Merge remote-tracking branch 'origin/master'
This commit is contained in:
commit
2d996602a4
10 changed files with 204 additions and 80 deletions
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@ -23,45 +23,57 @@
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#include <primitive/triangle.h>
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#include <shader/simpleshadowshader.h>
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#include <light/sunlight.h>
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#include "scene/fastscene.h"
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#include "shader/toneshader.h"
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int main()
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{
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int main() {
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SimpleScene scene;
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scene.setEnvironmentMap(std::make_shared<Texture>("../data/clear_blue_sky.jpg"));
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// scene.setEnvironmentMap(std::make_shared<Texture>("../data/TychoSkymapII.t5_04096x02048.png"));
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scene.setBackgroundColor(Color(0.1,0.1,0.1));
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scene.setBackgroundColor(Color(0.1, 0.1, 0.1));
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// Light
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auto mainLight = std::make_shared<SunLight>(Vector3d(-6.0f, -0.5f, 2.0f), 2.0f,
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Color(1, 1, 1));//Color(1, 0.79f, 0.62f));
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scene.add(mainLight);
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scene.add(std::make_shared<AmbientLight>(0.1f));
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// Set up the camera
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PerspectiveCamera camera;
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camera.setFovAngle(90.0f);
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camera.setPosition(Vector3d(0.0f, -2.0f, -5.0f));
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camera.setForwardDirection(Vector3d(1.0f, 0.1f, 0.2f));
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camera.setFovAngle(70.0f);
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camera.setPosition(Vector3d(0.0f, 1.0f, 0.0f));
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camera.setForwardDirection(Vector3d(1.0f, 0.0f, 0.0f));
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// Final camera Position
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// camera.setPosition(Vector3d(0.0f, -4.9f, 0.0f));
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// camera.setForwardDirection(Vector3d(1.0f, 0.2f, 0.0f));
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// camera.setPosition(Vector3d(0.0f, -4.9f, 0.0f));
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// camera.setForwardDirection(Vector3d(1.0f, 0.2f, 0.0f));
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camera.setUpDirection(Vector3d(0.0f, 1.0f, 0.0f));
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// Shader
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auto gold = std::make_shared<CookTorranceShader>(Color(0.83f, 0.69f, 0.22f), Color(1.0f, 0.08f, 0.58f), 1.2f, 0.2f);
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auto green = std::make_shared<ToneShader>(mainLight, Color(1, 1, 1), Color(0.1f, 0.6f, 0.1f), Color(0,0,0));
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auto orange = std::make_shared<PhongShader>(Color(1.0f, 0.64f, 0.0f), 1.0f, Color(1.0f, 1.0f, 1.0f), 1.0f, 25.0f);
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auto white = std::make_shared<LambertShader>(Color(0.9f, 0.9f, 0.9f));
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auto fiona_color = std::make_shared<PhongShader>(Color(0.4f, 1.0f, 0.f), 1.0f, Color(1.0f, 1.0f, 1.0f), 1.0f, 25.0f);
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auto white = std::make_shared<SimpleShadowShader>(Color(0.9f, 0.9f, 0.9f));
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auto fiona_color = std::make_shared<PhongShader>(Color(0.4f, 1.0f, 0.f), 1.0f, Color(1.0f, 1.0f, 1.0f), 1.0f,
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25.0f);
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auto mirror = std::make_shared<MirrorShader>();
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auto glass = std::make_shared<RefractionShader>(1.31f, 1.0f);
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// BRDF
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auto gold_metallic_paint2 = std::make_shared<BrdfShader>("../data/BRDF/gold-metallic-paint2.binary", Color(7.0f, 7.0f, 7.0f));
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auto alumina_oxide = std::make_shared<BrdfShader>("../data/BRDF/alumina-oxide.binary", Color(7.0f, 7.0f, 7.0f));
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auto gold_metallic_paint2 = std::make_shared<BrdfShader>("../data/BRDF/gold-metallic-paint2.binary",
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Color(2.0f, 5.0f, 7.0f));
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auto alumina_oxide = std::make_shared<BrdfShader>("../data/BRDF/alumina-oxide.binary", Color(7.0f, 0.0f, 5.0f));
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auto chrome_steel = std::make_shared<BrdfShader>("../data/BRDF/chrome-steel.binary", Color(0.0f, 7.0f, 2.0f));
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// Make Objects
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auto house = std::make_shared<ObjModel>(alumina_oxide);
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auto temple = std::make_shared<ObjModel>(gold_metallic_paint2);
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house->loadObj("../data/NewObjects/house/objBuilding.obj", Vector3d(1.0f, 1.0f, 1.0f), Vector3d(20.0f, -6.0f, 10.0f));
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house->loadObj("../data/NewObjects/house/objBuilding.obj", Vector3d(1.0f, 1.0f, 1.0f),
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Vector3d(20.0f, -6.0f, 10.0f));
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temple->loadObj("../data/NewObjects/Random/Temple.obj", Vector3d(0.1f, 0.1f, 0.1f), Vector3d(30.0f, -6.0f, -10.0f));
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@ -74,7 +86,10 @@ int main()
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// Add clouds
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auto cloudSettings = CloudSettings();
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cloudSettings.scale = 16.0f;
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cloudSettings.seed = 42;
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cloudSettings.lightAbsorptionTowardsLight = 0.6f;
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cloudSettings.lightAbsorptionThroughCloud = 1.0f;
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cloudSettings.densityOffset = -0.65f;
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auto cloudShader = std::make_shared<CloudShader>(cloudSettings);
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scene.add(std::make_shared<Box>(Vector3d(30.0f, 10.0f, 0.0f), Vector3d(75.0f, 10.0f, 75.0f), cloudShader));
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@ -82,22 +97,15 @@ int main()
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// Insert Objects
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scene.add(house);
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scene.add(temple);
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scene.add(std::make_shared<Sphere>(Vector3d(3.0f, -2.0f, -5.0f), 0.5f, mirror));
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// Light
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auto mainLight = std::make_shared<SunLight>(Vector3d(-10.0f, -0.5f, -1.0f), 2.0f, Color(1,1,1));//Color(1, 0.79f, 0.62f));
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scene.add(mainLight);
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scene.add(std::make_shared<AmbientLight>(0.1f));
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//scene.add(house);
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//scene.add(temple);
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//scene.add(std::make_shared<Sphere>(Vector3d(3.0f, -2.0f, -5.0f), 0.5f, mirror));
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scene.add(std::make_shared<Sphere>(Vector3d(6.0f, -2.0f, -1.0f), 5.0f, green));
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// Render
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SimpleRenderer rendererTest;
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int width = 1920;
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Texture imageSceneToTest = rendererTest.renderImage(scene, camera, width, width/16 * 9);
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int width = 512;
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Texture imageSceneToTest = rendererTest.renderImage(scene, camera, width, width / 16 * 9);
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// initialize renderer: aperture = lens thickness, secondaryRayCount = how many rays per pixel are created
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// focalLength = the area which is in focus
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@ -114,17 +122,17 @@ int main()
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*/
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// save images
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// imageSceneToTest.save("result.png");
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// image.save("result.png");
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// image.save("resultWithBloom");
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imageSceneToTest.save("result1.png");
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// image.save("result.png");
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// image.save("resultWithBloom");
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CImg<float> image = imageSceneToTest.getImage();
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CImg<unsigned char> img_8bit(image.width(), image.height(), 1, 3);
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cimg_forXYC(image,x,y,c) {
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img_8bit(x,y,c) = (unsigned char)std::round(image(x, y, c) * 255);
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}
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cimg_forXYC(image, x, y, c) {
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img_8bit(x, y, c) = (unsigned char) std::round(image(x, y, c) * 255);
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}
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CImgDisplay disp(img_8bit, "My Rendered Image",0, false, false);
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CImgDisplay disp(img_8bit, "My Rendered Image", 0, false, false);
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while (!disp.is_closed()) {
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disp.wait();
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disp.display(img_8bit);
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@ -1,21 +1,50 @@
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#include <chrono>
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#include <iostream>
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#include <thread>
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#include "cloudnoise.h"
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#include "worleynoise.h"
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#include "perlinnoise.h"
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CloudNoise::CloudNoise(int size, unsigned int seed) : Noise(size)
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CloudNoise::CloudNoise(int size, unsigned int seed) : Noise(size), worleyNoise1(WorleyNoise(std::min(LOWRES_SIZE, size), 3, seed)),
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worleyNoise3(WorleyNoise(size, 15, seed)),
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perlinNoise1(PerlinNoise(std::min(LOWRES_SIZE, size), 3, seed)),
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perlinNoise2(PerlinNoise(size, 15, seed))
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{
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int minSize = std::min(32, size);
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// Some worley noises
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WorleyNoise worleyNoise1(minSize, 3, seed);
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WorleyNoise worleyNoise3(size, 15, seed);
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// Some perlin noises
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PerlinNoise perlinNoise1(minSize, 3, seed);
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PerlinNoise perlinNoise2(size, 15, seed);
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auto start = std::chrono::high_resolution_clock::now();
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// Generate the noise
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for (int x = 0; x < size; x++)
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int const nThreads = (int) std::thread::hardware_concurrency() - 1;
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int threadSize = std::floor((float) size / (float) nThreads);
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int remaining = size - nThreads * threadSize;
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std::vector<std::thread> threads;
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for (int n = 0; n < nThreads; n++)
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{
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threads.emplace_back(runCloudNoiseInThread, n * threadSize, threadSize, this);
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}
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renderNoiseThread(nThreads * threadSize, remaining);
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// Rejoin the threads
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for (int t = 0; t < nThreads; ++t)
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{
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threads[t].join();
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}
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// Duration of computation
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auto stop = std::chrono::high_resolution_clock::now();
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auto duration = std::chrono::duration_cast<std::chrono::seconds>(stop - start);
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std::cout << "Finished computing Cloud noise for size " << size << " in "
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<< duration.count() << " seconds" << std::endl;
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}
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void CloudNoise::runCloudNoiseInThread(int xOffset, int xSize, CloudNoise *noise)
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{
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noise->renderNoiseThread(xOffset, xSize);
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}
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void CloudNoise::renderNoiseThread(int xOffset, int xSize)
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{
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for (int x = xOffset; x < xOffset + xSize; x++)
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{
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for (int y = 0; y < size; y++)
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{
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@ -37,4 +66,4 @@ CloudNoise::CloudNoise(int size, unsigned int seed) : Noise(size)
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}
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}
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}
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}
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}
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@ -3,6 +3,10 @@
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#include "noise.h"
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#include "worleynoise.h"
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#include "perlinnoise.h"
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int const LOWRES_SIZE = 32;
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class CloudNoise : public Noise
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{
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@ -12,7 +16,20 @@ public:
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* @param size
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* @param seed 0 for random seed
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*/
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CloudNoise(int size, unsigned int seed = 0);
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explicit CloudNoise(int size, unsigned int seed = 0);
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void renderNoiseThread(int xOffset, int xSize);
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private:
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// Some worley noises
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WorleyNoise worleyNoise1;
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WorleyNoise worleyNoise3;
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// Some perlin noises
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PerlinNoise perlinNoise1;
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PerlinNoise perlinNoise2;
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static void runCloudNoiseInThread(int xOffset, int xSize, CloudNoise *noise);
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};
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@ -1,5 +1,7 @@
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#include <random>
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#include <algorithm>
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#include <thread>
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#include <iostream>
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#include "perlinnoise.h"
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Vector3d PerlinNoise::randomGradient()
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@ -72,6 +74,8 @@ PerlinNoise::PerlinNoise(int size, int gridSize, unsigned int seed) : Noise(size
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void PerlinNoise::generateNoise()
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{
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auto start = std::chrono::high_resolution_clock::now();
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// Generate gradients
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gradients.clear();
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gradients.resize(pow(gridSize, 3));
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@ -81,15 +85,21 @@ void PerlinNoise::generateNoise()
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}
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// Generate each pixel
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for (int x = 0; x < size; x++)
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int const nThreads = (int) std::thread::hardware_concurrency() - 1;
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int threadSize = std::floor((float) size / (float) nThreads);
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int remaining = size - nThreads * threadSize;
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std::vector<std::thread> threads;
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for (int n = 0; n < nThreads; n++)
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{
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for (int y = 0; y < size; y++)
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{
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for (int z = 0; z < size; z++)
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{
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setNoise(x, y, z, getGradientValue(x, y, z));
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}
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}
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threads.emplace_back(runPerlinNoiseInThread, n * threadSize, threadSize, this);
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}
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renderNoiseThread(nThreads * threadSize, remaining);
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// Rejoin the threads
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for (int t = 0; t < nThreads; ++t)
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{
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threads[t].join();
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}
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// Normalize cloudNoise map to [0, 1]
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@ -100,6 +110,32 @@ void PerlinNoise::generateNoise()
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{
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value = (value - min) / (max - min);
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});
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// Duration of computation
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auto stop = std::chrono::high_resolution_clock::now();
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auto duration = std::chrono::duration_cast<std::chrono::seconds>(stop - start);
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std::cout << "Finished computing Perlin noise for size " << size << " and grid size " << gridSize << " in "
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<< duration.count() << " seconds" << std::endl;
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}
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void PerlinNoise::runPerlinNoiseInThread(int xOffset, int xSize, PerlinNoise *noise)
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{
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noise->renderNoiseThread(xOffset, xSize);
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}
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void PerlinNoise::renderNoiseThread(int xOffset, int xSize)
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{
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for (int x = xOffset; x < xOffset + xSize; x++)
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{
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for (int y = 0; y < size; y++)
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{
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for (int z = 0; z < size; z++)
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{
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setNoise(x, y, z, getGradientValue(x, y, z));
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}
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}
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}
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}
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float PerlinNoise::getCornerValue(Vector3d position, Vector3d corner)
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@ -16,6 +16,7 @@ public:
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*/
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PerlinNoise(int size, int gridSize, unsigned int seed = 0);
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void renderNoiseThread(int xOffset, int xSize);
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private:
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void generateNoise();
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std::normal_distribution<float> distribution;
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@ -29,6 +30,9 @@ private:
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float getGradientValue(int x, int y, int z);
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float getCornerValue(Vector3d position, Vector3d corner);
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static void runPerlinNoiseInThread(int xOffset, int xSize, PerlinNoise *noise);
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};
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@ -2,9 +2,15 @@
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#include <iostream>
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#include <algorithm>
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#include <set>
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#include <thread>
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#include "worleynoise.h"
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#include "common/vector3d.h"
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void WorleyNoise::runWorleyNoiseInThread(int xOffset, int xSize, WorleyNoise *noise)
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{
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noise->renderNoiseThread(xOffset, xSize);
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}
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void WorleyNoise::generateNoise()
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{
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auto start = std::chrono::high_resolution_clock::now();
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@ -36,7 +42,43 @@ void WorleyNoise::generateNoise()
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noiseMap.clear();
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noiseMap.resize(size * size * size);
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for (int x = 0; x < size; x++)
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int const nThreads = (int) std::thread::hardware_concurrency() - 1;
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int threadSize = std::floor((float) size / (float) nThreads);
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int remaining = size - nThreads * threadSize;
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std::vector<std::thread> threads;
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for (int n = 0; n < nThreads; n++)
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{
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threads.emplace_back(runWorleyNoiseInThread, n * threadSize, threadSize, this);
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}
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renderNoiseThread(nThreads * threadSize, remaining);
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// Rejoin the threads
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for (int t = 0; t < nThreads; ++t)
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{
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threads[t].join();
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}
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// Normalize cloudNoise map to [0, 1]
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float min = *std::min_element(noiseMap.begin(), noiseMap.end());
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float max = *std::max_element(noiseMap.begin(), noiseMap.end());
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std::for_each(noiseMap.begin(), noiseMap.end(), [min, max](float &value)
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{
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value = (value - min) / (max - min);
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});
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// Duration of computation
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auto stop = std::chrono::high_resolution_clock::now();
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auto duration = std::chrono::duration_cast<std::chrono::seconds>(stop - start);
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std::cout << "Finished computing Worley noise for size " << size << " and " << numberOfPoints << " points in "
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<< duration.count() << " seconds" << std::endl;
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}
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void WorleyNoise::renderNoiseThread(int xOffset, int xSize)
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{
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for (int x = xOffset; x < xOffset + xSize; x++)
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{
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||||
for (int y = 0; y < size; y++)
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{
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|
@ -48,22 +90,6 @@ void WorleyNoise::generateNoise()
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}
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}
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}
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// Normalize getNoise map to [0, 1]
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float min = *std::min_element(noiseMap.begin(), noiseMap.end());
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float max = *std::max_element(noiseMap.begin(), noiseMap.end());
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for (int i = 0; i < noiseMap.size(); i++)
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{
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noiseMap[i] = (noiseMap[i] - min) / (max - min);
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}
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// Duration of computation
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||||
auto stop = std::chrono::high_resolution_clock::now();
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auto duration = std::chrono::duration_cast<std::chrono::seconds>(stop - start);
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||||
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std::cout << "Finished computing Worley noise for size " << size << " and " << numberOfPoints << " points in "
|
||||
<< duration.count() << " seconds" << std::endl;
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||||
}
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||||
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WorleyNoise::WorleyNoise(int size, int numberOfPoints, unsigned int seed) : numberOfPoints(numberOfPoints), Noise(size)
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|
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|
@ -18,6 +18,8 @@ public:
|
|||
*/
|
||||
WorleyNoise(int size, int numberOfPoints, unsigned int seed = 0);
|
||||
|
||||
void renderNoiseThread(int xOffset, int xSize);
|
||||
|
||||
protected:
|
||||
int numberOfPoints;
|
||||
std::vector<Vector3d> points; // 3D-Array, each cell represents a subcell. There are numberOfPoints^3 subcells.
|
||||
|
@ -32,6 +34,8 @@ protected:
|
|||
void generateNoise();
|
||||
|
||||
std::vector<Vector3d> getSubcellPoints(Vector3d point);
|
||||
|
||||
static void runWorleyNoiseInThread(int xOffset, int xSize, WorleyNoise *noise);
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -50,9 +50,9 @@ int main()
|
|||
// scene.add(std::make_shared<Box>(Vector3d(9.0f, 3.0f, 12.0f), Vector3d(3.0f, 3.0f, 3.0f), boxShader1));
|
||||
|
||||
// Add floor
|
||||
// auto floorShader = std::make_shared<SimpleShadowShader>(Color(0.9f, 0.9f, 0.9f));
|
||||
// scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, 0.0f), Vector3d(0.0f, 1.0f, 0.0f),
|
||||
// floorShader));
|
||||
auto floorShader = std::make_shared<SimpleShadowShader>(Color(0.9f, 0.9f, 0.9f));
|
||||
scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, 0.0f), Vector3d(0.0f, 1.0f, 0.0f),
|
||||
floorShader));
|
||||
|
||||
// Add box for volume shader
|
||||
auto cloudSettings = CloudSettings();
|
||||
|
@ -72,7 +72,7 @@ int main()
|
|||
// Render the scene
|
||||
SuperRenderer sr;
|
||||
sr.setSuperSamplingFactor(1);
|
||||
sr.renderImage(scene, camera, 512, 512).save("result.png");
|
||||
sr.renderImage(scene, camera, 2048, 2048).save("result.png");
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -69,7 +69,7 @@ bool CloudShader::isTransparent() const
|
|||
}
|
||||
|
||||
CloudShader::CloudShader(const CloudSettings &settings) : settings(settings),
|
||||
cloudNoise(CloudNoise(NOISE_SIZE, settings.seed))
|
||||
cloudNoise(CloudNoise(settings.noiseSize, settings.seed))
|
||||
{
|
||||
cloudNoise.invert = true;
|
||||
}
|
||||
|
|
|
@ -7,11 +7,11 @@
|
|||
#include "primitive/primitive.h"
|
||||
#include "common/noise/worleynoise.h"
|
||||
|
||||
int const NOISE_SIZE = 64;
|
||||
float const TRANSMITTANCE_BREAK = 0.0001f; // If transmittance goes below this limit, the cloud is considered opaque
|
||||
|
||||
struct CloudSettings
|
||||
{
|
||||
int noiseSize = 512; // 64
|
||||
unsigned int seed = 0; // 0 for random seed
|
||||
float densitySteps = .2f; // .2f
|
||||
float scale = 30; // 30
|
||||
|
|
Loading…
Reference in a new issue