chunk gen now tries nodes first, also messed around a lot w rendering
This commit is contained in:
@@ -42,34 +42,7 @@ fn main(@builtin(global_invocation_id) cell: vec3<u32>) {
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let pos = view.transform * vec4<f32>(pixel_pos, 1.0);
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let dir = view.transform * vec4<f32>(normalize(pixel_pos), 0.0);
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let start = start_ray(pos, dir);
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var color = vec4<f32>(0.0);
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if start.hit {
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var res = ray_next(start.ray, LEAF_BIT);
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var safe = 0;
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var normals = start.normals;
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while res.data != 0 {
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safe += 1;
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if safe > 100 {break;}
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let data = res.data & LEAF_MASK;
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let vcolor = get_color(data);
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let diffuse = max(dot(global_lights[0].dir, normals[res.ray.axis]) + 0.1, 0.0);
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let ambient = 0.2;
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let lighting = max(diffuse, ambient);
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let new_color = min(vcolor.xyz * lighting, vec3<f32>(1.0));
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color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a);
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if color.a > FULL_ALPHA { break; }
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let old_t = res.ray.t;
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res = ray_next(res.ray, res.data);
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let dist = res.ray.t - old_t;
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if data == 3 {
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let a = min(dist / 128.0, 1.0);
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color += vec4<f32>(vec3<f32>(0.0) * a, a) * (1.0 - color.a);
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}
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}
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// color = vec4<f32>(dir.xyz * res.ray.t / 2048.0, 1.0);
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}
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// var color = trace_full(pos, dir);
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var color = trace_full(pos, dir);
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let light_mult = clamp((-dot(dir.xyz, global_lights[0].dir) - 0.99) * 200.0, 0.0, 1.0);
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let sun_color = light_mult * vec3<f32>(1.0, 1.0, 1.0);
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let sky_bg = vec3<f32>(0.3, 0.6, 1.0);
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@@ -89,210 +62,7 @@ const EPSILON = 0.00000000001;
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const MAX_ITERS = 2000;
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// NOTE: CANNOT GO HIGHER THAN 23 due to how floating point
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// numbers are stored and the bit manipulation used
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const MAX_SCALE: u32 = 12;
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struct Ray {
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t: f32,
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vox_pos: vec3<f32>,
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t_inc: vec3<f32>,
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scale: u32,
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min_adj: vec3<f32>,
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child: u32,
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axis: u32,
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node_start: u32,
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group_offset: u32,
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inv_dir_bits: u32,
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parents: array<u32, MAX_SCALE>,
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};
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struct RayResult {
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ray: Ray,
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data: u32,
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}
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struct RayStart {
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hit: bool,
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ray: Ray,
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normals: mat3x3<f32>,
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}
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fn start_ray(pos_view: vec4<f32>, dir_view: vec4<f32>) -> RayStart {
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let gi = 0;
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let group = voxel_groups[gi];
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if group.scale == 0 {
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return RayStart(false, Ray(), mat3x3<f32>());
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}
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let dimensions = vec3<u32>(1u << group.scale);
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let dim_f = vec3<f32>(dimensions);
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let dim_i = vec3<i32>(dimensions);
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// transform so that group is at 0,0
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let pos = (group.transform_inv * pos_view).xyz;
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var dir = (group.transform_inv * dir_view).xyz;
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if dir.x == 0 {dir.x = EPSILON;}
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if dir.y == 0 {dir.y = EPSILON;}
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if dir.z == 0 {dir.z = EPSILON;}
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let dir_if = sign(dir);
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let dir_uf = max(dir_if, vec3<f32>(0.0));
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// calculate normals
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var normals = mat3x3<f32>(
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(group.transform * vec4<f32>(dir_if.x, 0.0, 0.0, 0.0)).xyz,
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(group.transform * vec4<f32>(0.0, dir_if.y, 0.0, 0.0)).xyz,
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(group.transform * vec4<f32>(0.0, 0.0, dir_if.z, 0.0)).xyz,
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);
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var axis = 0u;
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// find where ray intersects with group
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let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
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// time of intersection; x = td + p, solve for t
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var t_min = (pos_min - pos) / dir;
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if outside3f(pos, ZERO3F, dim_f) {
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// points of intersection
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let px = pos + t_min.x * dir;
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let py = pos + t_min.y * dir;
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let pz = pos + t_min.z * dir;
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// check if point is in bounds
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let hit = vec3<bool>(
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inside2f(px.yz, ZERO2F, dim_f.yz),
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inside2f(py.xz, ZERO2F, dim_f.xz),
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inside2f(pz.xy, ZERO2F, dim_f.xy),
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) && (t_min > ZERO3F);
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if !any(hit) {
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return RayStart(false, Ray(), mat3x3<f32>());
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}
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axis = select(select(2u, 1u, hit.y), 0u, hit.x);
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}
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t_min *= f32(1u << (MAX_SCALE - group.scale));
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// time to move 1 unit in each direction
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let full = f32(1u << MAX_SCALE);
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let t_inc = abs(1.0 / dir) * full;
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let t_offset = max(max(t_min.x, t_min.y), t_min.z);
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let t = max(0.0, t_offset);
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let dir_i = vec3<i32>(dir_if);
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let dir_u = vec3<u32>((dir_i + vec3<i32>(1)) / 2);
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let dir_bits = vec_to_dir(dir_u);
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let inv_dir_bits = 7 - dir_bits;
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let node_start = 1u;
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let scale = MAX_SCALE - 1;
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let scale_exp2 = 0.5;
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let parents = array<u32, MAX_SCALE>();
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var child = 0u;
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var vox_pos = vec3<f32>(1.0);
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let t_center = t_min + scale_exp2 * t_inc;
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if t > t_center.x { vox_pos.x = 1.5; child |= 4u; }
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if t > t_center.y { vox_pos.y = 1.5; child |= 2u; }
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if t > t_center.z { vox_pos.z = 1.5; child |= 1u; }
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let min_adj = t_min - t_inc;
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return RayStart(
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true,
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Ray(
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t,
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vox_pos,
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t_inc,
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scale,
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min_adj,
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child,
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axis,
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node_start,
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group.offset,
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inv_dir_bits,
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parents,
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),
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normals
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);
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}
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fn ray_next(ray: Ray, skip: u32) -> RayResult {
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let group_offset = ray.group_offset;
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let t_inc = ray.t_inc;
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let min_adj = ray.min_adj;
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let inv_dir_bits = ray.inv_dir_bits;
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var scale = ray.scale;
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var scale_exp2 = bitcast<f32>((scale + 127 - MAX_SCALE) << 23);
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var vox_pos = ray.vox_pos;
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var t = ray.t;
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var node_start = ray.node_start;
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var child = ray.child;
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var parents = ray.parents;
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var axis: u32;
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var data = 0u;
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loop {
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let t_corner = vox_pos * t_inc + min_adj;
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let node = voxels[group_offset + node_start + (child ^ inv_dir_bits)];
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if node >= LEAF_BIT {
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if node != skip {
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data = node;
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break;
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}
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// move to next time point and determine which axis to move along
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let t_next = t_corner + scale_exp2 * t_inc;
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t = min(min(t_next.x, t_next.y), t_next.z);
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axis = select(select(0u, 1u, t == t_next.y), 2u, t == t_next.z);
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let move_dir = 4u >> axis;
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// check if need to pop stack
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if (child & move_dir) > 0 {
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// calculate new scale; first differing bit after adding
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let axis_pos = vox_pos[axis];
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// AWARE
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let differing = bitcast<u32>(axis_pos) ^ bitcast<u32>(axis_pos + scale_exp2);
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scale = (bitcast<u32>(f32(differing)) >> 23) - 127 - (23 - MAX_SCALE);
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scale_exp2 = bitcast<f32>((scale + 127 - MAX_SCALE) << 23);
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if scale >= MAX_SCALE { break; }
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// restore & recalculate parent
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let parent_info = parents[scale];
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node_start = parent_info >> 3;
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child = parent_info & 7;
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let scale_vec = vec3<u32>(scale + 23 - MAX_SCALE);
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// remove bits lower than current scale
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vox_pos = bitcast<vec3<f32>>((bitcast<vec3<u32>>(vox_pos) >> scale_vec) << scale_vec);
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}
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// move to next child and voxel position
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child += move_dir;
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vox_pos[axis] += scale_exp2;
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} else {
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// push current node to stack
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parents[scale] = (node_start << 3) + child;
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scale -= 1u;
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// calculate child node vars
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scale_exp2 *= 0.5;
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child = 0u;
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let t_center = t_corner + scale_exp2 * t_inc;
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if t > t_center.x { vox_pos.x += scale_exp2; child |= 4u; }
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if t > t_center.y { vox_pos.y += scale_exp2; child |= 2u; }
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if t > t_center.z { vox_pos.z += scale_exp2; child |= 1u; }
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node_start += 8 + node;
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}
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}
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return RayResult(
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Ray(
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t,
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vox_pos,
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t_inc,
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scale,
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min_adj,
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child,
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axis,
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node_start,
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group_offset,
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inv_dir_bits,
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parents,
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),
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data
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);
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}
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const MAX_SCALE: u32 = 10;
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fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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let gi = 0;
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@@ -326,14 +96,13 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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// find where ray intersects with group
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let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
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var pos = pos_start;
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// time of intersection; x = td + p, solve for t
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var t_min = (pos_min - pos) / dir;
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if outside3f(pos, ZERO3F, dim_f) {
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var t_min = (pos_min - pos_start) / dir;
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if outside3f(pos_start, ZERO3F, dim_f) {
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// points of intersection
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let px = pos + t_min.x * dir;
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let py = pos + t_min.y * dir;
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let pz = pos + t_min.z * dir;
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let px = pos_start + t_min.x * dir;
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let py = pos_start + t_min.y * dir;
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let pz = pos_start + t_min.z * dir;
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// check if point is in bounds
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let hit = vec3<bool>(
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@@ -344,10 +113,10 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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if !any(hit) {
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return vec4<f32>(0.0);
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}
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pos = select(select(pz, py, hit.y), px, hit.x);
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axis = select(select(2u, 1u, hit.y), 0u, hit.x);
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}
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t_min *= f32(1u << (MAX_SCALE - group.scale));
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let t_mult = f32(1u << (MAX_SCALE - group.scale));
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t_min *= t_mult;
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// time to move 1 unit in each direction
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let full = f32(1u << MAX_SCALE);
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let inc_t = abs(1.0 / dir) * full;
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@@ -362,6 +131,7 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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var node_start = 1u;
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var scale = MAX_SCALE - 1;
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var scale_exp2 = 0.5;
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var skip = LEAF_BIT;
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var color = vec4<f32>(0.0);
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var parents = array<u32, MAX_SCALE>();
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@@ -382,13 +152,25 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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let t_corner = vox_pos * inc_t + min_adj;
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let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
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if node >= LEAF_BIT {
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if node != LEAF_BIT {
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let vcolor = get_color(node & LEAF_MASK);
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let diffuse = max(dot(global_lights[0].dir, normals[axis]) + 0.1, 0.0);
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if node != skip {
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skip = node;
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let normal = normals[axis];
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let sun_dir = global_lights[0].dir;
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let new_pos = pos_view + dir_view * t / t_mult - vec4<f32>(normals[axis] * 0.001, 0.0);
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let light = trace_light(new_pos, vec4<f32>(-sun_dir, 0.0));
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let diffuse = max(dot(sun_dir, normal) + 0.1, 0.0);
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let ambient = 0.2;
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let lighting = max(diffuse, ambient);
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let new_color = min(vcolor.xyz * lighting, vec3<f32>(1.0));
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color += vec4<f32>(new_color.xyz * vcolor.a, vcolor.a) * (1.0 - color.a);
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let specular = (exp(max(
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-(dot(reflect(dir_view.xyz, normal), sun_dir) + 0.90) * 4.0, 0.0
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)) - 1.0) * light;
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let lighting = max(diffuse * light.a, ambient);
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let vcolor = get_color(node & LEAF_MASK);
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let new_rgb = min(vcolor.xyz * lighting + specular.xyz + light.xyz * vcolor.xyz, vec3<f32>(1.0));
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let new_a = min(vcolor.a + specular.a, 1.0);
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let new_color = vec4<f32>(new_rgb, new_a);
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color += vec4<f32>(new_color.xyz * new_color.a, new_color.a) * (1.0 - color.a);
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if color.a > FULL_ALPHA { break; }
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}
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@@ -438,6 +220,164 @@ fn trace_full(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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return color;
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}
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fn trace_light(pos_view: vec4<f32>, dir_view: vec4<f32>) -> vec4<f32> {
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let gi = 0;
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let group = voxel_groups[gi];
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if group.scale == 0 {
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return vec4<f32>(0.0);
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}
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let dimensions = vec3<u32>(1u << group.scale);
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let dim_f = vec3<f32>(dimensions);
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let dim_i = vec3<i32>(dimensions);
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// transform so that group is at 0,0
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let pos_start = (group.transform_inv * pos_view).xyz;
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var dir = (group.transform_inv * dir_view).xyz;
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if dir.x == 0 {dir.x = EPSILON;}
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if dir.y == 0 {dir.y = EPSILON;}
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if dir.z == 0 {dir.z = EPSILON;}
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let dir_if = sign(dir);
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let dir_uf = max(dir_if, vec3<f32>(0.0));
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// calculate normals
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var normals = mat3x3<f32>(
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(group.transform * vec4<f32>(dir_if.x, 0.0, 0.0, 0.0)).xyz,
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(group.transform * vec4<f32>(0.0, dir_if.y, 0.0, 0.0)).xyz,
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(group.transform * vec4<f32>(0.0, 0.0, dir_if.z, 0.0)).xyz,
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);
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var axis = 0u;
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// find where ray intersects with group
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let pos_min = (vec3<f32>(1.0) - dir_uf) * dim_f;
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// time of intersection; x = td + p, solve for t
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var t_min = (pos_min - pos_start) / dir;
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if outside3f(pos_start, ZERO3F, dim_f) {
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// points of intersection
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let px = pos_start + t_min.x * dir;
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let py = pos_start + t_min.y * dir;
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let pz = pos_start + t_min.z * dir;
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// check if point is in bounds
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let hit = vec3<bool>(
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inside2f(px.yz, ZERO2F, dim_f.yz),
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inside2f(py.xz, ZERO2F, dim_f.xz),
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inside2f(pz.xy, ZERO2F, dim_f.xy),
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) && (t_min > ZERO3F);
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if !any(hit) {
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return vec4<f32>(0.0);
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}
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axis = select(select(2u, 1u, hit.y), 0u, hit.x);
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}
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let t_mult = f32(1u << (MAX_SCALE - group.scale));
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t_min *= t_mult;
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// time to move 1 unit in each direction
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let full = f32(1u << MAX_SCALE);
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let inc_t = abs(1.0 / dir) * full;
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let t_offset = max(max(t_min.x, t_min.y), t_min.z);
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var t = max(0.0, t_offset);
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var old_t = t;
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let dir_i = vec3<i32>(dir_if);
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let dir_u = vec3<u32>((dir_i + vec3<i32>(1)) / 2);
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let dir_bits = vec_to_dir(dir_u);
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let inv_dir_bits = 7 - dir_bits;
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var node_start = 1u;
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var scale = MAX_SCALE - 1;
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var scale_exp2 = 0.5;
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var mask = vec4<f32>(0.0);
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var skip = LEAF_BIT;
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var parents = array<u32, MAX_SCALE>();
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var child = 0u;
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var vox_pos = vec3<f32>(1.0);
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let t_center = t_min + scale_exp2 * inc_t;
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if t > t_center.x { vox_pos.x = 1.5; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y = 1.5; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z = 1.5; child |= 1u; }
|
||||
let min_adj = t_min - inc_t;
|
||||
var data = 0u;
|
||||
|
||||
var iters = 0;
|
||||
loop {
|
||||
if iters == MAX_ITERS {
|
||||
return vec4<f32>(1.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
iters += 1;
|
||||
let t_corner = vox_pos * inc_t + min_adj;
|
||||
let node = voxels[group.offset + node_start + (child ^ inv_dir_bits)];
|
||||
if node >= LEAF_BIT {
|
||||
if node != skip {
|
||||
skip = node;
|
||||
if data == 3 {
|
||||
let dist = (t - old_t) / t_mult;
|
||||
let vcolor = vec4<f32>(vec3<f32>(0.0), min(dist / 12.0, 1.0));
|
||||
mask += vec4<f32>(vcolor.xyz * vcolor.a, vcolor.a) * (1.0 - mask.a);
|
||||
}
|
||||
data = node & LEAF_MASK;
|
||||
if data != 3 && data != 0 {
|
||||
let vcolor = get_color(data);
|
||||
mask += vec4<f32>(vcolor.xyz * vcolor.a, vcolor.a) * (1.0 - mask.a);
|
||||
}
|
||||
old_t = t;
|
||||
if mask.a > FULL_ALPHA { break; }
|
||||
}
|
||||
|
||||
// move to next time point and determine which axis to move along
|
||||
let t_next = t_corner + scale_exp2 * inc_t;
|
||||
t = min(min(t_next.x, t_next.y), t_next.z);
|
||||
axis = select(select(0u, 1u, t == t_next.y), 2u, t == t_next.z);
|
||||
let move_dir = 4u >> axis;
|
||||
|
||||
// check if need to pop stack
|
||||
if (child & move_dir) > 0 {
|
||||
// calculate new scale; first differing bit after adding
|
||||
let axis_pos = vox_pos[axis];
|
||||
// AWARE
|
||||
let differing = bitcast<u32>(axis_pos) ^ bitcast<u32>(axis_pos + scale_exp2);
|
||||
scale = (bitcast<u32>(f32(differing)) >> 23) - 127 - (23 - MAX_SCALE);
|
||||
scale_exp2 = bitcast<f32>((scale + 127 - MAX_SCALE) << 23);
|
||||
if scale >= MAX_SCALE { break; }
|
||||
|
||||
// restore & recalculate parent
|
||||
let parent_info = parents[scale];
|
||||
node_start = parent_info >> 3;
|
||||
child = parent_info & 7;
|
||||
let scale_vec = vec3<u32>(scale + 23 - MAX_SCALE);
|
||||
// remove bits lower than current scale
|
||||
vox_pos = bitcast<vec3<f32>>((bitcast<vec3<u32>>(vox_pos) >> scale_vec) << scale_vec);
|
||||
}
|
||||
// move to next child and voxel position
|
||||
child += move_dir;
|
||||
vox_pos[axis] += scale_exp2;
|
||||
} else {
|
||||
// push current node to stack
|
||||
parents[scale] = (node_start << 3) + child;
|
||||
scale -= 1u;
|
||||
|
||||
// calculate child node vars
|
||||
scale_exp2 *= 0.5;
|
||||
child = 0u;
|
||||
let t_center = t_corner + scale_exp2 * inc_t;
|
||||
if t > t_center.x { vox_pos.x += scale_exp2; child |= 4u; }
|
||||
if t > t_center.y { vox_pos.y += scale_exp2; child |= 2u; }
|
||||
if t > t_center.z { vox_pos.z += scale_exp2; child |= 1u; }
|
||||
node_start += 8 + node;
|
||||
}
|
||||
}
|
||||
if data == 3 {
|
||||
let dist = (t - old_t) / t_mult;
|
||||
let vcolor = vec4<f32>(vec3<f32>(0.0), min(dist / 12.0, 1.0));
|
||||
mask += vec4<f32>(vcolor.xyz * vcolor.a, vcolor.a) * (1.0 - mask.a);
|
||||
}
|
||||
mask.a = 1.0 - mask.a;
|
||||
mask = vec4<f32>(mask.a * mask.xyz, mask.a);
|
||||
return mask;
|
||||
}
|
||||
|
||||
fn dir_to_vec(bits: u32) -> vec3<u32> {
|
||||
return vec3<u32>(bits >> 2, (bits & 2) >> 1, bits & 1);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user