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爱心代码html或c++调用opengl库两种实现(二维三维动态也可键盘交互)

2025-07-21 03:40:02
最近打火机与公主裙电视剧追疯了!!!谁还没有李峋爱心代码!!快来领!!沉浸式追剧大学生今天午觉没睡怒干爱心代码现有三分资源如下: 效果: 1)、公主两个for循环二维C控制台输出爱心; 2)、原创C

最近打火机与公主裙电视剧追疯了!!!谁还没有李峋爱心代码!!快来领!!沉浸式追剧大学生今天午觉没睡怒干爱心代码现有三分资源如下:

效果:

1)、公主两个for循环二维C控制台输出爱心;

2)、原创C语言利用openGL库实现三维动态旋转粉爱心;

以上两者可以在一个代码文件中同时实现,所以写在了一起,全部代码包括注释实现如下所示:

注:前提是安装了OpenGL库!

#include stdlib.h
#include glut.h
#include <time.h>
#include<iostream>
#define STEP 1.0f
#pragma comment(lib,glut2.lib)
using namespace std;
//#define _USE_MATH_DEFIES //用到math里面的宏常量
#include <math.h>
GLfloat w = 840;
GLfloat h = 800;
double rotate_x = 0.0;//选转
double rotate_y = 0.0;
double rotate_z = 0.0;


 // 对颜的宏定义
# define  Hotpink  255.0/255.0, 105.0/255.0,  180.0/255.0
# define sunshine 255.0/255.0, 210.0/255.0, 166.0/255.0
#define BMP_Header_Length 54  //图像数据在内存块中的偏移量


// 旋转初始的角度
GLfloat angle = 0.0f;
// 设置旋转轴:两个三维的点确定的旋转轴
GLfloat axis[][] = {
	0.0f, 0.5f, 0.5f,
	1.0f, 0.5f, 0.5f
};


GLfloat tra[] = { -00, 0, -470 };


//材质参数
GLfloat matiral_specular[4] = { 0.00, 0.00, 0.00, 1.00 };  //材质参数:镜面反射,所得到的光的强度(颜)
GLfloat matiral_emission[4] = { 0.00, 0.00, 0.00, 1.00 };  //材质本身就微微的向外发射光线
ct GLfloat matiral_shininess = 11.00;



void setMetiral(GLfloat matiral_diffuse_ambient[4])
{
	//设置颜
	glMaterialfv(GL_FROT_AD_BACK, GL_AMBIET_AD_DIFFUSE, matiral_diffuse_ambient); //设置相同值更逼真
	//设置参数
	glMaterialfv(GL_FROT_AD_BACK, GL_SPECULAR, matiral_specular);  //镜面反射,所得到的光的强度(颜)
	glMaterialfv(GL_FROT_AD_BACK, GL_EMISSIO, matiral_emission);  //材质本身就微微的向外发射光线,以至于眼睛感觉到它有这样的颜 
	glMaterialf(GL_FROT_AD_BACK, matiral_shininess, 0);   //“镜面指数”(0~128) 该值越小,材质越粗糙,点光源发射的光线照射到上面,也可以产生较大的亮点。该值越大,表示材质越类似于镜面,光源照射到上面后,产生较小的亮点。

}



void display(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();          //增加M矩阵
	glRotatef(rotate_x, 1.0, 0.0, 0.0);//绕x轴旋转
	glRotatef(rotate_y, 0.0, 1.0, 0.0);
	glRotatef(rotate_z, 0.0, 0.0, 1.0);
	
	glTranslatef(tra[0], tra[1], tra[2]);//平移


	// 设置绕给定的轴旋转
	glTranslatef(00, 0, 0);
	glRotatef(angle, axis[1][1] - axis[0][1], axis[0][0] - axis[1][0], axis[1][2] - axis[0][2]);
	glTranslatef(-00, 0, 0);


	**************************************爱心*************
	glColorf(Hotpink);
	glTranslatef(00, 200, 0);//1
	glutSolidSphere(70.0, 200, 200);//(半径/球面数)
    glTranslatef(-00, -200, 0);

	glColorf(Hotpink);
	glTranslatef(540, 200, 0);//2
	glutSolidSphere(10.0, 200, 200);//(半径/球面数)
	glTranslatef(-540, -200, 0);

	glColorf(Hotpink);
	glTranslatef(60, 200, 0);//
	glutSolidSphere(10.0, 200, 200);//(半径/球面数)
	glTranslatef(-60, -200, 0);

	glColorf(Hotpink);
	glTranslatef(180, 260, 0);//4
	glutSolidSphere(100.0, 200, 200);//(半径/球面数)
	glTranslatef(-180, -260, 0);

	glColorf(Hotpink);
	glTranslatef(420, 260, 0);//5
	glutSolidSphere(100.0, 200, 200);//(半径/球面数)
	glTranslatef(-420, -260, 0);

	glColorf(Hotpink);
	glTranslatef(00, -180, 0);//6
	glutSolidSphere(90.0, 200, 200);//(半径/球面数)
	glTranslatef(-00, 180, 0);

	glColorf(Hotpink);
	glTranslatef(420, -28, 0);//7
	glutSolidSphere(100.0, 200, 200);//(半径/球面数)
	glTranslatef(-420, 28, 0);

	glColorf(Hotpink);
	glTranslatef(180, -28, 0);//8
	glutSolidSphere(100.0, 200, 200);//(半径/球面数)
	glTranslatef(-180, 28, 0);

	glColorf(Hotpink);
	glTranslatef(480, 90, 0);//9
	glutSolidSphere(120.0, 200, 200);//(半径/球面数)
	glTranslatef(-480, -90, 0);

	glColorf(Hotpink);
	glTranslatef(120, 90, 0);//10
	glutSolidSphere(120.0, 200, 200);//(半径/球面数)
	glTranslatef(-120, -90, 0);

	glColorf(Hotpink);
	glTranslatef(120, 270, 0);//11
	glutSolidSphere(100.0, 200, 200);//(半径/球面数)
	glTranslatef(-120, -270, 0);

	glColorf(Hotpink);
	glTranslatef(480, 270, 0);//12
	glutSolidSphere(100.0, 200, 200);//(半径/球面数)
	glTranslatef(-480, -270, 0);

	glColorf(Hotpink);
	glTranslatef(240, -100, 0);//1
	glutSolidSphere(90.0, 200, 200);//(半径/球面数)
	glTranslatef(-240, 100, 0);

	glColorf(Hotpink);
	glTranslatef(60, -100, 0);//14
	glutSolidSphere(90.0, 200, 200);//(半径/球面数)
	glTranslatef(-60, 100, 0);

	glColorf(Hotpink);
	glTranslatef(00, -50, 0);//15
	glutSolidSphere(90.0, 200, 200);//(半径/球面数)
	glTranslatef(-00, 50, 0);

	glColorf(Hotpink);
	glTranslatef(00, 50, 0);//16
	glutSolidSphere(100.0, 200, 200);//(半径/球面数)
	glTranslatef(-00, -50, 0);

	glColorf(Hotpink);
	glTranslatef(260, 100, 0);//17
	glutSolidSphere(100.0, 200, 200);//(半径/球面数)
	glTranslatef(-260, -100, 0);

	glColorf(Hotpink);
	glTranslatef(40, 100, 0);//18
	glutSolidSphere(100.0, 200, 200);//(半径/球面数)
	glTranslatef(-40, -100, 0);

	//glColorf(Hotpink);
	//glTranslatef(00, 40, -50);//19
	//glutSolidSphere(200.0, 200, 200);//(半径/球面数)
	//glTranslatef(-00, -40, 50);
	//***************************************************
	
  
	glFlush();  // 刷新
	glutSwapBuffers();//双缓冲
}


// 窗口大小变化回调函数
void reshape(int w, int h) {
	glViewport(0, 0, w, h);//定义视口大小
	glMatrixMode(GL_PROJECTIO);//为投影变换指定当前矩阵
	glLoadIdentity();//设置当前矩阵为单位矩阵
	gluPerspective(90.0, (GLfloat)w / (GLfloat)h, 0.1, 100000.0);//设置透视投影矩阵,指定了要观察的视景体在世界坐标系中的具体大小
	//(视角,横纵比,近处裁面,远处裁面)
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}

// 动画所需的定时器回调函数

void timer_function(GLint value)
{
	// 旋转角度增加
	angle = STEP;
	// 若角度大于60转完一圈则清零
	if (angle > 60.0) angle -= 60.0;
	glutPostRedisplay();
	glutTimerFunc(, timer_function, value);
}


void init(void)
{
	
	GLfloat sun_direction[] = { 700.0, 400.0, 100.0, 1.0 };
	GLfloat sun_intensity[] = { sunshine, 1.0 };
	GLfloat ambient_intensity[] = { 0.5, 0.5, 0.5, 1.0 };//周围环境的强度

    glEnable(GL_LIGHTIG);              // Set up ambient light.环境光
	glLightModelfv(GL_LIGHT_MODEL_AMBIET, ambient_intensity);//全局光照


	glEnable(GL_LIGHT0);                // Set up sunlight.漫反射
	glLightfv(GL_LIGHT0, GL_POSITIO, sun_direction);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, sun_intensity);

	glEnable(GL_COLOR_MATERIAL);  //如果在光照下希望模型的颜可以起作用,需要启动颜材料模式:
	glColorMaterial(GL_FROT, GL_AMBIET_AD_DIFFUSE);//表示模型的正面接受环境光和散射光
	
	glLineWidth(5);
	glClearColor(0.0, 0.0, 0.0, 0.0);      //定义背景颜-->  black


	//允许二维映射
	glEnable(GL_MAP2_VERTEX_);
	//二维映射:x、y方向U和V的参数[0, 1],且中间插值数量为各20个
	glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0);

	//启用反走样
	glEnable(GL_BLED);
	glEnable(GL_LIE_SMOOTH);
	glHint(GL_LIE_SMOOTH_HIT, GL_FASTEST);  // (指定反走样线段的采样质量,选择速度最快选项)
	glBlendFunc(GL_SRC_ALPHA, GL_OE_MIUS_SRC_ALPHA);


	glEnable(GL_BLED); // 打开颜混合
	glDisable(GL_DEPTH_TEST); // 关闭深度测试
	glBlendFunc(GL_SRC_ALPHA, GL_OE); // 基于源像素α通道值的半透明混合函数,可以透过窗户看房内
	glEnable(GL_DEPTH_TEST); //打开深度测试

	glMatrixMode(GL_PROJECTIO);     // 貌似和视角有关的定义 places the camera at (0,0,0) and faces it along(0,0,-1).
	glOrtho(-w, w, -h, h, -w, w); // 创建一个正交平行的视景体。 一般用于物体不会因为离屏幕的远近而产生大小的变换的情况
}


void specialkeys(int key, int x, int y){   //键盘相应函数


	//旋转
	if (key == GLUT_KEY_RIGHT)
		rotate_y -= 1;
	else if (key == GLUT_KEY_LEFT)
		rotate_y = 1;
	else if (key == GLUT_KEY_DOW)
		rotate_x -= 1;
	else if (key == GLUT_KEY_UP)
		rotate_x = 1;
	
	glutPostRedisplay();
}



int main(int argc, char** ar)    //  main函数 
{

   float x, y, a;
		for (y = 1.5; y > -1.5; y -= 0.1)
		{
			for (x = -1.5; x < 1.5; x = 0.05)
			{
				a = x * x  y * y - 1;
				putchar(a * a * a - x * x * y * y * y <= 0.0 ? 	*	 : 	 	);
			}
			putchar(	\n	);
		}

	glutInit(&argc, ar);
	glutInitDisplayMode(GLUT_SIGLE | GLUT_RGB);
	glutInitWindowSize(w, h);
	glutInitWindowPosition(100, 100);
	glutCreateWindow(The LOVE);
	init();
	glBlendFunc(GL_SRC_ALPHA, GL_OE_MIUS_SRC_ALPHA);//源颜的α作为源因子/1-α作为目标因子
	glEnable(GL_DEPTH_TEST);    //启动深度缓存

	glutSpecialFunc(specialkeys);  //调用键盘控制函数	
	glutDisplayFunc(display);
	//glutReshapeFunc(reshape);
	glutTimerFunc(500, timer_function, 1);

	glutIdleFunc(display);//设置空闲时调用的函数

	glutMainLoop();
	//system(pause);
	return 0;
}

实现效果:

)、李峋爱心htmlcssjs;

说明:本代码是参考其他博主,方便大家学习借鉴,全部代码也粘贴如下:

(自己新建一个文本文件,以下全部代码粘贴进去,然后将文本文件的格式重命名由.txt改成.html然后直接打开就可以啦)

另注:有一部分没有基础的小笨蛋们还会遇到这样的问题(因为我发给我的小伙伴们遇到了QAQ),大家新建文本文件后,一部分人的电脑没有改动前不显示文件格式,即不是名字.txt的形式,首先需要显示文件格式,才能改文件格式。

显示文件格式如下:

①打开我的电脑,在下图位置1点击三个点 

②在位置2点击选项

 ③打开文件夹选项后,点击位置查看,之后滑动高级设置滚动栏,出位置4隐藏已知文件类型的扩展名,将它前面的勾取消即可。然后点击应用,点击确定就完成了!

 显示出文件类型之后,将文件后缀.txt改成.htm(重命名改)就可以啦!

全部代码如下:

<!DOCTYPE html>
<html>
  <head>
    <title></title>
    <script src=js/js></script>
  </head>
  <style>
    * {
      padding: 0;
      margin: 0;
    }
    html,
    body {
      height: 100%;
      padding: 0;
      margin: 0;
      background: #000;
    }

    .aa {
      position: fixed;
      left: 50%;
      bottom: 10px;
      color: #ccc;
    }

    .container {
      width: 100%;
      height: 100%;
    }
    canvas {
      z-index: 99;
      position: absolute;
      width: 100%;
      height: 100%;
    }
  </style>
  <body>
    <!-- 樱花 -->
    <div id=jsi-cherry-container class=container>
      <audio autoplay=autopaly>
        <source src= type=audio/mp />
      </audio>
      <img class=img src=./12.png alt= />
      <!-- 爱心 -->
      <canvas id=pinkboard class=container> </canvas>
    </div>

  </body>
</html>
<script>
    /*
     * Settings
     */
    var settings = {
      particles: {
        length: 500, // maximum amount of particles
        duration: 2, // particle duration in sec
        velocity: 100, // particle velocity in pixels/sec
        effect: -0.75, // play with this for a nice effect
        size: 0, // particle size in pixels
      },
    };

    (function () {
      var b = 0;
      var c = [ms, moz, webkit, o];
      for (var a = 0; a < c.length && !window.requestAnimationFrame; a) {
        window.requestAnimationFrame = window[c[a]  RequestAnimationFrame];
         =
          window[c[a]  CancelAnimationFrame] ||
          window[c[a]  CancelRequestAnimationFrame];
      }
      if (!window.requestAnimationFrame) {
        window.requestAnimationFrame = function (h, e) {
          var d = new Date().getTime();
          var f = (0, 16 - (d - b));
          var g = window.setTimeout(function () {
            h(d  f);
          }, f);
          b = d  f;
          return g;
        };
      }
      if (!) {
         = function (d) {
          clearTimeout(d);
        };
      }
    })();

    /*
     * Point class
     */
    var Point = (function () {
      function Point(x, y) {
        this.x = typeof x !== undefined ? x : 0;
        this.y = typeof y !== undefined ? y : 0;
      }
      Point. = function () {
        return new Point(this.x, this.y);
      };
      Point.prototype.length = function (length) {
        if (typeof length == undefined)
          return Math.sqrt(this.x * this.x  this.y * this.y);
        ();
        this.x *= length;
        this.y *= length;
        return this;
      };
      Point. = function () {
        var length = this.length();
        this.x /= length;
        this.y /= length;
        return this;
      };
      return Point;
    })();

    /*
     * Particle class
     */
    var Particle = (function () {
      function Particle() {
        this.position = new Point();
        this.velocity = new Point();
        this.acceleration = new Point();
        this.age = 0;
      }
      Particle.prototype.initialize = function (x, y, dx, dy) {
        this.position.x = x;
        this.position.y = y;
        this.velocity.x = dx;
        this.velocity.y = dy;
        this.acceleration.x = dx * settings.;
        this.acceleration.y = dy * settings.;
        this.age = 0;
      };
      Particle.prototype.update = function (deltaTime) {
        this.position.x = this.velocity.x * deltaTime;
        this.position.y = this.velocity.y * deltaTime;
        this.velocity.x = this.acceleration.x * deltaTime;
        this.velocity.y = this.acceleration.y * deltaTime;
        this.age = deltaTime;
      };
      Particle.prototype.draw = function (context, image) {
        function ease(t) {
          return --t * t * t  1;
        }
        var size = image.width * ease(this.age / settings.particles.duration);
        context.globalAlpha = 1 - this.age / settings.particles.duration;
        context.drawImage(
          image,
          this.position.x - size / 2,
          this.position.y - size / 2,
          size,
          size
        );
      };
      return Particle;
    })();

    /*
     * ParticlePool class
     */
    var ParticlePool = (function () {
      var particles,
        firstActive = 0,
        firstFree = 0,
        duration = settings.particles.duration;

      function ParticlePool(length) {
        // create and populate particle pool
        particles = new Array(length);
        for (var i = 0; i < particles.length; i)
          particles[i] = new Particle();
      }
      ParticlePool.prototype.add = function (x, y, dx, dy) {
        particles[firstFree].initialize(x, y, dx, dy);

        // handle circular queue
        firstFree;
        if (firstFree == particles.length) firstFree = 0;
        if (firstActive == firstFree) firstActive;
        if (firstActive == particles.length) firstActive = 0;
      };
      ParticlePool.prototype.update = function (deltaTime) {
        var i;

        // update active particles
        if (firstActive < firstFree) {
          for (i = firstActive; i < firstFree; i)
            particles[i].update(deltaTime);
        }
        if (firstFree < firstActive) {
          for (i = firstActive; i < particles.length; i)
            particles[i].update(deltaTime);
          for (i = 0; i < firstFree; i) particles[i].update(deltaTime);
        }

        // remove inactive particles
        while (
          particles[firstActive].age >= duration &&
          firstActive != firstFree
        ) {
          firstActive;
          if (firstActive == particles.length) firstActive = 0;
        }
      };
      ParticlePool.prototype.draw = function (context, image) {
        // draw active particles
        if (firstActive < firstFree) {
          for (i = firstActive; i < firstFree; i)
            particles[i].draw(context, image);
        }
        if (firstFree < firstActive) {
          for (i = firstActive; i < particles.length; i)
            particles[i].draw(context, image);
          for (i = 0; i < firstFree; i) particles[i].draw(context, image);
        }
      };
      return ParticlePool;
    })();

    /*
     * Putting it all together
     */
    (function (canvas) {
      var context = canvas.getContext(2d),
        particles = new ParticlePool(settings.particles.length),
        particleRate =
          settings.particles.length / settings.particles.duration, // particles/sec
        time;

      // get point on heart with -PI <= t <= PI
      function pointOnHeart(t) {
        return new Point(
          160 * Math.pow(Math.sin(t), ),
          10 * (t) -
            50 * (2 * t) -
            20 * ( * t) -
            10 * (4 * t) 
            25
        );
      }

      // creating the particle image using a dummy canvas
      var image = (function () {
        var canvas = (canvas),
          context = canvas.getContext(2d);
        canvas.width = settings.particles.size;
        canvas.height = settings.particles.size;
        // helper function to create the path
        function to(t) {
          var point = pointOnHeart(t);
          point.x =
            settings.particles.size / 2 
            (point.x * settings.particles.size) / 50;
          point.y =
            settings.particles.size / 2 -
            (point.y * settings.particles.size) / 50;
          return point;
        }
        // create the path
        context.beginPath();
        var t = -Math.PI;
        var point = to(t);
        (point.x, point.y);
        while (t < Math.PI) {
          t = 0.01; // baby steps!
          point = to(t);
          context.lineTo(point.x, point.y);
        }
        ();
        // create the fill
        context.fillStyle = #ea80b0;
        context.fill();
        // create the image
        var image = new Image();
        image.src = ();
        return image;
      })();

      // render that thing!
      function render() {
        // next animation frame
        requestAnimationFrame(render);

        // update time
        var newTime = new Date().getTime() / 1000,
          deltaTime = newTime - (time || newTime);
        time = newTime;

        // clear canvas
        (0, 0, canvas.width, canvas.height);

        // create new particles
        var amount = particleRate * deltaTime;
        for (var i = 0; i < amount; i) {
          var pos = pointOnHeart(Math.PI - 2 * Math.PI * Math.random());
          var dir = ().length(settings.particles.velocity);
          particles.add(
            canvas.width / 2  pos.x,
            canvas.height / 2 - pos.y,
            dir.x,
            -dir.y
          );
        }

        // update and draw particles
        particles.update(deltaTime);
        particles.draw(context, image);
      }

      // handle (re-)sizing of the canvas
      function onResize() {
        canvas.width = ;
        canvas.height = ;
      }
       = onResize;

      // delay rendering bootstrap
      setTimeout(function () {
        onResize();
        render();
      }, 10);
    })(document.getElementById(pinkboard));
  </script>

  <script>
    var REDERER = {
      IIT_CHERRY_BLOSSOM_COUT: 0,
      MAX_ADDIG_ITERVAL: 10,

      init: function () {
        this.setParameters();
        this.rectructMethods();
        ();
        this.render();
        if (
          navigator.userAgent.match(
            /(phone|pod|iPhone|iPod|ios|Android|Mobile|BlackBerry|IEMobile|MQQBrowser|JUC|Fennec|wOSBrowser|BrowserG|WebOS|Symbian|Windows Phone)/i
          )
        ) {
          // var box = document.querySelectorAll(.box)[0];
          // cole.log(box, 移动端);
          // box. = 65%;
        }
      },
      setParameters: function () {
        this.$container = $(#jsi-cherry-container);
        this.width = this.$container.width();
        this.height = this.$container.height();
         = $(<canvas />)
          .attr({ width: this.width, height: this.height })
          .appendTo(this.$container)
          .get(0)
        var rate = this.FOCUS_POSITIO / (this.z  this.FOCUS_POSITIO),
          x = this.renderer.width / 2  this.x * rate,
          y = this.renderer.height / 2 - this.y * rate;
        return { rate: rate, x: x, y: y };
      },
      re
          }
        } else {
          this.phi = Math.PI / (axis.y ==  ? 200 : 500);
          this.phi %= Math.PI;
        }
        if (this.y <= -this.renderer.height * this.SURFACE_RATE) {
          this.x = 2;
          this.y = -this.renderer.height * this.SURFACE_RATE;
        } else {
          this.x = this.vx;
          this.y = this.vy;
        }
        return (
          this.z > -this.FOCUS_POSITIO &&
          this.z < this.FAR_LIMIT &&
          this.x < this.renderer.width * 1.5
        );
      },
    };
    $(function () {
      REDERER.init();
    });
  </script>

实现效果如下:

自己兴趣所做,有问题可以评论提出虚心请教!感谢喜欢!

加字比如:

 有想加特定字的再和我联系啦啦啦啦

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本站网友 九头鸟餐厅
23分钟前 发表
0);//17 glutSolidSphere(100.0
本站网友 代理商管理
15分钟前 发表
0.00
本站网友 唐家湾租房
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0.0
本站网友 产后减肚子
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GL_OE_MIUS_SRC_ALPHA); glEnable(GL_BLED); // 打开颜混合 glDisable(GL_DEPTH_TEST); // 关闭深度测试 glBlendFunc(GL_SRC_ALPHA
本站网友 zhongnan
19分钟前 发表
point.y); while (t < Math.PI) { t = 0.01; // baby steps! point = to(t); context.lineTo(point.x
本站网友 背阔肌
8分钟前 发表
90
本站网友 成龙影院
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int x
本站网友 车险理赔难
17分钟前 发表
100.0
本站网友 四妙丸
2分钟前 发表
180.0/255.0 # define sunshine 255.0/255.0
本站网友 百日破
3分钟前 发表
-200
本站网友 硝镪水
5分钟前 发表
0);//8 glutSolidSphere(100.0
本站网友 农业板块龙头股
4分钟前 发表
1.0