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

高級紋理映射技術(6)

對一些特殊的應用需要對紋理坐標進行處理,主要包括紋理坐標自動生成和紋理坐標變換。下圖顯示了紋理坐標的來源、處理過程以及到達光柵處理器的過程。

 

紋理坐標自動生成

在Direct3D程序中,不僅可以在模型載入階段或渲染階段指定物體的紋理坐標,還可以通過Direct3D渲染引擎自動生成紋理坐標,用于諸如環境映射等特殊的視覺效果。與手動設置紋理坐標相比,紋理坐標自動生成在Direct3D坐標 變換和光照流水線中完成,執行速度更快。

Direct3D系統可以使用經過變換的攝像機空間頂點位置坐標、法線信息來生成紋理坐標。如果使用紋理坐標自動生成,那么在頂點中就可以不用包含紋理坐標數據,從而可以降低圖形渲染時的數據傳輸量。紋理坐標自動生成主要用于產生一些特殊效果,在大多數情況下還是手工為每個頂點指定紋理坐標。

通過調用SetTextureStageState()并將第二個參數設置為D3DTSS_TEXCOORDINDEX來控制Direct3D系統如何自動生成紋理坐標。

D3DTSS_TEXCOORDINDEX
Index of the texture coordinate set to use with this texture stage. You can specify up to eight sets of texture coordinates per vertex. If a vertex does not include a set of texture coordinates at the specified index, the system defaults to the u and v coordinates (0,0).

When rendering using vertex shaders, each stage's texture coordinate index must be set to its default value. The default index for each stage is equal to the stage index. Set this state to the zero-based index of the coordinate set for each vertex that this texture stage uses.

Additionally, applications can include, as logical OR with the index being set, one of the constants to request that Direct3D automatically generate the input texture coordinates for a texture transformation. For a list of all the constants, see D3DTSS_TCI.

With the exception of D3DTSS_TCI_PASSTHRU, which resolves to zero, if any of the following values is included with the index being set, the system uses the index strictly to determine texture wrapping mode. These flags are most useful when performing environment mapping.

其中第三個參數可以設為下列列表中的成員:

D3DTSS_TCI

Driver texture coordinate capability flags.

#define Value Description
D3DTSS_TCI_PASSTHRU 0x00000000L Use the specified texture coordinates contained within the vertex format. This value resolves to zero.
D3DTSS_TCI_CAMERASPACENORMAL 0x00010000L Use the vertex normal, transformed to camera space, as the input texture coordinates for this stage's texture transformation.
D3DTSS_TCI_CAMERASPACEPOSITION 0x00020000L Use the vertex position, transformed to camera space, as the input texture coordinates for this stage's texture transformation.
D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR 0x00030000L Use the reflection vector, transformed to camera space, as the input texture coordinate for this stage's texture transformation. The reflection vector is computed from the input vertex position and normal vector.
D3DTSS_TCI_SPHEREMAP 0x00040000L Use the specified texture coordinates for sphere mapping.

These constants are used by D3DTSS_TEXCOORDINDEX.

D3DTSS_TEXCOORDINDEX用于指定特定紋理層使用頂點中的第幾組紋理坐標,但如果指定了上表中的成員值,Direct3D將忽略頂點中的紋理坐標,轉而使用自動生成的紋理坐標。

D3DTSS_TEXTURETRANSFORMFLAGS用來控制生成的紋理坐標的輸出,在大多數情況下紋理坐標是二維的,即將D3DTSS_TEXTURETRANSFORMFLAGS設置為D3DTTFF_COUNT2。但當繪制線段或三維紋理時,紋理坐標可能是一維或三維的。

D3DTSS_TEXTURETRANSFORMFLAGS
Member of the D3DTEXTURETRANSFORMFLAGS enumerated type that controls the transformation of texture coordinates for this texture stage. The default value is D3DTTFF_DISABLE.

輸出的紋理坐標維數由枚舉類型D3DTSS_TEXTURETRANSFORMFLAGS指定,其定義如下:

Defines texture coordinate transformation values.

typedef enum D3DTEXTURETRANSFORMFLAGS
{
D3DTTFF_DISABLE = 0,
D3DTTFF_COUNT1 = 1,
D3DTTFF_COUNT2 = 2,
D3DTTFF_COUNT3 = 3,
D3DTTFF_COUNT4 = 4,
D3DTTFF_PROJECTED = 256,
D3DTTFF_FORCE_DWORD = 0x7fffffff,
} D3DTEXTURETRANSFORMFLAGS, *LPD3DTEXTURETRANSFORMFLAGS;

Constants

D3DTTFF_DISABLE
Texture coordinates are passed directly to the rasterizer.
D3DTTFF_COUNT1
The rasterizer should expect 1D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.
D3DTTFF_COUNT2
The rasterizer should expect 2D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.
D3DTTFF_COUNT3
The rasterizer should expect 3D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.
D3DTTFF_COUNT4
The rasterizer should expect 4D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.
D3DTTFF_PROJECTED
This flag is honored by the fixed function pixel pipeline, as well as the programmable pixel pipeline in versions ps_1_1 to ps_1_3. When texture projection is enabled for a texture stage, all four floating point values must be written to the corresponding texture register. Each texture coordinate is divided by the last element before being passed to the rasterizer. For example, if this flag is specified with the D3DTTFF_COUNT3 flag, the first and second texture coordinates are divided by the third coordinate before being passed to the rasterizer.
D3DTTFF_FORCE_DWORD
Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.

Remarks

Texture coordinates can be transformed using a 4 x 4 matrix before the results are passed to the rasterizer. The texture coordinate transforms are set by calling IDirect3DDevice9::SetTextureStageState, and by passing in the D3DTSS_TEXTURETRANSFORMFLAGS texture stage state and one of the values from D3DTEXTURETRANSFORMFLAGS. For more information about texture transforms, see Texture Coordinate Transformations (Direct3D 9).

首先,我們定義頂點結構和格式:

struct sCustomVertex
{
float x, y, z;
};
#define D3DFVF_CUSTOM_VERTEX	D3DFVF_XYZ

接著生成頂點數據,頂點數據中沒有包含紋理坐標:

// create vertex buffer and fill data
sCustomVertex vertices[] = 	
{
{ -1.0f, -1.0f, 0.0f},
{ -1.0f, 1.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f},
{ 1.0f, 1.0f, 0.0f}
};
pd3dDevice->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOM_VERTEX, D3DPOOL_MANAGED, &g_vertex_buffer, NULL);
void* ptr;
g_vertex_buffer->Lock(0, sizeof(vertices), (void**)&ptr, 0);
memcpy(ptr, vertices, sizeof(vertices));
g_vertex_buffer->Unlock();

然后讓Direct3D自動生成紋理坐標:

// create texture coordinate using vertex position in camera space
pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
pd3dDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);

運行效果:

若設置D3DTSS_TEXCOORDINDEX為以下D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR,則效果為:

若設置D3DTSS_TEXCOORDINDEX為以下D3DTSS_TCI_SPHEREMAP,則效果為:

 

主程序:

#include "dxstdafx.h"
#include 
"resource.h"

#pragma warning(disable : 
4127 4995 4996)

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

#define IDC_TOGGLE_FULLSCREEN        1
#define IDC_TOGGLE_REF                2
#define IDC_CHANGE_DEVICE            3

struct sCustomVertex
{
    
float x, y, z;
};

#define D3DFVF_CUSTOM_VERTEX    D3DFVF_XYZ

const D3DXCOLOR FONT_COLOR(0.55f0.85f0.65f1.0f);

CDXUTDialogResourceManager    g_dlg_resource_manager;
CD3DSettingsDlg                g_settings_dlg;
CDXUTDialog                    g_button_dlg;

IDirect3DVertexBuffer9
*        g_vertex_buffer;
IDirect3DTexture9
*            g_texture;

ID3DXFont
*        g_font;
ID3DXSprite
*    g_text_sprite;
bool            g_show_help;

//--------------------------------------------------------------------------------------
// Rejects any devices that aren't acceptable by returning false
//--------------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool bWindowed, void* pUserContext )
{
    
// Typically want to skip backbuffer formats that don't support alpha blending

    IDirect3D9
* pD3D = DXUTGetD3DObject(); 

    
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, AdapterFormat, 
                    D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return false;

    
return true;
}


//--------------------------------------------------------------------------------------
// Before a device is created, modify the device settings as needed.
//--------------------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
{
    
// If video card does not support hardware vertex processing, then uses sofaware vertex processing.
    if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
        pDeviceSettings
->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

    
static bool is_first_time = true;

    
if(is_first_time)
    {
        is_first_time 
= false;

        
// if using reference device, then pop a warning message box.
        if(pDeviceSettings->DeviceType == D3DDEVTYPE_REF)
            DXUTDisplaySwitchingToREFWarning();
    }

    
return true;
}


//--------------------------------------------------------------------------------------
// Create any D3DPOOL_MANAGED resources here 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, 
                                 
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                 
void* pUserContext )
{
    HRESULT    hr;

    V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
    V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

    D3DXCreateFont(pd3dDevice, 
180, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                   DEFAULT_PITCH 
| FF_DONTCARE, L"Arial"&g_font);

    V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L
"texture.jpg",    &g_texture));
    
    
// create vertex buffer and fill data

    sCustomVertex vertices[] 
=     
    {
        { 
-1.0f-1.0f,  0.0f},
        { 
-1.0f,  1.0f,  0.0f},
        {  
1.0f-1.0f,  0.0f},
        {  
1.0f,  1.0f,  0.0f}
    };

    pd3dDevice
->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOM_VERTEX, D3DPOOL_MANAGED, &g_vertex_buffer, NULL);

    
void* ptr;
    g_vertex_buffer
->Lock(0sizeof(vertices), (void**)&ptr, 0);
    memcpy(ptr, vertices, 
sizeof(vertices));
    g_vertex_buffer
->Unlock();

    
return S_OK;
}


//--------------------------------------------------------------------------------------
// Create any D3DPOOL_DEFAULT resources here 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                
void* pUserContext )
{
    HRESULT hr;

    V_RETURN(g_dlg_resource_manager.OnResetDevice());
    V_RETURN(g_settings_dlg.OnResetDevice());
    V_RETURN(g_font
->OnResetDevice());
    V_RETURN(D3DXCreateSprite(pd3dDevice, 
&g_text_sprite));

    
// set dialog position and size

    g_button_dlg.SetLocation(pBackBufferSurfaceDesc
->Width - 1700);
    g_button_dlg.SetSize(
170170);

    
// setup world matrix
    D3DXMATRIX mat_world;
    D3DXMatrixIdentity(
&mat_world);
    pd3dDevice
->SetTransform(D3DTS_WORLD, &mat_world);

    
// setup view matrix

    D3DXMATRIX mat_view;
    D3DXVECTOR3 eye(
0.0f0.0f-3.0f);
    D3DXVECTOR3  at(
0.0f0.0f,  0.0f);
    D3DXVECTOR3  up(
0.0f1.0f,  0.0f);

    D3DXMatrixLookAtLH(
&mat_view, &eye, &at, &up);
    pd3dDevice
->SetTransform(D3DTS_VIEW, &mat_view);

    
// set projection matrix
    D3DXMATRIX mat_proj;
    
float aspect = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
    D3DXMatrixPerspectiveFovLH(
&mat_proj, D3DX_PI/4, aspect, 1.0f100.0f);
    pd3dDevice
->SetTransform(D3DTS_PROJECTION, &mat_proj);

    pd3dDevice
->SetRenderState(D3DRS_LIGHTING, FALSE);

    
// set texture color blend method, disalbe alpha blend.

    pd3dDevice
->SetTexture(0, g_texture);    
    pd3dDevice
->SetTextureStageState(0, D3DTSS_COLORARG1,        D3DTA_TEXTURE);    
    pd3dDevice
->SetTextureStageState(0, D3DTSS_COLOROP,            D3DTOP_SELECTARG1);    
    pd3dDevice
->SetTextureStageState(0, D3DTSS_ALPHAOP,            D3DTOP_DISABLE);

    
// create texture coordinate using vertex position in camera space 
    pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,            D3DTSS_TCI_CAMERASPACEPOSITION);
    
//pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,            D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
    
//pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX,            D3DTSS_TCI_SPHEREMAP);    
    pd3dDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS,    D3DTTFF_COUNT2);

    
return S_OK;
}

//--------------------------------------------------------------------------------------
// Release resources created in the OnResetDevice callback here 
//--------------------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
    g_dlg_resource_manager.OnLostDevice();
    g_settings_dlg.OnLostDevice();
    g_font
->OnLostDevice();

    release_com(g_text_sprite);
}


//--------------------------------------------------------------------------------------
// Release resources created in the OnCreateDevice callback here
//--------------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
    g_dlg_resource_manager.OnDestroyDevice();
    g_settings_dlg.OnDestroyDevice();    

    release_com(g_font);
    release_com(g_vertex_buffer);
    release_com(g_texture);
}

//--------------------------------------------------------------------------------------
// Handle updates to the scene
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
}

//--------------------------------------------------------------------------------------
// Render the helper information
//--------------------------------------------------------------------------------------
void RenderText()
{
    CDXUTTextHelper text_helper(g_font, g_text_sprite, 
20);
    
    text_helper.Begin();

    
// show frame and device states
    text_helper.SetInsertionPos(55);
    text_helper.SetForegroundColor(FONT_COLOR);
    text_helper.DrawTextLine( DXUTGetFrameStats(
true) );
    text_helper.DrawTextLine( DXUTGetDeviceStats() );

    
// show other simple information
    text_helper.SetForegroundColor( D3DXCOLOR(1.0f1.0f1.0f1.0f) );
    text_helper.DrawTextLine(L
"Texture Coordinate Automatic Generate");

    
// show helper information
    
    
const D3DSURFACE_DESC* surface_desc = DXUTGetBackBufferSurfaceDesc();

    
if(g_show_help)
    {
        text_helper.SetInsertionPos(
10, surface_desc->Height - 18 * 5);
        text_helper.SetForegroundColor(FONT_COLOR);
        text_helper.DrawTextLine(L
"Controls (F1 to hide):");
        
        text_helper.SetInsertionPos(
40, surface_desc->Height - 18 * 4);
        text_helper.DrawTextLine(L
"Quit: ESC");
    }
    
else
    {
        text_helper.SetInsertionPos(
10, surface_desc->Height - 15 * 4);
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f1.0f1.0f1.0f) );
        text_helper.DrawTextLine(L
"Press F1 for help");
    }

    text_helper.End();
}

//--------------------------------------------------------------------------------------
// Render the scene 
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr;

    
if(g_settings_dlg.IsActive())
    {
        g_settings_dlg.OnRender(fElapsedTime);
        
return;
    }

    
// Clear the render target and the zbuffer 
    V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0000), 1.0f0) );

    
// Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        pd3dDevice
->SetStreamSource(0, g_vertex_buffer, 0sizeof(sCustomVertex));
        pd3dDevice
->SetFVF(D3DFVF_CUSTOM_VERTEX);
        pd3dDevice
->DrawPrimitive(D3DPT_TRIANGLESTRIP, 02);

        RenderText();

        V(g_button_dlg.OnRender(fElapsedTime));

        V( pd3dDevice
->EndScene() );
    }
}


//--------------------------------------------------------------------------------------
// Handle messages to the application 
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                          
bool* pbNoFurtherProcessing, void* pUserContext )
{
    
*pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
    
if(*pbNoFurtherProcessing)
        
return 0;

    
if(g_settings_dlg.IsActive())
    {
        g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
        
return 0;
    }

    
*pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
    
if(*pbNoFurtherProcessing)
        
return 0;

    
return 0;
}


//--------------------------------------------------------------------------------------
// Handle keybaord event
//--------------------------------------------------------------------------------------
void CALLBACK OnKeyboardProc(UINT charater, bool is_key_down, bool is_alt_down, void* user_context)
{
    
if(is_key_down)
    {
        
switch(charater)
        {
        
case VK_F1:
            g_show_help 
= !g_show_help;
            
break;
        }
    }
}

//--------------------------------------------------------------------------------------
// Handle events for controls
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent(UINT eventint control_id, CDXUTControl* control, void* user_context)
{
    
switch(control_id)
    {
    
case IDC_TOGGLE_FULLSCREEN:
        DXUTToggleFullScreen();
        
break;

    
case IDC_TOGGLE_REF:
        DXUTToggleREF();
        
break;

    
case IDC_CHANGE_DEVICE:
        g_settings_dlg.SetActive(
true);
        
break;
    }
}

//--------------------------------------------------------------------------------------
// Initialize dialogs
//--------------------------------------------------------------------------------------
void InitDialogs()
{
    g_settings_dlg.Init(
&g_dlg_resource_manager);
    g_button_dlg.Init(
&g_dlg_resource_manager);

    g_button_dlg.SetCallback(OnGUIEvent);

    
int x = 35, y = 10, width = 125, height = 22;

    g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L
"Toggle full screen", x, y,         width, height);
    g_button_dlg.AddButton(IDC_TOGGLE_REF,          L
"Toggle REF (F3)",     x, y += 24, width, height);
    g_button_dlg.AddButton(IDC_CHANGE_DEVICE,      L
"Change device (F2)", x, y += 24, width, height, VK_F2);    
}

//--------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
//--------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
    
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
| _CRTDBG_LEAK_CHECK_DF );
#endif

    
// Set the callback functions
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard(OnKeyboardProc);
   
    
// TODO: Perform any application-level initialization here
    InitDialogs();

    
// Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit( truetruetrue ); // Parse the command line, handle the default hotkeys, and show msgboxes
    DXUTSetCursorSettings( truetrue ); // Show the cursor and clip it when in full screen
    DXUTCreateWindow( L"Texture Color And Alpha Blend" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true640480, IsDeviceAcceptable, ModifyDeviceSettings );

    
// Start the render loop
    DXUTMainLoop();

    
// TODO: Perform any application-level cleanup here

    
return DXUTGetExitCode();
}

 

下載示例工程


posted on 2008-05-20 18:47 lovedday 閱讀(3680) 評論(1)  編輯 收藏 引用

評論

# re: 高級紋理映射技術(6) 2011-07-20 10:49 王聰

D3DTSS_TCI 中的tci可以理解 成texturecoord constant index嗎?  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>
            欧美一区二区日韩| 欧美手机在线| 欧美不卡在线视频| 蜜桃av噜噜一区| 欧美黄色一区| 久久精品91久久香蕉加勒比 | 亚洲欧美日本国产有色| 国产精品99久久久久久www| 欧美激情一区二区三区不卡| 亚洲高清自拍| 久久婷婷丁香| 亚洲精品免费在线| 在线亚洲精品福利网址导航| 亚洲视频axxx| 久久aⅴ乱码一区二区三区| 欧美一区二区黄| 欧美成人dvd在线视频| 欧美日韩高清免费| 国产精品成人一区二区| 国产自产2019最新不卡| 亚洲精品免费一二三区| 亚洲欧美自拍偷拍| 久久夜色精品亚洲噜噜国产mv| 久久久九九九九| 亚洲国产精品久久人人爱蜜臀 | 亚洲毛片在线观看| 亚洲欧美激情视频| 久久亚洲一区二区三区四区| 亚洲美女色禁图| 欧美在线播放| 欧美日韩一区二区三区高清| 国产有码一区二区| 亚洲午夜91| 欧美寡妇偷汉性猛交| 夜夜爽99久久国产综合精品女不卡 | 国产拍揄自揄精品视频麻豆| 国内精品久久国产| 亚洲精品国产无天堂网2021| 一区二区三区精品国产| 免费黄网站欧美| 亚洲影视在线播放| 欧美日韩一区在线| 亚洲成色999久久网站| 亚洲视频香蕉人妖| 美日韩精品免费| 欧美一区二区啪啪| 欧美色偷偷大香| 亚洲精品久久7777| 久久资源av| 亚洲欧美日韩在线不卡| 欧美午夜精彩| 亚洲精品乱码久久久久久| 亚洲欧美视频一区| 99视频+国产日韩欧美| 欧美激情精品久久久久久黑人| 伊人成年综合电影网| 欧美一级专区免费大片| 亚洲三级影院| 欧美精品一区二区三区很污很色的| 亚洲第一区在线观看| 久久久久久国产精品一区| 亚洲无亚洲人成网站77777| 欧美日韩精品欧美日韩精品一| 亚洲蜜桃精久久久久久久| 欧美国产欧美亚洲国产日韩mv天天看完整 | 久久在线免费| 久久国产精品电影| 国产精品久久久久久久久久免费| 一区二区三区视频观看| 亚洲国产精品成人一区二区| 免费视频最近日韩| 最新成人在线| 亚洲欧洲三级电影| 欧美日韩午夜视频在线观看| 一本色道久久综合狠狠躁篇的优点 | 国产精品99久久久久久人| 欧美激情小视频| 在线观看成人一级片| 欧美在线免费观看亚洲| 亚洲视频网在线直播| 欧美日韩亚洲综合一区| 亚洲美女在线观看| 最新精品在线| 欧美精品午夜| aa国产精品| 亚洲剧情一区二区| 欧美精品一区二区三区蜜桃| 亚洲一区影院| 欧美国产先锋| 一区二区三区国产在线| 亚洲美女av黄| 欧美午夜久久久| 亚洲一区二区四区| 一本久道久久综合中文字幕| 欧美日韩国产成人在线| 亚洲视频一区二区| 亚洲尤物影院| 国产精品久久亚洲7777| 久久久福利视频| 欧美黄色成人网| 欧美影院成人| 欧美精品日韩www.p站| 欧美一级视频精品观看| 欧美xxx成人| 久久久久久69| 国产精品一区视频网站| 亚洲人成啪啪网站| 狠狠色综合色区| 亚洲欧美日韩国产综合精品二区| 亚洲精品一区中文| 国内精品福利| 99视频精品在线| 亚洲国产mv| 欧美中文在线免费| 午夜精品久久久久99热蜜桃导演| 鲁大师影院一区二区三区| 欧美与黑人午夜性猛交久久久| 欧美激情第二页| 蜜臀av一级做a爰片久久| 国产精品婷婷| 亚洲精品小视频在线观看| 精品成人国产在线观看男人呻吟| 艳女tv在线观看国产一区| 在线免费高清一区二区三区| 亚洲在线视频免费观看| 中文亚洲欧美| 欧美激情综合在线| 欧美成人黄色小视频| 精品av久久707| 久久久久一区| 久热精品视频在线观看| 国产一区二区三区日韩| 亚洲综合日韩在线| 亚洲综合色在线| 欧美调教vk| 99综合视频| 亚洲一区二区高清| 女女同性精品视频| 亚洲国产高清一区| 亚洲人成精品久久久久| 麻豆成人91精品二区三区| 免费看成人av| 怡红院av一区二区三区| 久久精品伊人| 免费看亚洲片| 91久久线看在观草草青青| 欧美精品粉嫩高潮一区二区| 亚洲美女在线一区| 午夜精品视频一区| 国产偷自视频区视频一区二区| 亚洲免费在线视频| 久久精品视频免费| 国产香蕉97碰碰久久人人| 午夜精品视频在线| 欧美在线观看视频在线| 玖玖精品视频| 最新国产拍偷乱拍精品 | 欧美日韩一区二区三区四区在线观看| 亚洲二区视频| 中日韩高清电影网| 国产精品家庭影院| 欧美一区二区三区喷汁尤物| 看片网站欧美日韩| 日韩亚洲欧美在线观看| 国产精品久久久久久久久搜平片 | 欧美一级久久久| 毛片基地黄久久久久久天堂| 亚洲精品视频一区二区三区| 欧美大片专区| 亚洲欧美日韩国产一区| 欧美国产免费| 亚洲欧美日韩精品综合在线观看| 国产日韩欧美一区二区三区在线观看| 久久久夜夜夜| 亚洲一区二区三区免费观看| 浪潮色综合久久天堂| 亚洲午夜av| 91久久久亚洲精品| 国产日韩欧美亚洲| 欧美精品一区视频| 久久精品视频免费| 亚洲一线二线三线久久久| 亚洲国产成人久久综合一区| 久久av资源网站| 一区二区免费看| 亚洲高清在线观看一区| 国产精品在线看| 欧美日韩在线一区二区三区| 久久亚洲视频| 欧美在线国产精品| 在线一区二区视频| 亚洲福利在线视频| 久久综合国产精品台湾中文娱乐网| 亚洲调教视频在线观看| 最近中文字幕日韩精品| 在线欧美日韩精品| 国产午夜精品久久| 国产女人精品视频| 国产精品国码视频| 国产精品yjizz|