混合纹理小结

struct vertexFormat
{
 FLOAT x, y, z;
 DWORD color;
 FLOAT u1, v1, s1, t1;
 FLOAT u2, v2, s2;
};

#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX2|D3DFVF_TEXCOORDSIZE4(0)|D3DFVF_TEXCOORDSIZE3(1))

 

从上面的结构体vertexFormat可知,声明了顶点位置坐标x,y,z; 和顶点颜色color;还有两套纹理坐标系,分别是 u1,v1,s1,t1和u2,v2,s2.

所以对顶点格式的定义就是:

#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX2|D3DFVF_TEXCOORDSIZE4(0)|D3DFVF_TEXCOORDSIZE3(1))

 

这里我解释一下,首先D3DFVF_XYZ , D3DFVF_DIFFUSE分别表示顶点位置和顶点漫反射颜色.接下来D3DFVF_TEX2表示该顶点格式定义了两套纹理坐标系,分别是随后的D3DFVF_TEXCOORDSIZE4(0), D3DFVF_TEXCOORDSIZE3(1) .而D3DFVF_TEXCOORDSIZE4(0)表示第一套纹理坐标系,用(0)表示,并且是4维纹理坐标,用D3DFVF_TEXCOORDSIZE4表示.而随后的D3DFVF_TEXCOORDSIZE3(1)表示第二套纹理坐标系,用(1)表示,并且是3维纹理坐标.

 

下面是我摘录的对话,源之: http://topic.csdn.net/t/20020412/21/642939.html

D3DFVF_Tex2是一个拥有两个纹理坐标的顶点格式。首先应该清楚,在Direct3D里有8个TextureStage,就是说,理论上可以声明一个有8个纹理坐标的顶点格式。比如:  
  TYPE   MYFVF_Tex8  
          Position   as   D3DVECTOR  
          Normal   as   D3DVECTOR  
          TU1   as   single  
          TV1   as   single  
          TU2   as   single  
          Tv2   as   single  
          ....  
  END   TYPE  
  使用时,先要给相应的TextureStage设置贴图,然后再用这条语句:  
  Call   .SetTextureStageState(StageIndex,   D3DTSS_TEXCOORDINDEX,   0)  
  D3DTSS_TEXCOORDINDEX就是用来设置用哪一套纹理坐标的,取值范围是(0,8)  
  StageIndex是指设置哪一个Stage。  

 

pd3dDevice->SetTextureStageState(0,   D3DTSS_TEXCOORDINDEX,   0);  
  pd3dDevice->SetTextureStageState(0,   D3DTSS_COLORARG1,   D3DTA_TEXTURE   );    
  pd3dDevice->SetTextureStageState(0,   D3DTSS_COLOROP,     D3DTOP_SELECTARG1);  
  pd3dDevice->SetTexture(0,   m_pTexture1);  
   
  pd3dDevice->SetTextureStageState(1,   D3DTSS_TEXCOORDINDEX,   1);  
  pd3dDevice->SetTextureStageState(1,   D3DTSS_COLORARG1,   D3DTA_TEXTURE   );    
  pd3dDevice->SetTextureStageState(1,   D3DTSS_COLORARG2,   D3DTA_CURRENT   );  
  pd3dDevice->SetTextureStageState(1,   D3DTSS_COLOROP,   D3DTOP_ADDSIGNED   );  
  pd3dDevice->SetTexture(1,   m_pTexture2);  
   
  我本来的目的是实现两层纹理移动的效果上下的效果:  
   
  我之前使用两个vertex   buffer在同一个位置,  
  使用不同纹理,再作alphablend,可以达到预期效果。  
   
  为提高效率我想将两个vertex   buffer合并成一个,  
  用不同而用两套纹理坐标,目前合并目的已达到,  
   
  但是同一个vertex   buffer使用两层纹理时,前面一层和后面一层进行alphablend  
  请问这时如何设置alphablend操作?   
答:

    SetTextureStageState(2,   D3DTOP_BLENDFACTORALPHA);   
    SetRenderState(D3DRS_TEXTUREFACTOR,   your_blending_factor); 

 

    如果你会VertexShader,可以用那个做,否则的话,就用Blend_Factor做吧。

 

下面介绍多层纹理混合,源之: http://www.cnblogs.com/phinecos/articles/1222677.html

//=============================================================================
// Desc: 主程序源文件
//=============================================================================
#include "dxstdafx.h"
#include 
"resource.h"


//-----------------------------------------------------------------------------
// 全局变量
//-----------------------------------------------------------------------------
ID3DXFont*                 g_pFont = NULL;          //ID3DXFont字体对象
ID3DXSprite*               g_pTextSprite = NULL;    //ID3DXSprite文本精灵对象
bool                       g_bShowHelp = true;      //标识是否显示简单说明文本

CDXUTDialogResourceManager g_DialogResourceManager; 
//对话框资源管理器
CD3DSettingsDlg            g_SettingsDlg;           //Direct3D设备设置对话框
CDXUTDialog                g_HUD;                   //
CDXUTDialog                g_SampleUI;              //

LPDIRECT3DVERTEXBUFFER9    g_pVB       
= NULL;      //顶点缓冲区
LPDIRECT3DTEXTURE9         g_pTexture1 = NULL;      //第一层纹理
LPDIRECT3DTEXTURE9         g_pTexture2 = NULL;      //第二层纹理


// 定义顶点结构和灵活顶点格式
struct CUSTOMVERTEX
{
    FLOAT x, y, z;        
// 未经过坐标转换的顶点坐标
    DWORD color;       // 顶点漫反射颜色值
    FLOAT u,v ;           // 顶点纹理坐标
    FLOAT u1,v1 ;       // 顶点纹理坐标

}
;
#define D3DFVF_CUSTOMVERTEX  (D3DFVF_XYZ| D3DFVF_DIFFUSE| D3DFVF_TEX2)


//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN      1
#define IDC_TOGGLEREF             2
#define IDC_CHANGEDEVICE          3


//-----------------------------------------------------------------------------
// Desc: 函数声明
//------------------------------------------------------------------------------
bool    CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
bool    CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9
* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9
* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
void    CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
void    CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
bool* pbNoFurtherProcessing, void* pUserContext );
void    CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
void    CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
void    CALLBACK OnLostDevice( void* pUserContext );
void    CALLBACK OnDestroyDevice( void* pUserContext );

void    InitApp();
void    RenderText();


//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
    
//为Debug配置启用运行时内存检查功能
#if defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
| _CRTDBG_LEAK_CHECK_DF );
#endif

    
//设置回调函数
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackKeyboard( KeyboardProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );

    
//应用程序相关的初始化
    InitApp();

    
//初始化DXUT, 创建窗口, 创建Direct3D设备对象
    DXUTInit( truetruetrue );
    DXUTSetCursorSettings( 
truetrue );
    DXUTCreateWindow( L
"MultiTexture" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true640480
        IsDeviceAcceptable, ModifyDeviceSettings );

    
//进入消息循环和场景渲染
    DXUTMainLoop();

    
//在此进行应用程序相关的清除工作

    
return DXUTGetExitCode();
}



//-----------------------------------------------------------------------------
// Desc: 应用程序相关初始化
//-----------------------------------------------------------------------------
void InitApp()
{
    
//初始化对话框
    g_SettingsDlg.Init( &g_DialogResourceManager );
    g_HUD.Init( 
&g_DialogResourceManager );
    g_SampleUI.Init( 
&g_DialogResourceManager );

    
//为g_HUD对话框设置消息处理函数,添加控件
    g_HUD.SetCallback( OnGUIEvent ); int iY = 10
    g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L
"Toggle full screen"35, iY, 12522 );
    g_HUD.AddButton( IDC_TOGGLEREF, L
"Toggle REF (F3)"35, iY += 2412522 );
    g_HUD.AddButton( IDC_CHANGEDEVICE, L
"Change device (F2)"35, iY += 2412522, VK_F2 );
}



//-----------------------------------------------------------------------------
// Desc: 设备能力检查
//-----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool bWindowed, 
                                  
void* pUserContext )
{
    
//检查后台缓冲区格式是否支持Alpha混合等操作(post pixel blending operations)
    IDirect3D9* pD3D = DXUTGetD3DObject(); 
    
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
                    AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, 
                    D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return false;

    
//检查当前渲染设备是否支持多层纹理混合
    if( pCaps->MaxTextureBlendStages <= 1)
        
return false;

    
return true;
}



//-----------------------------------------------------------------------------
// Desc: 修改Direct3D渲染设备设置
//-----------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, 
                                    
const D3DCAPS9* pCaps, void* pUserContext )
{
    
//如果不支持硬件顶点处理则使用软件顶点处理
    if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
    
{
        pDeviceSettings
->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    }


    
//如果使用参考设备,则弹出警告对话框
    static bool s_bFirstTime = true;
    
if( s_bFirstTime )
    
{
        s_bFirstTime 
= false;
        
if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
            DXUTDisplaySwitchingToREFWarning();
    }


    
return true;
}



//-----------------------------------------------------------------------------
// Desc: 在此创建管理内存资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, 
                                
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                
void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
    
    
//创建字体
    V_RETURN( D3DXCreateFont( pd3dDevice, 150, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
                         OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
| FF_DONTCARE, 
                         L
"Arial"&g_pFont ) );


    
//创建第一层纹理对象
    V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"Wall.bmp"&g_pTexture1 ) );
   
    
//创建第二层纹理对象
    V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"light.jpg"&g_pTexture2 ) );
    
    
//设置顶点数据
    CUSTOMVERTEX g_Vertices[] =
    
{
        
-3.0f-3.0f,  0.0f,  0xffffffff0.0f1.0f0.0f1.0f},
        
-3.0f,  3.0f,  0.0f,  0xffffffff0.0f0.0f0.0f0.0f},
        
{  3.0f-3.0f,  0.0f,  0xffffffff1.0f1.0f1.0f1.0f},
        
{  3.0f,  3.0f,  0.0f,  0xffffffff1.0f0.0f1.0f0.0f}
    }
;

    
//创建顶点缓冲区
    V_RETURN( pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
                                                 
0, D3DFVF_CUSTOMVERTEX,
                                                 D3DPOOL_MANAGED, 
&g_pVB,NULL ) );
    
//填充顶点数据
    VOID* pVertices;
    V_RETURN( g_pVB
->Lock( 0sizeof(g_Vertices), (void**)&pVertices, 0 ) );
    memcpy( pVertices, g_Vertices, 
sizeof(g_Vertices) );
    g_pVB
->Unlock();

    
return S_OK;
}



//-----------------------------------------------------------------------------
// Desc: 在此创建默认内存类型资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                
void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnResetDevice() );
    V_RETURN( g_SettingsDlg.OnResetDevice() );

    
//设置对话框位置和尺寸
    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-1700 );
    g_HUD.SetSize( 
170170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc
->Width-170
                            pBackBufferSurfaceDesc
->Height-350 );
    g_SampleUI.SetSize( 
170300 );

    
//恢复字体
    if( g_pFont )
        V_RETURN( g_pFont
->OnResetDevice() );
   
    
//创建ID3DXSprite接口对象
    V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

    
//设置观察矩阵
    D3DXMATRIXA16 matView;
    D3DXVECTOR3 vEyePt( 
0.0f0.0f-8 );
    D3DXVECTOR3 vLookatPt( 
0.0f0.0f0.0f );
    D3DXVECTOR3 vUpVec( 
0.0f1.0f0.0f );
    D3DXMatrixLookAtLH( 
&matView, &vEyePt, &vLookatPt, &vUpVec );
    pd3dDevice
->SetTransform( D3DTS_VIEW, &matView );

    
//设置投影矩阵
    D3DXMATRIXA16 matProj;
    
float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
    D3DXMatrixPerspectiveFovLH( 
&matProj, D3DX_PI/4, fAspectRatio, 1.0f100.0f );
    pd3dDevice
->SetTransform( D3DTS_PROJECTION, &matProj );

    
//设置第层纹理、纹理阶段状态和纹理坐标索引
    pd3dDevice->SetTexture( 0, g_pTexture1 );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_DISABLE );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX,   0 );
    pd3dDevice
->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    pd3dDevice
->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

    
//设置第层纹理、纹理阶段状态和纹理坐标索引
    pd3dDevice->SetTexture( 1, g_pTexture2 );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_COLOROP,   D3DTOP_ADD);
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_ALPHAOP,   D3DTOP_DISABLE );
    pd3dDevice
->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX,   1 );
    pd3dDevice
->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    pd3dDevice
->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

    
//关闭光照计算
    pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );

    
return S_OK;
}



//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                           
float fElapsedTime, void* pUserContext )
{
}



//-----------------------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, 
                            
float fElapsedTime, void* pUserContext )
{
    HRESULT hr;
  
    
//如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景
    if( g_SettingsDlg.IsActive() )
    
{
        g_SettingsDlg.OnRender( fElapsedTime );
        
return;
    }


    
//清除后台颜色缓冲区和深度缓冲区
    V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
                         D3DCOLOR_ARGB(
04550170), 1.0f0) );

    
//渲染场景
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    
{
        pd3dDevice
->SetStreamSource( 0, g_pVB, 0sizeof(CUSTOMVERTEX) );
        pd3dDevice
->SetFVF( D3DFVF_CUSTOMVERTEX );
        pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02);

        
//渲染文本和控件
        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); 
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );
        DXUT_EndPerfEvent();

        V( pd3dDevice
->EndScene() );
    }

}



//-----------------------------------------------------------------------------
// Desc: 渲染文本
//-----------------------------------------------------------------------------
void RenderText()
{
    CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 
15 );

    
//显示当前Direct3D设备状态和渲染帧速率
    txtHelper.Begin();
    txtHelper.SetInsertionPos( 
55 );
    txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f1.0f0.0f1.0f ) );
    txtHelper.DrawTextLine( DXUTGetFrameStats(
true) );
    txtHelper.DrawTextLine( DXUTGetDeviceStats() );

    
//显示其他简要信息
    txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f1.0f1.0f1.0f ) );
    txtHelper.DrawTextLine( L
"多层纹理混合" );
    
    
//显示简单帮助文本
    const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
    
if( g_bShowHelp )
    
{
        txtHelper.SetInsertionPos( 
10, pd3dsdBackBuffer->Height-15*6 );
        txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f0.75f0.0f1.0f ) );
        txtHelper.DrawTextLine( L
"Controls (F1 to hide):" );

        txtHelper.SetInsertionPos( 
40, pd3dsdBackBuffer->Height-15*5 );
        txtHelper.DrawTextLine( L
"Quit: ESC" );
    }

    
else
    
{
        txtHelper.SetInsertionPos( 
10, pd3dsdBackBuffer->Height-15*2 );
        txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f1.0f1.0f1.0f ) );
        txtHelper.DrawTextLine( L
"Press F1 for help" );
    }

    txtHelper.End();
}



//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                         
bool* pbNoFurtherProcessing, void* pUserContext )
{
    
*pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
    
if*pbNoFurtherProcessing )
        
return 0;

    
if( g_SettingsDlg.IsActive() )
    
{
        g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
        
return 0;
    }


    
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
    
if*pbNoFurtherProcessing )
        
return 0;
   
    
*pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
    
if*pbNoFurtherProcessing )
        
return 0;

    
return 0;
}



//-----------------------------------------------------------------------------
// Desc: 键盘消息处理
//-----------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
    
if( bKeyDown )
    
{
        
switch( nChar )
        
{
            
case VK_F1: g_bShowHelp = !g_bShowHelp; break;
        }

    }

}



//-----------------------------------------------------------------------------
// Desc: 处理各种控件消息
//-----------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, 
                         
void* pUserContext )
{
    
switch( nControlID )
    
{
        
case IDC_TOGGLEFULLSCREEN:
            DXUTToggleFullScreen(); 
            
break;

        
case IDC_TOGGLEREF:
            DXUTToggleREF(); 
            
break;

        
case IDC_CHANGEDEVICE:
            g_SettingsDlg.SetActive( 
!g_SettingsDlg.IsActive() ); 
            
break;
    }

}

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