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            HLSLTexture.psh

            //=============================================================
            // Desc: 像素渲染器代碼
            //=============================================================

            //--------------------------------------------------------------
            // 紋理采樣器
            //--------------------------------------------------------------
            sampler s_2D = sampler_state 
            {
              minfilter 
            = LINEAR;
              maxfilter 
            = LINEAR;
            };


            //--------------------------------------------------------------
            // 輸入、輸出結(jié)構(gòu)
            //--------------------------------------------------------------
            struct PS_INPUT
            {
                float2 tex : TEXCOORD0;
            };

            struct PS_OUTPUT
            {
                float4 Color:COLOR;
            };


            //-------------------------------------------------------------
            // Desc: 像素渲染器主函數(shù)
            //-------------------------------------------------------------
            PS_OUTPUT PS(PS_INPUT psInput)
            {
                PS_OUTPUT Out_ps 
            = (PS_OUTPUT) 0;
                Out_ps.Color 
            = tex2D(s_2D, psInput.tex); // 對(duì)當(dāng)前紋理進(jìn)行采樣
                return Out_ps;
            }



            //=============================================================================
            // Desc: 主程序源文件
            //=============================================================================
            #include "dxstdafx.h"
            #include 
            "resource.h"


            //-----------------------------------------------------------------------------
            // 全局變量
            //-----------------------------------------------------------------------------
            ID3DXFont*                 g_pFont = NULL;          //ID3DXFont字體對(duì)象
            ID3DXSprite*               g_pTextSprite = NULL;    //ID3DXSprite文本精靈對(duì)象
            bool                       g_bShowHelp = true;      //標(biāo)識(shí)是否顯示簡(jiǎn)單說(shuō)明文本

            CDXUTDialogResourceManager g_DialogResourceManager; 
            //對(duì)話框資源管理器
            CD3DSettingsDlg            g_SettingsDlg;           //Direct3D設(shè)備設(shè)置對(duì)話框
            CDXUTDialog                g_HUD;                   //對(duì)話框
            CDXUTDialog                g_SampleUI;              //對(duì)話框

            LPDIRECT3DVERTEXBUFFER9    g_pVB                
            = NULL;  //頂點(diǎn)緩沖區(qū)
            LPDIRECT3DTEXTURE9         g_pTexture           = NULL;  //紋理
            LPDIRECT3DPIXELSHADER9     g_pPixelShader       = NULL;  //像素渲染器
            LPD3DXCONSTANTTABLE        g_pConstantTable_PS  = NULL;  //像素渲染器常量表


            //定義頂點(diǎn)結(jié)構(gòu)和FVF
            struct CUSTOMVERTEX
            {
                D3DXVECTOR3 position;
                
            float       tu, tv;
            };
            #define D3DFVF_CUSTOMVERTEX  D3DFVF_XYZ|D3DFVF_TEX1


            //-----------------------------------------------------------------------------
            // 控件ID
            //-----------------------------------------------------------------------------
            #define IDC_TOGGLEFULLSCREEN      1
            #define IDC_TOGGLEREF             2
            #define IDC_CHANGEDEVICE          3


            //-----------------------------------------------------------------------------
            // Desc: 函數(shù)聲明
            //------------------------------------------------------------------------------
            bool    CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
            bool    CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext );
            HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9
            * pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
            HRESULT CALLBACK OnResetDevice( IDirect3DDevice9
            * pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
            void    CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
            void    CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
            LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
            bool* pbNoFurtherProcessing, void* pUserContext );
            void    CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
            void    CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
            void    CALLBACK OnLostDevice( void* pUserContext );
            void    CALLBACK OnDestroyDevice( void* pUserContext );

            void    InitApp();
            void    RenderText();


            //-----------------------------------------------------------------------------
            // Desc: 入口函數(shù)
            //-----------------------------------------------------------------------------
            INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
            {
                
            //為Debug配置啟用運(yùn)行時(shí)內(nèi)存檢查功能
            #if defined(DEBUG) | defined(_DEBUG)
                _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
            | _CRTDBG_LEAK_CHECK_DF );
            #endif

                
            //設(shè)置回調(diào)函數(shù)
                DXUTSetCallbackDeviceCreated( OnCreateDevice );
                DXUTSetCallbackDeviceReset( OnResetDevice );
                DXUTSetCallbackDeviceLost( OnLostDevice );
                DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
                DXUTSetCallbackMsgProc( MsgProc );
                DXUTSetCallbackKeyboard( KeyboardProc );
                DXUTSetCallbackFrameRender( OnFrameRender );
                DXUTSetCallbackFrameMove( OnFrameMove );

                
            //應(yīng)用程序相關(guān)的初始化
                InitApp();

                
            //初始化DXUT, 創(chuàng)建窗口, 創(chuàng)建Direct3D設(shè)備對(duì)象
                DXUTInit( truetruetrue );
                DXUTSetCursorSettings( 
            truetrue );
                DXUTCreateWindow( L
            "HLSTexture" );
                DXUTCreateDevice( D3DADAPTER_DEFAULT, 
            true640480
                    IsDeviceAcceptable, ModifyDeviceSettings );

                
            //進(jìn)入消息循環(huán)和場(chǎng)景渲染
                DXUTMainLoop();

                
            //在此進(jìn)行應(yīng)用程序相關(guān)的清除工作

                
            return DXUTGetExitCode();
            }


            //-----------------------------------------------------------------------------
            // Desc: 應(yīng)用程序相關(guān)初始化
            //-----------------------------------------------------------------------------
            void InitApp()
            {
                
            //初始化對(duì)話框
                g_SettingsDlg.Init( &g_DialogResourceManager );
                g_HUD.Init( 
            &g_DialogResourceManager );
                g_SampleUI.Init( 
            &g_DialogResourceManager );

                
            //為g_HUD對(duì)話框設(shè)置消息處理函數(shù),添加控件
                g_HUD.SetCallback( OnGUIEvent ); int iY = 10
                g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L
            "Toggle full screen"35, iY, 12522 );
                g_HUD.AddButton( IDC_TOGGLEREF, L
            "Toggle REF (F3)"35, iY += 2412522 );
                g_HUD.AddButton( IDC_CHANGEDEVICE, L
            "Change device (F2)"35, iY += 2412522, VK_F2 );
            }


            //-----------------------------------------------------------------------------
            // Desc: 設(shè)備能力檢查
            //-----------------------------------------------------------------------------
            bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                              D3DFORMAT BackBufferFormat, 
            bool bWindowed, 
                                              
            void* pUserContext )
            {
                
            //檢查后臺(tái)緩沖區(qū)格式是否支持Alpha混合等操作(post pixel blending operations)
                IDirect3D9* pD3D = DXUTGetD3DObject(); 
                
            if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
                                AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, 
                                D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
                    
            return false;

                
            //檢查當(dāng)前設(shè)備支持的像素渲染器版本
                if( pCaps->PixelShaderVersion < D3DPS_VERSION(2,0) )
                    
            return FALSE;

                
            return true;
            }


            //-----------------------------------------------------------------------------
            // Desc: 修改Direct3D渲染設(shè)備設(shè)置
            //-----------------------------------------------------------------------------
            bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, 
                                                
            const D3DCAPS9* pCaps, void* pUserContext )
            {
                
            //如果不支持硬件頂點(diǎn)處理則使用軟件頂點(diǎn)處理
                if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
                {
                    pDeviceSettings
            ->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
                }

                
            //如果使用參考設(shè)備,則彈出警告對(duì)話框
                static bool s_bFirstTime = true;
                
            if( s_bFirstTime )
                {
                    s_bFirstTime 
            = false;
                    
            if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
                        DXUTDisplaySwitchingToREFWarning();
                }

                
            return true;
            }


            //-----------------------------------------------------------------------------
            // Desc: 在此創(chuàng)建管理內(nèi)存資源對(duì)象
            //-----------------------------------------------------------------------------
            HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, 
                                            
            const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                            
            void* pUserContext )
            {
                HRESULT hr;

                V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
                V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
                
                
            //創(chuàng)建字體
                V_RETURN( D3DXCreateFont( pd3dDevice, 150, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
                                     OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
            | FF_DONTCARE, 
                                     L
            "Arial"&g_pFont ) );

                
            //創(chuàng)建頂點(diǎn)緩沖區(qū)
                V_RETURN( pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
                                                          
            0, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED,
                                                         
            &g_pVB, NULL ) );

                CUSTOMVERTEX
            * pVertices;
                
            if( FAILED( g_pVB->Lock( 00, (void**)&pVertices, 0 ) ) )
                    
            return E_FAIL;
                
            for( DWORD i=0; i<50; i++ )
                {
                    FLOAT theta 
            = (2*D3DX_PI*i)/(50-1);
                    
                    pVertices[
            2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) );
                    pVertices[
            2*i+0].tu       = ((FLOAT)i)/(50-1);
                    pVertices[
            2*i+0].tv       = 1.0f;

                    pVertices[
            2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
                    pVertices[
            2*i+1].tu       = ((FLOAT)i)/(50-1);
                    pVertices[
            2*i+1].tv       = 0.0f;
                }
                g_pVB
            ->Unlock();

                
            //創(chuàng)建并設(shè)置紋理對(duì)象
                V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"texture.jpg"&g_pTexture) );
                pd3dDevice
            ->SetTexture(0, g_pTexture);
                
                
            //編譯像素渲染器代碼
                LPD3DXBUFFER pCode_PS;
                DWORD dwShaderFlags 
            = D3DXSHADER_SKIPOPTIMIZATION|D3DXSHADER_DEBUG;
                V_RETURN(D3DXCompileShaderFromFile( L
            "HLSLTexture.psh", NULL, NULL, "PS",
                                                     
            "ps_2_0", dwShaderFlags, &pCode_PS,
                                                     NULL, 
            &g_pConstantTable_PS));

                
            //創(chuàng)建像素渲染器
                V_RETURN(pd3dDevice->CreatePixelShader( (DWORD*)pCode_PS->GetBufferPointer(), &g_pPixelShader));
                pCode_PS
            ->Release();
               
                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 在此創(chuàng)建默認(rèn)內(nèi)存類型資源對(duì)象
            //-----------------------------------------------------------------------------
            HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                            
            const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                            
            void* pUserContext )
            {
                HRESULT hr;

                V_RETURN( g_DialogResourceManager.OnResetDevice() );
                V_RETURN( g_SettingsDlg.OnResetDevice() );

                
            //設(shè)置對(duì)話框位置和尺寸
                g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-1700 );
                g_HUD.SetSize( 
            170170 );
                g_SampleUI.SetLocation( pBackBufferSurfaceDesc
            ->Width-170
                                        pBackBufferSurfaceDesc
            ->Height-350 );
                g_SampleUI.SetSize( 
            170300 );

                
            //恢復(fù)字體
                if( g_pFont )
                    V_RETURN( g_pFont
            ->OnResetDevice() );
               
                
            //創(chuàng)建ID3DXSprite接口對(duì)象
                V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

                
            //設(shè)置觀察矩陣
                D3DXMATRIXA16 matView;
                D3DXVECTOR3 vEyePt( 
            0.0f3.0f,-5 );
                D3DXVECTOR3 vLookatPt( 
            0.0f0.0f0.0f );
                D3DXVECTOR3 vUpVec( 
            0.0f1.0f0.0f );
                D3DXMatrixLookAtLH( 
            &matView, &vEyePt, &vLookatPt, &vUpVec );
                pd3dDevice
            ->SetTransform( D3DTS_VIEW, &matView );

                
            //設(shè)置投影矩陣
                D3DXMATRIXA16 matProj;
                
            float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
                D3DXMatrixPerspectiveFovLH( 
            &matProj, D3DX_PI/4, fAspectRatio, 1.0f100.0f );
                pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );

                
            //設(shè)置剔出模式,為不剔出任何面
                pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 更新場(chǎng)景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                                       
            float fElapsedTime, void* pUserContext )
            {
            }


            //-----------------------------------------------------------------------------
            // Desc: 渲染場(chǎng)景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, 
                                        
            float fElapsedTime, void* pUserContext )
            {
                HRESULT hr;
              
                
            //如果正在利用Direct3D設(shè)備設(shè)置對(duì)話框進(jìn)行設(shè)置, 則不渲染場(chǎng)景
                if( g_SettingsDlg.IsActive() )
                {
                    g_SettingsDlg.OnRender( fElapsedTime );
                    
            return;
                }

                
            //清除后臺(tái)顏色緩沖區(qū)和深度緩沖區(qū)
                V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
                                     D3DCOLOR_ARGB(
            04550170), 1.0f0) );

                
            //渲染場(chǎng)景
                if( SUCCEEDED( pd3dDevice->BeginScene() ) )
                {
                    
            //設(shè)置像素渲染器
                    pd3dDevice->SetPixelShader( g_pPixelShader );
                    pd3dDevice
            ->SetStreamSource( 0, g_pVB, 0sizeof(CUSTOMVERTEX) );
                    pd3dDevice
            ->SetFVF( D3DFVF_CUSTOMVERTEX );
                    pd3dDevice
            ->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02*50-2 );

                    
            //渲染文本和控件
                    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
                    RenderText();
                    V( g_HUD.OnRender( fElapsedTime ) );
                    V( g_SampleUI.OnRender( fElapsedTime ) );
                    DXUT_EndPerfEvent();

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


            //-----------------------------------------------------------------------------
            // Desc: 渲染文本
            //-----------------------------------------------------------------------------
            void RenderText()
            {
                CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 
            15 );

                
            //顯示當(dāng)前Direct3D設(shè)備狀態(tài)和渲染幀速率
                txtHelper.Begin();
                txtHelper.SetInsertionPos( 
            55 );
                txtHelper.SetForegroundColor( D3DXCOLOR( 
            1.0f1.0f0.0f1.0f ) );
                txtHelper.DrawTextLine( DXUTGetFrameStats(
            true) );
                txtHelper.DrawTextLine( DXUTGetDeviceStats() );

                
            //顯示其他簡(jiǎn)要信息
                txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f1.0f1.0f1.0f ) );
                txtHelper.DrawTextLine( L
            "使用HLSL像素渲染器實(shí)現(xiàn)基本紋理映射" );
                
                
            //顯示簡(jiǎn)單幫助文本
                const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
                
            if( g_bShowHelp )
                {
                    txtHelper.SetInsertionPos( 
            10, pd3dsdBackBuffer->Height-15*6 );
                    txtHelper.SetForegroundColor( D3DXCOLOR( 
            1.0f0.75f0.0f1.0f ) );
                    txtHelper.DrawTextLine( L
            "Controls (F1 to hide):" );

                    txtHelper.SetInsertionPos( 
            40, pd3dsdBackBuffer->Height-15*5 );
                    txtHelper.DrawTextLine( L
            "Quit: ESC" );
                }
                
            else
                {
                    txtHelper.SetInsertionPos( 
            10, pd3dsdBackBuffer->Height-15*2 );
                    txtHelper.SetForegroundColor( D3DXCOLOR( 
            1.0f1.0f1.0f1.0f ) );
                    txtHelper.DrawTextLine( L
            "Press F1 for help" );
                }
                txtHelper.End();
            }


            //-----------------------------------------------------------------------------
            // Desc: 消息處理
            //-----------------------------------------------------------------------------
            LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                                     
            bool* pbNoFurtherProcessing, void* pUserContext )
            {
                
            *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
                
            if*pbNoFurtherProcessing )
                    
            return 0;

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

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

                
            return 0;
            }


            //-----------------------------------------------------------------------------
            // Desc: 鍵盤消息處理
            //-----------------------------------------------------------------------------
            void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
            {
                
            if( bKeyDown )
                {
                    
            switch( nChar )
                    {
                        
            case VK_F1: g_bShowHelp = !g_bShowHelp; break;
                    }
                }
            }


            //-----------------------------------------------------------------------------
            // Desc: 處理各種控件消息
            //-----------------------------------------------------------------------------
            void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, 
                                     
            void* pUserContext )
            {
                
            switch( nControlID )
                {
                    
            case IDC_TOGGLEFULLSCREEN:
                        DXUTToggleFullScreen(); 
                        
            break;

                    
            case IDC_TOGGLEREF:
                        DXUTToggleREF(); 
                        
            break;

                    
            case IDC_CHANGEDEVICE:
                        g_SettingsDlg.SetActive( 
            !g_SettingsDlg.IsActive() ); 
                        
            break;
                }
            }


            //-----------------------------------------------------------------------------
            // Desc: 釋放在OnResetDevice()中創(chuàng)建的資源
            //-----------------------------------------------------------------------------
            void CALLBACK OnLostDevice( void* pUserContext )
            {
                g_DialogResourceManager.OnLostDevice();
                g_SettingsDlg.OnLostDevice();
                
            if( g_pFont )
                    g_pFont
            ->OnLostDevice();
                SAFE_RELEASE( g_pTextSprite );
            }


            //------------------------------------------------------------------------------
            // Desc: 釋放在OnCreateDevice()中創(chuàng)建的資源
            //------------------------------------------------------------------------------
            void CALLBACK OnDestroyDevice( void* pUserContext )
            {
                g_DialogResourceManager.OnDestroyDevice();
                g_SettingsDlg.OnDestroyDevice();
                SAFE_RELEASE( g_pFont );

                SAFE_RELEASE(g_pVB);
                SAFE_RELEASE(g_pTexture);
                SAFE_RELEASE(g_pPixelShader);
                SAFE_RELEASE(g_pConstantTable_PS);
            }






            posted on 2008-04-09 20:57 七星重劍 閱讀(879) 評(píng)論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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