本文介绍: 游戏引擎,cherno,c++,opengl,

前置:

ytpch.h:

#pragma once
#include<iostream>
#include<memory>
#include<utility>
#include<algorithm>
#include<functional>
#include<string>
#include<vector>
#include<unordered_map>
#include<unordered_set>
#include<sstream>
#include<array>
#ifdef YT_PLATFORM_WINDOWS
#include<Windows.h>
#endif // YT_PLATFORM_WINDOWS


创建glsl文件:

 

Texture.glsl:

		#type vertex
		#version 330 core
		layout(location = 0) in vec3 a_Position;
		layout(location = 1) in vec2 a_TexCoord;

		uniform mat4 u_ViewProjection;
		uniform mat4 u_Transform;
		
		out vec2 v_TexCoord;
		out vec3 v_Position;

		void main(){
		v_TexCoord=a_TexCoord;
		v_Position=a_Position;
		gl_Position =u_ViewProjection*u_Transform*vec4( a_Position,1.0);
		}

		#type fragment
		#version 330 core
		layout(location = 0) out vec4 color;
		in vec3 v_Position;
		in vec2 v_TexCoord;
		uniform sampler2D u_Texture ;
		void main(){
		color = texture(u_Texture, v_TexCoord);	
		}
		

抽象:

Shader.h:

#pragma once
#include <string>
#include"YOTO/Core.h"
namespace YOTO {

	class Shader {

	public:
		virtual~Shader()=default;
		virtual void Bind()const=0;
		virtual void UnBind()const=0;

		virtual const std::string& GetName()const = 0;

		static Ref<Shader> Create(const std::string& filepath);
		static Ref<Shader> Create(const std::string&name, const std::string& vertexSrc, const std::string& fragmentSrc);

	};
	class ShaderLibrary {
	public:
		void Add(const Ref<Shader>& shader);
		void Add(const std::string &name,const Ref<Shader>& shader);
		Ref<Shader> Load(const std::string filepath);
		Ref<Shader> Load(const std::string &name,const std::string filepath);
		Ref<Shader> Get(const std::string& name);
		bool Exists(const std::string& name);
	private:
		std::unordered_map<std::string,Ref<Shader>> m_Shaders;

	};
}

Shader.cpp:

#include "ytpch.h"
#include "Shader.h"
#include"Renderer.h"
#include "Platform/OpenGL/OpenGLShader.h"
namespace YOTO {
	Ref<Shader> Shader::Create(const std::string& filepath)
	{
		switch (Renderer::GetAPI())
		{
		case RendererAPI::API::None:
			YT_CORE_ASSERT(false, "Shader:API为None不支持");
			return nullptr;
		case RendererAPI::API::OpenGL:
			return std::make_shared <OpenGLShader>(filepath);
		}
		YT_CORE_ASSERT(false, "Buffer:未知API");
		return nullptr;
	}
	Ref<Shader> Shader::Create(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc)
	{
		switch (Renderer::GetAPI())
		{
		case RendererAPI::API::None:
			YT_CORE_ASSERT(false, "Shader:API为None不支持");
			return nullptr;
		case RendererAPI::API::OpenGL:
			return std::make_shared <OpenGLShader>(name,vertexSrc, fragmentSrc);
		}
		YT_CORE_ASSERT(false, "Buffer:未知API");
		return nullptr;
	}
	void ShaderLibrary::Add(const Ref<Shader>& shader)
	{
		auto& name = shader->GetName();
		Add(name, shader);
	}
	void ShaderLibrary::Add(const std::string& name, const Ref<Shader>& shader)
	{
	
		YT_CORE_ASSERT(!Exists(name), "ShaderLibrary:shader已经存在了")
			m_Shaders[name] = shader;
	}
	Ref<Shader> ShaderLibrary::Load(const std::string filepath)
	{
		auto shader = Shader::Create(filepath);
		Add(shader);
		return shader;
	}
	Ref<Shader> ShaderLibrary::Load(const std::string& name, const std::string filepath)
	{
		auto shader = Shader::Create(filepath);
		Add(shader);
		return shader;
	}
	Ref<Shader> ShaderLibrary::Get(const std::string& name)
	{YT_CORE_ASSERT(Exists(name),"ShaderLibrary:未找到shader")
		return m_Shaders[name];
	}
	bool ShaderLibrary::Exists(const std::string& name)
	{
		return m_Shaders.find(name)!=m_Shaders.end();
	}
}

实现:

OpenGLShader.h:

#pragma once
#include <string>
#include "YOTO/Renderer/Shader.h"
#include <glm/glm.hpp>
typedef unsigned int GLenum;
namespace YOTO {

	class OpenGLShader:public Shader {

	public:
		OpenGLShader(const std::string& filepath);
		OpenGLShader(const std::string &name,const std::string& vertexSrc, const std::string& fragmentSrc);
		~OpenGLShader();
		void Bind()const override;
		void UnBind()const override;
		virtual const std::string& GetName()const override { return m_Name; }
		void UploadUniformMat4(const std::string& name, const glm::mat4& matrix);
		void UploadUniformMat3(const std::string& name, const glm::mat3& matrix);

		void UploadUniformFloat4(const std::string& name, const glm::vec4& values);
		void UploadUniformFloat3(const std::string& name, const glm::vec3& values);
		void UploadUniformFloat2(const std::string& name, const glm::vec2& values);
		void UploadUniformFloat(const std::string& name, float values);

		void UploadUniformInt(const std::string& name, int values);
	private:
		std::string ReadFile(const std::string filepath);
		std::unordered_map<GLenum,std::string> PreProcess(const std::string& source);
		void Compile(const std::unordered_map<GLenum, std::string>& shaderSources);
	private:
		uint32_t m_RendererID;
		std::string m_Name;
	}
	;
} 

OpenGLShader.cpp:

#include "ytpch.h"
#include "OpenGLShader.h"

#include <glad/glad.h>
#include <YOTO/Log.h>
#include<glm/gtc/type_ptr.hpp>
namespace YOTO {
	static GLenum ShaderTypeFromString(const std::string& type) {
		if (type == "vertex") {
			return GL_VERTEX_SHADER;
		}
		if (type == "fragment" || type == "pixel") {
			return GL_FRAGMENT_SHADER;
		}
		YT_CORE_ASSERT(false, "不知道的shader类型");
		return 0;
	}
	
	OpenGLShader::OpenGLShader(const std::string& filepath)
	{
		std::string source = ReadFile(filepath);
		YT_CORE_ASSERT(source.size(), "GLSL读取的字符串为空");
		auto shaderSources = PreProcess(source);
		Compile(shaderSources);


		auto lastSlash = filepath.find_last_of("/\");
		lastSlash = lastSlash == std::string::npos ? 0 : lastSlash + 1;
		auto lastDot = filepath.rfind('.');
		auto count = lastDot == std::string::npos ? filepath.size() - lastSlash : lastDot - lastSlash;
		m_Name=filepath.substr(lastSlash, count);
	}
	OpenGLShader::OpenGLShader(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc)
	:m_Name(name){
		std::unordered_map<GLenum, std::string >sources;
		sources[GL_VERTEX_SHADER] = vertexSrc;
		sources[GL_FRAGMENT_SHADER] = fragmentSrc;
		Compile(sources);
	}
	OpenGLShader::~OpenGLShader()
	{
		glDeleteProgram(m_RendererID);
	}

	std::string OpenGLShader::ReadFile(const std::string filepath)
	{
		std::string result;
		std::ifstream in(filepath, std::ios::in | std::ios::binary);
		if (in) {
			in.seekg(0, std::ios::end);			// 将指针放在最后面
			result.resize(in.tellg());			// 初始化string的大小, in.tellg()返回位置
			in.seekg(0, std::ios::beg);			// in指回头部
			in.read(&result[0], result.size());	// in读入放在result指向的内存中
		}
		else {
			YT_CORE_ERROR("不能打开文件:{0}", filepath);
		}
		return result;
	}
	std::unordered_map<GLenum, std::string> OpenGLShader::PreProcess(const std::string& source)
	{
		std::unordered_map<GLenum, std::string> shaderSources;

		std::string typeToken = "#type";
		size_t typeTokenLen = typeToken.size();
		size_t findCurPos = source.find(typeToken, 0);
		size_t findNextPos = findCurPos;
		while (findNextPos != std::string::npos) {
			size_t curlineEndPos = source.find_first_of("rn", findCurPos);///r/n写错为/r/n
			YT_CORE_ASSERT(curlineEndPos != std::string::npos, "解析shader失败");
			size_t begin = findCurPos + typeTokenLen + 1;

			std::string type = source.substr(begin, curlineEndPos - begin);// 获取到是vertex还是fragment
			YT_CORE_ASSERT(ShaderTypeFromString(type), "无效的shader的类型	");

			size_t nextLinePos = source.find_first_not_of("rn", curlineEndPos);
			findNextPos = source.find(typeToken, nextLinePos);
			// 获取到具体的shader代码
			shaderSources[ShaderTypeFromString(type)] = source.substr(nextLinePos, findNextPos - (nextLinePos == std::string::npos ? source.size() - 1 : nextLinePos));

			findCurPos = findNextPos;
		}
		return shaderSources;
		/*
			用find,而不是find_firtst_of,因为
			find返回完全匹配的字符串的的位置;
			find_first_of返回被查匹配字符串中某个字符的第一次出现位置。

			std::string::npos是一个非常大的数
			source.substr(0, source.size() + 10000)截取到从头到末尾,不会报错
		*/
	}

	void OpenGLShader::Compile(const std::unordered_map<GLenum, std::string>& shaderSources)
	{
		GLuint program = glCreateProgram();
		YT_CORE_ASSERT(shaderSources.size()<=2,"OpenGLShader:shader只支持两种!")
		std::array<GLenum,2>glShaderIDs;
		int glShaderIDIndex=0;
		for (auto& kv : shaderSources) {
			GLenum type = kv.first;
			const std::string& source = kv.second;
			// Create an empty vertex shader handle
			GLuint shader = glCreateShader(type);
			// Send the vertex shader source code to GL
			// Note that std::string's .c_str is NULL character terminated.
			const GLchar* sourceCStr = source.c_str();
			glShaderSource(shader, 1, &sourceCStr, 0);
			// Compile the vertex shader
			glCompileShader(shader);
			GLint isCompiled = 0;
			glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
			if (isCompiled == GL_FALSE)
			{
				GLint maxLength = 0;
				glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
				// The maxLength includes the NULL character
				std::vector<GLchar> infoLog(maxLength);
				glGetShaderInfoLog(shader, maxLength, &maxLength, &infoLog[0]);
				// We don't need the shader anymore.
				glDeleteShader(shader);
				// Use the infoLog as you see fit.
				// In this simple program, we'll just leave
				YT_CORE_ERROR("{0} ", infoLog.data());
				YT_CORE_ASSERT(false, "shader 编译失败!");
				break;
			}
			// Attach our shaders to our program
			glAttachShader(program, shader);
			glShaderIDs[glShaderIDIndex++]=shader;
		}

		// Link our program
		glLinkProgram(program);
		// Note the different functions here: glGetProgram* instead of glGetShader*.
		GLint isLinked = 0;
		glGetProgramiv(program, GL_LINK_STATUS, (int*)&isLinked);
		if (isLinked == GL_FALSE)
		{
			GLint maxLength = 0;
			glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
			// The maxLength includes the NULL character
			std::vector<GLchar> infoLog(maxLength);
			glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
			// We don't need the program anymore.
			glDeleteProgram(program);
			// Don't leak shaders either.
			for (auto id : glShaderIDs) {
				glDeleteShader(id);
			}
			// Use the infoLog as you see fit.
			// In this simple program, we'll just leave
			YT_CORE_ERROR("{0} ", infoLog.data());
			YT_CORE_ASSERT(false, "shader link failure!");
			return;
		}
		// Always detach shaders after a successful link.
		for (auto id : glShaderIDs) {
			glDetachShader(program, id);
		}
		m_RendererID = program;

	}

	void OpenGLShader::Bind() const
	{
		glUseProgram(m_RendererID);
	}
	void OpenGLShader::UnBind() const
	{
		glUseProgram(0);
	}
	void OpenGLShader::UploadUniformMat4(const std::string& name, const glm::mat4& matrix)
	{
		GLint loacation = glGetUniformLocation(m_RendererID, name.c_str());
		glUniformMatrix4fv(loacation, 1, GL_FALSE, glm::value_ptr(matrix));

	}
	void OpenGLShader::UploadUniformMat3(const std::string& name, const glm::mat3& matrix)
	{
		GLint loacation = glGetUniformLocation(m_RendererID, name.c_str());
		glUniformMatrix3fv(loacation, 1, GL_FALSE, glm::value_ptr(matrix)); 
	}
	void OpenGLShader::UploadUniformFloat4(const std::string& name, const glm::vec4& values)
	{
		GLint loacation = glGetUniformLocation(m_RendererID, name.c_str());
		glUniform4f(loacation, values.x, values.y, values.z, values.w);

	}
	void OpenGLShader::UploadUniformFloat3(const std::string& name, const glm::vec3& values)
	{
		GLint loacation = glGetUniformLocation(m_RendererID, name.c_str());
		glUniform3f(loacation, values.x, values.y, values.z);
	}
	void OpenGLShader::UploadUniformFloat2(const std::string& name, const glm::vec2& values)
	{
		GLint loacation = glGetUniformLocation(m_RendererID, name.c_str());
		glUniform2f(loacation, values.x, values.y);
	}
	void OpenGLShader::UploadUniformFloat(const std::string& name, float values)
	{
		GLint loacation = glGetUniformLocation(m_RendererID, name.c_str());
		glUniform1f(loacation, values);
	}
	void OpenGLShader::UploadUniformInt(const std::string& name, int values)
	{
		GLint loacation = glGetUniformLocation(m_RendererID, name.c_str());
		glUniform1i(loacation, values);
	}
	
}

调用:

SandboxApp.cpp:

#include<YOTO.h>
#include "imgui/imgui.h"
#include<stdio.h>
#include <glm/gtc/matrix_transform.hpp>
#include <Platform/OpenGL/OpenGLShader.h>
#include <glm/gtc/type_ptr.hpp>

class ExampleLayer:public YOTO::Layer
{
public:
	ExampleLayer()
	:Layer("Example"),  m_Camera(-2.0f, 2.0f, -2.0f, 2.0f), m_CameraPosition(0){
		uint32_t indices[3] = { 0,1,2 };
		float vertices[3 * 7] = {
			-0.5f,-0.5f,0.0f, 0.8f,0.2f,0.8f,1.0f,
			0.5f,-0.5f,0.0f,  0.2f,0.3f,0.8f,1.0f,
			0.0f,0.5f,0.0f,   0.8f,0.8f,0.2f,1.0f,
		};

		m_VertexArray.reset(YOTO::VertexArray::Create());


		YOTO::Ref<YOTO::VertexBuffer> m_VertexBuffer;
		m_VertexBuffer.reset(YOTO::VertexBuffer::Create(vertices, sizeof(vertices)));

		{
			YOTO::BufferLayout setlayout = {

	{YOTO::ShaderDataType::Float3,"a_Position"},
		{YOTO::ShaderDataType::Float4,"a_Color"}
			};
			m_VertexBuffer->SetLayout(setlayout);

		}

		m_VertexArray->AddVertexBuffer(m_VertexBuffer);


		YOTO::Ref<YOTO::IndexBuffer>m_IndexBuffer;
		m_IndexBuffer.reset(YOTO::IndexBuffer::Create(indices, sizeof(indices) / sizeof(uint32_t)));

		m_VertexArray->AddIndexBuffer(m_IndexBuffer);

		std::string vertexSource = R"(
		#version 330 core
		layout(location = 0) in vec3 a_Position;
		layout(location = 1) in vec4 a_Color;
		uniform mat4 u_ViewProjection;
		uniform mat4 u_Transform;
		out vec3 v_Position;
		out vec4 v_Color;
		void main(){
		v_Position=a_Position;
		v_Color=a_Color;
		gl_Position =u_ViewProjection *u_Transform* vec4( a_Position,1.0);
		}
		)";
		//绘制颜色
		std::string fragmentSource = R"(
		#version 330 core
		layout(location = 0) out vec4 color;
		in vec3 v_Position;
		in vec4 v_Color;
		void main(){
		color=vec4(v_Color);
		}
		)";
		m_Shader=(YOTO::Shader::Create("VertexPosColor", vertexSource, fragmentSource));

		///测试/

		m_SquareVA.reset(YOTO::VertexArray::Create());

		float squareVertices[5 * 4] = {
			-0.5f,-0.5f,0.0f, 0.0f,0.0f,
			0.5f,-0.5f,0.0f,  1.0f,0.0f,
			0.5f,0.5f,0.0f,   1.0f,1.0f,
			-0.5f,0.5f,0.0f,  0.0f,1.0f,
		};
		YOTO::Ref<YOTO::VertexBuffer> squareVB;
		squareVB.reset(YOTO::VertexBuffer::Create(squareVertices, sizeof(squareVertices)));
		squareVB->SetLayout({
			{YOTO::ShaderDataType::Float3,"a_Position"},
				{YOTO::ShaderDataType::Float2,"a_TexCoord"}
			});
		m_SquareVA->AddVertexBuffer(squareVB);
		uint32_t squareIndices[6] = { 0,1,2,2,3,0 };
		YOTO::Ref<YOTO::IndexBuffer> squareIB;

		squareIB.reset((YOTO::IndexBuffer::Create(squareIndices, sizeof(squareIndices) / sizeof(uint32_t))));

		m_SquareVA->AddIndexBuffer(squareIB);

		//测试:
		std::string BlueShaderVertexSource = R"(
		#version 330 core
		layout(location = 0) in vec3 a_Position;
		uniform mat4 u_ViewProjection;
		uniform mat4 u_Transform;

		out vec3 v_Position;
		void main(){
		v_Position=a_Position;
		gl_Position =u_ViewProjection*u_Transform*vec4( a_Position,1.0);
		}
		)";
		//绘制颜色
		std::string BlueShaderFragmentSource = R"(
		#version 330 core
		layout(location = 0) out vec4 color;

		in vec3 v_Position;
		uniform vec3 u_Color;
		void main(){
		color=vec4(u_Color,1.0);
		}
		)";
		m_BlueShader=(YOTO::Shader::Create("FlatColor", BlueShaderVertexSource, BlueShaderFragmentSource));

	auto textureShader=	m_ShaderLibrary.Load("assets/shaders/Texture.glsl");
		m_Texture=YOTO::Texture2D::Create("assets/textures/Checkerboard.png");
		m_ChernoLogo= YOTO::Texture2D::Create("assets/textures/ChernoLogo.png");
		std::dynamic_pointer_cast<YOTO::OpenGLShader>(textureShader)->Bind();
		std::dynamic_pointer_cast<YOTO::OpenGLShader>(textureShader)->UploadUniformInt("u_Texture", 0);
	}
	void OnImGuiRender() override {
		ImGui::Begin("设置");
		ImGui::ColorEdit3("正方形颜色", glm::value_ptr(m_SquareColor));
		ImGui::End();
	}
	void OnUpdate(YOTO::Timestep ts)override {
		//YT_CLIENT_TRACE("delta time {0}s ({1}ms)", ts.GetSeconds(), ts.GetMilliseconds());
	

		if (YOTO::Input::IsKeyPressed(YT_KEY_LEFT)) {
			m_CameraPosition.x -= m_CameraMoveSpeed* ts;
		}
		else if (YOTO::Input::IsKeyPressed(YT_KEY_RIGHT)) {
			m_CameraPosition.x += m_CameraMoveSpeed * ts;
		}
		if (YOTO::Input::IsKeyPressed(YT_KEY_DOWN)) {
			m_CameraPosition.y -= m_CameraMoveSpeed * ts;
		}
		else if (YOTO::Input::IsKeyPressed(YT_KEY_UP)) {
			m_CameraPosition.y += m_CameraMoveSpeed * ts;
		}
		if (YOTO::Input::IsKeyPressed(YT_KEY_A)) {
			m_CameraRotation += m_CameraRotationSpeed * ts;
		}else if (YOTO::Input::IsKeyPressed(YT_KEY_D)) {
			m_CameraRotation -= m_CameraRotationSpeed * ts;
		}

		YOTO::RenderCommand::SetClearColor({ 0.2f, 0.2f, 0.2f, 1.0f });
		YOTO::RenderCommand::Clear();
		m_Camera.SetPosition(m_CameraPosition);
		m_Camera.SetRotation(m_CameraRotation);
		YOTO::Renderer::BeginScene(m_Camera);
		{
			static glm::mat4 scale = glm::scale(glm::mat4(1.0f), glm::vec3(0.1f)); 
			glm::vec4  redColor(0.8f, 0.3f, 0.3f, 1.0f);
			glm::vec4  blueColor(0.2f, 0.3f, 0.8f, 1.0f);

	/*		YOTO::MaterialRef material = new YOTO::MaterialRef(m_FlatColorShader);
			YOTO::MaterialInstaceRef mi = new YOTO::MaterialInstaceRef(material);
			mi.setValue("u_Color",redColor);
			mi.setTexture("u_AlbedoMap", texture);
			squreMesh->SetMaterial(mi);*/

			std::dynamic_pointer_cast<YOTO::OpenGLShader>(m_BlueShader)->Bind();
			std::dynamic_pointer_cast<YOTO::OpenGLShader>(m_BlueShader)->UploadUniformFloat3("u_Color",m_SquareColor);
			for (int y = 0; y < 20; y++) {
				for (int x = 0; x <20; x++)
				{

					glm::vec3 pos(x * 0.105f,y* 0.105f, 0.0);
					glm::mat4 transform = glm::translate(glm::mat4(1.0f), pos) * scale;
					/*if (x % 2 == 0) {
						m_BlueShader->UploadUniformFloat4("u_Color", redColor);
					}
					else {
						m_BlueShader->UploadUniformFloat4("u_Color", blueColor);
					}*/
		

					YOTO::Renderer::Submit(m_BlueShader, m_SquareVA, transform);
				}
			}
			
			auto textureShader = m_ShaderLibrary.Get("Texture");
			m_Texture->Bind();
			YOTO::Renderer::Submit(textureShader, m_SquareVA, glm::scale(glm::mat4(1.0f), glm::vec3(1.5f)));
			m_ChernoLogo->Bind();
			YOTO::Renderer::Submit(textureShader, m_SquareVA, glm::scale(glm::mat4(1.0f), glm::vec3(1.5f)));

			//YOTO::Renderer::Submit(m_Shader, m_VertexArray);


			YOTO::Renderer::EndScene();
		}

	}
	void OnEvent(YOTO::Event& event)override {
		/*if (event.GetEventType() == YOTO::EventType::KeyPressed) {
		YOTO:: KeyPressedEvent& e = (YOTO::KeyPressedEvent&)event;
		YT_CLIENT_TRACE("ExampleLayer:{0}",(char)e.GetKeyCode());
		if (e.GetKeyCode()==YT_KEY_TAB) {
			YT_CLIENT_INFO("ExampleLayerOnEvent:TAB按下了");
		}}*/
		//YT_CLIENT_TRACE("SandBoxApp:测试event{0}", event);




	}


private:
	YOTO::ShaderLibrary m_ShaderLibrary;
	YOTO::Ref<YOTO::Shader> m_Shader;
	YOTO::Ref<YOTO::VertexArray> m_VertexArray;


	YOTO::Ref<YOTO::Shader> m_BlueShader;
	YOTO::Ref<YOTO::VertexArray> m_SquareVA;
	
	YOTO::Ref<YOTO::Texture2D> m_Texture,m_ChernoLogo;

	YOTO::OrthographicCamera m_Camera;
	glm::vec3 m_CameraPosition;
	float m_CameraMoveSpeed = 5.0f;

	float m_CameraRotation = 0;
	float m_CameraRotationSpeed = 180.0f;

	glm::vec3 m_SquareColor = { 0.2f,0.3f,0.7f };

};


class Sandbox:public YOTO::Application
{
public:
	Sandbox(){
		PushLayer(new ExampleLayer());
		//PushLayer(new YOTO::ImGuiLayer());
	}
	~Sandbox() {

	}

private:

};

YOTO::Application* YOTO::CreateApplication() {
	printf("helloworld");
	return new Sandbox();
}

测试:

cool! 

原文地址:https://blog.csdn.net/weixin_61943345/article/details/136040740

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