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

使用.x文件模型(1)

利用.x文件模型渲染三維模型,首先需要將.x文件中的各種數據分別加載到內存中,主要包括頂點數據、材質數據和紋理數據等。

 

網格模型接口ID3DXMESH

Direct3D擴展實用庫定義了多邊形網格模型接口ID3DXMesh來表示一個復雜的三維物體模型,它是一個COM接口,繼承自ID3DXBaseMesh。

Direct3D擴展實用庫函數D3DXCreateMesh()可用于創建一個Direct3D網格模型對象,該函數聲明如下:

Creates a mesh object using a declarator.

HRESULT D3DXCreateMesh(
DWORD NumFaces,
DWORD NumVertices,
DWORD Options,
CONST LPD3DVERTEXELEMENT9 * pDeclaration,
LPDIRECT3DDEVICE9 pD3DDevice,
LPD3DXMESH * ppMesh
);

Parameters

NumFaces
[in] Number of faces for the mesh. The valid range for this number is greater than 0, and one less than the maximum DWORD (typically 65534), because the last index is reserved.
NumVertices
[in] Number of vertices for the mesh. This parameter must be greater than 0.
Options
[in] Combination of one or more flags from the D3DXMESH enumeration, specifying options for the mesh.
pDeclaration
[in] Array of D3DVERTEXELEMENT9 elements, describing the vertex format for the returned mesh. This parameter must map directly to a flexible vertex format (FVF).
pD3DDevice
[in] Pointer to an IDirect3DDevice9 interface, the device object to be associated with the mesh.
ppMesh
[out] Address of a pointer to an ID3DXMesh interface, representing the created mesh 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: D3DERR_INVALIDCALL, E_OUTOFMEMORY.

D3DXMESH

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.

一般情況下,參數Option置為D3DMESH_SYSTEMMEM或D3DMESH_MANAGED,表示對Direct3D頂點緩沖區和索引緩沖區使用D3DPOOL_SYSTEMMEM或D3DPOOL_MANAGED內存。

調用D3DXCreateMesh()函數創建了網格模型對象后,還需要為其載入模型數據,而載入模型數據是比較復雜的。所以在大多數情況下,不直接調用該函數,它被封裝在Direct3D擴展實用庫函數中,由Direct3D在內部完成網格模型對象的創建和模型數據的載入操作。

 

通過.x文件生成網格模型

復雜的三維模型實際上是由許許多多的多邊形構成的,所以首先需要得到這些構成模型的多邊形。使用Direct3D功能擴展庫函數D3DXLoadMeshFromX(),可以從.X文件中提取多邊形信息(包括頂點坐標、顏色、法向量和紋理信息等),生成網格模型。該函數的聲明如下:

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.

LPD3DXBUFFER因數據操作的方便性而誕生,它的好處是可以存儲頂點位置坐標、材質、紋理等多種類型的Direct3D數據,而不必對每種數據聲明一種函數接口類型。可使用接口函數ID3DXBuffer::GetBufferPointer()獲取緩沖區中的數據,使用ID3DXBuffer::GetBufferSize()獲取緩沖區數據大小。

 

載入材質和紋理

如果函數D3DXLoadMeshFromX()調用成功,那么參數ppMaterials就會獲取.x文件中三維模型導出的材質和紋理信息,而pNumMaterials則會獲得材質的數目,將材質和紋理信息從中提取出來的代碼如下:

bool init_geometry()
{
ID3DXBuffer* material_buffer;
	/*
D3DXLoadMeshFromXA(
LPCSTR pFilename,
DWORD Options,
LPDIRECT3DDEVICE9 pD3DDevice,
LPD3DXBUFFER *ppAdjacency,
LPD3DXBUFFER *ppMaterials,
LPD3DXBUFFER *ppEffectInstances,
DWORD *pNumMaterials,
LPD3DXMESH *ppMesh);
*/
	if(FAILED(D3DXLoadMeshFromX("airplane.x", D3DXMESH_MANAGED, g_device, NULL, &material_buffer, NULL,
&g_num_materials, &g_mesh)))
{
MessageBox(NULL, "Could not find airplane.x", "ERROR", MB_OK);
return false;
}
	D3DXMATERIAL* xmaterials = (D3DXMATERIAL*) material_buffer->GetBufferPointer();
	g_mesh_materials = new D3DMATERIAL9[g_num_materials];
g_mesh_textures = new IDirect3DTexture9*[g_num_materials];
	for(DWORD i = 0; i < g_num_materials; i++)
{
g_mesh_materials[i] = xmaterials[i].MatD3D;
		// set ambient reflected coefficient, because .x file do not set it.
g_mesh_materials[i].Ambient = g_mesh_materials[i].Diffuse;
		g_mesh_textures[i] = NULL;
		if(xmaterials[i].pTextureFilename != NULL && strlen(xmaterials[i].pTextureFilename) > 0)	
D3DXCreateTextureFromFile(g_device, xmaterials[i].pTextureFilename, &g_mesh_textures[i]);
}
	material_buffer->Release();
	return true;
}

一個三維網格模型通常是由幾個子模型組成的,在制作模型時通常為每個子模型分別設置材質和紋理,所以這些子模型就可能使用不同的材質和紋理,因此在Direct3D程序就需要為所有的子模型分別保存材質和紋理。此外,因為每個子模型可能具有不同的材質和紋理,所以在渲染三維模型時也需要逐個子模型分別進行渲染。

 

渲染網格模型

網格模型接口ID3DXMesh實際上是三維物體的頂點緩沖區的集合,它將創建頂點緩沖區、定義靈活頂點格式和繪制頂點緩沖區等功能封裝在一個COM對象里,極大地方便了三維物體的繪制。對于以ID3DXMesh表示的三維物體,可以遍歷它所有的頂點緩沖區,按照相應的頂點格式將它們分別渲染,也可以直接調用它的接口函數ID3DXMesh::DrawSubset()繪制圖形,該函數的聲明如下:

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.

渲染網格模型的代碼如下:

void render()
{
g_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_X#050505, 1.0f, 0);
	g_device->BeginScene();
	setup_world_matrix();
	for(DWORD i = 0; i < g_num_materials; i++)
{
g_device->SetMaterial(&g_mesh_materials[i]);
g_device->SetTexture(0, g_mesh_textures[i]);
		g_mesh->DrawSubset(i);
}
	g_device->EndScene();
	g_device->Present(NULL, NULL, NULL, NULL);
}

 

示例程序運行效果圖:

 

源程序:

#include <d3dx9.h>

#pragma warning(disable : 
4127)

#define CLASS_NAME    "GameApp"

#define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

IDirect3D9
*                g_d3d;
IDirect3DDevice9
*        g_device;
ID3DXMesh
*                g_mesh;
D3DMATERIAL9
*            g_mesh_materials;
IDirect3DTexture9
**        g_mesh_textures;
DWORD                    g_num_materials;

void setup_world_matrix()
{
    D3DXMATRIX mat_world;    
    D3DXMatrixRotationY(
&mat_world, timeGetTime() / 1000.0f);
    g_device
->SetTransform(D3DTS_WORLD, &mat_world);
}

void setup_view_proj_matrix()
{
    
// setup view matrix

    D3DXVECTOR3 eye(
0.0f10.0f-20.0f);
    D3DXVECTOR3 at(
0.0f0.0f0.0f);
    D3DXVECTOR3 up(
0.0f1.0f0.0f);

    D3DXMATRIX mat_view;
    D3DXMatrixLookAtLH(
&mat_view, &eye, &at, &up);
    g_device
->SetTransform(D3DTS_VIEW, &mat_view);

    
// setup projection matrix

    D3DXMATRIX mat_proj;
    D3DXMatrixPerspectiveFovLH(
&mat_proj, D3DX_PI/41.0f1.0f100.0f);
    g_device
->SetTransform(D3DTS_PROJECTION, &mat_proj);
}

bool init_geometry()
{
    ID3DXBuffer
* material_buffer;

    
/*
     D3DXLoadMeshFromXA(
        LPCSTR pFilename, 
        DWORD Options, 
        LPDIRECT3DDEVICE9 pD3DDevice, 
        LPD3DXBUFFER *ppAdjacency,
        LPD3DXBUFFER *ppMaterials, 
        LPD3DXBUFFER *ppEffectInstances, 
        DWORD *pNumMaterials,
        LPD3DXMESH *ppMesh);
    
*/

    
if(FAILED(D3DXLoadMeshFromX("airplane.x", D3DXMESH_MANAGED, g_device, NULL, &material_buffer, NULL,
                                
&g_num_materials, &g_mesh)))
    {
        MessageBox(NULL, 
"Could not find airplane.x""ERROR", MB_OK);
        
return false;
    }

    D3DXMATERIAL
* xmaterials = (D3DXMATERIAL*) material_buffer->GetBufferPointer();

    g_mesh_materials 
= new D3DMATERIAL9[g_num_materials];
    g_mesh_textures     
= new IDirect3DTexture9*[g_num_materials];

    
for(DWORD i = 0; i < g_num_materials; i++)
    {
        g_mesh_materials[i] 
= xmaterials[i].MatD3D;

        
// set ambient reflected coefficient, because .x file do not set it.
        g_mesh_materials[i].Ambient = g_mesh_materials[i].Diffuse;

        g_mesh_textures[i] 
= NULL;

        
if(xmaterials[i].pTextureFilename != NULL && strlen(xmaterials[i].pTextureFilename) > 0)    
            D3DXCreateTextureFromFile(g_device, xmaterials[i].pTextureFilename, 
&g_mesh_textures[i]);    
    }

    material_buffer
->Release();

    
return true;
}

bool init_d3d(HWND hwnd)
{
    g_d3d 
= Direct3DCreate9(D3D_SDK_VERSION);

    
if(g_d3d == NULL)
        
return false;

    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(
&d3dpp, sizeof(d3dpp));

    d3dpp.Windowed                    
= TRUE;
    d3dpp.SwapEffect                
= D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat            
= D3DFMT_UNKNOWN;
    d3dpp.EnableAutoDepthStencil    
= TRUE;
    d3dpp.AutoDepthStencilFormat    
= D3DFMT_D16;

    
if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                  
&d3dpp, &g_device)))
    {
        
return false;
    }
    
    
if(! init_geometry())
        
return false;

    setup_view_proj_matrix();    

    g_device
->SetRenderState(D3DRS_LIGHTING, FALSE);    
    
    
return true;
}

void cleanup()
{
    delete[] g_mesh_materials;

    
if(g_mesh_textures)
    {
        
for(DWORD i = 0; i < g_num_materials; i++)
            release_com(g_mesh_textures[i]);

        delete[] g_mesh_textures;
    }
    
    release_com(g_mesh);
    release_com(g_device);
    release_com(g_d3d);
}

void render()
{
    g_device
->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(555), 1.0f0);

    g_device
->BeginScene();

    setup_world_matrix();

    
for(DWORD i = 0; i < g_num_materials; i++)
    {
        g_device
->SetMaterial(&g_mesh_materials[i]);
        g_device
->SetTexture(0, g_mesh_textures[i]);

        g_mesh
->DrawSubset(i);
    }
    
    g_device
->EndScene();

    g_device
->Present(NULL, NULL, NULL, NULL);
}

LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    
switch(msg)
    {
    
case WM_KEYDOWN:
        
if(wParam == VK_ESCAPE)
            DestroyWindow(hwnd);
        
break;

    
case WM_DESTROY:        
        PostQuitMessage(
0);
        
return 0;
    }

    
return DefWindowProc(hwnd, msg, wParam, lParam);
}

int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR, INT)
{
    WNDCLASSEX wc;

    wc.cbSize            
= sizeof(WNDCLASSEX);
    wc.style            
= CS_CLASSDC;
    wc.lpfnWndProc        
= WinProc;
    wc.cbClsExtra        
= 0;
    wc.cbWndExtra        
= 0;
    wc.hInstance        
= inst;
    wc.hIcon            
= NULL;
    wc.hCursor            
= NULL;
    wc.hbrBackground    
= NULL;
    wc.lpszMenuName        
= NULL;
    wc.lpszClassName    
= CLASS_NAME;
    wc.hIconSm            
= NULL;

    
if(! RegisterClassEx(&wc))
        
return -1;

    HWND hwnd 
= CreateWindow(CLASS_NAME, "Direct3D App", WS_OVERLAPPEDWINDOW, 200100640480,
                             NULL, NULL, wc.hInstance, NULL);    

    
if(hwnd == NULL)
        
return -1;

    
if(init_d3d(hwnd))
    {
        ShowWindow(hwnd, SW_SHOWDEFAULT);
        UpdateWindow(hwnd);

        MSG msg;
        ZeroMemory(
&msg, sizeof(msg));

        
while(msg.message != WM_QUIT)
        {
            
if(PeekMessage(&msg, NULL, 00, PM_REMOVE))
            {
                TranslateMessage(
&msg);
                DispatchMessage(
&msg);
            }
                
            render();
        }
    }

    cleanup();
    UnregisterClass(CLASS_NAME, wc.hInstance);    

    
return 0;
}

posted on 2008-05-09 11:46 lovedday 閱讀(3699) 評論(0)  編輯 收藏 引用

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>
            久久精品综合| 日韩午夜激情电影| 久久人人97超碰精品888| 亚洲欧美经典视频| 亚洲欧美在线播放| 久久国产精品99精品国产| 亚洲免费伊人电影在线观看av| 中文精品99久久国产香蕉| 99精品国产热久久91蜜凸| 一区二区三区蜜桃网| 国产一区二区三区成人欧美日韩在线观看| 国产精品成人在线| 亚洲午夜在线视频| 新67194成人永久网站| 欧美中文在线字幕| 免费成人你懂的| 亚洲激情视频| 亚洲国产精品一区二区久| 亚洲日本在线观看| 中文日韩电影网站| 久久本道综合色狠狠五月| 你懂的国产精品| 在线观看国产一区二区| 一区免费视频| 亚洲伊人第一页| 久久久综合网站| 亚洲免费精彩视频| 久久久亚洲精品一区二区三区| 欧美日韩第一页| 一区在线观看| 亚洲欧美不卡| 欧美激情第二页| 亚洲欧美变态国产另类| 亚洲国产精品成人综合色在线婷婷 | 韩日午夜在线资源一区二区| 亚洲第一福利在线观看| 欧美一级淫片aaaaaaa视频| 亚洲国产精品电影| 欧美一区二区三区久久精品 | 久久av在线| 欧美a级片网| 亚洲午夜久久久久久久久电影院| 噜噜噜91成人网| 国产亚洲精品aa午夜观看| 一本综合久久| 欧美波霸影院| 欧美在线亚洲在线| 亚洲伦理在线| 欧美a级理论片| 黄网动漫久久久| 欧美一区1区三区3区公司| 最新亚洲一区| 美女脱光内衣内裤视频久久影院 | 一本色道久久加勒比精品| 久久国产精品一区二区三区| 国产精品国产三级国产普通话三级| 亚洲东热激情| 久久久久久久久综合| 亚洲国产成人精品女人久久久 | 亚洲第一在线综合在线| 亚洲欧美激情视频在线观看一区二区三区| 另类天堂av| 欧美在线播放一区| 国产亚洲精品资源在线26u| 亚洲欧美另类久久久精品2019| 亚洲欧洲一区二区三区久久| 久久这里有精品15一区二区三区 | 久久精品一二三| 国产亚洲一区二区在线观看| 午夜免费电影一区在线观看| 亚洲午夜精品国产| 国产农村妇女毛片精品久久莱园子 | 99ri日韩精品视频| 欧美精品在线一区二区三区| 免费中文字幕日韩欧美| 久久精品人人做人人综合| 午夜精品久久久久久久99热浪潮| 国产欧美一区在线| 另类人畜视频在线| 欧美高清视频免费观看| 一区二区三区日韩| 亚洲综合精品四区| 极品尤物av久久免费看| 欧美国产日韩在线观看| 欧美日韩精品一二三区| 午夜亚洲福利在线老司机| 香蕉久久一区二区不卡无毒影院| 狠狠色2019综合网| 亚洲欧洲在线播放| 国产精品久久综合| 久久婷婷av| 欧美日本高清视频| 欧美在线日韩精品| 毛片av中文字幕一区二区| 一区二区三区久久久| 亚洲欧美日韩在线观看a三区| 激情亚洲成人| av成人免费在线观看| 国产午夜久久久久| 亚洲黄一区二区三区| 国产精品卡一卡二| 欧美大片在线观看一区| 国产精品扒开腿做爽爽爽视频| 久久精品99久久香蕉国产色戒 | 最近看过的日韩成人| 国产精品美女视频网站| 欧美成人蜜桃| 欧美成人国产一区二区| 亚洲欧美国产高清va在线播| 国产精品视频一二| 欧美激情麻豆| 国产日韩欧美制服另类| 亚洲国产精品久久久久秋霞蜜臀 | 亚洲人www| 亚洲欧美日韩视频一区| 亚洲欧洲日韩在线| 欧美一区二区三区视频在线观看| 亚洲伦理一区| 久久久久久电影| 欧美伊人影院| 国产精品久久久久久久久果冻传媒 | 好吊视频一区二区三区四区 | 亚洲人午夜精品| 性18欧美另类| 亚洲午夜av在线| 欧美寡妇偷汉性猛交| 美国成人直播| 国产日韩精品电影| 亚洲视频一区在线观看| 91久久中文字幕| 久久精品中文字幕一区| 久久国产精品一区二区三区| 国产精品国产三级国产普通话99| 亚洲精选中文字幕| 99综合在线| 欧美日韩mv| 亚洲美女中出| 在线一区欧美| 欧美日韩亚洲一区二区三区四区 | 亚洲国产精品成人精品| 欧美在线免费视频| 久久精选视频| 伊人色综合久久天天| 久久精品青青大伊人av| 久久精品人人| 好男人免费精品视频| 久久精品在线观看| 欧美成人一区二区三区在线观看 | 国内精品嫩模av私拍在线观看 | 久久九九热免费视频| 久久久久久久久一区二区| 狠狠做深爱婷婷久久综合一区| 久久国产精品一区二区三区| 美女脱光内衣内裤视频久久影院| 精品不卡一区| 欧美国产成人精品| 9i看片成人免费高清| 午夜欧美精品| 黄网站免费久久| 欧美激情亚洲激情| 亚洲天堂成人| 欧美激情区在线播放| 亚洲成人自拍视频| 亚洲第一精品在线| 99国产精品国产精品久久 | 国产精品日韩一区二区三区| 亚洲免费婷婷| 欧美福利一区二区三区| 一区二区三区精品国产| 国产精品视频网址| 久久精品国产久精国产思思| 亚洲高清视频一区二区| 亚洲一区二区三区午夜| 国产在线观看一区| 欧美二区视频| 亚洲欧美中日韩| 亚洲国产精品尤物yw在线观看| 亚洲在线1234| 亚洲片区在线| 国产午夜亚洲精品理论片色戒| 久久综合九色欧美综合狠狠| 亚洲视频日本| 亚洲国产精品一区二区三区| 久久精品123| 亚洲综合精品四区| 亚洲激情欧美| 国产日韩一区| 欧美日韩一区二区三区| 久久久久久久一区二区三区| 一区二区不卡在线视频 午夜欧美不卡'| 久久久精品欧美丰满| 中文在线不卡| 亚洲日本在线观看| 激情一区二区三区| 国产精品久久久久毛片软件 | 国产欧美一区在线| 欧美人成网站| 蜜桃精品一区二区三区 | 午夜精品久久久久久99热| 欧美国产专区|