mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
Merge branch '4.1' into 4.2-beta
This commit is contained in:
commit
9cef3b443a
@ -194,106 +194,106 @@ export class Shader implements Disposable, Restorable {
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public static newColoredTextured (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader {
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let vs = `
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attribute vec4 ${Shader.POSITION};
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attribute vec4 ${Shader.COLOR};
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attribute vec2 ${Shader.TEXCOORDS};
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uniform mat4 ${Shader.MVP_MATRIX};
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varying vec4 v_color;
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varying vec2 v_texCoords;
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attribute vec4 ${Shader.POSITION};
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attribute vec4 ${Shader.COLOR};
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attribute vec2 ${Shader.TEXCOORDS};
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uniform mat4 ${Shader.MVP_MATRIX};
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varying vec4 v_color;
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varying vec2 v_texCoords;
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void main () {
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v_color = ${Shader.COLOR};
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v_texCoords = ${Shader.TEXCOORDS};
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gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
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}
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`;
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void main () {
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v_color = ${Shader.COLOR};
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v_texCoords = ${Shader.TEXCOORDS};
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gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
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}
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`;
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let fs = `
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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void main () {
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gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
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}
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`;
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void main () {
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gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
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}
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`;
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return new Shader(context, vs, fs);
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}
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public static newTwoColoredTextured (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader {
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let vs = `
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attribute vec4 ${Shader.POSITION};
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attribute vec4 ${Shader.COLOR};
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attribute vec4 ${Shader.COLOR2};
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attribute vec2 ${Shader.TEXCOORDS};
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uniform mat4 ${Shader.MVP_MATRIX};
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varying vec4 v_light;
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varying vec4 v_dark;
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varying vec2 v_texCoords;
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attribute vec4 ${Shader.POSITION};
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attribute vec4 ${Shader.COLOR};
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attribute vec4 ${Shader.COLOR2};
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attribute vec2 ${Shader.TEXCOORDS};
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uniform mat4 ${Shader.MVP_MATRIX};
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varying vec4 v_light;
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varying vec4 v_dark;
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varying vec2 v_texCoords;
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void main () {
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v_light = ${Shader.COLOR};
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v_dark = ${Shader.COLOR2};
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v_texCoords = ${Shader.TEXCOORDS};
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gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
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}
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`;
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void main () {
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v_light = ${Shader.COLOR};
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v_dark = ${Shader.COLOR2};
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v_texCoords = ${Shader.TEXCOORDS};
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gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
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}
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`;
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let fs = `
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 v_light;
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varying LOWP vec4 v_dark;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 v_light;
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varying LOWP vec4 v_dark;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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void main () {
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vec4 texColor = texture2D(u_texture, v_texCoords);
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gl_FragColor.a = texColor.a * v_light.a;
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gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
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}
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`;
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void main () {
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vec4 texColor = texture2D(u_texture, v_texCoords);
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gl_FragColor.a = texColor.a * v_light.a;
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gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
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}
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`;
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return new Shader(context, vs, fs);
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}
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public static newColored (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader {
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let vs = `
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attribute vec4 ${Shader.POSITION};
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attribute vec4 ${Shader.COLOR};
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uniform mat4 ${Shader.MVP_MATRIX};
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varying vec4 v_color;
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attribute vec4 ${Shader.POSITION};
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attribute vec4 ${Shader.COLOR};
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uniform mat4 ${Shader.MVP_MATRIX};
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varying vec4 v_color;
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void main () {
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v_color = ${Shader.COLOR};
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gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
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}
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`;
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void main () {
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v_color = ${Shader.COLOR};
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gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
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}
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`;
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let fs = `
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 v_color;
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 v_color;
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void main () {
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gl_FragColor = v_color;
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}
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`;
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void main () {
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gl_FragColor = v_color;
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}
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`;
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return new Shader(context, vs, fs);
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}
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@ -135,7 +135,6 @@ void USpineSkeletonRendererComponent::UpdateMaterial(UTexture2D *Texture, UMater
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material->SetTextureParameterValue(TextureParameterName, Texture);
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CurrentInstance = material;
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}
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}
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void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material) {
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@ -167,13 +166,13 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
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normals.Empty();
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uvs.Empty();
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colors.Empty();
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int idx = 0;
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int meshSection = 0;
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UMaterialInstanceDynamic *lastMaterial = nullptr;
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ClearAllMeshSections();
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// Early out if skeleton is invisible
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if (Skeleton->getColor().a == 0) return;
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@ -226,13 +225,13 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
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numIndices = 6;
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} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
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MeshAttachment *mesh = (MeshAttachment *) attachment;
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// Early out if region is invisible
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if (mesh->getColor().a == 0) {
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clipper.clipEnd(*slot);
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continue;
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}
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attachmentColor.set(mesh->getColor());
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attachmentVertices->setSize(mesh->getWorldVerticesLength(), 0);
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mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices->buffer(), 0, 2);
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@ -259,14 +258,14 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
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continue;
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}
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}
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// if the user switches the atlas data while not having switched
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// to the correct skeleton data yet, we won't find any regions.
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// ignore regions for which we can't find a material
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UMaterialInstanceDynamic* material = nullptr;
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UMaterialInstanceDynamic *material = nullptr;
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int foundPageIndex = -1;
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for (int pageIndex = 0; i < component->Atlas->atlasPages.Num(); pageIndex++) {
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AtlasPage* page = component->Atlas->GetAtlas()->getPages()[pageIndex];
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AtlasPage *page = component->Atlas->GetAtlas()->getPages()[pageIndex];
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if (attachmentAtlasRegion->page == page) {
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foundPageIndex = pageIndex;
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break;
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@ -277,74 +276,74 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
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continue;
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}
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switch (slot->getData().getBlendMode()) {
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case BlendMode_Additive:
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if (i >= atlasAdditiveBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasAdditiveBlendMaterials[i];
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break;
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case BlendMode_Multiply:
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if (i >= atlasMultiplyBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasMultiplyBlendMaterials[i];
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break;
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case BlendMode_Screen:
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if (i >= atlasScreenBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasScreenBlendMaterials[i];
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break;
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case BlendMode_Normal:
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default:
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if (i >= atlasNormalBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasNormalBlendMaterials[i];
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break;
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case BlendMode_Additive:
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if (i >= atlasAdditiveBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasAdditiveBlendMaterials[i];
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break;
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case BlendMode_Multiply:
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if (i >= atlasMultiplyBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasMultiplyBlendMaterials[i];
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break;
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case BlendMode_Screen:
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if (i >= atlasScreenBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasScreenBlendMaterials[i];
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break;
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case BlendMode_Normal:
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default:
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if (i >= atlasNormalBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasNormalBlendMaterials[i];
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break;
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}
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if (lastMaterial != material) {
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Flush(meshSection, vertices, indices, normals, uvs, colors, lastMaterial);
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lastMaterial = material;
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idx = 0;
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}
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SetMaterial(meshSection, material);
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uint8 r = static_cast<uint8>(Skeleton->getColor().r * slot->getColor().r * attachmentColor.r * 255);
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uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getColor().g * attachmentColor.g * 255);
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uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255);
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uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255);
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float* verticesPtr = attachmentVertices->buffer();
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float *verticesPtr = attachmentVertices->buffer();
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for (int j = 0; j < numVertices << 1; j += 2) {
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colors.Add(FColor(r, g, b, a));
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vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
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uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
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}
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|
||||
|
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for (int j = 0; j < numIndices; j++) {
|
||||
indices.Add(idx + attachmentIndices[j]);
|
||||
}
|
||||
|
||||
|
||||
int numTriangles = indices.Num() / 3;
|
||||
for (int j = 0; j < numTriangles; j++) {
|
||||
const int triangleIndex = j * 3;
|
||||
if (FVector::CrossProduct(
|
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vertices[indices[triangleIndex + 2]] - vertices[indices[triangleIndex]],
|
||||
vertices[indices[triangleIndex + 1]] - vertices[indices[triangleIndex]])
|
||||
.Y < 0.f) {
|
||||
vertices[indices[triangleIndex + 2]] - vertices[indices[triangleIndex]],
|
||||
vertices[indices[triangleIndex + 1]] - vertices[indices[triangleIndex]])
|
||||
.Y < 0.f) {
|
||||
const int32 targetVertex = indices[triangleIndex];
|
||||
indices[triangleIndex] = indices[triangleIndex + 2];
|
||||
indices[triangleIndex + 2] = targetVertex;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
FVector normal = FVector(0, 1, 0);
|
||||
for (int j = 0; j < numVertices; j++) {
|
||||
normals.Add(normal);
|
||||
|
||||
@ -331,12 +331,12 @@ bool USpineWidget::HasBone(const FString BoneName) {
|
||||
return false;
|
||||
}
|
||||
|
||||
FTransform USpineWidget::GetBoneTransform(const FString& BoneName) {
|
||||
FTransform USpineWidget::GetBoneTransform(const FString &BoneName) {
|
||||
CheckState();
|
||||
if (skeleton) {
|
||||
Bone *bone = skeleton->findBone(TCHAR_TO_UTF8(*BoneName));
|
||||
if (!bone) return FTransform();
|
||||
|
||||
|
||||
FMatrix localTransform;
|
||||
localTransform.SetIdentity();
|
||||
localTransform.SetAxis(2, FVector(bone->getA(), 0, bone->getC()));
|
||||
|
||||
@ -99,15 +99,15 @@ protected:
|
||||
|
||||
spine::Vector<float> worldVertices;
|
||||
spine::SkeletonClipping clipper;
|
||||
|
||||
|
||||
UPROPERTY();
|
||||
TArray<FVector> vertices;
|
||||
UPROPERTY();
|
||||
TArray<int32> indices;
|
||||
UPROPERTY();
|
||||
TArray<FVector> normals;
|
||||
UPROPERTY();
|
||||
TArray<FVector2D> uvs;
|
||||
UPROPERTY();
|
||||
TArray<FColor> colors;
|
||||
TArray<int32> indices;
|
||||
UPROPERTY();
|
||||
TArray<FVector> normals;
|
||||
UPROPERTY();
|
||||
TArray<FVector2D> uvs;
|
||||
UPROPERTY();
|
||||
TArray<FColor> colors;
|
||||
};
|
||||
|
||||
@ -101,7 +101,7 @@ half4 CombinedShapeLightFragment(VertexOutputSpriteURP2D input) : SV_Target
|
||||
surfaceData.albedo = main.rgb;
|
||||
surfaceData.alpha = 1;
|
||||
surfaceData.mask = mask;
|
||||
inputData.uv = input.texcoord;
|
||||
inputData.uv = input.texcoord.xy;
|
||||
inputData.lightingUV = input.lightingUV;
|
||||
half4 pixel = half4(CombinedShapeLightShared(surfaceData, inputData).rgb * main.a, main.a);
|
||||
#endif
|
||||
|
||||
@ -65,7 +65,7 @@ half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out ha
|
||||
additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
|
||||
}
|
||||
#else // !USE_FORWARD_PLUS
|
||||
int pixelLightCount = GetAdditionalLightsCount();
|
||||
uint pixelLightCount = GetAdditionalLightsCount();
|
||||
LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
|
||||
additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
|
||||
LIGHT_LOOP_END_SPINE
|
||||
@ -84,9 +84,9 @@ half3 LightweightLightFragmentSimplified(float3 positionWS, float2 positionCS, h
|
||||
InputData inputData; // LIGHT_LOOP_BEGIN macro requires InputData struct in USE_FORWARD_PLUS branch
|
||||
inputData.positionWS = positionWS;
|
||||
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(positionCS);
|
||||
|
||||
|
||||
uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
|
||||
int pixelLightCount = GetAdditionalLightsCount();
|
||||
uint pixelLightCount = GetAdditionalLightsCount();
|
||||
LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
|
||||
additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
|
||||
LIGHT_LOOP_END_SPINE
|
||||
@ -124,7 +124,7 @@ VertexOutput vert(appdata v) {
|
||||
if (color.a == 0) {
|
||||
o.color = color;
|
||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
||||
o.shadowedColor = color;
|
||||
o.shadowedColor = color.rgb;
|
||||
o.shadowCoord = float4(0, 0, 0, 0);
|
||||
#endif
|
||||
return o;
|
||||
@ -169,9 +169,11 @@ half4 frag(VertexOutput i
|
||||
// USE_FORWARD_PLUS lights need to be processed in fragment shader,
|
||||
// otherwise light culling by vertex will create a very bad lighting result.
|
||||
half3 shadowedColor;
|
||||
i.color.rgb += LightweightLightFragmentSimplified(i.positionWS, i.pos, i.normalWS, shadowedColor);
|
||||
i.color.rgb += LightweightLightFragmentSimplified(i.positionWS, i.pos.xy, i.normalWS, shadowedColor);
|
||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
||||
i.shadowedColor += shadowedColor;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
||||
half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);
|
||||
|
||||
@ -131,7 +131,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
|
||||
|
||||
#ifdef _ADDITIONAL_LIGHTS
|
||||
uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
|
||||
|
||||
|
||||
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
|
||||
half4 shadowMask = CalculateShadowMaskBackwardsCompatible(inputData);
|
||||
#else
|
||||
@ -145,7 +145,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
|
||||
finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex);
|
||||
}
|
||||
#endif
|
||||
int pixelLightCount = GetAdditionalLightsCount();
|
||||
uint pixelLightCount = GetAdditionalLightsCount();
|
||||
LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
|
||||
finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex);
|
||||
LIGHT_LOOP_END_SPINE
|
||||
@ -221,11 +221,11 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
|
||||
diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
|
||||
}
|
||||
#endif
|
||||
int pixelLightCount = GetAdditionalLightsCount();
|
||||
uint pixelLightCount = GetAdditionalLightsCount();
|
||||
LIGHT_LOOP_BEGIN(pixelLightCount)
|
||||
diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
|
||||
LIGHT_LOOP_END
|
||||
|
||||
|
||||
#endif
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
diffuseLighting += inputData.vertexLighting;
|
||||
@ -329,7 +329,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input
|
||||
#else
|
||||
inputData.normalizedScreenSpaceUV = 0;
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(SPECULAR)
|
||||
half2 metallicGloss = getMetallicGloss(input.texcoord.xy);
|
||||
half metallic = metallicGloss.x;
|
||||
|
||||
@ -2,7 +2,7 @@
|
||||
"name": "com.esotericsoftware.spine.urp-shaders",
|
||||
"displayName": "Spine Universal RP Shaders",
|
||||
"description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
||||
"version": "4.1.8",
|
||||
"version": "4.1.9",
|
||||
"unity": "2019.3",
|
||||
"author": {
|
||||
"name": "Esoteric Software",
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user