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   -> 游戏开发 -> (UE4 4.27) UE4添加一次自定义的MeshPass实现移动端边缘发光 -> 正文阅读

[游戏开发](UE4 4.27) UE4添加一次自定义的MeshPass实现移动端边缘发光

前言

最近通过一些UE4的图形效果定制来学习UE4的图形渲染, 在自定义的MeshPass这个专题想通过移动端的边缘发光来阐述下定制流程. 在知乎大佬某篇文章 Unreal添加自定义Pass?恰好有相应的实现,但是我读过他的实现代码,发现部分代码耦合度有点高,过多把代码放到FMobileBasePassMeshProcessor上,所以我做出了部分改进.

边缘发光实现思路

边缘发光有很多实现办法, 目前这里采用MultiRenderPass的办法, 也就是对一个需要边缘发光的物体进行两次Pass

BasePass: 正常渲染一遍物体

OutLinePass: 让物体的顶点向法线方向进行外扩, 并对物体进行背面剔除

MeshPass

MeshPass就是UE4对StaticMesh, SkeletalMesh, ProceduralMesh等等进行的一次渲染Pass都是MeshPass.

FPrimitiveSceneProxy

MeshPass在游戏线程的中间对象是FPrimitiveSceneProxy,在FPrimitiveSceneProxyGetDynamicMeshElements函数(渲染线程)中 MeshPass会被转为FMeshBatch也就是上图的黄色部分的场景渲染代理,具体可以参考(UE4 4.27)自定义PrimitiveComponent_带帯大师兄的博客-CSDN博客

?FMeshPassProcessor

?FMeshPassProcessor基本概念

MeshPass在转为FMeshBatch之后会进一步被相应的FMeshPassProcessor进行处理,最后在FMeshPassProcessorAddMeshBatch函数中用BuildMeshDrawCommandsMeshBatch转为更底层的渲染指令.参考上图的红色部分。

这里的FMeshPassProcessor我理解为一个渲染阶段,比如RenderGbuffer,RenderShadow,RenderSSR都是渲染阶段,如果你想添加一个渲染Mesh的阶段,你就得定义新的FMeshPassProcessor, 比如FMobileBasePassMeshProcessor实现了Mobile端对物体的基础渲染。

?FMeshPassProcessor的处理的基本对象

?每个FMeshPassProcessor得绑定相应的FMeshMaterialShader, 负责处理相应阶段的Mesh, 格式和FGlobalShader类似。

所有不同类型的FMeshBatch(StaticMesh,LandscapeMesh, SkeletalMesh)最终在这个MeshPassProcessor代表的渲染阶段运行对应的FMeshMaterialShader。这个问题是:不同的Mesh的顶点工厂(顶点格式)是不一样的,比如StaticMesh和SkeletalMesh的VertexFactory差异性就很大,怎么让同一份FMeshMaterialShader代码运行不同顶点工厂的Mesh原理是自动模板编译,以MobileBasePassVertexShader.usf 为例子

?

?FVertexFactoryInput代表顶点的格式,同一个?FVertexFactoryInput绝对不可能兼容所有类型的Mesh格式,UE4做个奇妙的涉及,自动编译Shader, 根据Mesh的顶点工厂类型都来把相应的顶点工厂代码套入到相应MeshShader的模板代码,也就是#include "/Engine/Generated/VertexFactory.ush",当然除了顶点格式配套,还有某些同名的转换函数实现也得配套

比如局部顶点工厂

?比如地形顶点工厂

?

?FMeshPassProcessor的筛选

?如果你只想对某类Mesh进行处理转为渲染指令,一般是通过材质, DepthStencilState(是否渲染深度模板)等信息来筛选的,比如FSkyPassMeshProcessor就是只对天空材质的Mesh才进行渲染.边缘发光的筛选也是参考开头文章自定义了新的ShadingModel: BorderGlow

?

FMobileBorderGlowPassMeshProcessor

上面我说过OutlinePass耦合在MobileBasePass不太好,因为FMobileBasePassMeshProcessor以及对应的MeshShader代码以及很庞大了,通过把OutlinePass植入MobileBasePass显得很臃肿。所以为了实现边缘发光,我另外新开了一个FMeshPassProcessor

BorderGlowRendering.h

#pragma once

#include "CoreMinimal.h"
#include "MeshMaterialShader.h"
#include "MeshMaterialShaderType.h"
#include "MeshPassProcessor.h"

class FBorderGlowMeshVS : public FMeshMaterialShader
{
public:
	DECLARE_SHADER_TYPE(FBorderGlowMeshVS, MeshMaterial);

	FBorderGlowMeshVS() {};

	FBorderGlowMeshVS(const FMeshMaterialShaderType::CompiledShaderInitializerType& Initializer)
		: FMeshMaterialShader(Initializer)
	{
		BorderGlowSize.Bind(Initializer.ParameterMap, TEXT("BorderGlowSize"));
	}

	static bool ShouldCompilePermutation(const FShaderPermutationParameters& Parameters)
	{
		return true;
	}

	static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
	{
		FMeshMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
	}

	void GetShaderBindings(const FScene* Scene,
		ERHIFeatureLevel::Type FeatureLevel, 
		const FPrimitiveSceneProxy* PrimitiveSceneProxy, 
		const FMaterialRenderProxy& MaterialRenderProxy, 
		const FMaterial& Material, 
		const FMeshPassProcessorRenderState& DrawRenderState, 
		const FMeshMaterialShaderElementData& ShaderElementData, 
		FMeshDrawSingleShaderBindings& ShaderBindings)
	{
		FMeshMaterialShader::GetShaderBindings(Scene, FeatureLevel, PrimitiveSceneProxy, MaterialRenderProxy, Material, DrawRenderState, ShaderElementData, ShaderBindings);
	}

private:
	LAYOUT_FIELD(FShaderParameter, BorderGlowSize);
	//LAYOUT_FIELD(FShaderParameter, BorderGlowColor);
};


class FBorderGlowMeshPS : public FMeshMaterialShader
{
public:
	DECLARE_SHADER_TYPE(FBorderGlowMeshPS, MeshMaterial);

	FBorderGlowMeshPS() {};

	FBorderGlowMeshPS(const FMeshMaterialShaderType::CompiledShaderInitializerType& Initializer)
		: FMeshMaterialShader(Initializer)
	{
		BorderGlowColor.Bind(Initializer.ParameterMap, TEXT("BorderGlowColor"));
	}

	static bool ShouldCompilePermutation(const FShaderPermutationParameters& Parameters)
	{
		return true;
	}

	static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
	{
		FMeshMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
	}

	void GetShaderBindings(const FScene* Scene,
		ERHIFeatureLevel::Type FeatureLevel,
		const FPrimitiveSceneProxy* PrimitiveSceneProxy,
		const FMaterialRenderProxy& MaterialRenderProxy,
		const FMaterial& Material,
		const FMeshPassProcessorRenderState& DrawRenderState,
		const FMeshMaterialShaderElementData& ShaderElementData,
		FMeshDrawSingleShaderBindings& ShaderBindings)
	{
		FMeshMaterialShader::GetShaderBindings(Scene, FeatureLevel, PrimitiveSceneProxy, MaterialRenderProxy, Material, DrawRenderState, ShaderElementData, ShaderBindings);
	}

private:
	LAYOUT_FIELD(FShaderParameter, BorderGlowColor);
};


class FMobileBorderGlowPassMeshProcessor : public FMeshPassProcessor
{
public:
	FMobileBorderGlowPassMeshProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, const FMeshPassProcessorRenderState& InPassDrawRenderState, FMeshPassDrawListContext* InDrawListContext);

	virtual void AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId = -1) override final;

public:
	FMeshPassProcessorRenderState PassDrawRenderState;

private:
	void Process(
		const FMeshBatch& MeshBatch,
		uint64 BatchElementMask,
		const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
		int32 StaticMeshId,
		const FMaterialRenderProxy& RESTRICT MaterialRenderProxy,
		const FMaterial& RESTRICT MaterialResource,
		ERasterizerFillMode MeshFillMode,
		ERasterizerCullMode MeshCullMode);
};

BorderGlowRendering.cpp

#include "BorderGlowRendering.h"
#include "MaterialShaderType.h"
#include "ScenePrivate.h"
#include "VertexFactory.h"
#include "Shader.h"
#include "MeshPassProcessor.inl"

IMPLEMENT_MATERIAL_SHADER_TYPE(, FBorderGlowMeshVS, TEXT("/Engine/Private/BorderGlowVS.usf"), TEXT("Main"), SF_Vertex);
IMPLEMENT_MATERIAL_SHADER_TYPE(, FBorderGlowMeshPS, TEXT("/Engine/Private/BorderGlowPS.usf"), TEXT("Main"), SF_Pixel);

FMobileBorderGlowPassMeshProcessor::FMobileBorderGlowPassMeshProcessor(
	const FScene* Scene, 
	const FSceneView* InViewIfDynamicMeshCommand, 
	const FMeshPassProcessorRenderState& InPassDrawRenderState, 
	FMeshPassDrawListContext* InDrawListContext)
	: FMeshPassProcessor(Scene, Scene->GetFeatureLevel(), InViewIfDynamicMeshCommand, InDrawListContext)
	, PassDrawRenderState(InPassDrawRenderState)
{

}

FMeshPassProcessor* CreateMobileGlowRenderPassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
{
	FMeshPassProcessorRenderState PassDrawRenderState(Scene->UniformBuffers.ViewUniformBuffer, Scene->UniformBuffers.MobileOpaqueBasePassUniformBuffer);
	PassDrawRenderState.SetInstancedViewUniformBuffer(Scene->UniformBuffers.InstancedViewUniformBuffer);
	PassDrawRenderState.SetBlendState(TStaticBlendStateWriteMask<CW_RGBA>::GetRHI());
	PassDrawRenderState.SetDepthStencilAccess(Scene->DefaultBasePassDepthStencilAccess);
	PassDrawRenderState.SetDepthStencilState(TStaticDepthStencilState<true, CF_DepthNearOrEqual>::GetRHI());

	return new(FMemStack::Get()) FMobileBorderGlowPassMeshProcessor(Scene, InViewIfDynamicMeshCommand, PassDrawRenderState, InDrawListContext);
}


bool GetBorderGlowPassShaders(
	const FMaterial& Material,
	FVertexFactoryType* VertexFactoryType,
	TShaderRef<FBorderGlowMeshVS>& VertexShader,
	TShaderRef<FBorderGlowMeshPS>& PixelShader)
{
	FMaterialShaderTypes ShaderTypes;
	FMaterialShaders Shaders;
	ShaderTypes.AddShaderType<FBorderGlowMeshVS>();
	ShaderTypes.AddShaderType<FBorderGlowMeshPS>();
	if (!Material.TryGetShaders(ShaderTypes, VertexFactoryType, Shaders))
	{
		return false;
	}

	Shaders.TryGetVertexShader(VertexShader);
	Shaders.TryGetPixelShader(PixelShader);
	return true;
}

void FMobileBorderGlowPassMeshProcessor::Process(
	const FMeshBatch& MeshBatch,
	uint64 BatchElementMask,
	const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
	int32 StaticMeshId,
	const FMaterialRenderProxy& RESTRICT MaterialRenderProxy,
	const FMaterial& RESTRICT MaterialResource,
	ERasterizerFillMode MeshFillMode,
	ERasterizerCullMode MeshCullMode)
{
	const FVertexFactory* VertexFactory = MeshBatch.VertexFactory;

	TMeshProcessorShaders<
		FBorderGlowMeshVS,
		FBaseHS,
		FBaseDS,
		FBorderGlowMeshPS> BorderGlowPassShader;

	if (!GetBorderGlowPassShaders(MaterialResource, VertexFactory->GetType(), BorderGlowPassShader.VertexShader, BorderGlowPassShader.PixelShader))
		return;
	
	FMeshMaterialShaderElementData ShaderElementData;
	ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, false);

	const FMeshDrawCommandSortKey SortKey = CalculateMeshStaticSortKey(BorderGlowPassShader.VertexShader, BorderGlowPassShader.PixelShader);
	MeshCullMode = ERasterizerCullMode::CM_CCW;

	BuildMeshDrawCommands(
		MeshBatch,
		BatchElementMask,
		PrimitiveSceneProxy,
		MaterialRenderProxy,
		MaterialResource,
		PassDrawRenderState,
		BorderGlowPassShader,
		MeshFillMode,
		MeshCullMode,
		SortKey,
		EMeshPassFeatures::Default,
		ShaderElementData);
}

void FMobileBorderGlowPassMeshProcessor::AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId)
{
	const FMaterialRenderProxy* FallbackMaterialRenderProxyPtr = nullptr;
	const FMaterial& Material = MeshBatch.MaterialRenderProxy->GetMaterialWithFallback(FeatureLevel, FallbackMaterialRenderProxyPtr);

	if (Material.GetShadingModels().HasShadingModel(MSM_BorderGlow))
	{
		const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(MeshBatch);
		const ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(MeshBatch, Material, OverrideSettings);
		const ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(MeshBatch, Material, OverrideSettings);
		const FMaterialRenderProxy& MaterialRenderProxy = FallbackMaterialRenderProxyPtr ? *FallbackMaterialRenderProxyPtr : *MeshBatch.MaterialRenderProxy;
		Process(MeshBatch, BatchElementMask, PrimitiveSceneProxy, StaticMeshId, MaterialRenderProxy, Material, MeshFillMode, MeshCullMode);
	}
}

FRegisterPassProcessorCreateFunction RegisterMobileBorderGlowPass(&CreateMobileGlowRenderPassProcessor, EShadingPath::Mobile, EMeshPass::MobileBorderGlow, EMeshPassFlags::CachedMeshCommands | EMeshPassFlags::MainView);

BorderGlowVS.usf

#include "Common.ush"
#include "MobileBasePassCommon.ush"
#include "/Engine/Generated/Material.ush"
#include "/Engine/Generated/VertexFactory.ush"

struct FMobileShadingBasePassVSToPS
{
	FVertexFactoryInterpolantsVSToPS FactoryInterpolants;
	FMobileBasePassInterpolantsVSToPS BasePassInterpolants;
	float4 Position : SV_POSITION;
};


void Main(
    FVertexFactoryInput Input,
    OPTIONAL_VertexID
    out FMobileShadingBasePassVSToPS Output
)
{
    ResolvedView = ResolveView();
    FVertexFactoryIntermediates VFIntermediates = GetVertexFactoryIntermediates(Input);
    float4 WorldPositionExcludingWPO = VertexFactoryGetWorldPosition(Input, VFIntermediates);
	float4 WorldPosition = WorldPositionExcludingWPO;
	half3x3 TangentToLocal = VertexFactoryGetTangentToLocal(Input, VFIntermediates);	
	FMaterialVertexParameters VertexParameters = GetMaterialVertexParameters(Input, VFIntermediates, WorldPosition.xyz, TangentToLocal);
	half3 WorldPositionOffset = GetMaterialWorldPositionOffset(VertexParameters);
	WorldPosition.xyz += WorldPositionOffset;
    float4 RasterizedWorldPosition = VertexFactoryGetRasterizedWorldPosition(Input, VFIntermediates, WorldPosition);
    Output.Position = mul(RasterizedWorldPosition, ResolvedView.TranslatedWorldToClip);
}

BorderGlowPS.usf


#include "Common.ush"
#include "/Engine/Generated/Material.ush"
#include "/Engine/Generated/VertexFactory.ush"
#include "MobileBasePassCommon.ush"

void Main(
    FVertexFactoryInterpolantsVSToPS Interpolants
	, FMobileBasePassInterpolantsVSToPS BasePassInterpolants
	, in float4 SvPosition : SV_Position
    , out half4 OutColor	: SV_Target0
)
{
    const bool bIsFrontFace = false;
    FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(Interpolants, SvPosition);
	FPixelMaterialInputs PixelMaterialInputs;
    {
		float4 ScreenPosition = SvPositionToResolvedScreenPosition(SvPosition);
		float3 WorldPosition = BasePassInterpolants.PixelPosition.xyz;
		float3 WorldPositionExcludingWPO = BasePassInterpolants.PixelPosition.xyz;
		#if USE_WORLD_POSITION_EXCLUDING_SHADER_OFFSETS
			WorldPositionExcludingWPO = BasePassInterpolants.PixelPositionExcludingWPO;
		#endif
		CalcMaterialParametersEx(MaterialParameters, PixelMaterialInputs, SvPosition, ScreenPosition, bIsFrontFace, WorldPosition, WorldPositionExcludingWPO);

        #if FORCE_VERTEX_NORMAL
		// Quality level override of material's normal calculation, can be used to avoid normal map reads etc.
		MaterialParameters.WorldNormal = MaterialParameters.TangentToWorld[2];
		MaterialParameters.ReflectionVector = ReflectionAboutCustomWorldNormal(MaterialParameters, MaterialParameters.WorldNormal, false);
        #endif
	}

    #if !EARLY_Z_PASS_ONLY_MATERIAL_MASKING
	//Clip if the blend mode requires it.
	GetMaterialCoverageAndClipping(MaterialParameters, PixelMaterialInputs);
    #endif

    half3 OutlineColor = half3(0.0, 0.0, 0.0);
	#if NUM_MATERIAL_OUTPUTS_GETOUTLINECOLOR > 0
		OutlineColor = GetOutlineColor0(MaterialParameters);
	#endif

    OutColor = half4(OutlineColor, 1.0);
}

VertexOffset和OutlineColor的处理

VertexOffset的外扩顶点方式我和?Unreal添加自定义Pass? 一样的,采用了WorldVertexNormal输入WorldOffset

?至于OutlineColor的话 很多默认参数已经被BasePass“霸占”,额外定义一个边缘发光色输入节点


#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "MaterialExpressionIO.h"
#include "Materials/MaterialExpressionCustomOutput.h"
#include "MaterialExpressionOutlineColorOutput.generated.h"

UCLASS(collapsecategories, hidecategories=Object, MinimalAPI)
class UMaterialExpressionOutlineColorOutput : public UMaterialExpressionCustomOutput
{
	GENERATED_UCLASS_BODY()

	UPROPERTY(meta = (RequiredInput = "true"))
	FExpressionInput Input;

#if WITH_EDITOR
	virtual int32 Compile(class FMaterialCompiler* Compiler, int32 OutputIndex) override;
	virtual void GetCaption(TArray<FString>& OutCaptions) const override;
	virtual uint32 GetInputType(int32 InputIndex) override { return MCT_Float3; }
	virtual FExpressionInput* GetInput(int32 InputIndex) override;
#endif

	virtual int32 GetNumOutputs() const override { return 1; }
	virtual FString GetFunctionName() const override { return TEXT("GetOutlineColor"); }
	virtual FString GetDisplayName() const override { return TEXT("OutlineColor"); }
};
UMaterialExpressionOutlineColorOutput::UMaterialExpressionOutlineColorOutput(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
#if WITH_EDITORONLY_DATA
	// Structure to hold one-time initialization
	struct FConstructorStatics
	{
		FText NAME_Utility;
		FConstructorStatics(const FString& DisplayName, const FString& FunctionName)
			: NAME_Utility(LOCTEXT("Utility", "Utility"))
		{
		}
	};
	static FConstructorStatics ConstructorStatics(GetDisplayName(), GetFunctionName());

	MenuCategories.Add(ConstructorStatics.NAME_Utility);

	bCollapsed = true;

	// No outputs
	Outputs.Reset();
#endif
}

#if WITH_EDITOR
int32  UMaterialExpressionOutlineColorOutput::Compile(class FMaterialCompiler* Compiler, int32 OutputIndex)
{
	if (Input.GetTracedInput().Expression)
	{
		return Compiler->CustomOutput(this, OutputIndex, Input.Compile(Compiler));
	}
	else
	{
		return CompilerError(Compiler, TEXT("Input missing"));
	}
	return INDEX_NONE;
}


void UMaterialExpressionOutlineColorOutput::GetCaption(TArray<FString>& OutCaptions) const
{
	OutCaptions.Add(FString(TEXT("OutlineColor")));
}

FExpressionInput* UMaterialExpressionOutlineColorOutput::GetInput(int32 InputIndex)
{
	return &Input;
}
#endif // WITH_EDITOR

参考GetBentNormal材质节点的实现

实现效果

git引擎代码实现链接

[1]??????????https://github.com/2047241149/UnrealEngine-1/commit/63e281326621d25ca66393f8623f81427faa1878


?

参考资料

[1]?Unreal添加自定义Pass

[2]Unreal自定义ShaderModel

[3]MeshDrawingPipeline

[4]https://programmersought.com/article/36239010339/

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加:2021-12-03 13:21:36  更:2021-12-03 13:22:32 
 
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