openGL ES 2.0 3维物体的平移(II)

好了、

ok、这两天学习了OpenGL es 2.0 之中的3D物体的平移、旋转、缩放大小等等,

其实吧、个人感觉D3D和OpenGL  ES 2.0 就目前学习到的这些知识来讲,还是相差不大,多少有些异曲同工的地方·······

好了,闲话不多说······

先上第一个demo,关于物体cube在空间中的平移,(理解了这个,再学习接下来的旋转和缩放,就简单的多了···)

第一个文件:ShaderUtil.java————(主要作用是,生成渲染器,再生成渲染器程序)


package com.example.sample_5_3_mine;

import java.io.ByteArrayOutputStream;
import java.io.InputStream;

import android.content.res.Resources;
import android.opengl.GLES20;
import android.util.Log;

public class ShaderUtil {

	public static int loadShader(
			int shaderType,
			String source){
		int shader = GLES20.glCreateShader(shaderType);
		if(shader!=0){
			GLES20.glShaderSource(shader, source);
			GLES20.glCompileShader(shader);
			int[] compiled = new int[1];
			GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
			if(compiled[0] == 0){
				Log.e("ES_ERROR","Could not compiled shader");
				Log.e("ES_ERROR",GLES20.glGetShaderInfoLog(shader));
				GLES20.glDeleteShader(shader);
				shader = 0;
			}
		}
		
		return shader;
	}
	
	public static int createProgram(
			String vertexSource,
			String fragmentSource){
		int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER,vertexSource);
		if(vertexShader == 0){
			return 0;
		}
		int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER,fragmentSource);
		if(pixelShader == 0){
			return 0;
		}		
		
		int program = GLES20.glCreateProgram();
		if(program != 0){
			GLES20.glAttachShader(program,vertexShader);
			checkGlError("glAttachShader");
			GLES20.glAttachShader(program, pixelShader);
			checkGlError("glAttachShader");
			GLES20.glLinkProgram(program);
			int[] linkStatus = new int[1];
			GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus,0);
			if(linkStatus[0] != GLES20.GL_TRUE){
				Log.e("ES20_ERROR","Could not link program");
				Log.e("ES_ERROR",GLES20.glGetProgramInfoLog(program));
				GLES20.glDeleteProgram(program);
				program = 0;
			}
		}
		return program;
	}

	public static void checkGlError(String op){
		int error;
		while((error = GLES20.glGetError()) !=GLES20.GL_NO_ERROR){
			Log.e("ES20_ERROR",op + "glError:" + error);
			throw new RuntimeException(op + ":glError");
		}
	}

	public static String loadFromAssetsFile(String fname,Resources r){
		String result = null;
		try{
			InputStream in = r.getAssets().open(fname);
			int ch = 0;
			ByteArrayOutputStream baos = new ByteArrayOutputStream();
			while((ch = in.read()) != -1){
				baos.write(ch);
			}
			byte[] buff = baos.toByteArray();
			baos.close();
			in.close();
			result = new String(buff,"UTF-8");
			result = result.replaceAll("\\r\\n", "\n");
		}
		catch(Exception e){
			e.printStackTrace();
		}
		
		return result;
	}


}



ok、现在改轮到主类:MainActivity.java的编写了:

package com.example.sample_5_3_mine;


//以后像这种多个demo.java这种shen me gui!!
//应该先在LogCat中查看相应的包类,查看出来第一个出错的是哪一个.java类,
//而不是盲目的一次“比较文件”,一比较就是6个!我勒个去!6个啊!!
//相比VC++6.0来说,Eclipse的开发节省了很多细节问题,(之前出现的大小写,多一个少一个字符啊,什么的,没了)
//哈哈、好开森~~


//错误检查报告:
//1、屏幕设置方式出错   ||  2、ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
import android.os.Bundle;
import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.view.Menu;
import android.view.Window;
import android.view.WindowManager;

public class MainActivity extends Activity {

	private MySurfaceView mGLSurfaceView;
	
	@Override
	protected void onCreate(Bundle savedInstanceState) {
		super.onCreate(savedInstanceState);
		requestWindowFeature(Window.FEATURE_NO_TITLE);
		getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, 
				WindowManager.LayoutParams.FLAG_FULLSCREEN);
		//这儿是显示不正确的第二个错误:屏幕显示方式应该为:LANFSCAPE,
		setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
		mGLSurfaceView = new MySurfaceView(this);		
	
		setContentView(mGLSurfaceView);
		mGLSurfaceView.requestFocus();
		mGLSurfaceView.setFocusableInTouchMode(true);
		
	}
	
	

	@Override
	protected void onPause() {
		// TODO 自动生成的方法存根
		super.onPause();
		mGLSurfaceView.onPause();
	}



	@Override
	protected void onResume() {
		// TODO 自动生成的方法存根
		super.onResume();
		mGLSurfaceView.onResume();
	}



	@Override
	public boolean onCreateOptionsMenu(Menu menu) {
		// Inflate the menu; this adds items to the action bar if it is present.
		getMenuInflater().inflate(R.menu.main, menu);
		return true;
	}

}

现在是MySurfaceView.java文件的编写:

这个类的作用主要用于定义摄像机的位置参数,以及镜头的显示(宽高比等等),

package com.example.sample_5_3_mine;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;

public class MySurfaceView extends GLSurfaceView{

	private SceneRenderer mRenderer;
	public MySurfaceView(Context context) {
		super(context);
		// TODO 自动生成的构造函数存根
		this.setEGLContextClientVersion(2);
		mRenderer = new SceneRenderer();
		setRenderer(mRenderer);
		setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
	}
	
	private class SceneRenderer implements GLSurfaceView.Renderer{

		Cube cube;
		//下面由于三个函数:onDrawFrame()、onSurfaceChanged()、onSurfaceCreated()
		//调用的时候并非按照顺序进行,而应该是:
		//创建对象,打开开关->设置摄相机参数		->开始绘画屏幕
		//onSurfaceCreated()->onSurfaceChanged()->onDrawFrame()
		@Override
		public void onDrawFrame(GL10 gl) {
			// TODO 自动生成的方法存根
			GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
			MatrixState.pushMatrix();
			cube.drawSelf();
			MatrixState.popMatrix();
			
			MatrixState.pushMatrix();
			MatrixState.translate(4,0,0);
			cube.drawSelf();
			MatrixState.popMatrix();
		}

		@Override
		public void onSurfaceChanged(GL10 gl, int width, int height) {
			// TODO 自动生成的方法存根
			GLES20.glViewport(0, 0, width, height);
			Constant.ratio = (float) width/height;
			MatrixState.setProjectFrustum(-Constant.ratio*0.8f, Constant.ratio*1.2f, -1, 1, 20, 100);
			
			MatrixState.setCamera(-16f, 8f, 45, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
			
			MatrixState.setInitStack();
		}

		@Override
		public void onSurfaceCreated(GL10 gl, EGLConfig config) {
			// TODO 自动生成的方法存根
			 GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
			 cube = new Cube(MySurfaceView.this);
			 GLES20.glEnable(GLES20.GL_DEPTH_TEST);
			 GLES20.glEnable(GLES20.GL_CULL_FACE);
		}
		
	}
}


好了,现在编写MatrixState.java这个类:

这个类主要作用于:矩阵的变换,保存矩阵场景,以及如何通过举证实现物体的平移、旋转、缩放等等函数:



package com.example.sample_5_3_mine;

import java.nio.ByteBuffer;

import android.opengl.Matrix;

public class MatrixState {

	private static float[] mProjMatrix = new float[16];
	private static float[] mVMatrix = new float[16];
	private static float[] currMatrix;
	
	static float[][] mStack = new float[10][16];
	static int stackTop = -1;
	
	public static void setInitStack(){
		currMatrix = new float[16];
		Matrix.setRotateM(currMatrix, 0, 0, 1, 0, 0);
	}
	
	public static void pushMatrix(){
		stackTop++;
		for(int i=0;i<16;i++){
			mStack[stackTop][i] = currMatrix[i];
		}
	}
	
	public static void popMatrix(){
		for(int i=0;i<16;i++){
			currMatrix[i] = mStack[stackTop][i];
		}
		stackTop--;
	}

	public static void translate(float x,float y, float z){
		Matrix.translateM(currMatrix, 0, x, y, z);
	}

	static ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
	static float[] cameraLocation = new float[3];
	public static void setCamera(
			float cx,float cy, float cz,
			float tx, float ty, float tz,
			float upx,float upy, float upz){
		Matrix.setLookAtM(mVMatrix, 0, cx, cy, cz, tx, ty, tz, upx, upy, upz);
	}

	public static void setProjectFrustum(float left,float right,
			float bottom, float top,
			float near, float far){
		Matrix.frustumM(mProjMatrix, 0, left, right, bottom, top, near, far);
	}
	public static void setProjectOrtho(float left, float right,
			float bottom, float top,
			float near,float far){
		Matrix.orthoM(mProjMatrix, 0, left, right, bottom, top, near, far);
	}
	
	static float[] mMVPMatrix = new float[16];
	public static float[] getFinalMatrix(){
		Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, currMatrix, 0);
		Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
		return mMVPMatrix;
	}
	
	public static float[] getMMatrix(){
		return currMatrix;
	}

}


嗯、对了,还有一个常量类Constan.java,,它的作用主要是:

申请定义一些常用的变量,直接定义好,一次定义,多次使用~

package com.example.sample_5_3_mine;

public class Constant {
	public static final float UNIT_SIZE = 1f;
	
	public static float ratio;
}

ok、ok、现在就剩下最后一个类Cube.jaba的定义以及编写了:

它的作用主要是:定义一个正方体Cube,定义好它的大小,位置,各个顶点等数据,同时也包含有自身的drawSelf()方法,用于在屏幕上对自身进行绘画等等,

来啦~~:

package com.example.sample_5_3_mine;


//自我总结:本次出错在Cube.java上,其中一个比较重要的原因是:不仔细,前面5个全神贯注敲打了,
//这个给漏网之鱼,一不留神就溜走了,下次记住:一定要:仔仔细细敲全部!

//还有就是!检查核对的是也没有仔细看!

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import android.opengl.GLES20;

public class Cube {

	int mProgram;
	int muMVPMatrixHandle;
	int maPositionHandle;
	int maColorHandle;
	String mVertexShader;
	String mFragmentShader;
	
	FloatBuffer mVertexBuffer;
	FloatBuffer mColorBuffer;
	int vCount = 0;
	
	//构造函数
	public Cube(MySurfaceView mv){
		initVertexData();
		
		initShader(mv);
	}
	
	public void initVertexData(){
		vCount = 12*6;
		float vertices[] = new float[]{

	        	//前面
	        	0,0,Constant.UNIT_SIZE,
	        	
	        	Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	
	        	-Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	
	        	0,0,Constant.UNIT_SIZE,
	        	
	        	-Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	
	        	-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	
	        	0,0,Constant.UNIT_SIZE,
	        	
	        	-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	
	        	Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	
	        	0,0,Constant.UNIT_SIZE,
	        	
	        	Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	
	        	Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	//后面
	        	0,0,-Constant.UNIT_SIZE,        	
	        	Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	0,0,-Constant.UNIT_SIZE, 
	        	Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	0,0,-Constant.UNIT_SIZE, 
	        	-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	-Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	0,0,-Constant.UNIT_SIZE, 
	        	-Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	//左面
	        	-Constant.UNIT_SIZE,0,0,      	
	        	-Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	-Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	-Constant.UNIT_SIZE,0,0,   
	        	-Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	-Constant.UNIT_SIZE,0,0,   
	        	-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	-Constant.UNIT_SIZE,0,0,   
	        	-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	-Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	//右面
	        	Constant.UNIT_SIZE,0,0,   
	        	Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	Constant.UNIT_SIZE,0,0,   
	        	Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	Constant.UNIT_SIZE,0,0,   
	        	Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	Constant.UNIT_SIZE,0,0,  
	        	Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	//上面
	        	0,Constant.UNIT_SIZE,0,      
	        	Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	0,Constant.UNIT_SIZE,0,        	
	        	Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	-Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	0,Constant.UNIT_SIZE,0,       
	        	-Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	-Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE, 	
	        	0,Constant.UNIT_SIZE,0,      
	        	-Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,  	
	        	//下面
	        	0,-Constant.UNIT_SIZE,0,        	
	        	Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	0,-Constant.UNIT_SIZE,0,  
	        	-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
	        	-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	0,-Constant.UNIT_SIZE,0,   
	        	-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	0,-Constant.UNIT_SIZE,0,    
	        	Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
	        	Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
		};
		
		//错在这里啦!!!
		ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
		vbb.order(ByteOrder.nativeOrder());
		mVertexBuffer = vbb.asFloatBuffer();
		mVertexBuffer.put(vertices);
		mVertexBuffer.position(0);
		
		float colors[] = new float[]{
				//前面        
        		1,1,1,0,//中间为白色
        		1,0,0,0,
        		1,0,0,0,
        		1,1,1,0,//中间为白色
        		1,0,0,0,
        		1,0,0,0,
        		1,1,1,0,//中间为白色
        		1,0,0,0,
        		1,0,0,0,
        		1,1,1,0,//中间为白色
        		1,0,0,0,
        		1,0,0,0,
        		//后面
        		1,1,1,0,//中间为白色
        		0,0,1,0,
        		0,0,1,0, 
        		1,1,1,0,//中间为白色
        		0,0,1,0,
        		0,0,1,0, 
        		1,1,1,0,//中间为白色
        		0,0,1,0,
        		0,0,1,0, 
        		1,1,1,0,//中间为白色
        		0,0,1,0,
        		0,0,1,0, 
        		//左面
        		1,1,1,0,//中间为白色
        		1,0,1,0,
        		1,0,1,0, 
        		1,1,1,0,//中间为白色
        		1,0,1,0,
        		1,0,1,0, 
        		1,1,1,0,//中间为白色
        		1,0,1,0,
        		1,0,1,0, 
        		1,1,1,0,//中间为白色
        		1,0,1,0,
        		1,0,1,0, 
        		//右面
        		1,1,1,0,//中间为白色
        		1,1,0,0,
        		1,1,0,0,
        		1,1,1,0,//中间为白色
        		1,1,0,0,
        		1,1,0,0,
        		1,1,1,0,//中间为白色
        		1,1,0,0,
        		1,1,0,0,
        		1,1,1,0,//中间为白色
        		1,1,0,0,
        		1,1,0,0,
        		//上面
        		1,1,1,0,//中间为白色
        		0,1,0,0,
        		0,1,0,0,
        		1,1,1,0,//中间为白色
        		0,1,0,0,
        		0,1,0,0,
        		1,1,1,0,//中间为白色
        		0,1,0,0,
        		0,1,0,0,
        		1,1,1,0,//中间为白色
        		0,1,0,0,
        		0,1,0,0,        		
        		//下面
        		1,1,1,0,//中间为白色
        		0,1,1,0,
        		0,1,1,0,
        		1,1,1,0,//中间为白色
        		0,1,1,0,
        		0,1,1,0,
        		1,1,1,0,//中间为白色
        		0,1,1,0,
        		0,1,1,0,
        		1,1,1,0,//中间为白色
        		0,1,1,0,
        		0,1,1,0,
		};
		
		ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
		cbb.order(ByteOrder.nativeOrder());
		mColorBuffer = cbb.asFloatBuffer();
		mColorBuffer.put(colors);
		mColorBuffer.position(0);
	}
	
	public void initShader(MySurfaceView mv){
		mVertexShader = ShaderUtil.loadFromAssetsFile("vertex.sh", mv.getResources());
		mFragmentShader = ShaderUtil.loadFromAssetsFile("frag.sh", mv.getResources());		
		mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);
		
		maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
		maColorHandle = GLES20.glGetAttribLocation(mProgram, "aColor");
		muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
	}
	
	public void drawSelf(){
		GLES20.glUseProgram(mProgram);
		
		GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(),0);
		//GLES20.glUniformMatrix4fv(muMV, arg1, arg2, arg3)
		GLES20.glVertexAttribPointer(maPositionHandle,3,GLES20.GL_FLOAT,
				false,3*4,mVertexBuffer);
		GLES20.glVertexAttribPointer(maColorHandle, 4, GLES20.GL_FLOAT,
				false, 4*4, mColorBuffer);
		
		GLES20.glEnableVertexAttribArray(maPositionHandle);
		GLES20.glEnableVertexAttribArray(maColorHandle);
		GLES20.glDrawArrays(GLES20.GL_TRIANGLES,0,vCount);
		
	}
	
}



我了个去,差点忘记了一个重要的demo:

frag.sh文件:

precision mediump float;
varying  vec4 vColor; //接收从顶点着色器过来的参数
varying vec3 vPosition;//接收从顶点着色器过来的顶点位置
void main() {  
   gl_FragColor = vColor;//给此片元颜色值
}
vertex.sh文件:

uniform mat4 uMVPMatrix; //总变换矩阵
attribute vec3 aPosition;  //顶点位置
attribute vec4 aColor;    //顶点颜色
varying  vec4 vColor;  //用于传递给片元着色器的变量
void main()  {                            		
   gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
   vColor = aColor;//将接收的颜色传递给片元着色器
}                      

以上这两个文件编写后,直接放在assets文件夹中就可以了~



ok、好了,关于cube平移的demo就写到这里,待会儿再补充一个关于旋转和缩放的函数就彻底结束这一小节额学习~






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