feat(render): Phase W Stage 4 — sky/weather portal-clip seal (LScape through the doorway)
The sky + weather (rain cylinder) are retail's LScape — 'the outside seen through the exit portal.' Retail PView::DrawCells (pseudo_c:432709) draws LScape clipped to the OutsideView when outside_view.view_count>0, then does a conditional Z-buffer-ONLY clear (432731) before the indoor cells. acdream now does the same: - sky.vert writes gl_ClipDistance against the SAME binding=2 TerrainClip UBO the terrain reads. The OutsideView planes are screen-space (NDC) half-spaces encoded as clip-space planes (nx,ny,0,dw); the test dot(plane,gl_Position)>=0 reduces after perspective divide to nx*ndcX+ny*ndcY+dw>=0 — projection-INDEPENDENT — so the same plane set clips the sky EXACTLY despite its separate dome projection. count==0 (outdoor) → all distances +1 → full-screen, bit-identical. Lighting/fog math untouched. - GameWindow: relocated the sky pre-scene + weather post-scene draws to their retail LScape positions, each in a local 8-plane clip bracket so sky.vert confines them to the doorway indoors / full-screen outdoors. Added the conditional doorway depth-ONLY Z-clear (no color → no blue hole), scissored to the OutsideView AABB. drawSkyThisFrame = seen_outside policy AND (outdoor OR exit-portal-in-view) — a sealed interior with no exit portal in view draws no sky (kills the full-screen-sky interim regression). Sky pre/post particle passes (particle.vert has no gl_ClipDistance) scissored to the doorway bbox. - ClipFrameAssembly gains HasOutsideView + OutsideViewNdcAabb (the doorway NDC AABB, computed for BOTH Planes and Scissor terrain modes — unlike TerrainScissorNdcAabb which is Scissor-only). - The pre-login goto SkipWorldGeometry moved BELOW the sky draw so the live sky still renders during the EnterWorld handshake (clipAssembly is null/no-clip pre-login → full-screen). Build green; App tests 160/160. Stage 4 tests + verify-annotations follow. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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3 changed files with 194 additions and 30 deletions
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@ -95,6 +95,22 @@ public sealed class ClipFrameAssembly
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/// <see cref="TerrainMode"/> is <see cref="TerrainClipMode.Scissor"/>. Unused otherwise.</summary>
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public required Vector4 TerrainScissorNdcAabb { get; init; }
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/// <summary>True ⇒ the OutsideView (the exit-portal screen region) is meaningfully visible this
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/// frame — the camera can see outdoors through a portal chain (<see cref="TerrainMode"/> is
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/// <see cref="TerrainClipMode.Planes"/> or <see cref="TerrainClipMode.Scissor"/>). False ⇒ a
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/// sealed interior with no exit portal in view (<see cref="TerrainClipMode.Skip"/>). Drives the
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/// Stage 4 sky/weather draw + the conditional doorway Z-clear. Always false on the outdoor root
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/// (the caller does not invoke <see cref="ClipFrameAssembler.Assemble"/> there).</summary>
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public required bool HasOutsideView { get; init; }
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/// <summary>NDC AABB (minX,minY,maxX,maxY) of the OutsideView screen region — the doorway
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/// opening's bounding box. Computed whenever <see cref="HasOutsideView"/> is true, for BOTH the
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/// Planes and Scissor terrain modes (unlike <see cref="TerrainScissorNdcAabb"/>, which is valid
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/// only in Scissor mode). Stage 4 scissors the conditional doorway depth-only Z-clear (retail
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/// PView::DrawCells:432731) and the sky/weather particle passes to this region. Degenerate
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/// (<see cref="Vector4.Zero"/>) when <see cref="HasOutsideView"/> is false.</summary>
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public required Vector4 OutsideViewNdcAabb { get; init; }
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// ---- Probe data (ACDREAM_PROBE_VIS / RenderingDiagnostics.EmitVis) --------
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/// <summary>Plane count the OutsideView reduced to (0 ⇒ scissor or empty).</summary>
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@ -196,6 +212,17 @@ public static class ClipFrameAssembler
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scissorFallbacks++;
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}
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// Stage 4: the doorway screen-space AABB (the OutsideView union bounds), available for
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// BOTH Planes and Scissor modes — the sky/weather particle scissor + the conditional
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// doorway Z-clear need it regardless of how the OutsideView reduced to a gate.
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// TerrainScissorNdcAabb above is only valid in Scissor mode; the OutsideView CellView
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// always tracks its Min/Max as polygons accumulate, so it is the single source here.
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bool hasOutsideView = terrainMode != TerrainClipMode.Skip;
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Vector4 outsideViewNdcAabb = (hasOutsideView && !pvFrame.OutsideView.IsEmpty)
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? new Vector4(pvFrame.OutsideView.MinX, pvFrame.OutsideView.MinY,
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pvFrame.OutsideView.MaxX, pvFrame.OutsideView.MaxY)
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: Vector4.Zero;
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return new ClipFrameAssembly
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{
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Frame = frame,
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@ -204,6 +231,8 @@ public static class ClipFrameAssembler
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OutdoorVisible = outdoorVisible,
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TerrainMode = terrainMode,
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TerrainScissorNdcAabb = terrainScissor,
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HasOutsideView = hasOutsideView,
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OutsideViewNdcAabb = outsideViewNdcAabb,
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OutsidePlaneCount = ov.Count,
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PerCellPlaneCounts = perCellPlaneCounts,
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ScissorFallbacks = scissorFallbacks,
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@ -7272,32 +7272,20 @@ public sealed class GameWindow : IDisposable
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// call further below.
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// Stage 3 (2026-06-02): sky gate uses seen_outside per retail RenderNormalMode:92649.
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// Outdoor root (cameraInsideCell=false): always render sky.
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// Building interior (cameraInsideCell=true, rootSeenOutside=true): render sky —
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// it draws full-screen here until Stage 4 clips it to the doorway via OutsideView.
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// Building interior (cameraInsideCell=true, rootSeenOutside=true): render sky — clipped
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// to the doorway via the OutsideView (Stage 4, below).
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// Sealed dungeon (cameraInsideCell=true, rootSeenOutside=false): no sky.
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// NOTE: interim regression until Stage 4 — sky draws full-screen in building interiors.
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// This is expected per the EXECUTION POLICY; do NOT add a workaround gate.
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bool renderSky = !cameraInsideCell || rootSeenOutside;
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if (renderSky)
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{
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_skyRenderer?.RenderSky(camera, camPos, (float)WorldTime.DayFraction,
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_activeDayGroup, kf, environOverrideActive);
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if (_particleSystem is not null && _particleRenderer is not null)
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_particleRenderer.Draw(_particleSystem, camera, camPos,
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AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene);
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}
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// Phase W Stage 4 (2026-06-02): the sky/weather DRAW moved DOWN to its retail LScape
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// position — AFTER the portal-visibility ClipFrame is assembled — so it can be clipped to
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// the doorway (OutsideView) by sky.vert's gl_ClipDistance. See the "[Stage 4] sky
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// pre-scene" block after UploadShared. renderSky is the seen_outside policy gate; the draw
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// additionally requires an exit portal in view when indoors (drawSkyThisFrame, below).
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// K-fix1 (2026-04-26): suppress terrain + entity rendering
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// while live mode is configured but the chase camera hasn't
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// engaged yet — pairs with the streaming-Tick gate in
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// OnUpdate so absolutely nothing of the world (Holtburg or
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// otherwise) renders pre-login. The sky still draws above so
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// the user sees a live, time-of-day-correct sky during the
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// brief connection + character-list + EnterWorld handshake.
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if (IsLiveModeWaitingForLogin)
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{
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goto SkipWorldGeometry;
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}
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// K-fix1 (2026-04-26): the pre-login world-suppression gate (goto SkipWorldGeometry)
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// moved DOWN — below the sky pre-scene draw (Phase W Stage 4) — so the live sky still
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// draws during the connection + EnterWorld handshake while the world geometry is skipped.
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// See the gate just before the world-geometry clip bracket.
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// Phase U.4: build the SHARED per-frame clip data from the portal-
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// visibility result, ahead of both terrain and entity draws.
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@ -7387,12 +7375,62 @@ public sealed class GameWindow : IDisposable
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_envCellRenderer?.SetClipRegionSsbo(_clipFrame.RegionSsbo);
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_terrain?.SetClipUbo(_clipFrame.TerrainUbo);
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// ── [Stage 4] sky pre-scene (LScape, drawn through the doorway) ─────────────
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// Phase W Stage 4 (2026-06-02): the sky + (post-scene) weather are retail's LScape —
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// "the outside seen through the exit portal." They draw clipped to the OutsideView via
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// sky.vert's gl_ClipDistance against the SAME binding=2 TerrainClip UBO the terrain reads
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// (just uploaded by UploadShared above). Retail PView::DrawCells (pseudo_c:432709) draws
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// LScape first when outside_view.view_count > 0; RenderNormalMode (92649) gates it on
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// seen_outside. drawSkyThisFrame = the seen_outside policy (renderSky) AND somewhere to
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// draw it: outdoors (clipAssembly == null → full-screen) OR indoors with an exit portal in
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// view (HasOutsideView). An interior with no exit portal in the current view draws no sky
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// (no full-screen bleed). skyDoorwayClip drives the doorway scissor for the particle
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// passes (particle.vert has no gl_ClipDistance) and the conditional Z-clear below.
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bool skyDoorwayClip = clipAssembly is not null && clipAssembly.HasOutsideView;
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bool drawSkyThisFrame = renderSky && (clipAssembly is null || clipAssembly.HasOutsideView);
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System.Numerics.Vector4 skyDoorwayNdc = clipAssembly?.OutsideViewNdcAabb ?? default;
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if (drawSkyThisFrame)
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{
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// Sky MESH: enable the 8 clip planes around RenderSky so sky.vert clips it to the
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// OutsideView (binding=2 UBO: count>0 indoor → confined to the doorway; count==0
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// outdoor → all distances +1 → full-screen, bit-identical to pre-Stage-4). Re-bind
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// binding=2 (UBO namespace) defensively — SkyRenderer does not own it, and we must not
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// inherit whatever was last bound (memory: render-self-contained-gl-state).
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_gl.BindBufferBase(BufferTargetARB.UniformBuffer,
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ClipFrame.TerrainClipUboBinding, _clipFrame.TerrainUbo);
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for (int _cp = 0; _cp < ClipFrame.MaxPlanes; _cp++)
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_gl.Enable(EnableCap.ClipDistance0 + _cp);
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_skyRenderer?.RenderSky(camera, camPos, (float)WorldTime.DayFraction,
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_activeDayGroup, kf, environOverrideActive);
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for (int _cp = 0; _cp < ClipFrame.MaxPlanes; _cp++)
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_gl.Disable(EnableCap.ClipDistance0 + _cp);
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// SkyPreScene particles (particle.vert, no gl_ClipDistance) → scissor to the doorway
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// bbox indoors. Outdoors (skyDoorwayClip=false) draws full-screen.
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if (_particleSystem is not null && _particleRenderer is not null)
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{
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bool sc = BeginDoorwayScissor(skyDoorwayClip, skyDoorwayNdc);
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_particleRenderer.Draw(_particleSystem, camera, camPos,
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AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene);
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if (sc) _gl.Disable(EnableCap.ScissorTest);
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}
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}
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// K-fix1 (2026-04-26): suppress terrain + entity rendering while live mode is configured
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// but the chase camera hasn't engaged yet. The sky (above) still draws during login so the
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// user sees a live, time-of-day-correct sky through the connection + EnterWorld handshake;
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// the world geometry below is skipped. (Phase W Stage 4: moved BELOW the sky draw — the sky
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// now needs the assembled ClipFrame, which is harmless/no-clip pre-login.)
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if (IsLiveModeWaitingForLogin)
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goto SkipWorldGeometry;
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// Phase U.3: enable the 8 hardware clip planes for the world-geometry
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// block ONLY. All gl_ClipDistance-writing draws (terrain, entities, and
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// U.4's EnvCellRenderer.Render) MUST be inside this enable/disable
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// bracket; everything else (sky, particles, weather, debug, UI) renders
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// with clip DISABLED. Sky already drew above (must not be clipped);
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// particles/weather/debug/UI draw below the matching glDisable. Scoping
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// bracket; everything else (particles, weather, debug, UI) renders with
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// clip DISABLED. The sky/weather drew/draws above + below in their OWN
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// local clip brackets (sky.vert now writes gl_ClipDistance); the
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// particles/weather-particles/debug/UI draw with clip OFF. Scoping
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// the enable here (instead of a permanent init-time enable) avoids the
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// undefined behavior of leaving GL_CLIP_DISTANCE_i on for shaders that
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// never write gl_ClipDistance[i] — a driver is free to clip those away.
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@ -7467,6 +7505,21 @@ public sealed class GameWindow : IDisposable
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animatedIds.Add(k);
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}
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// ── [Stage 4] conditional doorway Z-clear ───────────────────────────────────
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// Retail PView::DrawCells @ pseudo_c:432731: after the landscape (sky + terrain) is drawn
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// through the exit portal, RenderDevice->Clear(flag 4 = Z-BUFFER ONLY, NOT color) resets
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// depth so the indoor walls / entities draw cleanly on top without z-fighting at the portal
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// plane. Depth ONLY — never color — so there is NO blue clear-color hole: the sky / terrain
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// color already written through the doorway stays, and the opaque cell shells overpaint the
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// doorway-bbox corners. Scissored to the OutsideView AABB so only the doorway region's depth
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// is cleared. Fires only for an indoor root with an exit portal in view (skyDoorwayClip).
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if (skyDoorwayClip)
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{
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bool _zc = BeginDoorwayScissor(true, skyDoorwayNdc);
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_gl.Clear(ClearBufferMask.DepthBufferBit);
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if (_zc) _gl.Disable(EnableCap.ScissorTest);
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}
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// Phase U.4: render the indoor cell SHELLS (walls / floors / ceilings)
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// — previously DORMANT (EnvCellRenderer.Render was never called in the
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// live loop). Inside the clip bracket so each cell's instances are gated
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@ -7515,16 +7568,33 @@ public sealed class GameWindow : IDisposable
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// instead of being painted over by them. This is the second
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// half of retail's LScape::draw split — GameSky::Draw(1)
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// fires after the DrawBlock loop. Same indoor gate as the
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// sky pass: weather follows renderSky (seen_outside policy,
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// Stage 3: suppressed in sealed dungeons, visible in building
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// interiors through exit portals, always visible outdoors).
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if (renderSky)
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// sky pass: weather follows the same drawSkyThisFrame gate (seen_outside policy AND an
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// exit portal in view when indoors), and — Phase W Stage 4 — draws inside its OWN local
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// clip bracket so sky.vert clips the rain cylinder to the doorway indoors (full-screen
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// outdoors). Suppressed in sealed dungeons / interiors with no exit portal in view.
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if (drawSkyThisFrame)
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{
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// Weather MESH (rain cylinder): re-bind binding=2 (the OutsideView UBO) defensively,
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// enable the 8 clip planes around RenderWeather, disable after. count==0 outdoors ⇒
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// full-screen rain, unchanged.
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_gl.BindBufferBase(BufferTargetARB.UniformBuffer,
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ClipFrame.TerrainClipUboBinding, _clipFrame.TerrainUbo);
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for (int _cp = 0; _cp < ClipFrame.MaxPlanes; _cp++)
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_gl.Enable(EnableCap.ClipDistance0 + _cp);
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_skyRenderer?.RenderWeather(camera, camPos, (float)WorldTime.DayFraction,
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_activeDayGroup, kf, environOverrideActive);
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for (int _cp = 0; _cp < ClipFrame.MaxPlanes; _cp++)
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_gl.Disable(EnableCap.ClipDistance0 + _cp);
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// SkyPostScene particles (particle.vert, no gl_ClipDistance) → scissor to the doorway
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// bbox indoors, full-screen outdoors.
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if (_particleSystem is not null && _particleRenderer is not null)
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{
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bool sc = BeginDoorwayScissor(skyDoorwayClip, skyDoorwayNdc);
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_particleRenderer.Draw(_particleSystem, camera, camPos,
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AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene);
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if (sc) _gl.Disable(EnableCap.ScissorTest);
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}
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}
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// Debug: draw collision shapes as wireframe cylinders around the
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@ -8847,6 +8917,31 @@ public sealed class GameWindow : IDisposable
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}
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}
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// Phase W Stage 4: set a glScissor to an NDC AABB (the doorway / OutsideView region) in
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// framebuffer pixels and enable the scissor test; returns true iff applied (the caller then
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// disables EnableCap.ScissorTest after its draw/clear). Mirrors the terrain Scissor-mode
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// NDC→pixel conversion (one source for the box math). Used to confine the sky/weather particle
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// passes (particle.vert has no gl_ClipDistance) and the conditional doorway depth-only Z-clear
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// to the doorway opening. Returns false (no scissor) when not applied (outdoor / no window).
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private bool BeginDoorwayScissor(bool apply, System.Numerics.Vector4 ndcAabb)
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{
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if (!apply || _window is null) return false;
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var fb = _window.FramebufferSize;
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// NDC [-1,1] → window pixels. Clamp so a doorway opening that extends past a screen edge
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// still yields a valid box (same clamp the terrain Scissor path uses).
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float nx0 = System.Math.Clamp(ndcAabb.X, -1f, 1f);
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float ny0 = System.Math.Clamp(ndcAabb.Y, -1f, 1f);
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float nx1 = System.Math.Clamp(ndcAabb.Z, -1f, 1f);
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float ny1 = System.Math.Clamp(ndcAabb.W, -1f, 1f);
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int px = (int)System.MathF.Floor((nx0 * 0.5f + 0.5f) * fb.X);
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int py = (int)System.MathF.Floor((ny0 * 0.5f + 0.5f) * fb.Y);
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int pw = (int)System.MathF.Ceiling((nx1 - nx0) * 0.5f * fb.X);
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int ph = (int)System.MathF.Ceiling((ny1 - ny0) * 0.5f * fb.Y);
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_gl!.Enable(EnableCap.ScissorTest);
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_gl.Scissor(px, py, (uint)System.Math.Max(1, pw), (uint)System.Math.Max(1, ph));
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return true;
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}
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/// <summary>
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/// Derive the current sun (directional light, slot 0 of the UBO)
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/// from the interpolated <see cref="AcDream.Core.World.SkyKeyframe"/>,
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@ -65,6 +65,33 @@ layout(std140, binding = 1) uniform SceneLighting {
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vec4 uCameraAndTime;
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};
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// === Phase W Stage 4: sky/weather portal clip (the OutsideView region) ========
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// The sky + weather (rain cylinder) meshes are "the outside seen through a
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// doorway" — retail draws them as part of LScape, clipped to the exit-portal
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// region (PView::DrawCells @ 0x005a4840). acdream gates them with the SAME
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// binding=2 TerrainClip UBO the terrain shader reads (ClipFrame.SetTerrainClip →
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// the OutsideView convex planes). The planes are SCREEN-SPACE (NDC) half-spaces
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// encoded as clip-space planes (nx, ny, 0, dw) with the test
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// dot(plane, gl_Position) >= 0. After the perspective divide that reduces to
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// nx*ndcX + ny*ndcY + dw >= 0 — INDEPENDENT of the projection matrix. So the same
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// plane set clips the sky correctly even though the sky uses its OWN dome
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// projection (uSkyProjection / uSkyView, translation-zeroed) rather than the
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// camera view-proj. uTerrainClipCount == 0 (outdoor / no exit portal visible)
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// ungates the sky entirely (the second loop sets all 8 distances to +1.0 ⇒
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// full-screen sky, bit-identical to pre-Stage-4). Host enables GL_CLIP_DISTANCE0..7
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// only around the sky/weather draws.
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layout(std140, binding = 2) uniform TerrainClip {
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int uTerrainClipCount;
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vec4 uTerrainClipPlanes[8];
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};
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// Core profile: redeclare gl_PerVertex so writing gl_ClipDistance[] is legal
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// (mirrors terrain_modern.vert). Sized 8 to match GL_MAX_CLIP_DISTANCES >= 8.
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_ClipDistance[8];
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};
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out vec2 vTex;
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out vec3 vTint;
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out float vFogFactor; // 1 = no fog (close), 0 = full fog (far)
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@ -113,4 +140,17 @@ void main() {
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float fogEnd = uFogParams.y;
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float span = max(fogEnd - fogStart, 1e-3);
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vFogFactor = clamp((fogEnd - dist) / span, 0.0, 1.0);
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// Phase W Stage 4: clip the sky/weather to the OutsideView (doorway) region.
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// With uTerrainClipCount == 0 (outdoor / no exit portal in view) the first loop
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// is skipped and the second sets all 8 distances to +1.0 ⇒ no clipping ⇒
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// full-screen sky. Indoors with an exit portal visible, the OutsideView planes
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// confine the sky to the doorway opening — exactly, per-fragment, matching the
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// terrain (no scissor approximation). plane.z is 0 (a screen-space slab), so the
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// sky's depth / dome radius is irrelevant. gl_Position here is the sky's own
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// dome-projected clip position; the NDC-plane test is projection-independent.
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for (int i = 0; i < uTerrainClipCount; ++i)
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gl_ClipDistance[i] = dot(uTerrainClipPlanes[i], gl_Position);
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for (int i = uTerrainClipCount; i < 8; ++i)
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gl_ClipDistance[i] = 1.0;
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}
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Reference in a new issue