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Java ShaderProgramConstants类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Java中org.andengine.opengl.shader.constants.ShaderProgramConstants的典型用法代码示例。如果您正苦于以下问题:Java ShaderProgramConstants类的具体用法?Java ShaderProgramConstants怎么用?Java ShaderProgramConstants使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



ShaderProgramConstants类属于org.andengine.opengl.shader.constants包,在下文中一共展示了ShaderProgramConstants类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。

示例1: getAttributeLocationOptional

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
public int getAttributeLocationOptional(final String pAttributeName) {
	final Integer location = this.mAttributeLocations.get(pAttributeName);
	if (location != null) {
		return location.intValue();
	} else {
		return ShaderProgramConstants.LOCATION_INVALID;
	}
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:9,代码来源:ShaderProgram.java


示例2: getUniformLocationOptional

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
public int getUniformLocationOptional(final String pUniformName) {
	final Integer location = this.mUniformLocations.get(pUniformName);
	if (location != null) {
		return location.intValue();
	} else {
		return ShaderProgramConstants.LOCATION_INVALID;
	}
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:9,代码来源:ShaderProgram.java


示例3: bind

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
@Override
public void bind(final GLState pGLState, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION);

	super.bind(pGLState, pVertexBufferObjectAttributes);

	GLES20.glUniformMatrix4fv(PositionTextureCoordinatesShaderProgram.sUniformModelViewPositionMatrixLocation, 1, false, pGLState.getModelViewProjectionGLMatrix(), 0);
	GLES20.glUniform1i(PositionTextureCoordinatesShaderProgram.sUniformTexture0Location, 0);
}
 
开发者ID:mediamonks,项目名称:tilt-game-android,代码行数:10,代码来源:PositionTextureCoordinatesShaderProgram.java


示例4: setTextureOptional

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
/**
 * @param pUniformName
 * @param pTexture the index of the Texture to use. Similar to {@link android.opengl.GLES20#GL_TEXTURE0}, {@link android.opengl.GLES20#GL_TEXTURE1}, ... except that it is <b><code>0</code></b> based.
 */
public void setTextureOptional(final String pUniformName, final int pTexture) {
	final int location = this.getUniformLocationOptional(pUniformName);
	if (location != ShaderProgramConstants.LOCATION_INVALID) {
		GLES20.glUniform1i(location, pTexture);
	}
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:11,代码来源:ShaderProgram.java


示例5: link

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
@Override
protected void link(final GLState pGLState) throws ShaderProgramLinkException {
	GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_POSITION_LOCATION, ShaderProgramConstants.ATTRIBUTE_POSITION);
	GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES_LOCATION, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES);

	super.link(pGLState);

	PositionTextureCoordinatesUniformColorShaderProgram.sUniformModelViewPositionMatrixLocation = this.getUniformLocation(ShaderProgramConstants.UNIFORM_MODELVIEWPROJECTIONMATRIX);
	PositionTextureCoordinatesUniformColorShaderProgram.sUniformTexture0Location = this.getUniformLocation(ShaderProgramConstants.UNIFORM_TEXTURE_0);
	PositionTextureCoordinatesUniformColorShaderProgram.sUniformColorLocation = this.getUniformLocation(ShaderProgramConstants.UNIFORM_COLOR);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:12,代码来源:PositionTextureCoordinatesUniformColorShaderProgram.java


示例6: bind

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
@Override
public void bind(final GLState pGLState, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION);

	super.bind(pGLState, pVertexBufferObjectAttributes);

	GLES20.glUniformMatrix4fv(PositionTextureCoordinatesUniformColorShaderProgram.sUniformModelViewPositionMatrixLocation, 1, false, pGLState.getModelViewProjectionGLMatrix(), 0);
	GLES20.glUniform1i(PositionTextureCoordinatesUniformColorShaderProgram.sUniformTexture0Location, 0);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:10,代码来源:PositionTextureCoordinatesUniformColorShaderProgram.java


示例7: link

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
@Override
protected void link(final GLState pGLState) throws ShaderProgramLinkException {
	GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_POSITION_0_LOCATION, ShaderProgramConstants.ATTRIBUTE_POSITION_0);
	GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_POSITION_1_LOCATION, ShaderProgramConstants.ATTRIBUTE_POSITION_1);
	GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES_LOCATION, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES);

	super.link(pGLState);

	PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.sUniformModelViewPositionMatrixLocation = this.getUniformLocation(ShaderProgramConstants.UNIFORM_MODELVIEWPROJECTIONMATRIX);
	PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.sUniformTexture0Location = this.getUniformLocation(ShaderProgramConstants.UNIFORM_TEXTURE_0);
	PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.sUniformTexture1Location = this.getUniformLocation(ShaderProgramConstants.UNIFORM_TEXTURE_1);
	PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.sUniformTextureSelectTexture0Location = this.getUniformLocation(ShaderProgramConstants.UNIFORM_TEXTURESELECT_TEXTURE_0);
	PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.sUniformPositionInterpolationMix0Location = this.getUniformLocation(ShaderProgramConstants.UNIFORM_POSITION_INTERPOLATION_MIX_0);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:15,代码来源:PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.java


示例8: bind

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
@Override
public void bind(final GLState pGLState, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION);
	GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_LOCATION);
	GLES20.glEnableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_0_LOCATION);
	GLES20.glEnableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_1_LOCATION);

	super.bind(pGLState, pVertexBufferObjectAttributes);

	GLES20.glUniformMatrix4fv(PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.sUniformModelViewPositionMatrixLocation, 1, false, pGLState.getModelViewProjectionGLMatrix(), 0);
	GLES20.glUniform1i(PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.sUniformTexture0Location, 0);
	GLES20.glUniform1i(PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.sUniformTexture1Location, 1);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:14,代码来源:PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.java


示例9: unbind

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
@Override
public void unbind(final GLState pGLState) {
	GLES20.glEnableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION);
	GLES20.glEnableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_LOCATION);
	GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_0_LOCATION);
	GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_1_LOCATION);

	super.unbind(pGLState);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:10,代码来源:PositionTextureCoordinatesPositionInterpolationTextureSelectShaderProgram.java


示例10: link

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
@Override
protected void link(final GLState pGLState) throws ShaderProgramLinkException {
	GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_POSITION_LOCATION, ShaderProgramConstants.ATTRIBUTE_POSITION);
	GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES_LOCATION, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES);

	super.link(pGLState);

	PositionTextureCoordinatesTextureSelectShaderProgram.sUniformModelViewPositionMatrixLocation = this.getUniformLocation(ShaderProgramConstants.UNIFORM_MODELVIEWPROJECTIONMATRIX);
	PositionTextureCoordinatesTextureSelectShaderProgram.sUniformTexture0Location = this.getUniformLocation(ShaderProgramConstants.UNIFORM_TEXTURE_0);
	PositionTextureCoordinatesTextureSelectShaderProgram.sUniformTexture1Location = this.getUniformLocation(ShaderProgramConstants.UNIFORM_TEXTURE_1);
	PositionTextureCoordinatesTextureSelectShaderProgram.sUniformTextureSelectTexture0Location = this.getUniformLocation(ShaderProgramConstants.UNIFORM_TEXTURESELECT_TEXTURE_0);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:13,代码来源:PositionTextureCoordinatesTextureSelectShaderProgram.java


示例11: bind

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
@Override
public void bind(final GLState pGLState, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION);

	super.bind(pGLState, pVertexBufferObjectAttributes);

	GLES20.glUniformMatrix4fv(PositionTextureCoordinatesTextureSelectShaderProgram.sUniformModelViewPositionMatrixLocation, 1, false, pGLState.getModelViewProjectionGLMatrix(), 0);
	GLES20.glUniform1i(PositionTextureCoordinatesTextureSelectShaderProgram.sUniformTexture0Location, 0);
	GLES20.glUniform1i(PositionTextureCoordinatesTextureSelectShaderProgram.sUniformTexture1Location, 1);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:11,代码来源:PositionTextureCoordinatesTextureSelectShaderProgram.java


示例12: link

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
@Override
protected void link(final GLState pGLState) throws ShaderProgramLinkException {
	GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_POSITION_LOCATION, ShaderProgramConstants.ATTRIBUTE_POSITION);
	GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION, ShaderProgramConstants.ATTRIBUTE_COLOR);
	GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES_LOCATION, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES);

	super.link(pGLState);

	PositionColorTextureCoordinatesShaderProgram.sUniformModelViewPositionMatrixLocation = this.getUniformLocation(ShaderProgramConstants.UNIFORM_MODELVIEWPROJECTIONMATRIX);
	PositionColorTextureCoordinatesShaderProgram.sUniformTexture0Location = this.getUniformLocation(ShaderProgramConstants.UNIFORM_TEXTURE_0);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:12,代码来源:PositionColorTextureCoordinatesShaderProgram.java


示例13: link

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
@Override
protected void link(final GLState pGLState) throws ShaderProgramLinkException {
	GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_POSITION_LOCATION, ShaderProgramConstants.ATTRIBUTE_POSITION);
	GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES_LOCATION, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES);

	super.link(pGLState);

	PositionTextureCoordinatesShaderProgram.sUniformModelViewPositionMatrixLocation = this.getUniformLocation(ShaderProgramConstants.UNIFORM_MODELVIEWPROJECTIONMATRIX);
	PositionTextureCoordinatesShaderProgram.sUniformTexture0Location = this.getUniformLocation(ShaderProgramConstants.UNIFORM_TEXTURE_0);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:11,代码来源:PositionTextureCoordinatesShaderProgram.java


示例14: link

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
@Override
protected void link(final GLState pGLState) throws ShaderProgramLinkException {
	GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_POSITION_LOCATION, ShaderProgramConstants.ATTRIBUTE_POSITION);
	GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION, ShaderProgramConstants.ATTRIBUTE_COLOR);

	super.link(pGLState);

	PositionColorShaderProgram.sUniformModelViewPositionMatrixLocation = this.getUniformLocation(ShaderProgramConstants.UNIFORM_MODELVIEWPROJECTIONMATRIX);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:10,代码来源:PositionColorShaderProgram.java


示例15: bind

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
@Override
public void bind(final GLState pGLState, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
	GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES_LOCATION);

	super.bind(pGLState, pVertexBufferObjectAttributes);

	GLES20.glUniformMatrix4fv(PositionColorShaderProgram.sUniformModelViewPositionMatrixLocation, 1, false, pGLState.getModelViewProjectionGLMatrix(), 0);
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:9,代码来源:PositionColorShaderProgram.java


示例16: initUniformLocations

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
private void initUniformLocations() throws ShaderProgramLinkException {
	this.mUniformLocations.clear();

	ShaderProgram.PARAMETERS_CONTAINER[0] = 0;
	GLES20.glGetProgramiv(this.mProgramID, GLES20.GL_ACTIVE_UNIFORMS, ShaderProgram.PARAMETERS_CONTAINER, 0);
	final int numUniforms = ShaderProgram.PARAMETERS_CONTAINER[0];

	for (int i = 0; i < numUniforms; i++) {
		GLES20.glGetActiveUniform(this.mProgramID, i, ShaderProgram.NAME_CONTAINER_SIZE, ShaderProgram.LENGTH_CONTAINER, 0, ShaderProgram.SIZE_CONTAINER, 0, ShaderProgram.TYPE_CONTAINER, 0, ShaderProgram.NAME_CONTAINER, 0);

		int length = ShaderProgram.LENGTH_CONTAINER[0];

		/* Some drivers do not report the actual length here, but zero. Then the name is '\0' terminated. */
		if (length == 0) {
			while ((length < ShaderProgram.NAME_CONTAINER_SIZE) && (ShaderProgram.NAME_CONTAINER[length] != '\0')) {
				length++;
			}
		}

		String name = new String(ShaderProgram.NAME_CONTAINER, 0, length);
		int location = GLES20.glGetUniformLocation(this.mProgramID, name);

		if (location == ShaderProgramConstants.LOCATION_INVALID) {
			/* Some drivers do not report an incorrect length. Then the name is '\0' terminated. */
			length = 0;
			while (length < ShaderProgram.NAME_CONTAINER_SIZE && ShaderProgram.NAME_CONTAINER[length] != '\0') {
				length++;
			}

			name = new String(ShaderProgram.NAME_CONTAINER, 0, length);
			location = GLES20.glGetUniformLocation(this.mProgramID, name);

			if (location == ShaderProgramConstants.LOCATION_INVALID) {
				throw new ShaderProgramLinkException("Invalid location for uniform: '" + name + "'.");
			}
		}

		this.mUniformLocations.put(name, location);
	}
}
 
开发者ID:ArturVasilov,项目名称:AndroidCourses,代码行数:41,代码来源:ShaderProgram.java


示例17: getAttributeLocationOptional

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
public int getAttributeLocationOptional(final String pAttributeName) {
	final Integer location = this.mAttributeLocations.get(pAttributeName);
	if(location != null) {
		return location.intValue();
	} else {
		return ShaderProgramConstants.LOCATION_INVALID;
	}
}
 
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:9,代码来源:ShaderProgram.java


示例18: getUniformLocationOptional

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
public int getUniformLocationOptional(final String pUniformName) {
	final Integer location = this.mUniformLocations.get(pUniformName);
	if(location != null) {
		return location.intValue();
	} else {
		return ShaderProgramConstants.LOCATION_INVALID;
	}
}
 
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:9,代码来源:ShaderProgram.java


示例19: initUniformLocations

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
private void initUniformLocations() throws ShaderProgramLinkException {
	this.mUniformLocations.clear();

	ShaderProgram.PARAMETERS_CONTAINER[0] = 0;
	GLES20.glGetProgramiv(this.mProgramID, GLES20.GL_ACTIVE_UNIFORMS, ShaderProgram.PARAMETERS_CONTAINER, 0);
	final int numUniforms = ShaderProgram.PARAMETERS_CONTAINER[0];

	for(int i = 0; i < numUniforms; i++) {
		GLES20.glGetActiveUniform(this.mProgramID, i, ShaderProgram.NAME_CONTAINER_SIZE, ShaderProgram.LENGTH_CONTAINER, 0, ShaderProgram.SIZE_CONTAINER, 0, ShaderProgram.TYPE_CONTAINER, 0, ShaderProgram.NAME_CONTAINER, 0);

		int length = ShaderProgram.LENGTH_CONTAINER[0];

		/* Some drivers do not report the actual length here, but zero. Then the name is '\0' terminated. */
		if(length == 0) {
			while((length < ShaderProgram.NAME_CONTAINER_SIZE) && (ShaderProgram.NAME_CONTAINER[length] != '\0')) {
				length++;
			}
		}

		String name = new String(ShaderProgram.NAME_CONTAINER, 0, length);
		int location = GLES20.glGetUniformLocation(this.mProgramID, name);

		if(location == ShaderProgramConstants.LOCATION_INVALID) {
			/* Some drivers do not report an incorrect length. Then the name is '\0' terminated. */
			length = 0;
			while(length < ShaderProgram.NAME_CONTAINER_SIZE && ShaderProgram.NAME_CONTAINER[length] != '\0') {
				length++;
			}

			name = new String(ShaderProgram.NAME_CONTAINER, 0, length);
			location = GLES20.glGetUniformLocation(this.mProgramID, name);

			if(location == ShaderProgramConstants.LOCATION_INVALID) {
				throw new ShaderProgramLinkException("Invalid location for uniform: '" + name + "'.");
			}
		}

		this.mUniformLocations.put(name, location);
	}
}
 
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:41,代码来源:ShaderProgram.java


示例20: setTextureOptional

import org.andengine.opengl.shader.constants.ShaderProgramConstants; //导入依赖的package包/类
/**
 * @param pUniformName
 * @param pTexture the index of the Texture to use. Similar to {@link GLES20#GL_TEXTURE0}, {@link GLES20#GL_TEXTURE1}, ... except that it is <b><code>0</code></b> based.
 */
public void setTextureOptional(final String pUniformName, final int pTexture) {
	final int location = this.getUniformLocationOptional(pUniformName);
	if(location != ShaderProgramConstants.LOCATION_INVALID) {
		GLES20.glUniform1i(location, pTexture);
	}
}
 
开发者ID:peterchaula,项目名称:ClassicF1,代码行数:11,代码来源:ShaderProgram.java



注:本文中的org.andengine.opengl.shader.constants.ShaderProgramConstants类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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