OpenGL 学习备注 4

学习OpenGL备注内容。 整理代码。

(四)纹理

纹理 - LearnOpenGL CN

 简单矩形纹理:

//main.cpp
/******************OpenGL 矩形纹理 *************************/



#include<iostream>
#define GLEW_STATIC
using namespace std;

#include <glad/glad.h>
#include <GLFW/glfw3.h>

#include "Shader.h"
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

#include "../Packages/stb-master/stb_image.h"

void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
	glViewport(0, 0, width, height);
}

void processInput(GLFWwindow *window) {
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)glfwSetWindowShouldClose(window, true);
}

//顶点和片段着色器存储为两个叫做shader1.vs 和 shader1.fs的文件
void rectangle(GLFWwindow* window, string path) {

	// build and compile our shader zprogram
	// ------------------------------------
	Shader ourShader("shader2.vs", "shader2.fs");

	//定义不重复的顶点,和绘制出矩形所需要的索引
	float vertices[] = {
		//     ---- 位置 ----       ---- 颜色 ----     - 纹理坐标 -
			 0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f,   // 右上
			 0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f,   // 右下
			-0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f,   // 左下
			-0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f    // 左上
	};

	unsigned int indices[] = { // 注意索引从0开始! 
		0, 1, 3, // 第一个三角形
		1, 2, 3  // 第二个三角形
	};

	//建立一个EBO (索引缓冲对象)
	//生成一个VBO (缓冲对象)
	//创建一个顶点数组对象VAO

	unsigned int VBO, VAO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);

	//查询能声明的顶点属性的上限
	int nrAttributes;
	glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes);
	std::cout << "Maximum nr of vertex attributes supported: " << nrAttributes << std::endl;

	//在OpenGL中 绘制一个物体 

	// ..:: 初始化代码(只运行一次 (除非你的物体频繁改变)) :: ..
	// 1. 绑定VAO
	glBindVertexArray(VAO);
	// 2. 把顶点数组复制到缓冲中供OpenGL使用
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
	// 3. 设置顶点属性指针
	//glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	//glEnableVertexAttribArray(0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
	// 位置属性
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	// 颜色属性
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(1);
	//纹理
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
	glEnableVertexAttribArray(2);


	//创建纹理
	unsigned int texture;
	glGenTextures(1, &texture);
	glBindTexture(GL_TEXTURE_2D, texture);
	// 为当前绑定的纹理对象设置环绕、过滤方式
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	// 加载并生成纹理
	int width, height, nrChannels;
	unsigned char *data = stbi_load(path.c_str(), &width, &height, &nrChannels, 0);
	if (data)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "Failed to load texture" << std::endl;
	}
	stbi_image_free(data);


	// ..:: 绘制代码(渲染循环中) :: ..
	// 4. 绘制物体
	//glUseProgram(shaderProgram);
	ourShader.use();
	ourShader.setFloat("someUniform", 1.0f);

	glBindTexture(GL_TEXTURE_2D, texture);

	glBindVertexArray(VAO);
	//someOpenGLFunctionThatDrawsOurTriangle();;
	//		第一个参数是要绘制的OpenGL图元的类型 第二个参数制定了顶点数组的起始索引 第三个参数指定打算绘制多少个顶点
	//glDrawArrays(GL_TRIANGLES, 0, 3);
	glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
	//解绑VAO
	glBindVertexArray(0);

}

int main()
{
	// glfw: initialize and configure
	// ------------------------------
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

	// glfw window creation
	// --------------------
	GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
	if (window == NULL)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);

	// glad: load all OpenGL function pointers
	// ---------------------------------------
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}

	glViewport(0, 0, 800, 600);

	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);


	while (!glfwWindowShouldClose(window))
	{
		// 输入
		processInput(window);

		// 渲染指令
		///...
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);
		//三角形
		//trangle(window);
		//矩形
		//rectangle();
		//rectangle(window);

		//纹理
		/*string path = "../image/texture2.png";*/
		string path = "../image/container.jpg";
		//trangle(window,path);
		rectangle(window, path);

		// 检查并调用事件,交换缓冲
		glfwPollEvents();
		glfwSwapBuffers(window);
	}

	glfwTerminate();
	return 0;

}

//Shader.h
#ifndef SHADER_H
#define SHADER_H

#include <glad/glad.h>// 包含glad来获取所有的必须OpenGL头文件

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>


class Shader
{
public:
	// 程序ID
	unsigned int ID;

	// 构造器读取并构建着色器
	Shader(const GLchar* vertexPath, const GLchar* fragmentPath) {
		// 1. 从文件路径中获取顶点/片段着色器
		std::string vertexCode;
		std::string fragmentCode;
		std::ifstream vShaderFile;
		std::ifstream fShaderFile;
		// 保证ifstream对象可以抛出异常:
		vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
		fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
		try
		{
			// 打开文件
			vShaderFile.open(vertexPath);
			fShaderFile.open(fragmentPath);
			std::stringstream vShaderStream, fShaderStream;
			// 读取文件的缓冲内容到数据流中
			vShaderStream << vShaderFile.rdbuf();
			fShaderStream << fShaderFile.rdbuf();
			// 关闭文件处理器
			vShaderFile.close();
			fShaderFile.close();
			// 转换数据流到string
			vertexCode = vShaderStream.str();
			fragmentCode = fShaderStream.str();
		}
		catch (std::ifstream::failure e)
		{
			std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
		}
		const char* vShaderCode = vertexCode.c_str();
		const char* fShaderCode = fragmentCode.c_str();

		// 2. 编译着色器
		unsigned int vertex = 0, fragment = 0;
		int success;
		char infoLog[512];

		// 顶点着色器
		vertex = glCreateShader(GL_VERTEX_SHADER);
		glShaderSource(vertex, 1, &vShaderCode, NULL);
		glCompileShader(vertex);
		checkCompileErrors(vertex, "VERTEX");

		// 片段着色器也类似
		//  创建着色器  着色器类型是GL_FRAGMENT_SHADER片段着色器
		fragment = glCreateShader(GL_FRAGMENT_SHADER);
		//	把着色器源码附加到着色器对象上
		glShaderSource(fragment, 1, &fShaderCode, NULL);
		//	编译顶点着色器
		glCompileShader(fragment);
		checkCompileErrors(fragment, "FRAGMENT");

		// 着色器程序
		ID = glCreateProgram();
		glAttachShader(ID, vertex);
		glAttachShader(ID, fragment);
		glLinkProgram(ID);
		checkCompileErrors(ID, "PROGRAM");

		glDeleteShader(vertex);
		glDeleteShader(fragment);
	};
	// 使用/激活程序
	void use() {
		glUseProgram(ID);
	};
	// uniform工具函数
	void setBool(const std::string &name, bool value) const {
		glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
	};
	void setInt(const std::string &name, int value) const {
		glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
	};
	void setFloat(const std::string &name, float value) const {
		glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
	};
	void setVec3(const std::string &name, float value1, float value2, float value3) const {
		glUniform3f(glGetUniformLocation(ID, name.c_str()), value1, value2, value3);
	};
	void setVec4(const std::string &name, float value1, float value2, float value3, float value4) const {
		glUniform4f(glGetUniformLocation(ID, name.c_str()), value1, value2, value3, value4);
	};

private:
	// utility function for checking shader compilation/linking errors.
	// ------------------------------------------------------------------------
	void checkCompileErrors(unsigned int shader, std::string type) {
		int success;
		char infoLog[1024];
		if (type != "PROGRAM")
		{
			// 打印编译错误(如果有的话) 着色器
			glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
			if (!success)
			{
				glGetShaderInfoLog(shader, 1024, NULL, infoLog);
				std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
			}
		}
		else
		{
			// 打印连接错误(如果有的话) 着色器程序
			glGetProgramiv(shader, GL_LINK_STATUS, &success);
			if (!success)
			{
				glGetProgramInfoLog(shader, 1024, NULL, infoLog);
				std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
			}
		}
	};

};

#endif

//shader2.fs
#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 TexCoord;

//uniform sampler2D ourTexture;
uniform sampler2D texture1;
uniform sampler2D texture2;

void main()
{
	FragColor = texture(texture1, TexCoord);
}

//shader2.vs
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;

out vec3 ourColor;
out vec2 TexCoord;

void main()
{
    gl_Position = vec4(aPos, 1.0);
    ourColor = aColor;
    TexCoord = aTexCoord;
}

多彩矩形

//shader2.fs
FragColor = texture(texture1, TexCoord) * vec4(ourColor, 1.0);

多个纹理

//main.cpp
/******************OpenGL 纹理 多个 *************************/

#include<iostream>
#define GLEW_STATIC
#include <glad/glad.h>
#include <GLFW\glfw3.h>

using namespace std;
#include "Shader.h"
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;

#include "../Packages/stb-master/stb_image.h"

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

int main()
{
	// glfw: initialize and configure
	// ------------------------------
	glfwInit();
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

	// glfw window creation
	// --------------------
	GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
	if (window == NULL)
	{
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

	// glad: load all OpenGL function pointers
	// ---------------------------------------
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout << "Failed to initialize GLAD" << std::endl;
		return -1;
	}

	// build and compile our shader zprogram
	// ------------------------------------
	Shader ourShader("4.2.texture.vs", "4.2.texture.fs");

	// set up vertex data (and buffer(s)) and configure vertex attributes
	// ------------------------------------------------------------------
	float vertices[] = {
		// positions          // colors           // texture coords
		 0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right
		 0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // bottom right
		-0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
		-0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // top left 
	};
	unsigned int indices[] = {
		0, 1, 3, // first triangle
		1, 2, 3  // second triangle
	};
	unsigned int VBO, VAO, EBO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	glGenBuffers(1, &EBO);

	glBindVertexArray(VAO);

	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

	// position attribute
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);
	// color attribute
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
	glEnableVertexAttribArray(1);
	// texture coord attribute
	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
	glEnableVertexAttribArray(2);


	// load and create a texture 
	// -------------------------
	unsigned int texture1, texture2;
	// texture 1
	// ---------
	glGenTextures(1, &texture1);
	glBindTexture(GL_TEXTURE_2D, texture1);
	// set the texture wrapping parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// set texture wrapping to GL_REPEAT (default wrapping method)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	// set texture filtering parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	// load image, create texture and generate mipmaps
	int width, height, nrChannels;
	stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
	// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
	unsigned char *data = stbi_load("../image/container.jpg", &width, &height, &nrChannels, 0);
	if (data)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "Failed to load texture" << std::endl;
	}
	stbi_image_free(data);
	// texture 2
	// ---------
	glGenTextures(1, &texture2);
	glBindTexture(GL_TEXTURE_2D, texture2);
	// set the texture wrapping parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	// set texture wrapping to GL_REPEAT (default wrapping method)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	// set texture filtering parameters
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	// load image, create texture and generate mipmaps
	data = stbi_load("../image/awesomeface.png", &width, &height, &nrChannels, 0);
	if (data)
	{
		// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
		glGenerateMipmap(GL_TEXTURE_2D);
	}
	else
	{
		std::cout << "Failed to load texture" << std::endl;
	}
	stbi_image_free(data);

	// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
	// -------------------------------------------------------------------------------------------
	ourShader.use(); // don't forget to activate/use the shader before setting uniforms!
	// either set it manually like so:
	glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
	// or set it via the texture class
	ourShader.setInt("texture2", 1);



	// render loop
	// -----------
	while (!glfwWindowShouldClose(window))
	{
		// input
		// -----
		processInput(window);

		// render
		// ------
		glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		// bind textures on corresponding texture units
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, texture1);
		glActiveTexture(GL_TEXTURE1);
		glBindTexture(GL_TEXTURE_2D, texture2);

		// render container
		ourShader.use();
		glBindVertexArray(VAO);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

		// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
		// -------------------------------------------------------------------------------
		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	// optional: de-allocate all resources once they've outlived their purpose:
	// ------------------------------------------------------------------------
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &EBO);

	// glfw: terminate, clearing all previously allocated GLFW resources.
	// ------------------------------------------------------------------
	glfwTerminate();
	return 0;
}

// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
	if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
		glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
	// make sure the viewport matches the new window dimensions; note that width and 
	// height will be significantly larger than specified on retina displays.
	glViewport(0, 0, width, height);
}
//4.2.texture.fs
#version 330 core
out vec4 FragColor;

in vec3 ourColor;
in vec2 TexCoord;

// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;

void main()
{
	// linearly interpolate between both textures (80% container, 20% awesomeface)
	FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
}
//4.2.texture.vs
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;

out vec3 ourColor;
out vec2 TexCoord;

void main()
{
	gl_Position = vec4(aPos, 1.0);
	ourColor = aColor;
	TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

修改片段着色器,让笑脸图案朝另一个方向看

FragColor = mix(texture(texture1, TexCoord), texture(texture2, vec2(1.0 - TexCoord.x,- TexCoord.y)), 0.2);

尝试用不同的纹理环绕方式,设定一个从0.0f2.0f范围内的(而不是原来的0.0f1.0f)纹理坐标。试试看能不能在箱子的角落放置4个笑脸:改变环绕方式

//main.cpp
...
	float vertices[] = {
		// positions          // colors           // texture coords
		 0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   2.0f, 2.0f, // top right
		 0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   2.0f, 0.0f, // bottom right
		-0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
		-0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 2.0f  // top left 
	};
...
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);	// set texture wrapping to GL_REPEAT (default wrapping method)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
...

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