_LocalInvocationID.x;
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vec3 lightamount = vec3(0,0,0);
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ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
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ivec2 pixel_coords = ivec2(gl_WorkGroupID.xy);
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vec2 tex_coords = vec2((4*pixel_coords.x+4)/800.0, (4*pixel_coords.y+4)/835.0);
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vec3 pos = texture(posTexture,tex_coords).xyz;
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vec3 lightPos = posBool[i].xyz;
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@@ -26,15 +26,15 @@ void main ()
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float x = 1 - dist / lumRad.a;
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vec3 norm = texture(normals,tex_coords).xyz;
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float y1 = dot(normalize(norm), normalize(distVec));
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float y = float(y1 > 0 ? 1 : 0);
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float y = float(y1 > 0 ? 0 : 1);
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lightamount = y*x*lumRad.rgb;
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}
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larray[i] = lightamount;
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if (i == 0)
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//{ vec3 inverselight = 1 - lightamount;
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{ vec3 inverselight = vec3(0,0,0);
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// for (uint j=1 ; j < 20; ++j) {inverselight = inverselight * (1 - larray[j]);}
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{ vec3 inverselight = 1 - lightamount;
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//{ vec3 inverselight = vec3(0,0,0);
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for (uint j=1 ; j < 20; ++j) {inverselight = inverselight * (1 - larray[j]);}
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imageStore(img_output, pixel_coords, vec4(inverselight,1));
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}
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}
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@@ -41,7 +41,6 @@ data RenderData = RenderData
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, _fboCloud :: (FBO, (TO, TO, TO))
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, _fboBloom :: (FBO, TO)
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, _fboPos :: (FBO, TO)
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, _fboOverlay :: (FBO, TO)
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, _fboLighting :: (FBO, TO)
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, _fboShadow :: (FBO, (TO, TO))
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, _rboBaseBloom :: GLuint -- RenderbufferObject id
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@@ -46,7 +46,7 @@ data Configuration = Configuration
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, _graphics_shadow_size :: Importance
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, _graphics_downsize_resolution :: ResFactor
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, _graphics_world_resolution :: ResFactor
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, _graphics_overlay_resolution :: ResFactor
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, _graphics_distortion_resolution :: ResFactor
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, _graphics_num_shadow_casters :: NumShadowCasters
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, _windowX :: Int
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, _windowY :: Int
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@@ -136,7 +136,7 @@ defaultConfig =
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, _graphics_distortions = True
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, _graphics_downsize_resolution = SixteenthRes
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, _graphics_world_resolution = QuarterRes
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, _graphics_overlay_resolution = FullRes
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, _graphics_distortion_resolution = FullRes
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, _graphics_num_shadow_casters = toEnum 10
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, _windowX = 800
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, _windowY = 600
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+5
-5
@@ -15,6 +15,11 @@ import Dodge.Tree
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import LensHelp
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import RandomHelp
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-- | A test level tree.
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initialRoomTree :: State (StdGen, Int) (MetaTree Room String)
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initialRoomTree = annoToRoomTree initialAnoTree
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--initialRoomTree = annoToRoomTree startWorldTreeTest
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startWorldTreeTest :: Annotation
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startWorldTreeTest =
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OnwardList $
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@@ -106,8 +111,3 @@ initialAnoTree =
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-- ,[Corridor]
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AnTree $ randomFourCornerRoom [] >>= rToOnward "randomFourCornerRoom" . pure . cleatOnward
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]
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-- | A test level tree.
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initialRoomTree :: State (StdGen, Int) (MetaTree Room String)
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--initialRoomTree = annoToRoomTree initialAnoTree
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initialRoomTree = annoToRoomTree startWorldTreeTest
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+1
-1
@@ -185,7 +185,7 @@ graphicsMenuOptions =
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[ makeEnumOption graphics_world_resolution "World resolution" (uvIOEffects .~ updatePreload)
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, makeEnumOption graphics_downsize_resolution "Downsize resolution"
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(uvIOEffects .~ updatePreload)
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, makeEnumOption graphics_overlay_resolution "Overlay resolution"
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, makeEnumOption graphics_distortion_resolution "Overlay resolution"
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(uvIOEffects .~ updatePreload)
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, makeEnumOption graphics_shadow_rendering "SHADOW RENDERING" id
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, makeEnumOption graphics_shadow_size "SHADOW DETAIL" id
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+107
-117
@@ -104,23 +104,6 @@ doDrawing' win pdata u = do
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, (_shapeEBO pdata, nIndices)
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, (_silhouetteEBO pdata, nSilIndices)
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]
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-- draw the overlay
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboOverlay ._1 . unFBO)
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withArray [0, 0, 0, 0] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboOverlay . _1 . unFBO)
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GL_COLOR
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0
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ptr
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glDepthFunc GL_ALWAYS
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glDepthMask GL_FALSE
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glEnable GL_BLEND
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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setViewport _graphics_overlay_resolution cfig
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO)
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withArray (scaleMatrix (2 / windowXFloat cfig) (2 / windowYFloat cfig))
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$ \ptr -> glNamedBufferSubData (pdata ^. matUBO) 0 64 ptr
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renderLayer FixedCoordLayer shadV layerCounts
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-- set the coordinate uniform ready for drawing elements using world coordinates
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withArray (perspectiveMatrixb rot camzoom trans wins viewFroms) $ \ptr ->
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glNamedBufferSubData (pdata ^. matUBO) 0 64 ptr
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@@ -247,100 +230,100 @@ doDrawing' win pdata u = do
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replicateM_ 2 $ pingPongBetween (_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata)
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glEnable GL_BLEND
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setViewport _graphics_world_resolution cfig
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-- --draw clouds onto cloud buffer
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-- glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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-- glDepthFunc GL_LEQUAL
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-- glDepthMask GL_FALSE
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-- --blendFunc $= (SrcAlphaSaturate,One)
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-- --blendColor $= Color4 0.5 0.5 0.5 0.5
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-- --blendFuncSeparate $= ((SrcAlphaSaturate,One) , (One,OneMinusSrcAlpha))
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-- --blendFuncSeparate $= ((SrcAlpha, OneMinusSrcAlpha), (One, OneMinusSrcAlpha))
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-- --glBlendFuncSeparate GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ONE_MINUS_SRC_ALPHA
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-- glBlendFuncSeparate GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE_MINUS_DST_ALPHA GL_ONE
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-- --glBlendFuncSeparate GL_SRC_ALPHA_SATURATE GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ONE_MINUS_SRC_ALPHA
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-- --glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
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-- withArray [0.5, 0.5, 0.5, 0] $ \ptr ->
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-- glClearNamedFramebufferfv
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-- (pdata ^. fboCloud . _1 . unFBO)
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-- GL_COLOR
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-- 0
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-- ptr
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-- -- renderLayer MidLayer shadV layerCounts
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-- glUseProgram (pdata ^. cloudShader . shaderUINT)
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-- glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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-- glDrawElements
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-- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
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-- (fromIntegral nCloudIs)
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-- GL_UNSIGNED_SHORT
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-- nullPtr
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-- drawShader (_windowShader pdata) nWins
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-- when (_graphics_cloud_shadows cfig) $ do
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-- ----render transparency depths
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-- glDepthMask GL_TRUE
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-- glDepthFunc GL_ALWAYS
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-- glDisable GL_BLEND
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-- withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $ \ptr -> glDrawBuffers 3 ptr
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-- withArray [0, 0, 0, 0] $ \ptr ->
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-- glClearNamedFramebufferfv
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-- (pdata ^. fboCloud . _1 . unFBO)
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-- GL_COLOR
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-- 1
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-- ptr
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-- withArray [0, 0, 0, 0] $ \ptr ->
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-- glClearNamedFramebufferfv
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-- (pdata ^. fboCloud . _1 . unFBO)
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-- GL_COLOR
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-- 2
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-- ptr
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-- glEnable GL_BLEND
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-- -- we sum the positions weighted by alpha, and sum the alpha
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-- glBlendFuncSeparatei 1 GL_SRC_ALPHA GL_ONE GL_ONE GL_ONE
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-- -- and sum the normals weighted by alpha
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-- glBlendFunci 2 GL_SRC_ALPHA GL_ONE
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-- glUseProgram (pdata ^. cloudShader . shaderUINT)
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-- glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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-- glDepthMask GL_TRUE
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-- glDrawElements
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-- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
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-- (fromIntegral nCloudIs)
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-- GL_UNSIGNED_SHORT
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-- nullPtr
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-- drawShader (_windowShader pdata) nWins
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-- glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboPos . _1 . unFBO)
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-- withArray [0, 0, 0, 0] $ \ptr ->
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-- glClearNamedFramebufferfv
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-- (pdata ^. fboPos . _1 . unFBO)
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-- GL_COLOR
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-- 0
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-- ptr
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-- glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _2 . unTO)
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-- glDepthMask GL_FALSE
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-- drawShader (pdata ^. alphaDivideShader) 4
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-- ----draw lightmap for cloud buffer
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-- glDepthFunc GL_LESS
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-- glEnable GL_BLEND
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-- glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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-- createLightMap
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-- cfig
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-- (fromIntegral trueNWalls)
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-- nSilIndices
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-- nIndices
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-- (pdata ^. fboPos . _2)
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-- (pdata ^. fboCloud . _2 . _3)
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-- lightPoints
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-- pdata
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-- glInvalidateBufferData (pdata ^. vboShapes . vboName)
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-- --apply lightmap to cloud buffer
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-- glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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-- glDepthMask GL_FALSE
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-- withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
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-- glDepthFunc GL_ALWAYS
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-- glBindTextureUnit 0 (_unTO . snd $ _fboLighting pdata)
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-- glEnable GL_BLEND
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-- glBlendFuncSeparate GL_ZERO GL_ONE_MINUS_SRC_COLOR GL_ZERO GL_ONE
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-- drawShader (_fullscreenShader pdata) 4
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-- glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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--draw clouds onto cloud buffer
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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glDepthFunc GL_LEQUAL
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glDepthMask GL_FALSE
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--blendFunc $= (SrcAlphaSaturate,One)
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--blendColor $= Color4 0.5 0.5 0.5 0.5
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--blendFuncSeparate $= ((SrcAlphaSaturate,One) , (One,OneMinusSrcAlpha))
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--blendFuncSeparate $= ((SrcAlpha, OneMinusSrcAlpha), (One, OneMinusSrcAlpha))
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--glBlendFuncSeparate GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ONE_MINUS_SRC_ALPHA
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glBlendFuncSeparate GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE_MINUS_DST_ALPHA GL_ONE
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--glBlendFuncSeparate GL_SRC_ALPHA_SATURATE GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ONE_MINUS_SRC_ALPHA
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--glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
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withArray [0.5, 0.5, 0.5, 0] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboCloud . _1 . unFBO)
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GL_COLOR
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0
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ptr
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-- renderLayer MidLayer shadV layerCounts
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glUseProgram (pdata ^. cloudShader . shaderUINT)
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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glDrawElements
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(pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
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(fromIntegral nCloudIs)
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GL_UNSIGNED_SHORT
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nullPtr
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drawShader (_windowShader pdata) nWins
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when (_graphics_cloud_shadows cfig) $ do
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----render transparency depths
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glDepthMask GL_TRUE
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glDepthFunc GL_ALWAYS
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glDisable GL_BLEND
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withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $ \ptr -> glDrawBuffers 3 ptr
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withArray [0, 0, 0, 0] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboCloud . _1 . unFBO)
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GL_COLOR
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1
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ptr
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withArray [0, 0, 0, 0] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboCloud . _1 . unFBO)
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GL_COLOR
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2
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ptr
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glEnable GL_BLEND
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-- we sum the positions weighted by alpha, and sum the alpha
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glBlendFuncSeparatei 1 GL_SRC_ALPHA GL_ONE GL_ONE GL_ONE
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-- and sum the normals weighted by alpha
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glBlendFunci 2 GL_SRC_ALPHA GL_ONE
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glUseProgram (pdata ^. cloudShader . shaderUINT)
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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glDepthMask GL_TRUE
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glDrawElements
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(pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
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(fromIntegral nCloudIs)
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GL_UNSIGNED_SHORT
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nullPtr
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drawShader (_windowShader pdata) nWins
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboPos . _1 . unFBO)
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withArray [0, 0, 0, 0] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboPos . _1 . unFBO)
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GL_COLOR
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0
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ptr
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glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _2 . unTO)
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glDepthMask GL_FALSE
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drawShader (pdata ^. alphaDivideShader) 4
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----draw lightmap for cloud buffer
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glDepthFunc GL_LESS
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glEnable GL_BLEND
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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createLightMap
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cfig
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(fromIntegral trueNWalls)
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nSilIndices
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nIndices
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(pdata ^. fboPos . _2)
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(pdata ^. fboCloud . _2 . _3)
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lightPoints
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pdata
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glInvalidateBufferData (pdata ^. vboShapes . vboName)
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--apply lightmap to cloud buffer
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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glDepthMask GL_FALSE
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
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glDepthFunc GL_ALWAYS
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glBindTextureUnit 0 (_unTO . snd $ _fboLighting pdata)
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glEnable GL_BLEND
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glBlendFuncSeparate GL_ZERO GL_ONE_MINUS_SRC_COLOR GL_ZERO GL_ONE
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drawShader (_fullscreenShader pdata) 4
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- bind base buffer for drawing bloom then clouds
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
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--Draw blurred bloom onto base buffer
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@@ -349,9 +332,9 @@ doDrawing' win pdata u = do
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glBindTextureUnit 0 (_unTO . snd $ _fboHalf1 pdata)
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drawShader (_fullscreenShader pdata) 4
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- --draw shadowed clouds onto base buffer
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-- glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _1 . unTO)
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-- drawShader (_fullscreenShader pdata) 4
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--draw shadowed clouds onto base buffer
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glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _1 . unTO)
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drawShader (_fullscreenShader pdata) 4
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--set viewport for radial distortion
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--setViewportSize (round winx) (round winy)
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setViewport (const FullRes) cfig
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@@ -377,9 +360,16 @@ doDrawing' win pdata u = do
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bindings = zipWith (>>) (map bindFBO fboList) (map (glBindTextureUnit 1 . _unTO) toList)
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zipWithM_ (>>) bindings $ map bindDrawDist rds
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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--draw overlay onto base buffer
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glBindTextureUnit 0 (pdata ^. fboOverlay . _2 . unTO)
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drawShader (_fullscreenShader pdata) 4
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-- draw the overlay
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--glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboOverlay ._1 . unFBO)
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glDepthFunc GL_ALWAYS
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glDepthMask GL_FALSE
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glEnable GL_BLEND
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO)
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withArray (scaleMatrix (2 / windowXFloat cfig) (2 / windowYFloat cfig))
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$ \ptr -> glNamedBufferSubData (pdata ^. matUBO) 0 64 ptr
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renderLayer FixedCoordLayer shadV layerCounts
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SDL.glSwapWindow win
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getDistortions :: Configuration -> World -> [Distortion]
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@@ -50,11 +50,11 @@ sizeFBOs cfig rdata =
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GL_RGBA16F
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[fboBloom, fboPos]
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>>= foldUpdateFBOTO
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_graphics_overlay_resolution
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_graphics_distortion_resolution
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GL_LINEAR
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GL_NEAREST
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GL_RGBA8
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[fbo2, fbo3, fboOverlay]
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[fbo2, fbo3]
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>>= foldUpdateFBOTO
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_graphics_downsize_resolution
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GL_LINEAR_MIPMAP_LINEAR
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@@ -171,8 +171,6 @@ preloadRender = do
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fboShadowName <- setupShadowFramebuffer
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fbooverlay <- newTextureFramebuffer
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fboHalf1Name <- newTextureFramebuffer
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fboHalf2Name <- newTextureFramebuffer
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fboHalf3Name <- newTextureFramebuffer
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@@ -229,7 +227,6 @@ preloadRender = do
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, _fboCloud = fboCloudName
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, _fboBloom = fboBloomName
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, _fboPos = fboPosName
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, _fboOverlay = fbooverlay
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, _rboBaseBloom = rboBaseBloomName
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, _matUBO = theUBO
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, -- , _orthonormalMatUBO = orthonormalUBO
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Reference in New Issue
Block a user