Creating a grid of squares
This commit is contained in:
parent
2c4b23b925
commit
8691d53b1a
@ -22,9 +22,3 @@ set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
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find_package(OpenGL REQUIRED)
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find_package(OpenGL REQUIRED)
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target_link_libraries(GraphicsTest OpenGL::GL)
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target_link_libraries(GraphicsTest OpenGL::GL)
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file(MAKE_DIRECTORY ./assets)
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file(MAKE_DIRECTORY ./assets/textures)
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file(COPY ./shaders DESTINATION ./assets)
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file(GLOB IMAGE_FILES ./images/*)
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file(COPY ${IMAGE_FILES} DESTINATION ./assets/textures)
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@ -1,3 +1,3 @@
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20240220-0435
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20240222-0551
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Experimental
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Experimental
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Experimental
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Experimental
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83
data.cpp
83
data.cpp
@ -1,52 +1,41 @@
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float vertices[] = {
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#include <math.h>
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// Positions // Texture Coords
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#include <iostream>
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 1.0f,
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float* makeGridPoints(unsigned int X=2, unsigned int Y=2) {
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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int numPoints = 5*X*Y;
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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float xStep = 1/ ((float)(X-1));
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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float yStep = 1/ ((float)(Y-1));
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-0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
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float* ret = new float[numPoints];
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0.5f, -0.5f, 0.5f, 1.0f, 1.0f,
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for (int i = 0; i < Y; i++) {
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for (int j = 0; j < X; j++) {
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ret[5*(i*X+j)] = xStep*j-0.5;
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ret[5*(i*X+j)+1] = yStep*i-0.5;
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ret[5*(i*X+j)+2] = 0.0;
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ret[5*(i*X+j)+3] = yStep*i;
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ret[5*(i*X+j)+4] = xStep*j;
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}
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}
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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return ret;
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
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}
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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unsigned int* makeGridIndex(unsigned int X=2, unsigned int Y=2) {
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
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unsigned int tiles = (X-1)*(Y-1);
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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unsigned int* ret = new unsigned int[tiles*6];
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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unsigned int tileInd;
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
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for (int i = 0; i < Y-1; i++) {
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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for (int j = 0; j < X-1; j++) {
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tileInd = i*(X-1)+j;
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ret[6*tileInd] = i*X+j;
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ret[6*tileInd+1] = (i+1)*X+j;
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ret[6*tileInd+2] = (i+1)*X+(j+1);
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ret[6*tileInd+3] = i*X+j;
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ret[6*tileInd+4] = i*X+j+1;
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ret[6*tileInd+5] = (i+1)*X+(j+1);
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}
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}
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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return ret;
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-0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
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}
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f
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};
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/*
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unsigned int indices[] = { // note that we start from 0!
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0, 1, 3, // first triangle
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1, 2, 3
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};
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*/
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62
funcs.cpp
62
funcs.cpp
@ -1,73 +1,11 @@
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#include "funcs.h"
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#include "funcs.h"
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extern float deltaTime;
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extern float lastX, lastY;
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extern const float mouseSensitivity = 0.08f;
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extern float zoom;
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glm::vec3 camPos = glm::vec3(0.0f, 0.0f, 3.0f);
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glm::vec3 camDir = glm::vec3(0.0f, 0.0f, -1.0f);
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glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
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float yaw=-90.0f, pitch=0.0f, roll=0.0f;
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bool firstMouse = true;
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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glViewport(0, 0, width, height);
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glViewport(0, 0, width, height);
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}
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}
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void mouse_callback(GLFWwindow*, double xpos, double ypos) {
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if (firstMouse) {
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xOffset = xpos - lastX;
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float yOffset = lastY - ypos;
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lastX = xpos;
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lastY = ypos;
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xOffset *= mouseSensitivity;
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yOffset *= mouseSensitivity;
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yaw += xOffset;
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pitch += yOffset;
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pitch = (pitch > 89.0f)?89.0f: ((pitch < -89.0f)?-89.0f:pitch );
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camDir.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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camDir.y = sin(glm::radians(pitch));
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camDir.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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camDir = glm::normalize(camDir);
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}
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void scroll_callback(GLFWwindow*, double xOffset, double yOffset) {
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zoom -= (float)yOffset;
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if (zoom < 1.0f) {
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zoom = 1.0f;
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} else if ( zoom > 45.0f) {
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zoom = 45.0f;
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}
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}
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void processInput(GLFWwindow* window) {
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void processInput(GLFWwindow* window) {
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float camSpeed = 3.5f * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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glfwSetWindowShouldClose(window, true);
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}
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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camPos += camSpeed * camDir;
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}
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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camPos -= camSpeed * camDir;
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}
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
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camPos -= camSpeed * glm::cross(camDir, camUp);
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}
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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camPos += camSpeed * glm::cross(camDir, camUp);
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
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camPos += camSpeed * camUp;
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
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camPos -= camSpeed * camUp;
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}
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}
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}
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BIN
images/wall.jpg
BIN
images/wall.jpg
Binary file not shown.
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Before Width: | Height: | Size: 251 KiB After Width: | Height: | Size: 58 KiB |
@ -7,19 +7,9 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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extern glm::vec3 camPos;
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extern glm::vec3 camDir;
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extern glm::vec3 camUp;
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extern float yaw, pitch, roll;
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extern bool firstMouse;
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extern const float mouseSensitivity;
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow*, double xpos, double ypos);
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void scroll_callback(GLFWwindow*, double xOffset, double yOffset);
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void processInput(GLFWwindow* window);
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void processInput(GLFWwindow* window);
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#endif
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#endif
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107
main.cpp
107
main.cpp
@ -5,23 +5,8 @@
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#include <stb_image.h>
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#include <stb_image.h>
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#include <funcs.h>
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#include <funcs.h>
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#include <shader.h>
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#include <shader.h>
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#include <math.h>
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#include <iostream>
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#include "data.cpp"
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#include "data.cpp"
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glm::vec3 cubePos[] = {
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(3.0f, 0.0f, 0.0f),
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glm::vec3(1.5f, 0.0f, 2.599f),
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glm::vec3(1.5f, 1.983f, 1.3f)
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};
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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float currentFrame = 0.0f;
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float lastX = 400, lastY = 300;
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float zoom = 45.0;
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int main() {
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int main() {
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// Initalize GLFW
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// Initalize GLFW
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glfwInit();
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glfwInit();
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@ -32,7 +17,7 @@ int main() {
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// Open Window
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// Open Window
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GLFWwindow* window = glfwCreateWindow(800, 600, "Howdy Naif!", NULL, NULL);
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GLFWwindow* window = glfwCreateWindow(800, 600, "Howdy Naif!", NULL, NULL);
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if (window == NULL) {
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if (window == NULL) {
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std::cout << "Could not open the iwndow!\n";
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std::cout << "Could not open the window!\n";
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glfwTerminate();
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glfwTerminate();
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return -1;
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return -1;
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}
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}
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@ -47,89 +32,50 @@ int main() {
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// Set viewport
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// Set viewport
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glViewport(0, 0, 800, 600);
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetCursorPosCallback(window, mouse_callback);
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// glfwSetCursorPosCallback(window, mouse_callback);
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// Create Data
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unsigned int gridX = 20, gridY = 20;
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float* tileCoords = makeGridPoints(gridX, gridY);
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unsigned int* tileIndices = makeGridIndex(gridX, gridY);
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// Use and set shader
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Shader myShader("../shaders/vert.vs", "../shaders/frag.fs");
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myShader.use();
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// Create Vertex Buffer and bind it to array buffer, then specifiy how to use that data
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// Create Vertex Buffer and bind it to array buffer, then specifiy how to use that data
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unsigned int VAO, VBO;
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unsigned int VAO, VBO;
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glGenVertexArrays(1, &VAO);
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, 5*gridX*gridY*sizeof(float), tileCoords, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(1);
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// Element Buffers
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// Element Buffers
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// unsigned int EBO;
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unsigned int EBO;
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// glGenBuffers(1, &EBO);
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glGenBuffers(1, &EBO);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6*(gridX-1)*(gridY-1)*sizeof(unsigned int), tileIndices, GL_STATIC_DRAW);
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std::cout << "LOADED DATA\n";
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// Use and set shader
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Shader myShader("assets/shaders/vert.vs", "assets/shaders/frag.fs");
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myShader.use();
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myShader.use();
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glBindVertexArray(VAO);
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// Texture Loading
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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unsigned int texture1, texture2;
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int width1, height1, nrChannels1, width2, height2, nrChannels2;
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stbi_set_flip_vertically_on_load(true);
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unsigned char* data1 = stbi_load("assets/textures/wall.jpg", &width1, &height1, &nrChannels1, 0);
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if (data1) {
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width1, height1, 0, GL_RGB, GL_UNSIGNED_BYTE, data1);
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glGenerateMipmap(GL_TEXTURE_2D);
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myShader.setInt("texture1", 0);
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} else {
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std::cout << "COULD NOT LOAD TEXTUREs!\n";
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}
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stbi_image_free(data1);
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// View Matrices
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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glm::mat4 view = glm::mat4(1.0f);
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view = glm::lookAt(camPos, camPos+camDir, camUp);
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glm::mat4 projection;
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projection = glm::perspective(glm::radians(zoom), 800.0f/600.0f, 0.1f, 100.0f);
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myShader.setMat4("model", model);
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myShader.setMat4("view", view);
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myShader.setMat4("projection", projection);
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||||||
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
const float radius = 10.0f;
|
|
||||||
|
|
||||||
// Window loop
|
// Window loop
|
||||||
while(!glfwWindowShouldClose(window)) {
|
while(!glfwWindowShouldClose(window)) {
|
||||||
// Input checking
|
// Input checking
|
||||||
currentFrame = glfwGetTime();
|
|
||||||
deltaTime = currentFrame - lastFrame;
|
|
||||||
lastFrame = currentFrame;
|
|
||||||
processInput(window);
|
processInput(window);
|
||||||
|
|
||||||
// Camera View
|
|
||||||
view = glm::lookAt(camPos, camPos+camDir, camUp);
|
|
||||||
myShader.setMat4("view", view);
|
|
||||||
|
|
||||||
// Rendering Loop
|
// Rendering Loop
|
||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
glBindVertexArray(VAO);
|
glDrawElements(GL_TRIANGLES, (gridX-1)*(gridY-1)*6, GL_UNSIGNED_INT, 0);
|
||||||
for (unsigned int i = 0; i < 4; ++i) {
|
|
||||||
glm::mat4 model = glm::mat4(1.0f);
|
|
||||||
model = glm::translate(model, cubePos[i]);
|
|
||||||
myShader.setMat4("model", model);
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Events and buffer swap
|
// Events and buffer swap
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
@ -137,5 +83,8 @@ int main() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
|
|
||||||
|
delete[] tileCoords;
|
||||||
|
//delete[] tileIndices;
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
@ -1,11 +1,8 @@
|
|||||||
#version 330 core
|
#version 330 core
|
||||||
|
flat in vec3 ourColor;
|
||||||
in vec2 textureCoord;
|
|
||||||
|
|
||||||
out vec4 FragColor;
|
out vec4 FragColor;
|
||||||
|
|
||||||
uniform sampler2D texture1;
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
FragColor = texture(texture1, textureCoord);
|
FragColor = vec4(ourColor, 1.0);
|
||||||
}
|
}
|
||||||
@ -1,15 +1,11 @@
|
|||||||
#version 330 core
|
#version 330 core
|
||||||
|
|
||||||
layout(location=0) in vec3 aPos;
|
layout(location=0) in vec3 aPos;
|
||||||
layout(location=1) in vec2 tCoord;
|
layout(location=1) in vec2 val;
|
||||||
|
|
||||||
out vec2 textureCoord;
|
flat out vec3 ourColor;
|
||||||
|
|
||||||
uniform mat4 model;
|
|
||||||
uniform mat4 view;
|
|
||||||
uniform mat4 projection;
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
gl_Position = vec4(aPos, 1.0);
|
||||||
textureCoord = tCoord;
|
ourColor = vec3(val.x, 0.0, val.y);
|
||||||
}
|
}
|
||||||
Loading…
x
Reference in New Issue
Block a user