OpenGL实验2:图形的旋转、平移、缩放

之后有空再补一下具体的细节理论叭(可能正好当作自己复习的资料啦,🤣)

平移的实现

#include<GL/glut.h>
#include <windows.h>
 
static GLfloat spin=0.0;				//旋转量
static GLfloat move=0.0;				//平移量
static GLfloat size=1.0;				//缩放量
 
void init(void)
{
	glClearColor(0.0,0.0,0.5,0.5);		//背景色:蓝黑色
	glShadeModel(GL_FLAT);
}
 
void display(void)
{
	glClear(GL_COLOR_BUFFER_BIT);		//清除所有的像素
	glPushMatrix();
	glTranslatef(move,0,0);				//移动,参数含义(x轴位移,y轴位移,z轴位移)
	glRotatef(spin,0,0,1);				//旋转,参数含义(旋转量,x轴,y轴,z轴)
	glScalef(size,size,1);				//缩放,参数含义(x轴倍数,y轴倍数,z轴倍数)
	glColor3f(1.0,1.0,0.0);				//绘制颜色RGB:黄色

	glRectf(-25.0,-25.0,25.0,25.0);		//绘制矩形

	glPopMatrix();
	glutSwapBuffers();
}
 
void reshape(int w,int h)
{
	glViewport(0,0,w,h);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(-50.0,50.0,-50.0,50.0,-1.0,1.0);
}
 
void spinAndSizeDisplay()
{
	spin>360?spin-=360:spin+=2;
	size>2?size-=2:size+=0.003;
	glutPostRedisplay();				//标记当前窗口需要重绘,否则不会旋转
	Sleep(10);
}
 
void moveDisplay()
{
	move=move>20?move-=20:move+=1;
	glutPostRedisplay();				//标记当前窗口需要重绘
	Sleep(10);
}
 
int main(int argc,char* argv[])
{
	glutInit(&argc,argv);							//初始化GLUT并处理命令行参数
	glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB);		//指定模式:双缓存;RGB模式
	glutInitWindowSize(250,250);					//指定窗口大小(像素)
	glutInitWindowPosition(300,200);				//指定窗口左上角在屏幕上的位置
	glutCreateWindow(argv[0]);						//使用OpenGL场景创建一个窗口,参数为窗口名称
	init();											//调用初始化函数
	glutDisplayFunc(display);						//显示
	glutReshapeFunc(reshape);						//重绘
	//glutIdleFunc(spinAndSizeDisplay);				//旋转&缩放
	glutIdleFunc(moveDisplay);						//移动(与上边函数只能有一个有效)
	glutMainLoop();									//进入主循环并处理事件,此时创建的所有窗口都会显示出来,被渲染到这些窗口中的内容也将显示出来,程序开始处理事件,注册的显示回调函数被触发
	return 0;										//ANSI C要求函数main()返回一个int值
}

在这里插入图片描述

旋转、缩放

和上面的代码几乎没有区别,只是主函数改了一个地方(如果你也发现……)

#include<GL/glut.h>
#include <windows.h>
 
static GLfloat spin=0.0;				//旋转量
static GLfloat move=0.0;				//平移量
static GLfloat size=1.0;				//缩放量
 
void init(void)
{
	glClearColor(0.0,0.0,0.5,0.5);		//背景色:蓝黑色
	glShadeModel(GL_FLAT);
}
 
void display(void)
{
	glClear(GL_COLOR_BUFFER_BIT);		//清除所有的像素
	glPushMatrix();
	glTranslatef(move,0,0);				//移动,参数含义(x轴位移,y轴位移,z轴位移)
	glRotatef(spin,0,0,1);				//旋转,参数含义(旋转量,x轴,y轴,z轴)
	glScalef(size,size,1);				//缩放,参数含义(x轴倍数,y轴倍数,z轴倍数)
	glColor3f(1.0,1.0,0.0);				//绘制颜色RGB:黄色

	glRectf(-25.0,-25.0,25.0,25.0);		//绘制矩形

	glPopMatrix();
	glutSwapBuffers();
}
 
void reshape(int w,int h)
{
	glViewport(0,0,w,h);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(-50.0,50.0,-50.0,50.0,-1.0,1.0);
}
 
void spinAndSizeDisplay()
{
	spin>360?spin-=360:spin+=2;
	size>2?size-=2:size+=0.003;
	glutPostRedisplay();				//标记当前窗口需要重绘,否则不会旋转
	Sleep(10);
}
 
void moveDisplay()
{
	move=move>20?move-=20:move+=1;
	glutPostRedisplay();				//标记当前窗口需要重绘
	Sleep(10);
}
 
int main(int argc,char* argv[])
{
	glutInit(&argc,argv);							//初始化GLUT并处理命令行参数
	glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB);		//指定模式:双缓存;RGB模式
	glutInitWindowSize(250,250);					//指定窗口大小(像素)
	glutInitWindowPosition(300,200);				//指定窗口左上角在屏幕上的位置
	glutCreateWindow(argv[0]);						//使用OpenGL场景创建一个窗口,参数为窗口名称
	init();											//调用初始化函数
	glutDisplayFunc(display);						//显示
	glutReshapeFunc(reshape);						//重绘
	glutIdleFunc(spinAndSizeDisplay);				//旋转&缩放
//	glutIdleFunc(moveDisplay);						//移动(与上边函数只能有一个有效)
	glutMainLoop();									//进入主循环并处理事件,此时创建的所有窗口都会显示出来,被渲染到这些窗口中的内容也将显示出来,程序开始处理事件,注册的显示回调函数被触发
	return 0;										//ANSI C要求函数main()返回一个int值
}

多图形的旋转、平移、缩放

void myDisplay(void)
{

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D(-500.0, 500.0, -500.0, 500.0);

    glClearColor(1.0, 1.0, 1.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glColor3f(0.0, 0.0, 0.0);
    glBegin(GL_LINES);
    glVertex2f(-500.0, 0.0);
    glVertex2f(500.0, 0.0);

    glVertex2f(0.0, -500.0);
    glVertex2f(0.0, 500.0);
    glEnd();

    glColor3f(1.0, 0.0, 0.0);
    glRecti(50, 100, 200, 150);//initial rectangle

    glColor3f(0.0, 1.0, 0.0);
    glTranslatef(50.0, 50.0, 0.0);//translation
    glRecti(50, 100, 200, 150);

    //reset the current modelview matrix
    glLoadIdentity();//     重置当前矩阵为单位阵
    glColor3f(0.0, 0.0, 1.0);
    glRotatef(90.0, 0.0, 0.0, 1.0);//rotation 逆时针
    glRecti(50, 100, 200, 150);

    //reset the current modelview matrix
    glLoadIdentity();
    glColor3f(1.0, 1.0, 0.0);
     glTranslatef(-100.0, 0.0, 0.0);//translation
    glScalef(0.5, 1.0, 1.0);//scale   所有x坐标缩小一半
    glRecti(50, 100, 200, 150);

    glFlush();
}

参考代码:原子核

#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glut.h>
#include <math.h>



// 绕轨道
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;


// 绘制一个景象
void RenderScene(void)
	{
	// 旋转角度
	static float fElect1 = 0.0f;

	// 背景设置:默认为黑色
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Reset the modelview matrix
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	// Translate the whole scene out and into view	
	// This is the initial viewing transformation
	glTranslatef(0.0f, 0.0f, -100.0f);	

	// 红色球体
	glColor3ub(255, 0, 0);
	glutSolidSphere(10.0f, 15, 15);
	
	//绘制茶壶
	glColor3ub(255, 122, 0);
	glutSolidTeapot(20.0);        


	// 黄色的电子
	glColor3ub(255,255,0);

	// 保存看到的平移
	glPushMatrix();

	// 固定角度绕着轨道旋转
	glRotatef(fElect1, 0.0f, 1.0f, 0.0f);

	// 轨道移动
	glTranslatef(90.0f, 0.0f, 0.0f);

	// 绘制电子
	glutSolidSphere(6.0f, 15, 15);
    

	// Restore the viewing transformation
	glPopMatrix();

	// Second Electron Orbit
	glPushMatrix();
	glRotatef(45.0f, 0.0f, 0.0f, 1.0f);
	glRotatef(fElect1, 0.0f, 1.0f, 0.0f);
	glTranslatef(-70.0f, 0.0f, 0.0f);
	glutSolidSphere(6.0f, 15, 15);
	glPopMatrix();


	// Third Electron Orbit
	glPushMatrix();
	glRotatef(360.0f-45.0f,0.0f, 0.0f, 1.0f);
	glRotatef(fElect1, 0.0f, 1.0f, 0.0f);
	glTranslatef(0.0f, 0.0f, 60.0f);
	glutSolidSphere(6.0f, 15, 15);
	glPopMatrix();


	// Increment the angle of revolution
	fElect1 += 10.0f;
	if(fElect1 > 360.0f)
		fElect1 = 0.0f;

	// Show the image
	glutSwapBuffers();
	}


// This function does any needed initialization on the rendering
// context. 
void SetupRC()
	{
	glEnable(GL_DEPTH_TEST);	// Hidden surface removal
	glFrontFace(GL_CCW);		// Counter clock-wise polygons face out
	glEnable(GL_CULL_FACE);		// Do not calculate inside of jet

	// 背景色
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f );	
    }

void SpecialKeys(int key, int x, int y)
	{
	if(key == GLUT_KEY_UP)
		xRot-= 5.0f;

	if(key == GLUT_KEY_DOWN)
		xRot += 5.0f;

	if(key == GLUT_KEY_LEFT)
		yRot -= 5.0f;

	if(key == GLUT_KEY_RIGHT)
		yRot += 5.0f;

	if(xRot > 356.0f)
		xRot = 0.0f;

	if(xRot < -1.0f)
		xRot = 355.0f;

	if(yRot > 356.0f)
		yRot = 0.0f;

	if(yRot < -1.0f)
		yRot = 355.0f;

	// Refresh the Window
	glutPostRedisplay();
	}

void TimerFunc(int value)
    {
    glutPostRedisplay();
    glutTimerFunc(100, TimerFunc, 1);
    }


void ChangeSize(int w, int h)
	{
	GLfloat nRange = 100.0f;

	// Prevent a divide by zero
	if(h == 0)
		h = 1;

	// Set Viewport to window dimensions
    glViewport(0, 0, w, h);


	// Reset coordinate system
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();

	// Establish clipping volume (left, right, bottom, top, near, far)
    if (w <= h) 
		glOrtho (-nRange, nRange, nRange*h/w, -nRange*h/w, -nRange*2.0f, nRange*2.0f);
    else 
		glOrtho (-nRange*w/h, nRange*w/h, nRange, -nRange, -nRange*2.0f, nRange*2.0f);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
  	}

int main(int argc, char* argv[])
	{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
	glutCreateWindow("OpenGL Atom");
	glutReshapeFunc(ChangeSize);
	glutSpecialFunc(SpecialKeys);
	glutDisplayFunc(RenderScene);
    glutTimerFunc(500, TimerFunc, 1);
	SetupRC();
	glutMainLoop();

	return 0;
	}

梦幻的茶壶

/*
绘制三维图形,
实现他们的旋转、缩放和平移
*/
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glut.h>
#include <math.h>



// 旋转参数
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;


// 绘制函数
void RenderScene(void)
//绘制的思路:梦里一只红色的茶壶周围绕着黄色小茶壶
	{
	
	static float fElect1 = 0.0f;

	// 默认颜色请空窗口
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// 重置模型视图矩阵
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

    //初始化
	//glTranslatef:定义一个平移矩阵,该矩阵与当前矩阵相乘,使后续的图形进行平移变换
	glTranslatef(0.0f, 0.0f, -100.0f);	



	//中心球体
	glColor3ub(255, 0, 0);
	glutWireSphere(80.0,11,11);
	
	//尝试将该茶壶缩放
	//glScalef(1, 1, 1);



	// 黄色茶壶
	glColor3ub(255,255,0);
	glPushMatrix();

	glRotatef(fElect1, 0.0f, 1.0f, 0.0f);

	// Translate out from origin to orbit distance
	glTranslatef(90.0f, 0.0f, 0.0f);

	glutSolidTeapot(8);
    

	// Restore the viewing transformation
	glPopMatrix();

	// Second Electron Orbit
	glPushMatrix();
	glRotatef(45.0f, 0.0f, 0.0f, 1.0f);
	glRotatef(fElect1, 0.0f, 1.0f, 0.0f);
	glTranslatef(-70.0f, 0.0f, 0.0f);
	glutSolidTeapot(8);
	glPopMatrix();


	// 绕轨道运行
	glPushMatrix();
	glRotatef(360.0f-45.0f,0.0f, 0.0f, 1.0f);
	glRotatef(fElect1, 0.0f, 1.0f, 0.0f);
	glTranslatef(0.0f, 0.0f, 60.0f);
	glutSolidTeapot(8);
	//glutWireTeapot(8);
	glPopMatrix();


	// 增加旋转的角度
	fElect1 += 10.0f;
	if(fElect1 > 360.0f)
		fElect1 = 0.0f;

	// 展示图片
	glutSwapBuffers();
	}



void SetupRC()
	{
	glEnable(GL_DEPTH_TEST);	// Hidden surface removal
	glFrontFace(GL_CCW);		// Counter clock-wise polygons face out
	glEnable(GL_CULL_FACE);		// Do not calculate inside of jet

	GLfloat LightAmbient[] = { 1.0f, 1.0f, 0.0f, 0.0f }; //环境光参数,半亮白色
    GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; //漫射光参数,
    GLfloat LightPosition[] = { 0.0f, 0.0f, 0.0f, 1.0f }; //光源位置
	glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); //设置环境光
	glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); //设置漫射光
	glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); //设置光源位置
	glEnable(GL_LIGHT1); //启用一号光源
	glEnable(GL_LIGHTING); //开光


	// Black background
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f );	
    }

void SpecialKeys(int key, int x, int y)
	{
	if(key == GLUT_KEY_UP)
		xRot-= 5.0f;

	if(key == GLUT_KEY_DOWN)
		xRot += 5.0f;

	if(key == GLUT_KEY_LEFT)
		yRot -= 5.0f;

	if(key == GLUT_KEY_RIGHT)
		yRot += 5.0f;

	if(xRot > 356.0f)
		xRot = 0.0f;

	if(xRot < -1.0f)
		xRot = 355.0f;

	if(yRot > 356.0f)
		yRot = 0.0f;

	if(yRot < -1.0f)
		yRot = 355.0f;

	// Refresh the Window
	glutPostRedisplay();
	}

void TimerFunc(int value)
    {
    glutPostRedisplay();
    glutTimerFunc(100, TimerFunc, 1);
    }


void ChangeSize(int w, int h)
	{
	GLfloat nRange = 100.0f;

	// Prevent a divide by zero
	if(h == 0)
		h = 1;

	// 视点位置
    glViewport(0, 0, w, h);


	// 重置系统
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();

	// Establish clipping volume (left, right, bottom, top, near, far)
    if (w <= h) 
		glOrtho (-nRange, nRange, nRange*h/w, -nRange*h/w, -nRange*2.0f, nRange*2.0f);
    else 
		glOrtho (-nRange*w/h, nRange*w/h, nRange, -nRange, -nRange*2.0f, nRange*2.0f);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
  	}

int main(int argc, char* argv[])
	{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
	glutCreateWindow("高宏艳 第二次实验");
	glutReshapeFunc(ChangeSize);
	glutSpecialFunc(SpecialKeys);
	glutDisplayFunc(RenderScene);
    glutTimerFunc(500, TimerFunc, 1);
	SetupRC();
	glutMainLoop();

	return 0;
	}

最终版的实验

代码跑出来太不容易啦🤣,人菜瘾大系列

在这里插入图片描述
在这里插入图片描述
通过上下左右键控制缩放、平移以及旋转
核心代码在于key_board(),

void key_board(int key, int x, int y)
{
	glMatrixMode(GL_MODELVIEW);
	glMatrixMode(GL_PROJECTION);

	if(key == GLUT_KEY_UP)//按“上”,放大图形	
		glScalef(1.5, 1.5, 1.5);

	if(key == GLUT_KEY_DOWN)//按“下”,缩小图形
		glScalef(0.5, 0.5, 0.5);

	if(key == GLUT_KEY_LEFT)//按“左”,旋转图形
		glRotated(10, 0, 1, 0);

	if(key == GLUT_KEY_RIGHT)//按“右”,右移图形
		glTranslated(10, 0, 0); 
		


	glutPostRedisplay();
}
#include <Windows.h>
#include <gl/glut.h>

GLfloat AngleX, AngleY;

void init()
{
	AngleX = 45.0f;
	AngleY = 315.0f;
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_DITHER);
	glShadeModel(GL_SMOOTH);
}

void display()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glPushMatrix();
	{
		glRotatef(AngleX, 1.0f, 0.0f, 0.0f);
		glRotatef(AngleY, 0.0f, 1.0f, 0.0f);
		//绘制三维的正方体
		glBegin(GL_POLYGON); 
		glColor3ub((GLubyte)255, (GLubyte)255, (GLubyte)255);
		glVertex3f(50.0f, 50.0f, 50.0f);

		glColor3ub((GLubyte)255, (GLubyte)255, (GLubyte)0);
		glVertex3f(50.0f, -50.0f, 50.0f);

		glColor3ub((GLubyte)255, (GLubyte)0, (GLubyte)0);
		glVertex3f(-50.0f, -50.0f, 50.0f);

		glColor3ub((GLubyte)255, (GLubyte)0, (GLubyte)255);
		glVertex3f(-50.0f, 50.0f, 50.0f);
		glEnd();

		glBegin(GL_POLYGON); 
		glColor3f(0.0f, 1.0f, 1.0f);
		glVertex3f(50.0f, 50.0f, -50.0f);

		glColor3f(0.0f, 1.0f, 0.0f);
		glVertex3f(50.0f, -50.0f, -50.0f);

		glColor3f(1.0f, 1.0f, 1.0f);
		glVertex3f(-50.0f, -50.0f, -50.0f);

		glColor3f(0.0f, 0.0f, 1.0f);
		glVertex3f(-50.0f, 50.0f, -50.0f);
		glEnd();

		glBegin(GL_POLYGON); 
		glColor3d(0.0, 1.0, 1.0);
		glVertex3f(50.0f, 50.0f, -50.0f);

		glColor3d(1.0, 1.0, 1.0);
		glVertex3f(50.0f, 50.0f, 50.0f);

		glColor3d(1.0, 0.0, 1.0);
		glVertex3f(-50.0f, 50.0f, 50.0f);

		glColor3d(0.0, 0.0, 1.0);
		glVertex3f(-50.0f, 50.0f, -50.0f);
		glEnd();

		glBegin(GL_POLYGON); 
		glColor3ub(0u, 255u, 0u); 
		glVertex3f(50.0f, -50.0f, -50.0f);

		glColor3ub(255u, 255u, 0u);
		glVertex3f(50.0f, -50.0f, 50.0f);

		glColor3ub(255u, 0u, 0u);
		glVertex3f(-50.0f, -50.0f, 50.0f);

		glColor3ub(255u, 255u, 255u);
		glVertex3f(-50.0f, -50.0f, -50.0f);
		glEnd();

		glBegin(GL_POLYGON); 
		glColor3ub((GLubyte)255, (GLubyte)255, (GLubyte)255);
		glVertex3f(50.0f, 50.0f, 50.0f);

		glColor3ub((GLubyte)0, (GLubyte)255, (GLubyte)255);
		glVertex3f(50.0f, 50.0f, -50.0f);

		glColor3ub((GLubyte)0, (GLubyte)255, (GLubyte)0);
		glVertex3f(50.0f, -50.0f, -50.0f);

		glColor3ub((GLubyte)255, (GLubyte)255, (GLubyte)0);
		glVertex3f(50.0f, -50.0f, 50.0f);
		glEnd();

		glBegin(GL_POLYGON); 
		glColor3f(1.0f, 0.0f, 1.0f);
		glVertex3f(-50.0f, 50.0f, 50.0f);

		glColor3f(0.0f, 0.0f, 1.0f);
		glVertex3f(-50.0f, 50.0f, -50.0f);

		glColor3f(1.0f, 1.0f, 1.0f);
		glVertex3f(-50.0f, -50.0f, -50.0f);

		glColor3f(1.0f, 0.0f, 0.0f);
		glVertex3f(-50.0f, -50.0f, 50.0f);
		glEnd();
	}
	glPopMatrix();
	glutSwapBuffers();
}

void reshape(int w, int h)
{
	GLfloat aspect = (GLfloat)w / (GLfloat)h;
	GLfloat nRange = 100.0f;

	glViewport(0, 0, w, h);

	glMatrixMode(GL_PROJECTION);  
	glLoadIdentity();


	if (w <= h)
	{
		glOrtho(-nRange, nRange, -nRange * aspect, nRange * aspect, -nRange, nRange);
	}
	else
	{
		glOrtho(-nRange, nRange, -nRange / aspect, nRange / aspect, -nRange, nRange);
	}
}

void key_board(int key, int x, int y)
{
	glMatrixMode(GL_MODELVIEW);
	glMatrixMode(GL_PROJECTION);

	if(key == GLUT_KEY_UP)//按“上”,放大图形	
		glScalef(1.5, 1.5, 1.5);

	if(key == GLUT_KEY_DOWN)//按“下”,缩小图形
		glScalef(0.5, 0.5, 0.5);

	if(key == GLUT_KEY_LEFT)//按“左”,旋转图形
		glRotated(10, 0, 1, 0);

	if(key == GLUT_KEY_RIGHT)//按“右”,右移图形
		glTranslated(10, 0, 0); 
		


	glutPostRedisplay();
}

int main(int argc, char* argv[])
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
	glutInitWindowSize(400, 400);
	glutCreateWindow("919106840202高宏艳-实验二");
	glutReshapeFunc(reshape);
	//glutKeyboardFunc(key_board);
	glutSpecialFunc(key_board);
	glutDisplayFunc(display);
	
	init();
	glutMainLoop();
	return 0;
}
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