青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品

天行健 君子當自強而不息

XFile網格的應用(2)


本篇是XFile網格的應用(1)的續篇。

.X文件的數據裝入

在上一篇的.X文件中,主場景框架 Scene_Root提供了一個變換矩陣和一個子框架Quad。這個Quad具有一個Mesh網格(包括頂點,材質,紋理等數據),其中 Scene_Root框架的變換矩陣(實際為單位矩陣)說明了Quad子框架的Mesh網格數據應做的變換,以正確擺放在父框架的空間中(這里指世界空間)。對于僅含有單一網格的.X文件來說,利用D3DXLoadMeshFromX函數可實現簡單網格數據的加載。

來看看D3DXLoadMeshFromX的具體使用說明:

Loads a mesh from a DirectX .x file.

 HRESULT D3DXLoadMeshFromX( 
LPCTSTR pFilename ,
DWORD Options ,
LPDIRECT3DDEVICE9 pD3DDevice ,
LPD3DXBUFFER * ppAdjacency ,
LPD3DXBUFFER * ppMaterials ,
LPD3DXBUFFER * ppEffectInstances ,
DWORD * pNumMaterials ,
LPD3DXMESH * ppMesh
);

Parameters

pFilename
[in] Pointer to a string that specifies the filename. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the string data type resolves to LPCSTR. See Remarks.
Options
[in] Combination of one or more flags from the D3DXMESH enumeration, which specifies creation options for the mesh.
pD3DDevice
[in] Pointer to an IDirect3DDevice9 interface, the device object associated with the mesh.
ppAdjacency
[out] Pointer to a buffer that contains adjacency data. The adjacency data contains an array of three DWORDs per face that specify the three neighbors for each face in the mesh. For more information about accessing the buffer, see ID3DXBuffer.
ppMaterials
[out] Pointer to a buffer containing materials data. The buffer contains an array of D3DXMATERIAL structures, containing information from the DirectX file. For more information about accessing the buffer, see ID3DXBuffer .
ppEffectInstances
[out] Pointer to a buffer containing an array of effect instances, one per attribute group in the returned mesh. An effect instance is a particular instance of state information used to initialize an effect. See D3DXEFFECTINSTANCE. For more information about accessing the buffer, see ID3DXBuffer .
pNumMaterials
[out] Pointer to the number of D3DXMATERIAL structures in the ppMaterials array, when the method returns.
ppMesh
[out] Address of a pointer to an ID3DXMesh interface, representing the loaded mesh.

Return Values

If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following values: D3DERR_INVALIDCALL, E_OUTOFMEMORY.

Remarks

The compiler setting also determines the function version. If Unicode is defined, the function call resolves to D3DXLoadMeshFromXW. Otherwise, the function call resolves to D3DXLoadMeshFromXA because ANSI strings are being used.

All the meshes in the file will be collapsed into one output mesh. If the file contains a frame hierarchy, all the transformations will be applied to the mesh.

For mesh files that do not contain effect instance information, default effect instances will be generated from the material information in the .x file. A default effect instance will have default values that correspond to the members of the D3DMATERIAL9 structure.

The default texture name is also filled in, but is handled differently. The name will be Texture0@Name, which corresponds to an effect variable by the name of "Texture0" with an annotation called "Name." This will contain the string file name for the texture.


來看看參數Option可以指定的網格創建模式:

Flags used to specify creation options for a mesh.

typedef enum D3DXMESH
{
D3DXMESH_32BIT = 0x001,
D3DXMESH_DONOTCLIP = 0x002,
D3DXMESH_POINTS = 0x004,
D3DXMESH_RTPATCHES = 0x008,
D3DXMESH_NPATCHES = 0x4000,
D3DXMESH_VB_SYSTEMMEM = 0x010,
D3DXMESH_VB_MANAGED = 0x020,
D3DXMESH_VB_WRITEONLY = 0x040,
D3DXMESH_VB_DYNAMIC = 0x080,
D3DXMESH_VB_SOFTWAREPROCESSING = 0x8000,
D3DXMESH_IB_SYSTEMMEM = 0x100,
D3DXMESH_IB_MANAGED = 0x200,
D3DXMESH_IB_WRITEONLY = 0x400,
D3DXMESH_IB_DYNAMIC = 0x800,
D3DXMESH_IB_SOFTWAREPROCESSING = 0x10000,
D3DXMESH_VB_SHARE = 0x1000,
D3DXMESH_USEHWONLY = 0x2000,
D3DXMESH_SYSTEMMEM = 0x110,
D3DXMESH_MANAGED = 0x220,
D3DXMESH_WRITEONLY = 0x440,
D3DXMESH_DYNAMIC = 0x880,
D3DXMESH_SOFTWAREPROCESSING = 0x18000,
} D3DXMESH, *LPD3DXMESH;

Constants

D3DXMESH_32BIT
The mesh has 32-bit indices instead of 16-bit indices. See Remarks.
D3DXMESH_DONOTCLIP
Use the D3DUSAGE_DONOTCLIP usage flag for vertex and index buffers.
D3DXMESH_POINTS
Use the D3DUSAGE_POINTS usage flag for vertex and index buffers.
D3DXMESH_RTPATCHES
Use the D3DUSAGE_RTPATCHES usage flag for vertex and index buffers.
D3DXMESH_NPATCHES
Specifying this flag causes the vertex and index buffer of the mesh to be created with D3DUSAGE_NPATCHES flag. This is required if the mesh object is to be rendered using N-patch enhancement using Direct3D.
D3DXMESH_VB_SYSTEMMEM
Use the D3DPOOL_SYSTEMMEM usage flag for vertex buffers.
D3DXMESH_VB_MANAGED
Use the D3DPOOL_MANAGED usage flag for vertex buffers.
D3DXMESH_VB_WRITEONLY
Use the D3DUSAGE_WRITEONLY usage flag for vertex buffers.
D3DXMESH_VB_DYNAMIC
Use the D3DUSAGE_DYNAMIC usage flag for vertex buffers.
D3DXMESH_VB_SOFTWAREPROCESSING
Use the D3DUSAGE_SOFTWAREPROCESSING usage flag for vertex buffers.
D3DXMESH_IB_SYSTEMMEM
Use the D3DPOOL_SYSTEMMEM usage flag for index buffers.
D3DXMESH_IB_MANAGED
Use the D3DPOOL_MANAGED usage flag for index buffers.
D3DXMESH_IB_WRITEONLY
Use the D3DUSAGE_WRITEONLY usage flag for index buffers.
D3DXMESH_IB_DYNAMIC
Use the D3DUSAGE_DYNAMIC usage flag for index buffers.
D3DXMESH_IB_SOFTWAREPROCESSING
Use the D3DUSAGE_SOFTWAREPROCESSING usage flag for index buffers.
D3DXMESH_VB_SHARE
Forces the cloned meshes to share vertex buffers.
D3DXMESH_USEHWONLY
Use hardware processing only. For mixed-mode device, this flag will cause the system to use hardware (if supported in hardware) or will default to software processing.
D3DXMESH_SYSTEMMEM
Equivalent to specifying both D3DXMESH_VB_SYSTEMMEM and D3DXMESH_IB_SYSTEMMEM.
D3DXMESH_MANAGED
Equivalent to specifying both D3DXMESH_VB_MANAGED and D3DXMESH_IB_MANAGED.
D3DXMESH_WRITEONLY
Equivalent to specifying both D3DXMESH_VB_WRITEONLY and D3DXMESH_IB_WRITEONLY.
D3DXMESH_DYNAMIC
Equivalent to specifying both D3DXMESH_VB_DYNAMIC and D3DXMESH_IB_DYNAMIC.
D3DXMESH_SOFTWAREPROCESSING
Equivalent to specifying both D3DXMESH_VB_SOFTWAREPROCESSING and D3DXMESH_IB_SOFTWAREPROCESSING.

Remarks

A 32-bit mesh (D3DXMESH_32BIT) can theoretically support (2^32)-1 faces and vertices. However, allocating memory for a mesh that large on a 32-bit operating system is not practical.


參數ppAdjacency, ppMaterials, ppEffectInstances的類型都是LPD3DXBUFFER,它實際上是指向ID3DXBUFFER的指針:

The ID3DXBuffer interface is used as a data buffer, storing vertex, adjacency, and material information during mesh optimization and loading operations. The buffer object is used to return arbitrary length data. Also, buffer objects are used to return object code and error messages in methods that assemble vertex and pixel shaders.

ID3DXBuffer Members

Method Description
ID3DXBuffer::GetBufferPointer Retrieves a pointer to the data in the buffer.
ID3DXBuffer::GetBufferSize Retrieves the total size of the data in the buffer.

Remarks

The ID3DXBuffer interface is obtained by calling the D3DXCreateBuffer function.

The LPD3DXBUFFER type is defined as a pointer to the ID3DXBuffer interface.

typedef interface ID3DXBuffer ID3DXBuffer;
typedef interface ID3DXBuffer *LPD3DXBUFFER;

來看看ID3DXBuffer提供的兩個方法,先來看看GetBufferPointer的具體使用信息:
 
Retrieves a pointer to the data in the buffer.

LPVOID GetBufferPointer();

Parameters
None.

Return Values
Returns a pointer to the data in the buffer.

 

再來看看GetBufferSize的具體使用信息:

Retrieves the total size of the data in the buffer.

DWORD GetBufferSize();

Parameters
None.

Return Values
Returns the total size of the data in the buffer, in bytes.


ID3DXBuffer可利用DirectX API函數D3DXCreateBuffer來創建,不過,一般不需要直接創建,下面是該函數的具體使用信息:

Creates a buffer object.

HRESULT D3DXCreateBuffer(
  DWORD NumBytes,
  LPD3DXBUFFER * ppBuffer
);

Parameters

NumBytes
[in] Size of the buffer to create, in bytes.

ppBuffer
[out] Address of a pointer to an ID3DXBuffer interface, representing the created buffer object.

Return Values

If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: E_OUTOFMEMORY.


利用pNumMaterials指針參數可獲得網格mesh所使用的材質的數量,ppMesh參數則是返回的一個ID3DXMESH 接口的指針地址,利用ID3DXMESH 接口提供的方法,可對裝入的網格數據進行讀取,優化和渲染等。

由于利用D3DXLoadMeshFromX函數裝入的材質和紋理貼圖文件名被封裝在一個擴展的D3DXMATERIAL結構體內,因此通常需要將材質取出,放入材質數組中,將紋理貼圖文件名取出,創建相應的紋理對象,再將這些紋理對象放入紋理對象數組中,以方便后續的紋理網格渲染。

來看看D3DXMATERIAL的具體信息:
 
Returns material information saved in Direct3D (.x) files.

typedef struct D3DXMATERIAL {
    D3DMATERIAL9 MatD3D;
    LPSTR pTextureFilename;
} D3DXMATERIAL, *LPD3DXMATERIAL;

Members

MatD3D
D3DMATERIAL9 structure that describes the material properties.

pTextureFilename
Pointer to a string that specifies the file name of the texture.

Remarks

The D3DXLoadMeshFromX and D3DXLoadMeshFromXof functions return an array of D3DXMATERIAL structures that specify the material color and name of the texture for each material in the mesh. The application is then required to load the texture.

The LPD3DXMATERIAL type is defined as a pointer to the D3DXMATERIAL structure.

typedef struct D3DXMATERIAL* LPD3DXMATERIAL;

 

其中用到了結構體D3DMATERIAL9,它的具體定義是:
 
Specifies material properties.

typedef struct D3DMATERIAL9 {
    D3DCOLORVALUE Diffuse;
    D3DCOLORVALUE Ambient;
    D3DCOLORVALUE Specular;
    D3DCOLORVALUE Emissive;
    float Power;
} D3DMATERIAL9, *LPD3DMATERIAL9;

Members

Diffuse
Value specifying the diffuse color of the material. See D3DCOLORVALUE.

Ambient
Value specifying the ambient color of the material. See D3DCOLORVALUE.

Specular
Value specifying the specular color of the material. See D3DCOLORVALUE.

Emissive
Value specifying the emissive color of the material. See D3DCOLORVALUE.

Power
Floating-point value specifying the sharpness of specular highlights. The higher the value, the sharper the highlight.

Remarks

To turn off specular highlights, set D3DRS_SPECULARENABLE to FALSE, using D3DRENDERSTATETYPE. This is the fastest option because no specular highlights will be calculated.

For more information about using the lighting engine to calculate specular lighting, see Specular Lighting (Direct3D 9).
 

下面的代碼演示了怎樣加載.X文件,以及加載后怎樣獲得相應的數據。
 IDirect3D9*         _d3d;
 IDirect3DDevice9*   _d3d_device;
 ID3DXBuffer*        _adjacency_buffer;
 ID3DXBuffer*        _material_buffer;
 D3DMATERIAL9*       _material_array;
 IDirect3DTexture9** _texture_array;
 DWORD               _num_materials;
 ID3DXMesh*          _mesh;
//------------------------------------------------------------------------------------
// Load .X file
//------------------------------------------------------------------------------------
bool BASIC_XFILE::Load_XFile(char* x_filename)
{
    // Loads a mesh from a DirectX .x file
    if(FAILED(D3DXLoadMeshFromX(
        x_filename,             // Pointer to a string that specifies the filename
        D3DXMESH_MANAGED,       // specifies creation options for the mesh
        _d3d_device,            // Pointer to an IDirect3DDevice9 interface
        &_adjacency_buffer,     // Pointer to a buffer that contains adjacency data
        &_material_buffer,      // Pointer to a buffer containing materials data
        NULL,                   // Pointer to a buffer containing an array of effect instances
        &_num_materials,        // Pointer to the number of D3DXMATERIAL structures 
        &_mesh)))               // Address of a pointer to an ID3DXMesh interface
    {
        MessageBox(NULL, "Load .X file failed.", "ERROR", MB_OK);
        return false;
    }
    // invalid data
    if(_material_buffer == NULL || _num_materials == 0)
        return false;
    // retrieves a pointer to the data in the buffer
    D3DXMATERIAL* material = (D3DXMATERIAL*) _material_buffer->GetBufferPointer();
    if(material != NULL)
    {
        // allocate memory for material array and texture array
        _material_array = new D3DMATERIAL9[_num_materials];
        _texture_array  = new IDirect3DTexture9*[_num_materials];    
        for(DWORD i = 0; i < _num_materials; i++)
        {
            // assign material to array
            _material_array[i] = material[i].MatD3D;
            if(material[i].pTextureFilename != NULL)
            {
                if(FAILED(D3DXCreateTextureFromFile(_d3d_device, material[i].pTextureFilename, &_texture_array[i])))
                    _texture_array[i] = NULL;
            }
        }
    }
    // Generates a mesh with reordered faces and vertices to optimize drawing performance. 
    // This method reorders the existing mesh.
    _mesh->OptimizeInplace(D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE,
        (DWORD*) _adjacency_buffer->GetBufferPointer(), NULL, NULL, NULL);
    _material_buffer->Release();
    _adjacency_buffer->Release();
    return true;
}

Mesh數據的處理

執行D3DXLoadMeshFromX函數完成.X文件的加載后,Mesh的各種數據將存放在頂點緩沖區,頂點索引緩沖區,材質緩沖區,鄰接頂點緩沖區,特效屬性緩沖區,網格緩沖區中。其中,材質緩沖區(包含材質信息和紋理貼圖文件名信息),鄰接頂點緩沖區以及特效屬性緩沖區的地址由 D3DXLoadMeshFromX函數成功執行后返回,其他的緩沖區地址可利用ID3DXMesh接口函數來獲得。

.X網格的渲染和優化就是使用上面緩沖區的數據來進行的。頂點緩沖區給出了整個網格的頂點坐標列表(包括頂點坐標和頂點紋理坐標),頂點索引緩沖區給出了每個三角形面的頂點構成信息(三個頂點的索引值),從而間接給出了整個網格的所有三角形面的頂點信息說明,屬性緩沖區為每個三角形面的一個網格子集編號,即給出了網格的每個三角形面的分組號。具有同一個Subset編號的三角形,將使用相同的材質和紋理對象進行渲染。

Mesh網格的渲染,可以用一個for循環來進行,循環的次數為總的材質數。每一次循環都將那些具有相同Subset子集號的三角形面渲染出來,即渲染每個子集Subset。不過每次循環首先要設置渲染管道線的材質和紋理對象,如下所示:
//------------------------------------------------------------------------------------
// Render mesh.
//------------------------------------------------------------------------------------
void BASIC_XFILE::Render()
{
    // Clear a render target and the depth buffer
    _d3d_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    _d3d_device->BeginScene();
    // draw all face in the mesh
    for(DWORD i = 0; i < _num_materials; i++)
    {
        // Sets the material properties for the device
        _d3d_device->SetMaterial(&_material_array[i]);
        // Assigns a texture to a stage for a device
        _d3d_device->SetTexture(0, _texture_array[i]);
        // Draws a subset of a mesh
        _mesh->DrawSubset(i);
    }
    _d3d_device->EndScene();
    // Presents the contents of the next buffer in the sequence of back buffers owned by the device
    _d3d_device->Present(NULL, NULL, NULL, NULL);
}

上面的代碼中使用Clear對Z緩沖區進行了清除,因此必須在初始化D3D設備時,開啟Z緩沖區,否則該函數調用失敗并且屏幕將出現重影。

D3DPRESENT_PARAMETERS present_param;

present_param.EnableAutoDepthStencil = TRUE;


如果沒有加入上面的代碼,則出現重影,如下圖所示:



Render函數中使用DrawSubset函數來渲染每一個Mesh子集,該函數只需要指定一個子集號,就可將網格中具有該子集號的三角形面渲染出來,下面是該函數的具體使用信息:
 
Draws a subset of a mesh.

HRESULT DrawSubset(
  DWORD AttribId
);

Parameters

AttribId
[in] DWORD that specifies which subset of the mesh to draw. This value is used to differentiate faces in a mesh as belonging to one or more attribute groups.

Return Values

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.

Remarks

The subset that is specified by AttribId will be rendered by the IDirect3DDevice9::DrawIndexedPrimitive method, using the D3DPT_TRIANGLELIST primitive type, so an index buffer must be properly initialized.

An attribute table is used to identify areas of the mesh that need to be drawn with different textures, render states, materials, and so on. In addition, the application can use the attribute table to hide portions of a mesh by not drawing a given attribute identifier (AttribId) when drawing the frame.

 
閱讀下篇:XFile網格的應用(3)

 

posted on 2007-05-18 20:05 lovedday 閱讀(2062) 評論(4)  編輯 收藏 引用

評論

# re: XFile網格的應用(2) 2007-07-26 00:07 小禹

看了您的文章,感覺寫的很清楚明了。在此感謝。

有一個問題,我一直沒有解決。就是如何導入多個.X文件。一般的書或文章都是教導入一個文件,可是現實開發中肯定要導入多個的。怎么辦呢?謝謝了

  回復  更多評論   

# re: XFile網格的應用(2) 2007-07-26 01:11 lovedday

我也不知道,DX我也是初學者,邊學邊寫的。 :)  回復  更多評論   

# re: XFile網格的應用(2) 2008-04-27 12:05 無名劍

@小禹
能夠導入一個也就能導入多個嘛,你多創建幾個對象然后一個個導入不就是多個了嗎?  回復  更多評論   

# re: XFile網格的應用(2) 2008-06-17 00:31 help

你好 請問下如何 在父空間旋轉模型呢?  回復  更多評論   


只有注冊用戶登錄后才能發表評論。
網站導航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


公告

導航

統計

常用鏈接

隨筆分類(178)

3D游戲編程相關鏈接

搜索

最新評論

青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品
  • <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            亚洲日本精品国产第一区| 欧美在线观看一区二区三区| 羞羞漫画18久久大片| 亚洲一区二区久久| 欧美噜噜久久久xxx| aa级大片欧美三级| 久久国产精品高清| 亚洲欧洲一区二区三区久久| 欧美日韩高清在线播放| 亚洲精品美女91| 欧美jizzhd精品欧美巨大免费| 亚洲精品乱码久久久久久黑人| 亚洲国产精品日韩| 欧美成人xxx| 亚洲色诱最新| 亚洲精品在线一区二区| 免播放器亚洲一区| 亚洲综合视频一区| 99国产精品视频免费观看| 国产亚洲激情视频在线| 国产精品亚洲产品| 久久久久久久综合狠狠综合| 在线亚洲观看| 99国内精品| 亚洲精品久久久久中文字幕欢迎你 | 欧美一区视频在线| 一本色道久久综合精品竹菊| 欧美成人精品高清在线播放| 男女激情久久| 久久综合久久综合久久综合| 久久久久久国产精品一区| 欧美在线网站| 久久久亚洲午夜电影| 久久久青草青青国产亚洲免观| 欧美亚洲系列| 葵司免费一区二区三区四区五区| 久久精品国产91精品亚洲| 亚洲字幕在线观看| 久久久久久日产精品| 久久激情一区| 亚洲黑丝一区二区| 欧美激情91| 亚洲线精品一区二区三区八戒| 亚洲欧美日韩精品久久久| 久久麻豆一区二区| 欧美福利一区二区| 国产精品亚发布| 久久婷婷综合激情| 西西人体一区二区| 久久色中文字幕| 最新国产成人在线观看| 亚洲国产精品日韩| 亚洲综合欧美日韩| 欧美成人首页| 国产色婷婷国产综合在线理论片a| 国产亚洲一区二区三区| 99精品视频免费| 午夜视频久久久久久| 亚洲免费在线观看| 久久久999国产| 欧美国产1区2区| 亚洲一区二区免费| 欧美日韩一区二区在线观看视频| 精品成人国产| 午夜精品久久久久久久久久久久久 | 久久久久国产一区二区| 久久精品女人天堂| 欧美激情区在线播放| 欧美亚洲综合另类| 免费在线观看一区二区| 国产欧美日本在线| 欧美在线播放一区二区| 一区二区三区高清视频在线观看| 久久精品系列| 国产精品户外野外| 午夜亚洲视频| 亚洲视频久久| 国产伦精品免费视频| 久久黄金**| 亚洲女同精品视频| 国产综合精品| 亚洲欧美在线另类| 亚洲色图自拍| 欧美国产精品中文字幕| 亚洲欧洲久久| 在线观看欧美一区| 久久精品一本久久99精品| 亚洲激情成人| 欧美精品久久久久久久| 亚洲精品一区二区三区蜜桃久 | 欧美成人一区二区| 午夜精品视频在线观看一区二区| 欧美性大战久久久久| 欧美一区二区视频在线观看| 一区二区三区久久精品| 国产精品视频xxxx| 久久久久久自在自线| 久久久亚洲成人| 亚洲视频大全| 久久久蜜桃一区二区人| 中日韩男男gay无套 | 国产毛片一区二区| 免费欧美在线| 欧美日韩在线一区| 免播放器亚洲| 国产欧美精品一区二区三区介绍| 午夜精品视频网站| 欧美精品偷拍| 久久蜜桃资源一区二区老牛 | 在线观看欧美一区| 亚洲国产成人porn| 国产精品亚洲综合一区在线观看| 免费观看久久久4p| 国产精品欧美日韩一区| 99香蕉国产精品偷在线观看| 国产欧美日韩亚洲精品| 99精品欧美一区| 伊人久久大香线蕉综合热线| 亚洲一区在线看| 一区二区精品在线观看| 欧美插天视频在线播放| 美女主播一区| 悠悠资源网亚洲青| 久久久久一区二区| 午夜国产精品视频| 久久亚洲图片| 国产美女扒开尿口久久久| 欧美国产日本在线| 一色屋精品视频在线观看网站| aaa亚洲精品一二三区| 一区二区欧美在线| 欧美精品一区在线播放| 欧美电影免费观看网站| 亚洲国产毛片完整版| 久久国产免费| 欧美成人午夜| 亚洲欧美日韩天堂一区二区| 欧美日韩一级黄| 亚洲天堂黄色| 久久精品女人| 亚洲高清久久久| 欧美久久久久免费| 亚洲一卡久久| 美女视频黄a大片欧美| 在线观看亚洲专区| 欧美日韩一区二区三区在线观看免 | 亚洲性图久久| 麻豆精品91| 亚洲国产精品成人| 国产精品久久久久久久久久免费看 | 亚洲麻豆国产自偷在线| 亚洲精品偷拍| 黄色成人在线网址| 欧美日韩一区在线| 久久精品国产96久久久香蕉| 欧美激情一区二区三区不卡| 亚洲欧美中文字幕| 亚洲人妖在线| 亚洲国产精品悠悠久久琪琪 | 99国产精品一区| 国产精品一区二区久激情瑜伽| 巨乳诱惑日韩免费av| 亚洲免费人成在线视频观看| 欧美成人精品在线播放| 亚洲淫性视频| 中文在线一区| 亚洲黄色免费| 曰韩精品一区二区| 亚洲国产精品久久精品怡红院 | 欧美成人黑人xx视频免费观看| 亚洲国产成人精品久久| 久久久久成人精品免费播放动漫| 亚洲一区二区视频| 亚洲最新在线视频| 亚洲精品五月天| 99v久久综合狠狠综合久久| 国外视频精品毛片| 国产主播精品| 精品成人在线视频| 好吊日精品视频| 狠狠色狠狠色综合日日五| 国产精品青草久久久久福利99| 欧美日韩精品久久| 国产精品乱子乱xxxx| 欧美日本在线一区| 欧美精品在线视频观看| 欧美aaa级| 欧美日韩精品免费在线观看视频 | 午夜精品亚洲| 亚洲视频综合| 久久精品国产亚洲5555| 欧美本精品男人aⅴ天堂| 欧美r片在线| 欧美日韩免费高清| 国产日韩视频一区二区三区| 亚洲国产一区在线| aa亚洲婷婷| 久久久综合精品| 最新国产の精品合集bt伙计| 一区二区欧美在线观看|