计算机图形学头歌实训平台光照着色答案

第1关:均匀着色-随机颜色填充

#include <vector>
#include <cmath>
#include <algorithm>
#include <iostream>
#include "model.h"
#include "geometry.h"
#include "pngimage.h"
using namespace std;
const double PI = acos(-1.0);
void line(Vec3i p0, Vec3i p1, PNGImage  &image, PNGColor color)
{
    bool steep = false;
    if (std::abs(p0.x - p1.x) < std::abs(p0.y - p1.y))
    {
        std::swap(p0.x, p0.y);
        std::swap(p1.x, p1.y);
        steep = true;
    }
    if (p0.x > p1.x)
    {
        std::swap(p0.x, p1.x);
        std::swap(p0.y, p1.y);
    }
    int dx = p1.x - p0.x;
    int dy = std::abs(p1.y - p0.y);
    int y = p0.y;
    int d = -dx;
    for (int x = p0.x; x <= p1.x; x++)
    {
        if (steep)
            image.set(y, x, color);
        else
            image.set(x, y, color);
        d = d + 2 * dy;
        if (d > 0)
        {
            y += (p1.y > p0.y ? 1 : -1);
            d = d - 2 * dx;
        }
    }
}
Vec3f barycentric(Vec3f *pts, Vec3f P)
{
    Vec3f u = Vec3f(pts[2].x - pts[0].x, pts[1].x - pts[0].x, pts[0].x - P.x) ^
        Vec3f(pts[2].y - pts[0].y, pts[1].y - pts[0].y, pts[0].y - P.y);
    /* `pts` and `P` has integer value as coordinates
       so `abs(u[2])` < 1 means `u[2]` is 0, that means
       triangle is degenerate, in this case return something with negative coordinates */
    if (std::abs(u.z) < 1)
        return Vec3f(-1, 1, 1);
    return Vec3f(1.f - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z);
}
void triangle(Vec3f *pts, float *zbuffer, PNGImage &image, PNGColor color)
{
    int minX = min({ pts[0].x, pts[1].x, pts[2].x });
    int maxX = max({ pts[0].x, pts[1].x, pts[2].x });
    int minY = min({ pts[0].y, pts[1].y, pts[2].y });
    int maxY = max({ pts[0].y, pts[1].y, pts[2].y });
    int width = image.get_width();
    int height = image.get_height();
    if (maxX >= width)
        maxX = width - 1;
    if (maxY >= height)
        maxY = height - 1;
    Vec3f P;
    for (P.x = minX; P.x <= maxX; P.x++) {
        for (P.y = minY; P.y <= maxY; P.y++) {
            Vec3f bc_screen = barycentric(pts, P);
            if (bc_screen.x < 0 || bc_screen.y < 0 || bc_screen.z < 0) continue;
            P.z = 0;
            for (int i = 0; i < 3; i++)
                P.z += pts[i].z * bc_screen[i];
            if (zbuffer[int(P.x + P.y*width)] < P.z) {
                zbuffer[int(P.x + P.y*width)] = P.z;
                image.set(P.x, P.y, color);
            }
        }
    }
}
Matrix projection(Vec3f eye, Vec3f center)
{
    Matrix m = Matrix::identity(4);
    m[3][2] = -1.f / (eye - center).norm();
    return m;
}
Matrix viewport(int x, int y, int w, int h, int depth) {
    Matrix m = Matrix::identity(4);
    m[0][3] = x + w / 2.f;
    m[1][3] = y + h / 2.f;
    m[2][3] = depth / 2.f;
    m[0][0] = w / 2.f;
    m[1][1] = h / 2.f;
    m[2][2] = depth / 2.f;
    return m;
}
Matrix lookat(Vec3f eye, Vec3f center, Vec3f up) {
    Vec3f z = (eye - center).normalize();
    Vec3f x = (up^z).normalize();
    Vec3f y = (z^x).normalize();
    Matrix res = Matrix::identity(4);
    for (int i = 0; i < 3; i++) {
        res[0][i] = x[i];
        res[1][i] = y[i];
        res[2][i] = z[i];
        res[i][3] = -center[i];
    }
    return res;
}
Matrix translation(Vec3f v) {
    Matrix Tr = Matrix::identity(4);
    Tr[0][3] = v.x;
    Tr[1][3] = v.y;
    Tr[2][3] = v.z;
    return Tr;
}
Matrix scale(float factorX, float factorY, float factorZ)
{
    Matrix Z = Matrix::identity(4);
    Z[0][0] = factorX;
    Z[1][1] = factorY;
    Z[2][2] = factorZ;
    return Z;
}
Matrix rotation_x(float angle)
{
    angle = angle * PI / 180;
    float sinangle = sin(angle);
    float cosangle = cos(angle);
    Matrix R = Matrix::identity(4);
    R[1][1] = R[2][2] = cosangle;
    R[1][2] = -sinangle;
    R[2][1] = sinangle;
    return R;
}
Matrix rotation_y(float angle)
{
    angle = angle * PI / 180;
    float sinangle = sin(angle);
    float cosangle = cos(angle);
    Matrix R = Matrix::identity(4);
    R[0][0] = R[2][2] = cosangle;
    R[0][2] = sinangle;
    R[2][0] = -sinangle;
    return R;
}
Matrix rotation_z(float angle) {
    angle = angle * PI / 180;
    float sinangle = sin(angle);
    float cosangle = cos(angle);
    Matrix R = Matrix::identity(4);
    R[0][0] = R[1][1] = cosangle;
    R[0][1] = -sinangle;
    R[1][0] = sinangle;
    return R;
}
int main(int argc, char** argv)
{
    const PNGColor white = PNGColor(255, 255, 255, 255);
    const PNGColor black = PNGColor(0, 0, 0, 255);
    const PNGColor red = PNGColor(255, 0, 0, 255);
    const PNGColor green = PNGColor(0, 255, 0, 255);
    const PNGColor blue = PNGColor(0, 0, 255, 255);
    const PNGColor yellow = PNGColor(255, 255, 0, 255);
    const PNGColor orange = PNGColor(255, 128, 0, 255);
    const PNGColor clr[6] = {green, yellow, blue, red, white, orange};
    Model *model = NULL;
    const int width = 800;
    const int height = 800;
    const int depth = 255;
    //generate some image
    PNGImage image(width, height, PNGImage::RGBA); //Error when RGB because lodepng_get_raw_size_lct(w, h, colortype, bitdepth) > in.size() in encode
    image.init(black);
    model = new Model("african_head.obj");
    float *zbuffer = new float[width*height];
    for (int i = 0; i < width * height; i++)
        zbuffer[i] = -numeric_limits<float>::max();
    // 请补充代码,添加合适的参数
    /********** Begin ********/
    Vec3f eye(0, 0, 4),center(0, 0, 0), up(0, 1, 0);
    Matrix ModelView = lookat(eye, center, up) * rotation_y(15);
    /********** End **********/
    Matrix Projection = projection(eye, center);
    Matrix ViewPort = viewport(width / 4, width / 4, width / 2, height / 2, depth);
    for (int i = 0; i < model->nfaces(); i++)
    {
        vector<int> face = model->face(i);
            Vec3f triangleVertex[3];
            for (int j = 0; j < 3; j++)
            {
                Vec3f v1 = model->vert(face[j]);
                triangleVertex[j] = ViewPort * Projection * ModelView * v1;
            }
            // 请补充代码,其中每个面颜色随机生成
            /********** Begin ********/
            triangle(triangleVertex, zbuffer, image, PNGColor(rand() % 255, rand() % 255, rand() % 255, 255));
            /********** End **********/
    }
    image.flip_vertically(); // i want to have the origin at the left bottom corner of the image
    image.write_png_file("../img_step3/test.png");
    delete model;
    delete zbuffer;
    return 0;
}

第2关:均匀着色-由面的法线向量计算光强

#include <vector>
#include <cmath>
#include <algorithm>
#include <iostream>
#include "model.h"
#include "geometry.h"
#include "pngimage.h"
using namespace std;
const double PI = acos(-1.0);
void line(Vec3i p0, Vec3i p1, PNGImage  &image, PNGColor color)
{
    bool steep = false;
    if (std::abs(p0.x - p1.x) < std::abs(p0.y - p1.y))
    {
        std::swap(p0.x, p0.y);
        std::swap(p1.x, p1.y);
        steep = true;
    }
    if (p0.x > p1.x)
    {
        std::swap(p0.x, p1.x);
        std::swap(p0.y, p1.y);
    }
    int dx = p1.x - p0.x;
    int dy = std::abs(p1.y - p0.y);
    int y = p0.y;
    int d = -dx;
    for (int x = p0.x; x <= p1.x; x++)
    {
        if (steep)
            image.set(y, x, color);
        else
            image.set(x, y, color);
        d = d + 2 * dy;
        if (d > 0)
        {
            y += (p1.y > p0.y ? 1 : -1);
            d = d - 2 * dx;
        }
    }
}
Vec3f barycentric(Vec3f *pts, Vec3f P)
{
    Vec3f u = Vec3f(pts[2].x - pts[0].x, pts[1].x - pts[0].x, pts[0].x - P.x) ^
        Vec3f(pts[2].y - pts[0].y, pts[1].y - pts[0].y, pts[0].y - P.y);
    /* `pts` and `P` has integer value as coordinates
       so `abs(u[2])` < 1 means `u[2]` is 0, that means
       triangle is degenerate, in this case return something with negative coordinates */
    if (std::abs(u.z) < 1)
        return Vec3f(-1, 1, 1);
    return Vec3f(1.f - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z);
}
void triangle(Vec3f *pts, float *zbuffer, PNGImage &image, PNGColor color)
{
    int minX = min({ pts[0].x, pts[1].x, pts[2].x });
    int maxX = max({ pts[0].x, pts[1].x, pts[2].x });
    int minY = min({ pts[0].y, pts[1].y, pts[2].y });
    int maxY = max({ pts[0].y, pts[1].y, pts[2].y });
    int width = image.get_width();
    int height = image.get_height();
    if (maxX >= width)
        maxX = width - 1;
    if (maxY >= height)
        maxY = height - 1;
    Vec3f P;
    for (P.x = minX; P.x <= maxX; P.x++) {
        for (P.y = minY; P.y <= maxY; P.y++) {
            Vec3f bc_screen = barycentric(pts, P);
            if (bc_screen.x < 0 || bc_screen.y < 0 || bc_screen.z < 0) continue;
            P.z = 0;
            for (int i = 0; i < 3; i++)
                P.z += pts[i].z * bc_screen[i];
            if (zbuffer[int(P.x + P.y*width)] < P.z) {
                zbuffer[int(P.x + P.y*width)] = P.z;
                image.set(P.x, P.y, color);
            }
        }
    }
}
Matrix projection(Vec3f eye, Vec3f center)
{
    Matrix m = Matrix::identity(4);
    m[3][2] = -1.f / (eye - center).norm();
    return m;
}
Matrix viewport(int x, int y, int w, int h, int depth) {
    Matrix m = Matrix::identity(4);
    m[0][3] = x + w / 2.f;
    m[1][3] = y + h / 2.f;
    m[2][3] = depth / 2.f;
    m[0][0] = w / 2.f;
    m[1][1] = h / 2.f;
    m[2][2] = depth / 2.f;
    return m;
}
Matrix lookat(Vec3f eye, Vec3f center, Vec3f up) {
    Vec3f z = (eye - center).normalize();
    Vec3f x = (up^z).normalize();
    Vec3f y = (z^x).normalize();
    Matrix res = Matrix::identity(4);
    for (int i = 0; i < 3; i++) {
        res[0][i] = x[i];
        res[1][i] = y[i];
        res[2][i] = z[i];
        res[i][3] = -center[i];
    }
    return res;
}
Matrix translation(Vec3f v) {
    Matrix Tr = Matrix::identity(4);
    Tr[0][3] = v.x;
    Tr[1][3] = v.y;
    Tr[2][3] = v.z;
    return Tr;
}
Matrix scale(float factorX, float factorY, float factorZ)
{
    Matrix Z = Matrix::identity(4);
    Z[0][0] = factorX;
    Z[1][1] = factorY;
    Z[2][2] = factorZ;
    return Z;
}
Matrix rotation_x(float angle)
{
    angle = angle * PI / 180;
    float sinangle = sin(angle);
    float cosangle = cos(angle);
    Matrix R = Matrix::identity(4);
    R[1][1] = R[2][2] = cosangle;
    R[1][2] = -sinangle;
    R[2][1] = sinangle;
    return R;
}
Matrix rotation_y(float angle)
{
    angle = angle * PI / 180;
    float sinangle = sin(angle);
    float cosangle = cos(angle);
    Matrix R = Matrix::identity(4);
    R[0][0] = R[2][2] = cosangle;
    R[0][2] = sinangle;
    R[2][0] = -sinangle;
    return R;
}
Matrix rotation_z(float angle) {
    angle = angle * PI / 180;
    float sinangle = sin(angle);
    float cosangle = cos(angle);
    Matrix R = Matrix::identity(4);
    R[0][0] = R[1][1] = cosangle;
    R[0][1] = -sinangle;
    R[1][0] = sinangle;
    return R;
}
int main(int argc, char** argv)
{
    const PNGColor white = PNGColor(255, 255, 255, 255);
    const PNGColor black = PNGColor(0, 0, 0, 255);
    const PNGColor red = PNGColor(255, 0, 0, 255);
    const PNGColor green = PNGColor(0, 255, 0, 255);
    const PNGColor blue = PNGColor(0, 0, 255, 255);
    const PNGColor yellow = PNGColor(255, 255, 0, 255);
    const PNGColor orange = PNGColor(255, 128, 0, 255);
    const PNGColor clr[6] = { green, yellow, blue, red, white, orange };
    Model *model = NULL;
    const int width = 800;
    const int height = 800;
    const int depth = 255;
    //generate some image
    PNGImage image(width, height, PNGImage::RGBA); //Error when RGB because lodepng_get_raw_size_lct(w, h, colortype, bitdepth) > in.size() in encode
    image.init(black);
    model = new Model("african_head.obj");
    float *zbuffer = new float[width*height];
    for (int i = 0; i < width * height; i++)
        zbuffer[i] = -numeric_limits<float>::max();
    Vec3f eye(0, 0, 4), center(0, 0, 0), up(0, 1, 0);
    // 请补充代码,添加合适的参数
    /********** Begin ********/
    Vec3f light_dir(0, 0, -1);
    /********** End ********/
    Matrix ModelView = lookat(eye, center, up);
    Matrix Projection = projection(eye, center);
    Matrix ViewPort = viewport(width / 4, width / 4, width / 2, height / 2, depth);
    for (int i = 0; i < model->nfaces(); i++)
    {
        vector<int> face = model->face(i);
        Vec3f world_coords[3], screen_coords[3];
        for (int j = 0; j < 3; j++)
        {
            world_coords[j] = model->vert(face[j]);
            screen_coords[j] = ViewPort * Projection * ModelView * world_coords[j];
        }
        // 每个面的颜色根据该面的法向与入射光的夹角来计算
        /********** Begin ********/
        Vec3f n = (world_coords[2] - world_coords[0]) ^ (world_coords[1] - world_coords[0]);
        n.normalize();
        float intensity = n * light_dir;
        if (intensity < 0.0f)
            intensity = 0.0f;
        PNGColor clr = PNGColor(intensity * 255, intensity * 255, intensity * 255, 255);
        /********** End ********/
        triangle(screen_coords, zbuffer, image, clr);
    }
    image.flip_vertically(); // i want to have the origin at the left bottom corner of the image
    image.write_png_file("../img_step2/test.png");
    delete model;
    delete zbuffer;
    return 0;
}

第3关:平滑着色-由重心坐标与顶点光强插值计算光强

#include <vector>
#include <cmath>
#include <algorithm>
#include <iostream>
#include "model.h"
#include "geometry.h"
#include "pngimage.h"
using namespace std;
const double PI = acos(-1.0);
void line(Vec3i p0, Vec3i p1, PNGImage  &image, PNGColor color)
{
    bool steep = false;
    if (std::abs(p0.x - p1.x) < std::abs(p0.y - p1.y))
    {
        std::swap(p0.x, p0.y);
        std::swap(p1.x, p1.y);
        steep = true;
    }
    if (p0.x > p1.x)
    {
        std::swap(p0.x, p1.x);
        std::swap(p0.y, p1.y);
    }
    int dx = p1.x - p0.x;
    int dy = std::abs(p1.y - p0.y);
    int y = p0.y;
    int d = -dx;
    for (int x = p0.x; x <= p1.x; x++)
    {
        if (steep)
            image.set(y, x, color);
        else
            image.set(x, y, color);
        d = d + 2 * dy;
        if (d > 0)
        {
            y += (p1.y > p0.y ? 1 : -1);
            d = d - 2 * dx;
        }
    }
}
Vec3f barycentric(Vec3f *pts, Vec3f P)
{
    Vec3f u = Vec3f(pts[2].x - pts[0].x, pts[1].x - pts[0].x, pts[0].x - P.x) ^
        Vec3f(pts[2].y - pts[0].y, pts[1].y - pts[0].y, pts[0].y - P.y);
    /* `pts` and `P` has integer value as coordinates
       so `abs(u[2])` < 1 means `u[2]` is 0, that means
       triangle is degenerate, in this case return something with negative coordinates */
    if (std::abs(u.z) < 1)
        return Vec3f(-1, 1, 1);
    return Vec3f(1.f - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z);
}
void triangle(Vec3f *pts, float *zbuffer, PNGImage &image, PNGColor color)
{
    int minX = min({ pts[0].x, pts[1].x, pts[2].x });
    int maxX = max({ pts[0].x, pts[1].x, pts[2].x });
    int minY = min({ pts[0].y, pts[1].y, pts[2].y });
    int maxY = max({ pts[0].y, pts[1].y, pts[2].y });
    int width = image.get_width();
    int height = image.get_height();
    if (maxX >= width)
        maxX = width - 1;
    if (maxY >= height)
        maxY = height - 1;
    Vec3f P;
    for (P.x = minX; P.x <= maxX; P.x++) {
        for (P.y = minY; P.y <= maxY; P.y++) {
            Vec3f bc_screen = barycentric(pts, P);
            if (bc_screen.x < 0 || bc_screen.y < 0 || bc_screen.z < 0) continue;
            P.z = 0;
            for (int i = 0; i < 3; i++)
                P.z += pts[i].z * bc_screen[i];
            if (zbuffer[int(P.x + P.y*width)] < P.z) {
                zbuffer[int(P.x + P.y*width)] = P.z;
                image.set(P.x, P.y, color);
            }
        }
    }
}
void triangle(Vec3f *pts, float *zbuffer, PNGImage &image, Vec3f intensity)
{
    int minX = min({ pts[0].x, pts[1].x, pts[2].x });
    int maxX = max({ pts[0].x, pts[1].x, pts[2].x });
    int minY = min({ pts[0].y, pts[1].y, pts[2].y });
    int maxY = max({ pts[0].y, pts[1].y, pts[2].y });
    int width = image.get_width();
    int height = image.get_height();
    if (maxX >= width)
        maxX = width - 1;
    if (maxY >= height)
        maxY = height - 1;
    Vec3f P;
    for (P.x = minX; P.x <= maxX; P.x++) {
        for (P.y = minY; P.y <= maxY; P.y++) {
            Vec3f bc_screen = barycentric(pts, P);
            if (bc_screen.x < 0 || bc_screen.y < 0 || bc_screen.z < 0) continue;
            P.z = 0;
            for (int i = 0; i < 3; i++)
                P.z += pts[i].z * bc_screen[i];
            if (zbuffer[int(P.x + P.y*width)] < P.z) {
                zbuffer[int(P.x + P.y*width)] = P.z;
                //三角形内部点的光强根据重心坐标与顶点光强插值来计算
                /********** Begin ********/
                float intensity1 = intensity * bc_screen;
                PNGColor clr = PNGColor(255 * intensity1, 255 * intensity1, 255 * intensity1, 255);
                /********** End ********/
                image.set(P.x, P.y, clr);
            }
        }
    }
}
Matrix projection(Vec3f eye, Vec3f center)
{
    Matrix m = Matrix::identity(4);
    m[3][2] = -1.f / (eye - center).norm();
    return m;
}
Matrix viewport(int x, int y, int w, int h, int depth) {
    Matrix m = Matrix::identity(4);
    m[0][3] = x + w / 2.f;
    m[1][3] = y + h / 2.f;
    m[2][3] = depth / 2.f;
    m[0][0] = w / 2.f;
    m[1][1] = h / 2.f;
    m[2][2] = depth / 2.f;
    return m;
}
Matrix lookat(Vec3f eye, Vec3f center, Vec3f up) {
    Vec3f z = (eye - center).normalize();
    Vec3f x = (up^z).normalize();
    Vec3f y = (z^x).normalize();
    Matrix res = Matrix::identity(4);
    for (int i = 0; i < 3; i++) {
        res[0][i] = x[i];
        res[1][i] = y[i];
        res[2][i] = z[i];
        res[i][3] = -center[i];
    }
    return res;
}
Matrix translation(Vec3f v) {
    Matrix Tr = Matrix::identity(4);
    Tr[0][3] = v.x;
    Tr[1][3] = v.y;
    Tr[2][3] = v.z;
    return Tr;
}
Matrix scale(float factorX, float factorY, float factorZ)
{
    Matrix Z = Matrix::identity(4);
    Z[0][0] = factorX;
    Z[1][1] = factorY;
    Z[2][2] = factorZ;
    return Z;
}
Matrix rotation_x(float angle)
{
    angle = angle * PI / 180;
    float sinangle = sin(angle);
    float cosangle = cos(angle);
    Matrix R = Matrix::identity(4);
    R[1][1] = R[2][2] = cosangle;
    R[1][2] = -sinangle;
    R[2][1] = sinangle;
    return R;
}
Matrix rotation_y(float angle)
{
    angle = angle * PI / 180;
    float sinangle = sin(angle);
    float cosangle = cos(angle);
    Matrix R = Matrix::identity(4);
    R[0][0] = R[2][2] = cosangle;
    R[0][2] = sinangle;
    R[2][0] = -sinangle;
    return R;
}
Matrix rotation_z(float angle) {
    angle = angle * PI / 180;
    float sinangle = sin(angle);
    float cosangle = cos(angle);
    Matrix R = Matrix::identity(4);
    R[0][0] = R[1][1] = cosangle;
    R[0][1] = -sinangle;
    R[1][0] = sinangle;
    return R;
}
int main(int argc, char** argv)
{
    const PNGColor white = PNGColor(255, 255, 255, 255);
    const PNGColor black = PNGColor(0, 0, 0, 255);
    const PNGColor red = PNGColor(255, 0, 0, 255);
    const PNGColor green = PNGColor(0, 255, 0, 255);
    const PNGColor blue = PNGColor(0, 0, 255, 255);
    const PNGColor yellow = PNGColor(255, 255, 0, 255);
    const PNGColor orange = PNGColor(255, 128, 0, 255);
    const PNGColor clr[6] = { green, yellow, blue, red, white, orange };
    Model *model = NULL;
    const int width = 800;
    const int height = 800;
    const int depth = 255;
    //generate some image
    PNGImage image(width, height, PNGImage::RGBA); //Error when RGB because lodepng_get_raw_size_lct(w, h, colortype, bitdepth) > in.size() in encode
    image.init(black);
    model = new Model("african_head.obj");
    float *zbuffer = new float[width*height];
    for (int i = 0; i < width * height; i++)
        zbuffer[i] = -numeric_limits<float>::max();
    Vec3f eye(0, 0, 4), center(0, 0, 0), up(0, 1, 0);
    Vec3f light_dir(0, 0, 1);
    Matrix ModelView = lookat(eye, center, up);
    Matrix Projection = projection(eye, center);
    Matrix ViewPort = viewport(width / 4, width / 4, width / 2, height / 2, depth);
    Matrix VPM = ViewPort * Projection * ModelView;
    for (int i = 0; i < model->nfaces(); i++)
    {
        vector<int> face = model->face(i);
        Vec3f world_coords[3], screen_coords[3], vert_normal[3];
        Vec3f intensity;
        for (int j = 0; j < 3; j++)
        {
            world_coords[j] = model->vert(face[j]);
            screen_coords[j] = VPM * world_coords[j];
            vert_normal[j] = model->normal(i, j);
            //三角形每个顶点的光强根据顶点法线向量与光照方向的点积来计算
            /********** Begin ********/
            intensity[j] = max(0.0f, vert_normal[j] * light_dir);
            /*********** End *********/
        }
        triangle(screen_coords, zbuffer, image, intensity);
    }
    image.flip_vertically(); // i want to have the origin at the left bottom corner of the image
    image.write_png_file("../img_step1/test.png");
    delete model;
    delete zbuffer;
    return 0;
}

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