Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameClient
This commit is contained in:
commit
68525b4e82
Code/OysterGraphics
|
@ -184,7 +184,8 @@ namespace Oyster
|
|||
Model::Model* m = new Model::Model();
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||||
m->WorldMatrix = Oyster::Math::Float4x4::identity;
|
||||
m->Visible = true;
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||||
m->Animation.AnimationPlaying = NULL;
|
||||
m->Animation[0].AnimationPlaying = nullptr;
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||||
m->Animation[1].AnimationPlaying = nullptr;
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||||
m->Tint = Math::Float3(1);
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||||
m->GlowTint = Math::Float3(1);
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||||
m->Instanced = true;
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||||
|
@ -341,14 +342,20 @@ namespace Oyster
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|||
Core::loader.ReleaseResource(tex);
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||||
}
|
||||
|
||||
float API::PlayAnimation(Model::Model* m, std::wstring name,bool looping)
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||||
float API::PlayAnimation( Model::Model* m, const std::wstring &name, bool looping )
|
||||
{
|
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if(m==NULL)
|
||||
return 0;
|
||||
m->Animation.AnimationPlaying = &(*m->info->Animations.find(name)).second;
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m->Animation.AnimationTime=0;
|
||||
m->Animation.LoopAnimation = looping;
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return (float)m->Animation.AnimationPlaying->duration;
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if( m )
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||||
{ // nasty temp solution by Dan
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static int fairSlotLooper = 0;
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fairSlotLooper = (fairSlotLooper + 1) & 3; // same as n % 2
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||||
|
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m->Animation[fairSlotLooper].AnimationPlaying = &(*m->info->Animations.find(name)).second;
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m->Animation[fairSlotLooper].AnimationTime=0;
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m->Animation[fairSlotLooper].LoopAnimation = looping;
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return (float)m->Animation[fairSlotLooper].AnimationPlaying->duration;
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}
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return 0;
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}
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||||
|
||||
void API::Update(float dt)
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|
|
|
@ -113,7 +113,7 @@ namespace Oyster
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|||
static Option GetOption();
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||||
|
||||
//! @brief Starts an animation and returns the time of the animation
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static float PlayAnimation(Model::Model* model, std::wstring name, bool looping = false);
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static float PlayAnimation(Model::Model* model, const std::wstring &name, bool looping = false);
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|
||||
//! @brief Moves all animating models forward the specified time;
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||||
static void Update(float deltaTime);
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||||
|
|
|
@ -19,6 +19,7 @@ namespace Oyster
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|||
float AnimationTime;
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||||
bool LoopAnimation;
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};
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|
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struct Model
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{
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ModelInfo* info;
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||||
|
@ -27,10 +28,9 @@ namespace Oyster
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|||
Oyster::Math::Float3 GlowTint;
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bool Visible;
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bool Instanced;
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AnimationData Animation;
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||||
AnimationData Animation[2];
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||||
};
|
||||
}
|
||||
|
||||
};
|
||||
};
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||||
|
||||
|
|
|
@ -17,11 +17,13 @@ namespace Oyster
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Math::Matrix Absolute;
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int Parent;
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||||
};
|
||||
|
||||
struct Frame
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||||
{
|
||||
Bone bone;
|
||||
double time;
|
||||
};
|
||||
|
||||
struct Animation
|
||||
{
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||||
int Bones;
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||||
|
@ -29,6 +31,7 @@ namespace Oyster
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|||
Frame** Keyframes; //! @brief [Bone][Frame]
|
||||
double duration;
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||||
};
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||||
|
||||
struct ModelInfo
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||||
{
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||||
std::vector<ID3D11ShaderResourceView*> Material;
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||||
|
|
|
@ -12,30 +12,61 @@ namespace Oyster
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|||
{
|
||||
namespace Render
|
||||
{
|
||||
Definitions::Pointlight pl;
|
||||
Definitions::Pointlight pl;
|
||||
|
||||
void DefaultRenderer::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights, float Fov)
|
||||
{
|
||||
Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,0,0));
|
||||
Preparations::Basic::ClearDepthStencil(Resources::Gui::depth);
|
||||
Preparations::Basic::ClearRTV(Resources::GBufferRTV,Resources::GBufferSize,Math::Float4(0,0,0,0));
|
||||
Lights[1];
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||||
/********************************************************
|
||||
* Private Prototype Methods
|
||||
********************************************************/
|
||||
void AnimateRelativeBones( const Model::ModelInfo &info, Model::AnimationData &anim, Math::Matrix relativeBuffer[] );
|
||||
void MergeAnimatedBones
|
||||
(
|
||||
const Model::Bone raw[], int numBones, Math::Float interpolation, // comparable raw bone data and interpolation value
|
||||
const Math::Matrix animatedBoneSourceA[], // relative bone animations
|
||||
Math::Matrix animatedBoneSourceB_Target[] // relative bone animations and targetbuffer
|
||||
);
|
||||
int AnimateAbsoluteBones
|
||||
(
|
||||
const Model::ModelInfo &info, Math::Float deltaTime,
|
||||
Model::AnimationData &anim,
|
||||
Math::Matrix SkinTransformBuffer[],
|
||||
Math::Matrix BoneAnimationBuffer_Relative[],
|
||||
Math::Matrix BoneAnimationBuffer_Absolute[]
|
||||
);
|
||||
int AnimateAbsoluteBones
|
||||
(
|
||||
const Model::ModelInfo &info, Math::Float deltaTime,
|
||||
Model::AnimationData anim[], int numAnimations,
|
||||
Math::Matrix SkinTransformBuffer[],
|
||||
Math::Matrix BoneAnimationBuffer_Relative[],
|
||||
Math::Matrix BoneAnimationBuffer_Absolute[]
|
||||
);
|
||||
|
||||
void* data;
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||||
/********************************************************
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||||
* Public Method Implementations
|
||||
********************************************************/
|
||||
|
||||
Definitions::LightConstants lc;
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lc.InvProj = Projection.GetInverse();
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lc.FoV = Fov;
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lc.Lights = numLights;
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lc.View = View;
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lc.Proj = Projection;
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lc.SSAORadius = 3;
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void DefaultRenderer::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights)
|
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{
|
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Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,0,0));
|
||||
Preparations::Basic::ClearDepthStencil(Resources::Gui::depth);
|
||||
Preparations::Basic::ClearRTV(Resources::GBufferRTV,Resources::GBufferSize,Math::Float4(0,0,0,0));
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Lights[1];
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||||
|
||||
data = Resources::Light::LightConstantsData.Map();
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memcpy(data, &lc, sizeof(Definitions::LightConstants));
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||||
Resources::Light::LightConstantsData.Unmap();
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void* data;
|
||||
|
||||
data = Resources::Light::PointLightsData.Map();
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||||
Definitions::LightConstants lc;
|
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lc.InvProj = Projection.GetInverse();
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||||
lc.Pixels = Core::resolution;
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||||
lc.Lights = numLights;
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lc.View = View;
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lc.Proj = Projection;
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lc.SSAORadius = 3;
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||||
|
||||
data = Resources::Light::LightConstantsData.Map();
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memcpy(data, &lc, sizeof(Definitions::LightConstants));
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||||
Resources::Light::LightConstantsData.Unmap();
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||||
|
||||
data = Resources::Light::PointLightsData.Map();
|
||||
Definitions::Pointlight* plData = (Definitions::Pointlight*)data;
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||||
for(int i=0; i < numLights; ++i)
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{
|
||||
|
@ -45,253 +76,371 @@ namespace Oyster
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|||
plData[i].Bright = Lights[i].Bright;
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||||
}
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||||
//memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights);
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||||
Resources::Light::PointLightsData.Unmap();
|
||||
Resources::Light::PointLightsData.Unmap();
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||||
|
||||
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
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||||
{
|
||||
(*i).second->Models=0;
|
||||
}
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||||
|
||||
Core::PipelineManager::SetRenderPass(Resources::Gather::AnimatedPass);
|
||||
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
|
||||
{
|
||||
(*i).second->Models=0;
|
||||
}
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||||
|
||||
void DefaultRenderer::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float deltaTime)
|
||||
Core::PipelineManager::SetRenderPass(Resources::Gather::AnimatedPass);
|
||||
}
|
||||
|
||||
void DefaultRenderer::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float deltaTime)
|
||||
{
|
||||
for(int i = 0; i < count; ++i)
|
||||
{
|
||||
for(int i = 0; i < count; ++i)
|
||||
if(&models[i] == NULL || !models[i].Visible)
|
||||
continue;
|
||||
|
||||
Model::ModelInfo* info = models[i].info;
|
||||
if(!info->Animated && models[i].Instanced)
|
||||
{
|
||||
if(&models[i] == NULL || !models[i].Visible)
|
||||
continue;
|
||||
Definitions::RenderInstanceData rid;
|
||||
Math::Float3x3 normalTransform;
|
||||
normalTransform = Math::Float3x3(models[i].WorldMatrix.v[0].xyz, models[i].WorldMatrix.v[1].xyz, models[i].WorldMatrix.v[2].xyz);
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||||
normalTransform.Transpose().Invert();
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||||
Math::Matrix m = Math::Matrix(Math::Vector4(normalTransform.v[0],0.0f), Math::Vector4(normalTransform.v[1],0.0f), Math::Vector4(normalTransform.v[2],0.0f), Math::Vector4(0.0f));
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rid.WV = View * m;
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rid.WVP = Projection * View * models[i].WorldMatrix;
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||||
|
||||
Model::ModelInfo* info = models[i].info;
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if(!info->Animated && models[i].Instanced)
|
||||
{
|
||||
Definitions::RenderInstanceData rid;
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||||
Math::Float3x3 normalTransform;
|
||||
normalTransform = Math::Float3x3(models[i].WorldMatrix.v[0].xyz, models[i].WorldMatrix.v[1].xyz, models[i].WorldMatrix.v[2].xyz);
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normalTransform.Transpose().Invert();
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||||
Math::Matrix m = Math::Matrix(Math::Vector4(normalTransform.v[0],0.0f), Math::Vector4(normalTransform.v[1],0.0f), Math::Vector4(normalTransform.v[2],0.0f), Math::Vector4(0.0f));
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rid.WV = View * m;
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rid.WVP = Projection * View * models[i].WorldMatrix;
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rid.Tint = models[i].Tint;
|
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rid.GTint = models[i].GlowTint;
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|
||||
rid.Tint = models[i].Tint;
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||||
rid.GTint = models[i].GlowTint;
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|
||||
Resources::RenderData[info]->rid[Resources::RenderData[info]->Models++] = rid;
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||||
}
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||||
else
|
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{
|
||||
Definitions::PerModel pm;
|
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Math::Float3x3 normalTransform;
|
||||
normalTransform = Math::Float3x3(models[i].WorldMatrix.v[0].xyz, models[i].WorldMatrix.v[1].xyz, models[i].WorldMatrix.v[2].xyz);
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normalTransform.Transpose().Invert();
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Math::Matrix m = Math::Matrix(Math::Vector4(normalTransform.v[0],0.0f), Math::Vector4(normalTransform.v[1],0.0f), Math::Vector4(normalTransform.v[2],0.0f), Math::Vector4(0.0f));
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pm.WV = View * m;
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pm.WVP = Projection * View * models[i].WorldMatrix;
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||||
|
||||
Model::ModelInfo* info = models[i].info;
|
||||
|
||||
Definitions::AnimationData am; //final
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if(info->Animated && models[i].Animation.AnimationPlaying != NULL)
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{
|
||||
models[i].Animation.AnimationTime += deltaTime;
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////store inverse absolut transform
|
||||
Math::Matrix SkinTransform[100];
|
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Math::Matrix BoneAnimated[100];
|
||||
Math::Matrix BoneAbsAnimated[100];
|
||||
|
||||
|
||||
|
||||
for(int b = 0; b <info->BoneCount; ++b)
|
||||
{
|
||||
Model::Bone Bone = info->bones[b];
|
||||
SkinTransform[b] = Bone.Absolute.GetInverse();
|
||||
BoneAnimated[b] = Bone.Relative;
|
||||
BoneAbsAnimated[b] = Bone.Absolute;
|
||||
}
|
||||
int b = 0;
|
||||
Model::Animation A = *models[i].Animation.AnimationPlaying;
|
||||
while(models[i].Animation.AnimationTime>A.duration && models[i].Animation.LoopAnimation)
|
||||
models[i].Animation.AnimationTime -= (float)A.duration;
|
||||
|
||||
float position = models[i].Animation.AnimationTime;
|
||||
for(int b = 0; b < A.Bones;++b)
|
||||
{
|
||||
//find current frame
|
||||
int nrOfFrames = A.Frames[b];
|
||||
Model::Frame PFrame = A.Keyframes[b][nrOfFrames-1];
|
||||
Model::Frame NFrame = A.Keyframes[b][nrOfFrames-1];
|
||||
bool FrameFound = false;
|
||||
for (int i = 0; i < nrOfFrames; i++)
|
||||
{
|
||||
if(position < A.Keyframes[b][i].time)
|
||||
{
|
||||
PFrame = A.Keyframes[b][i-1];
|
||||
NFrame = A.Keyframes[b][i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
float denominator = (float)(NFrame.time - PFrame.time);
|
||||
if(denominator == 0)
|
||||
{
|
||||
BoneAnimated[PFrame.bone.Parent] = PFrame.bone.Relative;
|
||||
continue;
|
||||
}
|
||||
float inter = (float)((position - PFrame.time) / denominator);
|
||||
Math3D::InterpolateOrientation_UsingNonRigidNlerp(PFrame.bone.Relative,NFrame.bone.Relative,inter, BoneAnimated[PFrame.bone.Parent]);
|
||||
}
|
||||
|
||||
////calculate Absolute Animation Transform
|
||||
for(int b = 0; b < info->BoneCount; ++b)
|
||||
{
|
||||
BoneAbsAnimated[b] = BoneAbsAnimated[info->bones[b].Parent] * BoneAnimated[b];
|
||||
}
|
||||
|
||||
//write data to am
|
||||
for(int b = 0; b < info->BoneCount; ++b)
|
||||
{
|
||||
am.AnimatedData[b] = (BoneAbsAnimated[b] * SkinTransform[b]);
|
||||
}
|
||||
|
||||
|
||||
void *data = Resources::Gather::AnimationData.Map();
|
||||
memcpy(data,&am,sizeof(Definitions::AnimationData));
|
||||
Resources::Gather::AnimationData.Unmap();
|
||||
|
||||
pm.Animated = 1;
|
||||
}
|
||||
else
|
||||
pm.Animated = 0;
|
||||
|
||||
void* data = Resources::Gather::ModelData.Map();
|
||||
memcpy(data,&(pm),sizeof(pm));
|
||||
Resources::Gather::ModelData.Unmap();
|
||||
|
||||
Definitions::TintData td;
|
||||
td.GlowTint = models[i].GlowTint;
|
||||
td.Tint = models[i].Tint;
|
||||
td.PAD = 0;
|
||||
td.PAD2 = 0;
|
||||
int s = sizeof(Definitions::TintData);
|
||||
|
||||
data = Render::Resources::Color.Map();
|
||||
memcpy(data,&td,sizeof(Definitions::TintData));
|
||||
Render::Resources::Color.Unmap();
|
||||
|
||||
if(info->Material.size())
|
||||
{
|
||||
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
|
||||
}
|
||||
|
||||
|
||||
info->Vertices->Apply();
|
||||
if(info->Indexed)
|
||||
{
|
||||
info->Indecies->Apply();
|
||||
Oyster::Graphics::Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Oyster::Graphics::Core::deviceContext->Draw(info->VertexCount,0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BlurGlow()
|
||||
{
|
||||
Definitions::BlurrData bd;
|
||||
bd.BlurMask = Math::Float4(1,1,1,1);
|
||||
bd.StopX = (UINT)Core::resolution.x/2;
|
||||
bd.StopY = (UINT)Core::resolution.y;
|
||||
bd.StartX = 0;
|
||||
bd.StartY = (UINT)Core::resolution.y/2;
|
||||
|
||||
void* data = Resources::Blur::Data.Map();
|
||||
memcpy(data,&bd,sizeof(Definitions::BlurrData));
|
||||
Resources::Blur::Data.Unmap();
|
||||
|
||||
Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
|
||||
Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1);
|
||||
|
||||
Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
|
||||
Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
|
||||
}
|
||||
|
||||
void BlurSSAO()
|
||||
{
|
||||
Definitions::BlurrData bd;
|
||||
bd.BlurMask = Math::Float4(0,0,0,1);
|
||||
bd.StopX = (UINT)Core::resolution.x/2;
|
||||
bd.StopY = (UINT)Core::resolution.y/2;
|
||||
bd.StartX = 0;
|
||||
bd.StartY = 0;
|
||||
|
||||
void* data = Resources::Blur::Data.Map();
|
||||
memcpy(data,&bd,sizeof(Definitions::BlurrData));
|
||||
Resources::Blur::Data.Unmap();
|
||||
|
||||
Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
|
||||
Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1);
|
||||
|
||||
Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
|
||||
Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
|
||||
}
|
||||
|
||||
void RenderModel(Model::ModelInfo* info, Definitions::RenderInstanceData* rid , int count)
|
||||
{
|
||||
if(count < 1)
|
||||
return;
|
||||
if(info->Material.size())
|
||||
{
|
||||
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
|
||||
}
|
||||
info->Vertices->Apply();
|
||||
if(info->Indexed)
|
||||
{
|
||||
info->Indecies->Apply();
|
||||
}
|
||||
|
||||
void* data = Resources::Gather::InstancedData.Map();
|
||||
memcpy(data, rid, sizeof(Definitions::RenderInstanceData)*count);
|
||||
Resources::Gather::InstancedData.Unmap();
|
||||
|
||||
if(info->Indexed)
|
||||
{
|
||||
Core::deviceContext->DrawIndexedInstanced(info->IndexCount,count,0,0,0);
|
||||
//Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
|
||||
Resources::RenderData[info]->rid[Resources::RenderData[info]->Models++] = rid;
|
||||
}
|
||||
else
|
||||
{
|
||||
Core::deviceContext->DrawInstanced(info->VertexCount,count,0,0);
|
||||
//Core::deviceContext->Draw(info->VertexCount,0);
|
||||
Definitions::PerModel pm;
|
||||
Math::Float3x3 normalTransform;
|
||||
normalTransform = Math::Float3x3(models[i].WorldMatrix.v[0].xyz, models[i].WorldMatrix.v[1].xyz, models[i].WorldMatrix.v[2].xyz);
|
||||
normalTransform.Transpose().Invert();
|
||||
Math::Matrix m = Math::Matrix(Math::Vector4(normalTransform.v[0],0.0f), Math::Vector4(normalTransform.v[1],0.0f), Math::Vector4(normalTransform.v[2],0.0f), Math::Vector4(0.0f));
|
||||
pm.WV = View * m;
|
||||
pm.WVP = Projection * View * models[i].WorldMatrix;
|
||||
|
||||
Model::ModelInfo* info = models[i].info;
|
||||
|
||||
// Bone animation buffers
|
||||
Math::Matrix SkinTransform[100];
|
||||
Math::Matrix BoneAnimated[100];
|
||||
Math::Matrix BoneAbsAnimated[100];
|
||||
|
||||
pm.Animated = AnimateAbsoluteBones
|
||||
(
|
||||
*info, deltaTime,
|
||||
models[i].Animation,
|
||||
::Utility::StaticArray::NumElementsOf( models[i].Animation ),
|
||||
SkinTransform, BoneAnimated, BoneAbsAnimated
|
||||
);
|
||||
|
||||
void* data = Resources::Gather::ModelData.Map();
|
||||
memcpy(data,&(pm),sizeof(pm));
|
||||
Resources::Gather::ModelData.Unmap();
|
||||
|
||||
Definitions::TintData td;
|
||||
td.GlowTint = models[i].GlowTint;
|
||||
td.Tint = models[i].Tint;
|
||||
td.PAD = 0;
|
||||
td.PAD2 = 0;
|
||||
int s = sizeof(Definitions::TintData);
|
||||
|
||||
data = Render::Resources::Color.Map();
|
||||
memcpy(data,&td,sizeof(Definitions::TintData));
|
||||
Render::Resources::Color.Unmap();
|
||||
|
||||
if(info->Material.size())
|
||||
{
|
||||
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
|
||||
}
|
||||
|
||||
|
||||
info->Vertices->Apply();
|
||||
if(info->Indexed)
|
||||
{
|
||||
info->Indecies->Apply();
|
||||
Oyster::Graphics::Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Oyster::Graphics::Core::deviceContext->Draw(info->VertexCount,0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BlurGlow()
|
||||
{
|
||||
Definitions::BlurrData bd;
|
||||
bd.BlurMask = Math::Float4(1,1,1,1);
|
||||
bd.StopX = (UINT)Core::resolution.x/2;
|
||||
bd.StopY = (UINT)Core::resolution.y;
|
||||
bd.StartX = 0;
|
||||
bd.StartY = (UINT)Core::resolution.y/2;
|
||||
|
||||
void* data = Resources::Blur::Data.Map();
|
||||
memcpy(data,&bd,sizeof(Definitions::BlurrData));
|
||||
Resources::Blur::Data.Unmap();
|
||||
|
||||
void DefaultRenderer::EndFrame()
|
||||
Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
|
||||
Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1);
|
||||
|
||||
Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
|
||||
Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
|
||||
}
|
||||
|
||||
void BlurSSAO()
|
||||
{
|
||||
Definitions::BlurrData bd;
|
||||
bd.BlurMask = Math::Float4(0,0,0,1);
|
||||
bd.StopX = (UINT)Core::resolution.x/2;
|
||||
bd.StopY = (UINT)Core::resolution.y/2;
|
||||
bd.StartX = 0;
|
||||
bd.StartY = 0;
|
||||
|
||||
void* data = Resources::Blur::Data.Map();
|
||||
memcpy(data,&bd,sizeof(Definitions::BlurrData));
|
||||
Resources::Blur::Data.Unmap();
|
||||
|
||||
Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
|
||||
Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1);
|
||||
|
||||
Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
|
||||
Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
|
||||
}
|
||||
|
||||
void RenderModel(Model::ModelInfo* info, Definitions::RenderInstanceData* rid , int count)
|
||||
{
|
||||
if(count < 1)
|
||||
return;
|
||||
if(info->Material.size())
|
||||
{
|
||||
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::InstancedPass);
|
||||
Resources::Gather::InstancedData.Apply(1);
|
||||
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
|
||||
}
|
||||
info->Vertices->Apply();
|
||||
if(info->Indexed)
|
||||
{
|
||||
info->Indecies->Apply();
|
||||
}
|
||||
|
||||
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
|
||||
void* data = Resources::Gather::InstancedData.Map();
|
||||
memcpy(data, rid, sizeof(Definitions::RenderInstanceData)*count);
|
||||
Resources::Gather::InstancedData.Unmap();
|
||||
|
||||
if(info->Indexed)
|
||||
{
|
||||
Core::deviceContext->DrawIndexedInstanced(info->IndexCount,count,0,0,0);
|
||||
//Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Core::deviceContext->DrawInstanced(info->VertexCount,count,0,0);
|
||||
//Core::deviceContext->Draw(info->VertexCount,0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void DefaultRenderer::EndFrame()
|
||||
{
|
||||
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::InstancedPass);
|
||||
Resources::Gather::InstancedData.Apply(1);
|
||||
|
||||
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
|
||||
{
|
||||
RenderModel((*i).first,(*i).second->rid, (*i).second->Models);
|
||||
}
|
||||
|
||||
Core::PipelineManager::SetRenderPass(Resources::Light::Pass);
|
||||
|
||||
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
|
||||
|
||||
BlurGlow();
|
||||
|
||||
BlurSSAO();
|
||||
|
||||
Core::PipelineManager::SetRenderPass(Resources::Post::Pass);
|
||||
|
||||
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
|
||||
|
||||
Core::swapChain->Present(0,0);
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
* Private Prototype Method Implementations
|
||||
********************************************************/
|
||||
|
||||
void AnimateRelativeBones( const Model::ModelInfo &info, Model::AnimationData &anim, Math::Matrix relativeBuffer[] )
|
||||
{
|
||||
for( int i = 0; i < info.BoneCount; ++i )
|
||||
{
|
||||
Model::Bone Bone = info.bones[i];
|
||||
relativeBuffer[i] = Bone.Relative;
|
||||
}
|
||||
|
||||
const Model::Animation &A = *anim.AnimationPlaying;
|
||||
|
||||
while( anim.AnimationTime > A.duration && anim.LoopAnimation )
|
||||
anim.AnimationTime -= (float)A.duration;
|
||||
|
||||
float position = anim.AnimationTime;
|
||||
for( int i = 0; i < A.Bones; ++i )
|
||||
{
|
||||
//find current frame
|
||||
int nrOfFrames = A.Frames[i];
|
||||
Model::Frame PFrame = A.Keyframes[i][nrOfFrames-1];
|
||||
Model::Frame NFrame = A.Keyframes[i][nrOfFrames-1];
|
||||
bool FrameFound = false;
|
||||
|
||||
for (int j = 0; j < nrOfFrames; j++)
|
||||
{
|
||||
RenderModel((*i).first,(*i).second->rid, (*i).second->Models);
|
||||
if(position < A.Keyframes[i][j].time)
|
||||
{
|
||||
PFrame = A.Keyframes[i][j-1];
|
||||
NFrame = A.Keyframes[i][j];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Core::PipelineManager::SetRenderPass(Resources::Light::Pass);
|
||||
|
||||
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
|
||||
|
||||
BlurGlow();
|
||||
|
||||
BlurSSAO();
|
||||
|
||||
Core::PipelineManager::SetRenderPass(Resources::Post::Pass);
|
||||
|
||||
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
|
||||
|
||||
Core::swapChain->Present(0,0);
|
||||
float denominator = (float)(NFrame.time - PFrame.time);
|
||||
|
||||
if( denominator != 0.0f )
|
||||
{
|
||||
float inter = (float)((position - PFrame.time) / denominator);
|
||||
Math3D::InterpolateOrientation_UsingNonRigidNlerp( PFrame.bone.Relative,NFrame.bone.Relative, inter, relativeBuffer[PFrame.bone.Parent] );
|
||||
}
|
||||
else
|
||||
{
|
||||
relativeBuffer[PFrame.bone.Parent] = PFrame.bone.Relative;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum Conflict
|
||||
{
|
||||
Conflict_detected,
|
||||
Conflict_useA,
|
||||
Conflict_useB
|
||||
};
|
||||
|
||||
Conflict DetectBoneAnimationConflict( const Model::Bone &raw, const Math::Matrix &animBoneA, const Math::Matrix &animBoneB );
|
||||
|
||||
void MergeAnimatedBones( const Model::Bone raw[], int numBones, Math::Float interpolation, const Math::Matrix *animatedBoneSourceA, Math::Matrix animatedBoneSourceB_Target[] )
|
||||
{
|
||||
for( int i = 0; i < numBones; ++i )
|
||||
{
|
||||
switch( DetectBoneAnimationConflict(raw[i], animatedBoneSourceA[i], animatedBoneSourceB_Target[i]) )
|
||||
{
|
||||
case Conflict_detected:
|
||||
Math3D::InterpolateOrientation_UsingNonRigidNlerp( animatedBoneSourceA[i], animatedBoneSourceB_Target[i], interpolation, animatedBoneSourceB_Target[i] );
|
||||
break;
|
||||
case Conflict_useA:
|
||||
animatedBoneSourceB_Target[i] = animatedBoneSourceA[i];
|
||||
break;
|
||||
default: case Conflict_useB: break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Conflict DetectBoneAnimationConflict( const Model::Bone &raw, const Math::Matrix &animBoneA, const Math::Matrix &animBoneB )
|
||||
{
|
||||
if( animBoneA == raw.Relative )
|
||||
return Conflict_useB;
|
||||
|
||||
if( animBoneB == raw.Relative )
|
||||
return Conflict_useA;
|
||||
|
||||
return Conflict_detected;
|
||||
}
|
||||
|
||||
int AnimateAbsoluteBones( const Model::ModelInfo &info, Math::Float deltaTime, Model::AnimationData &anim, Math::Matrix SkinTransformBuffer[], Math::Matrix BoneAnimationBuffer_Relative[], Math::Matrix BoneAnimationBuffer_Absolute[] )
|
||||
{
|
||||
if( !info.Animated || (anim.AnimationPlaying == nullptr) )
|
||||
{ // no animation
|
||||
return 0;
|
||||
}
|
||||
|
||||
anim.AnimationTime += deltaTime;
|
||||
AnimateRelativeBones( info, anim, BoneAnimationBuffer_Relative );
|
||||
|
||||
for( int i = 0; i < info.BoneCount; ++i )
|
||||
{
|
||||
Model::Bone Bone = info.bones[i];
|
||||
SkinTransformBuffer[i] = Bone.Absolute.GetInverse();
|
||||
BoneAnimationBuffer_Absolute[i] = Bone.Absolute;
|
||||
}
|
||||
|
||||
Definitions::AnimationData am;
|
||||
|
||||
for( int i = 0; i < info.BoneCount; ++i )
|
||||
{
|
||||
//calculate Absolute Animation Transform
|
||||
BoneAnimationBuffer_Absolute[i] = BoneAnimationBuffer_Absolute[info.bones[i].Parent] * BoneAnimationBuffer_Relative[i];
|
||||
|
||||
//write data to am
|
||||
am.AnimatedData[i] = (BoneAnimationBuffer_Absolute[i] * SkinTransformBuffer[i]);
|
||||
}
|
||||
|
||||
void *data = Resources::Gather::AnimationData.Map();
|
||||
memcpy( data, &am, sizeof(Definitions::AnimationData) );
|
||||
Resources::Gather::AnimationData.Unmap();
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int AnimateAbsoluteBones( const Model::ModelInfo &info, Math::Float deltaTime, Model::AnimationData anim[], int numAnimations, Math::Matrix SkinTransformBuffer[], Math::Matrix BoneAnimationBuffer_Relative[], Math::Matrix BoneAnimationBuffer_Absolute[] )
|
||||
{
|
||||
if( !info.Animated || (numAnimations < 1) )
|
||||
{ // no animation
|
||||
return 0;
|
||||
}
|
||||
int isAnimated = 0;
|
||||
|
||||
// for each animation
|
||||
for( int i = 0; i < numAnimations; ++i )
|
||||
{
|
||||
if( anim[i].AnimationPlaying != nullptr )
|
||||
{
|
||||
anim[i].AnimationTime += deltaTime;
|
||||
if( isAnimated )
|
||||
{
|
||||
AnimateRelativeBones( info, anim[i], BoneAnimationBuffer_Absolute ); // Borrowing BoneAnimationBuffer_Absolute as interim buffer
|
||||
MergeAnimatedBones( info.bones, info.BoneCount, 0.5f, BoneAnimationBuffer_Absolute, BoneAnimationBuffer_Relative );
|
||||
}
|
||||
else
|
||||
{
|
||||
isAnimated = 1;
|
||||
AnimateRelativeBones( info, anim[i], BoneAnimationBuffer_Relative );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if( isAnimated )
|
||||
{
|
||||
for( int i = 0; i < info.BoneCount; ++i )
|
||||
{
|
||||
Model::Bone Bone = info.bones[i];
|
||||
SkinTransformBuffer[i] = Bone.Absolute.GetInverse();
|
||||
BoneAnimationBuffer_Absolute[i] = Bone.Absolute;
|
||||
}
|
||||
|
||||
Definitions::AnimationData am;
|
||||
|
||||
for( int i = 0; i < info.BoneCount; ++i )
|
||||
{
|
||||
//calculate Absolute Animation Transform
|
||||
BoneAnimationBuffer_Absolute[i] = BoneAnimationBuffer_Absolute[info.bones[i].Parent] * BoneAnimationBuffer_Relative[i];
|
||||
|
||||
//write data to am
|
||||
am.AnimatedData[i] = (BoneAnimationBuffer_Absolute[i] * SkinTransformBuffer[i]);
|
||||
}
|
||||
|
||||
void *data = Resources::Gather::AnimationData.Map();
|
||||
memcpy( data, &am, sizeof(Definitions::AnimationData) );
|
||||
Resources::Gather::AnimationData.Unmap();
|
||||
}
|
||||
|
||||
return isAnimated;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue