prbTexture+ammo_count #10

Merged
s473616 merged 7 commits from prbTexture+ammo_count into master 2024-02-02 22:15:40 +01:00
34 changed files with 61525 additions and 24 deletions

2
.gitignore vendored
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@ -1,3 +1,5 @@

/grk/.vs/grk-cw
/grk/project/Debug
/.vs
/grk/dependencies/glm/out/build/x64-Debug

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@ -14,15 +14,19 @@ private:
float scale;
glm::vec3 position;
glm::mat4 positionMatrix;
GLuint textureID;
GLuint normalMapID;
public:
Planet(GameObject* center, float distanceFromCenter, float rotationSpeed, float scale, Core::RenderContext sphereContext) {
Planet(GameObject* center, float distanceFromCenter, float rotationSpeed, float scale, Core::RenderContext sphereContext, GLuint textureID, GLuint normalMapID) {
this->center = center;
this->distanceFromCenter = distanceFromCenter;
this->rotationSpeed = rotationSpeed;
this->sphereContext = sphereContext;
this->scale = scale;
this->position = glm::vec3(0);
this->textureID = textureID;
this->normalMapID = normalMapID;
}
glm::mat4 getPositionMatrix() override {
@ -37,6 +41,6 @@ public:
float rotationAngle = glm::radians(time * rotationSpeed);
positionMatrix = center->getPositionMatrix() * glm::eulerAngleY(time * rotationSpeed) * glm::translate(glm::vec3(distanceFromCenter, 0, 0));
glm::mat4 modelMatrix = positionMatrix * glm::scale(glm::vec3(scale));
Core::drawObjectPBR(sphereContext, modelMatrix, glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
Core::drawObjectPBRTexture(sphereContext, modelMatrix, textureID, 0.7, 0.0, program);
}
};

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@ -57,7 +57,7 @@ public:
0.,0.,0.,1.,
});
return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f));
return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.02f));
}
void setPerticlesParameters(float speed, float generationInterval) {

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@ -62,6 +62,8 @@
<None Include="shaders\shader_skybox.vert" />
<None Include="shaders\shader_sprite.frag" />
<None Include="shaders\shader_sprite.vert" />
<None Include="shaders\shader_tex.frag" />
<None Include="shaders\shader_tex.vert" />
<None Include="shaders\test.frag" />
<None Include="shaders\test.vert" />
</ItemGroup>

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@ -59,6 +59,7 @@
</ClCompile>
<ClCompile Include="SpriteRenderer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Source.cpp">
<Filter>Shader Files</Filter>
</ClCompile>
@ -122,6 +123,8 @@
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="SpriteRenderer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="ParticleSystem.h">
<Filter>Header Files</Filter>
</ClInclude>
@ -157,6 +160,14 @@
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_sprite.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_tex.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="particle.frag">
<Filter>Shader Files</Filter>
</None>

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@ -0,0 +1,12 @@
#
#
#
newmtl Siatka _Material.003
illum 2
Ka 1.000000 1.000000 1.000000
Kd 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ns 0.000000
map_Kd Material.001_Base_color.jpg

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@ -9,8 +9,8 @@ uniform vec3 cameraPos;
uniform vec3 color;
uniform vec3 lightPositions[100];
uniform vec3 lightColors[100];
uniform vec3 lightPositions[8];
uniform vec3 lightColors[8];
uniform vec3 spotlightPos;
uniform vec3 spotlightColor;
@ -103,7 +103,7 @@ void main()
vec3 ambient = AMBIENT * color;
vec3 ilumination = ambient;
for (int i = 0; i < 100; ++i) {
for (int i = 0; i < 8; ++i) {
lightDirs[i] = normalize(lightPositions[i] - worldPos);
vec3 attenuatedlightColor = lightColors[i] / pow(length(lightPositions[i] - worldPos), 2);
ilumination = ilumination+PBRLight(lightDirs[i], attenuatedlightColor * 300, normal, viewDir);

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@ -12,12 +12,12 @@ uniform mat4 modelMatrix;
out vec3 vecNormal;
out vec3 worldPos;
uniform vec3 lightsPositions[100];
uniform vec3 lightsPositions[8];
uniform vec3 spotlightPos;
uniform vec3 cameraPos;
out vec3 viewDirTS;
out vec3 lightDirTS[100];
out vec3 lightDirTS[8];
out vec3 spotlightDirTS;
void main()
@ -33,7 +33,7 @@ void main()
vec3 V = normalize(cameraPos-worldPos);
viewDirTS = TBN*V;
for (int i = 0; i < 100; ++i) {
for (int i = 0; i < 8; ++i) {
vec3 L = normalize(lightsPositions[i]-worldPos);
lightDirTS[i] = TBN*L;
}

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@ -0,0 +1,128 @@
#version 430 core
float AMBIENT = 0.03;
float PI = 3.14;
uniform sampler2D depthMap;
uniform vec3 cameraPos;
uniform sampler2D textureSampler;
uniform vec3 lightPositions[100];
uniform vec3 lightColors[100];
uniform vec3 spotlightPos;
uniform vec3 spotlightColor;
uniform vec3 spotlightConeDir;
uniform vec3 spotlightPhi;
uniform float metallic;
uniform float roughness;
uniform float exposition;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 TexCoords;
out vec4 outColor;
in vec3 viewDirTS;
in vec3 lightDirTS[4];
in vec3 spotlightDirTS;
in vec3 sunDirTS;
in vec3 test;
float DistributionGGX(vec3 normal, vec3 H, float roughness){
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(normal, H), 0.0);
float NdotH2 = NdotH*NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness){
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){
float NdotV = max(dot(normal, V), 0.0);
float NdotL = max(dot(normal, lightDir), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0){
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V, vec3 texcolorRGB){
float diffuse=max(0,dot(normal,lightDir));
vec3 F0 = vec3(0.04);
F0 = mix(F0, texcolorRGB , metallic);
vec3 H = normalize(V + lightDir);
float NDF = DistributionGGX(normal, H, roughness);
float G = GeometrySmith(normal, V, lightDir, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
float NdotL = max(dot(normal, lightDir), 0.0);
return (kD * texcolorRGB / PI + specular) * radiance * NdotL;
}
void main()
{
vec4 texColor = texture(textureSampler, TexCoords);
vec3 normal = normalize(vecNormal);
vec3 viewDir = normalize(cameraPos-worldPos);
vec3 lightDirs[4];
vec3 ambient = AMBIENT * texColor.rgb;
vec3 ilumination = ambient;
for (int i = 0; i < 100; ++i) {
lightDirs[i] = normalize(lightPositions[i] - worldPos);
vec3 attenuatedlightColor = lightColors[i] / pow(length(lightPositions[i] - worldPos), 2);
ilumination = ilumination+PBRLight(lightDirs[i], attenuatedlightColor * 300, normal, viewDir, texColor.rgb);
}
vec3 spotlightDir= normalize(spotlightPos-worldPos);
float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
vec3 attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir, texColor.rgb);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
}

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@ -0,0 +1,46 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMatrix;
out vec3 vecNormal;
out vec3 worldPos;
out vec2 TexCoords;
uniform vec3 lightsPositions[10];
uniform vec3 spotlightPos;
uniform vec3 cameraPos;
out vec3 viewDirTS;
out vec3 lightDirTS[10];
out vec3 spotlightDirTS;
void main()
{
TexCoords = vertexTexCoord * -1;
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
gl_Position = transformation * vec4(vertexPosition, 1.0);
vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
vec3 V = normalize(cameraPos-worldPos);
viewDirTS = TBN*V;
for (int i = 0; i < 9; ++i) {
vec3 L = normalize(lightsPositions[i]-worldPos);
lightDirTS[i] = TBN*L;
}
vec3 SL = normalize(spotlightPos-worldPos);
spotlightDirTS = TBN*SL;
}

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@ -10,6 +10,8 @@
#include "../GameUtils.h"
#include "../Spaceship.h"
#include "Texture.h"
void Core::RenderContext::initFromAssimpMesh(aiMesh* mesh) {
@ -188,6 +190,47 @@ void Core::drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, gl
Core::DrawContext(context);
}
void Core::drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, float roughness, float metallic, GLuint program) {
Spaceship* spaceship = Spaceship::getInstance();
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform1f(glGetUniformLocation(program, "exposition"), 1.f);
glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
;
//glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
Core::SetActiveTexture(textureID, "textureSampler", program, 0);
glUniform1i(glGetUniformLocation(program, "textureSampler"), 0);
glUniform3f(glGetUniformLocation(program, "cameraPos"), spaceship->cameraPos.x, spaceship->cameraPos.y, spaceship->cameraPos.z);
std::list<Sun*>* suns = GameUtils::getInstance()->getSuns();
glm::vec3 lightsPositions[100];
glm::vec3 lightsColors[100];
int i = 0;
for (Sun* sun : *suns) {
lightsPositions[i] = sun->getPosition();
lightsColors[i] = sun->getColor();
++i;
}
glUniform3fv(glGetUniformLocation(program, "lightPositions"), 100, glm::value_ptr(lightsPositions[0]));
glUniform3fv(glGetUniformLocation(program, "lightColors"), 100, glm::value_ptr(lightsColors[0]));
glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spaceship->spotlightConeDir.x, spaceship->spotlightConeDir.y, spaceship->spotlightConeDir.z);
glUniform3f(glGetUniformLocation(program, "spotlightPos"), spaceship->spotlightPos.x, spaceship->spotlightPos.y, spaceship->spotlightPos.z);
glUniform3f(glGetUniformLocation(program, "spotlightColor"), spaceship->spotlightColor.x, spaceship->spotlightColor.y, spaceship->spotlightColor.z);
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spaceship->spotlightPhi);
Core::DrawContext(context);
}
void Core::drawSkybox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint program) {
Spaceship* spaceship = Spaceship::getInstance();
glDisable(GL_DEPTH_TEST);

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@ -74,4 +74,5 @@ namespace Core
glm::mat4 createPerspectiveMatrix();
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic, GLuint program);
void loadModelToContext(std::string path, Core::RenderContext& context);
void drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, float roughness, float metallic, GLuint program);
}

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@ -21,9 +21,18 @@ GLuint Core::LoadTexture( const char * filepath )
unsigned char* image = SOIL_load_image(filepath, &w, &h, 0, SOIL_LOAD_RGBA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
if (image) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
}
else {
std::cerr << "Texture loading failed for path: " << filepath << std::endl;
}
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
//glGenerateMipmap(GL_TEXTURE_2D);
//SOIL_free_image_data(image);
return id;
}

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@ -30,7 +30,6 @@
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
int WIDTH = 500, HEIGHT = 500;
namespace models {
Core::RenderContext marbleBustContext;
Core::RenderContext spaceshipContext;
@ -39,9 +38,19 @@ namespace models {
}
namespace texture {
GLuint cubemapTexture;
GLuint spaceshipTexture;
GLuint spriteTexture;
GLuint earthTexture;
}
struct TextureTuple {
GLuint textureID;
GLuint normalMapID;
};
std::vector<TextureTuple> planetTextures;
void createGalaxy(glm::vec3 galaxyPosition);
GLuint depthMapFBO;
@ -53,6 +62,7 @@ GLuint programTest;
GLuint programSprite;
GLuint programCubemap;
GLuint programParticle;
GLuint programTex;
std::list<Planet*> planets;
Sun* sun;
@ -84,6 +94,15 @@ void updateDeltaTime(float time) {
lastTime = time;
}
TextureTuple getRandomPlanetTexture() {
int textureIndex = rand() % planetTextures.size();
TextureTuple selectedTextures = planetTextures[textureIndex];
//GLuint textureID = selectedTextures.textureID;
//GLuint normalMapID = selectedTextures.normalMapID;
return planetTextures[textureIndex];
}
void renderShadowapSun() {
float time = glfwGetTime();
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
@ -94,6 +113,7 @@ void renderShadowapSun() {
}
void renderScene(GLFWwindow* window)
{
glClearColor(0.4f, 0.4f, 0.8f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float time = glfwGetTime();
@ -111,24 +131,36 @@ void renderScene(GLFWwindow* window)
sun->draw();
}
glUseProgram(program);
glUseProgram(programTex);
for (Planet* p : planets) {
p->draw(time, program);
p->draw(time, programTex);
}
glUseProgram(program);
spaceship->renderBullets(glfwGetTime(), program);
drawObjectPBR(models::sphereContext,
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0, program);
drawObjectPBR(models::spaceshipContext,
glUseProgram(programTex);
//Core::SetActiveTexture(texture::spaceshipTexture, "textureSampler", programTex, 0);
drawObjectPBRTexture(models::spaceshipContext,
spaceship->calculateModelMatrix(),
spaceship->color,
spaceship->roughness, spaceship->metallic, program
texture::spaceshipTexture,
spaceship->roughness, spaceship->metallic, programTex
);
//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
drawObjectPBRTexture(models::sphereContext, glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(1.0f)), texture::earthTexture, 0.3, 0.0, programTex);
//glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) *
Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
drawObjectPBRTexture(models::sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), texture::earthTexture, 0.3, 0.0, programTex);
glUseProgram(programSprite);
for (const auto& enemy : enemies) {
if (enemy->isAlive()) {
@ -183,8 +215,11 @@ void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int
sun = new Sun(programSun, models::sphereContext, sunPos, glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(0.9f, 0.9f, 0.7f) * 5, sunScale);
gu->getSuns()->push_back(sun);
for (int i = 0; i < numberOfPlanets; i++) {
TextureTuple textures = getRandomPlanetTexture();
GLuint texID = textures.textureID;
GLuint norMapID = textures.normalMapID;
float distanceFromSum = (i + 1) * planetsDistance;
Planet* planet = new Planet(sun, distanceFromSum, i * 0.1f + planetSpeedCoef, planetSizes[i], models::sphereContext);
Planet* planet = new Planet(sun, distanceFromSum, i * 0.1f + planetSpeedCoef, planetSizes[i], models::sphereContext, texID, norMapID);
planets.push_back(planet);
}
}
@ -197,23 +232,44 @@ void createEnemies() {
}
void loadPlanetsTextures() {
planetTextures.clear();
std::vector<std::pair<std::string, std::string>> texturePaths = {
{"./textures/planets/planet1.png", "./textures/planets/planet1normal.png"},
{"./textures/planets/planet2.png", "./textures/planets/planet2normal.png"},
{"./textures/planets/planet3.png", "./textures/planets/planet3normal.png"},
{"./textures/planets/planet4.png", "./textures/planets/planet4normal.png"}
};
for (const auto& paths : texturePaths) {
GLuint textureID = Core::LoadTexture(paths.first.c_str());
GLuint normalMapID = Core::LoadTexture(paths.second.c_str());
planetTextures.push_back({ textureID, normalMapID });
}
}
void init(GLFWwindow* window)
{
GameUtils* gameUtils = GameUtils::getInstance();
spriteRenderer = new Core::SpriteRenderer();
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glEnable(GL_DEPTH_TEST);
program = gameUtils->shaderLoader->CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
programTest = gameUtils->shaderLoader->CreateProgram("shaders/test.vert", "shaders/test.frag");
programSun = gameUtils->shaderLoader->CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
programCubemap = gameUtils->shaderLoader->CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
programTex = gameUtils->shaderLoader->CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
programParticle = gameUtils->shaderLoader->CreateProgram("shaders/particle.vert", "shaders/particle.frag");
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
loadModelToContext("./models/StarShip2.obj", models::spaceshipContext);
loadModelToContext("./models/sphere.obj", models::sphereContext);
loadModelToContext("./models/cube.obj", models::cubeContext);
Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
@ -229,7 +285,10 @@ void init(GLFWwindow* window)
"bkg2_back6.png"
};
loadPlanetsTextures();
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
texture::spaceshipTexture = Core::LoadTexture("./textures/spaceship/Material.001_Base_color.jpg");
texture::earthTexture = Core::LoadTexture("./textures/planets/8k_earth_daymap.jpg");
spaceship->createParticles();
createSuns();

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