亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频

? 歡迎來到蟲蟲下載站! | ?? 資源下載 ?? 資源專輯 ?? 關于我們
? 蟲蟲下載站

?? d3dx9.pas

?? 一套及時通訊的原碼
?? PAS
?? 第 1 頁 / 共 5 頁
字號:
function D3DXVec3Normalize(out vOut: TD3DXVector3;
   const v: TD3DXVector3): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Normalize}

// Hermite interpolation between position V1, tangent T1 (when s == 0)
// and position V2, tangent T2 (when s == 1).
function D3DXVec3Hermite(out vOut: TD3DXVector3;
   const v1, t1, v2, t2: TD3DXVector3; s: Single): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Hermite}

// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
function D3DXVec3CatmullRom(out vOut: TD3DXVector3;
   const v1, v2, v3: TD3DXVector3; s: Single): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3CatmullRom}

// Barycentric coordinates.  V1 + f(V2-V1) + g(V3-V1)
function D3DXVec3BaryCentric(out vOut: TD3DXVector3;
   const v1, v2, v3: TD3DXVector3; f, g: Single): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3BaryCentric}

// Transform (x, y, z, 1) by matrix.
function D3DXVec3Transform(out vOut: TD3DXVector4;
  const v: TD3DXVector3; const m: TD3DXMatrix): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Transform}

// Transform (x, y, z, 1) by matrix, project result back into w=1.
function D3DXVec3TransformCoord(out vOut: TD3DXVector3;
  const v: TD3DXVector3; const m: TD3DXMatrix): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformCoord}

// Transform (x, y, z, 0) by matrix.  If you transforming a normal by a
// non-affine matrix, the matrix you pass to this function should be the
// transpose of the inverse of the matrix you would use to transform a coord.
function D3DXVec3TransformNormal(out vOut: TD3DXVector3;
  const v: TD3DXVector3; const m: TD3DXMatrix): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformNormal}


// Transform Array (x, y, z, 1) by matrix.
function D3DXVec3TransformArray(pOut: PD3DXVector4; OutStride: LongWord;
  pV: PD3DXVector3; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformArray}

// Transform Array (x, y, z, 1) by matrix, project result back into w=1.
function D3DXVec3TransformCoordArray(pOut: PD3DXVector3; OutStride: LongWord;
  pV: PD3DXVector3; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformCoordArray}

// Transform (x, y, z, 0) by matrix.  If you transforming a normal by a
// non-affine matrix, the matrix you pass to this function should be the
// transpose of the inverse of the matrix you would use to transform a coord.
function D3DXVec3TransformNormalArray(pOut: PD3DXVector3; OutStride: LongWord;
  pV: PD3DXVector3; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformNormalArray}

// Project vector from object space into screen space
function D3DXVec3Project(out vOut: TD3DXVector3;
  const v: TD3DXVector3; const pViewport: TD3DViewport9;
  const pProjection, pView, pWorld: TD3DXMatrix): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Project}

// Project vector from screen space into object space
function D3DXVec3Unproject(out vOut: TD3DXVector3;
  const v: TD3DXVector3; const pViewport: TD3DViewport9;
  const pProjection, pView, pWorld: TD3DXMatrix): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Unproject}

// Project vector Array from object space into screen space
function D3DXVec3ProjectArray(pOut: PD3DXVector3; OutStride: LongWord;
  pV: PD3DXVector3; VStride: LongWord; const pViewport: TD3DViewport9;
  const pProjection, pView, pWorld: TD3DXMatrix; n: LongWord): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3ProjectArray}

// Project vector Array from screen space into object space
function D3DXVec3UnprojectArray(pOut: PD3DXVector3; OutStride: LongWord;
  pV: PD3DXVector3; VStride: LongWord; const pViewport: TD3DViewport9;
  const pProjection, pView, pWorld: TD3DXMatrix; n: LongWord): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3UnprojectArray}


//--------------------------
// 4D Vector
//--------------------------

// inline

function D3DXVec4Length(const v: TD3DXVector4): Single;
{$EXTERNALSYM D3DXVec4Length}

function D3DXVec4LengthSq(const v: TD3DXVector4): Single;
{$EXTERNALSYM D3DXVec4LengthSq}

function D3DXVec4Dot(const v1, v2: TD3DXVector4): Single;
{$EXTERNALSYM D3DXVec4Dot}

function D3DXVec4Add(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Add}

function D3DXVec4Subtract(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Subtract}

// Minimize each component.  x = min(x1, x2), y = min(y1, y2), ...
function D3DXVec4Minimize(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Minimize}

// Maximize each component.  x = max(x1, x2), y = max(y1, y2), ...
function D3DXVec4Maximize(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Maximize}

function D3DXVec4Scale(out vOut: TD3DXVector4; const v: TD3DXVector4; s: Single): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Scale}

// Linear interpolation. V1 + s(V2-V1)
function D3DXVec4Lerp(out vOut: TD3DXVector4;
  const v1, v2: TD3DXVector4; s: Single): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Lerp}

// non-inline

// Cross-product in 4 dimensions.
function D3DXVec4Cross(out vOut: TD3DXVector4;
  const v1, v2, v3: TD3DXVector4): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4Cross}

function D3DXVec4Normalize(out vOut: TD3DXVector4;
  const v: TD3DXVector4): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4Normalize}

// Hermite interpolation between position V1, tangent T1 (when s == 0)
// and position V2, tangent T2 (when s == 1).
function D3DXVec4Hermite(out vOut: TD3DXVector4;
   const v1, t1, v2, t2: TD3DXVector4; s: Single): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4Hermite}

// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
function D3DXVec4CatmullRom(out vOut: TD3DXVector4;
   const v0, v1, v2, v3: TD3DXVector4; s: Single): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4CatmullRom}

// Barycentric coordinates.  V1 + f(V2-V1) + g(V3-V1)
function D3DXVec4BaryCentric(out vOut: TD3DXVector4;
   const v1, v2, v3: TD3DXVector4; f, g: Single): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4BaryCentric}

// Transform vector by matrix.
function D3DXVec4Transform(out vOut: TD3DXVector4;
  const v: TD3DXVector4; const m: TD3DXMatrix): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4Transform}

// Transform vector array by matrix.
function D3DXVec4TransformArray(pOut: PD3DXVector4; OutStride: LongWord;
  pV: PD3DXVector4; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4TransformArray}


//--------------------------
// 4D Matrix
//--------------------------

// inline

function D3DXMatrixIdentity(out mOut: TD3DXMatrix): PD3DXMatrix;
{$EXTERNALSYM D3DXMatrixIdentity}

function D3DXMatrixIsIdentity(const m: TD3DXMatrix): BOOL;
{$EXTERNALSYM D3DXMatrixIsIdentity}

// non-inline

function D3DXMatrixDeterminant(const m: TD3DXMatrix): Single; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixDeterminant}

function D3DXMatrixTranspose(out pOut: TD3DXMatrix; const pM: TD3DXMatrix): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixTranspose}

// Matrix multiplication.  The result represents the transformation M2
// followed by the transformation M1.  (Out = M1 * M2)
function D3DXMatrixMultiply(out mOut: TD3DXMatrix; const m1, m2: TD3DXMatrix): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixMultiply}

// Matrix multiplication, followed by a transpose. (Out = T(M1 * M2))
function D3DXMatrixMultiplyTranspose(out pOut: TD3DXMatrix; const pM1, pM2: TD3DXMatrix): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixMultiplyTranspose}

// Calculate inverse of matrix.  Inversion my fail, in which case NULL will
// be returned.  The determinant of pM is also returned it pfDeterminant
// is non-NULL.
function D3DXMatrixInverse(out mOut: TD3DXMatrix; pfDeterminant: PSingle;
    const m: TD3DXMatrix): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixInverse}

// Build a matrix which scales by (sx, sy, sz)
function D3DXMatrixScaling(out mOut: TD3DXMatrix; sx, sy, sz: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixScaling}

// Build a matrix which translates by (x, y, z)
function D3DXMatrixTranslation(out mOut: TD3DXMatrix; x, y, z: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixTranslation}

// Build a matrix which rotates around the X axis
function D3DXMatrixRotationX(out mOut: TD3DXMatrix; angle: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationX}

// Build a matrix which rotates around the Y axis
function D3DXMatrixRotationY(out mOut: TD3DXMatrix; angle: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationY}

// Build a matrix which rotates around the Z axis
function D3DXMatrixRotationZ(out mOut: TD3DXMatrix; angle: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationZ}

// Build a matrix which rotates around an arbitrary axis
function D3DXMatrixRotationAxis(out mOut: TD3DXMatrix; const v: TD3DXVector3;
  angle: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationAxis}

// Build a matrix from a quaternion
function D3DXMatrixRotationQuaternion(out mOut: TD3DXMatrix; const Q: TD3DXQuaternion): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationQuaternion}

// Yaw around the Y axis, a pitch around the X axis,
// and a roll around the Z axis.
function D3DXMatrixRotationYawPitchRoll(out mOut: TD3DXMatrix; yaw, pitch, roll: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationYawPitchRoll}


// Build transformation matrix.  NULL arguments are treated as identity.
// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt
function D3DXMatrixTransformation(out mOut: TD3DXMatrix;
   pScalingCenter: PD3DXVector3;
   pScalingRotation: PD3DXQuaternion; pScaling, pRotationCenter: PD3DXVector3;
   pRotation: PD3DXQuaternion; pTranslation: PD3DXVector3): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixTransformation}

// Build affine transformation matrix.  NULL arguments are treated as identity.
// Mout = Ms * Mrc-1 * Mr * Mrc * Mt
function D3DXMatrixAffineTransformation(out mOut: TD3DXMatrix;
   Scaling: Single; pRotationCenter: PD3DXVector3;
   pRotation: PD3DXQuaternion; pTranslation: PD3DXVector3): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixAffineTransformation}

// Build a lookat matrix. (right-handed)
function D3DXMatrixLookAtRH(out mOut: TD3DXMatrix; const Eye, At, Up: TD3DXVector3): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixLookAtRH}

// Build a lookat matrix. (left-handed)
function D3DXMatrixLookAtLH(out mOut: TD3DXMatrix; const Eye, At, Up: TD3DXVector3): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixLookAtLH}

// Build a perspective projection matrix. (right-handed)
function D3DXMatrixPerspectiveRH(out mOut: TD3DXMatrix; w, h, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveRH}

// Build a perspective projection matrix. (left-handed)
function D3DXMatrixPerspectiveLH(out mOut: TD3DXMatrix; w, h, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveLH}

// Build a perspective projection matrix. (right-handed)
function D3DXMatrixPerspectiveFovRH(out mOut: TD3DXMatrix; flovy, aspect, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveFovRH}

// Build a perspective projection matrix. (left-handed)
function D3DXMatrixPerspectiveFovLH(out mOut: TD3DXMatrix; flovy, aspect, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveFovLH}

// Build a perspective projection matrix. (right-handed)
function D3DXMatrixPerspectiveOffCenterRH(out mOut: TD3DXMatrix;
   l, r, b, t, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveOffCenterRH}

// Build a perspective projection matrix. (left-handed)
function D3DXMatrixPerspectiveOffCenterLH(out mOut: TD3DXMatrix;
   l, r, b, t, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveOffCenterLH}

// Build an ortho projection matrix. (right-handed)
function D3DXMatrixOrthoRH(out mOut: TD3DXMatrix; w, h, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixOrthoRH}

// Build an ortho projection matrix. (left-handed)
function D3DXMatrixOrthoLH(out mOut: TD3DXMatrix; w, h, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixOrthoLH}

// Build an ortho projection matrix. (right-handed)
function D3DXMatrixOrthoOffCenterRH(out mOut: TD3DXMatrix;
  l, r, b, t, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixOrthoOffCenterRH}

// Build an ortho projection matrix. (left-handed)
function D3DXMatrixOrthoOffCenterLH(out mOut: TD3DXMatrix;
  l, r, b, t, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixOrthoOffCenterLH}

// Build a matrix which flattens geometry into a plane, as if casting
// a shadow from a light.
function D3DXMatrixShadow(out mOut: TD3DXMatrix;
  const Light: TD3DXVector4; const Plane: TD3DXPlane): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixShadow}

// Build a matrix which reflects the coordinate system about a plane
function D3DXMatrixReflect(out mOut: TD3DXMatrix;
   const Plane: TD3DXPlane): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixReflect}


//--------------------------
// Quaternion
//--------------------------

// inline

function D3DXQuaternionLength(const q: TD3DXQuaternion): Single;
{$EXTERNALSYM D3DXQuaternionLength}

// Length squared, or "norm"
function D3DXQuaternionLengthSq(const q: TD3DXQuaternion): Single;
{$EXTERNALSYM D3DXQuaternionLengthSq}

function D3DXQuaternionDot(const q1, q2: TD3DXQuaternion): Single;
{$EXTERNALSYM D3DXQuaternionDot}

?? 快捷鍵說明

復制代碼 Ctrl + C
搜索代碼 Ctrl + F
全屏模式 F11
切換主題 Ctrl + Shift + D
顯示快捷鍵 ?
增大字號 Ctrl + =
減小字號 Ctrl + -
亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
国产精品素人一区二区| 天天综合色天天综合色h| 欧美日韩高清影院| 国产亚洲婷婷免费| 欧美一级一区二区| 欧美在线观看视频一区二区| 国产一区二区成人久久免费影院| 国产精品每日更新| 国产大陆亚洲精品国产| 亚洲成人免费看| 欧美国产精品专区| 成人免费视频视频在线观看免费| 日韩成人精品视频| 亚洲综合区在线| 国产精品麻豆一区二区| 日韩欧美电影一二三| 欧美一区二区在线视频| 欧美中文字幕亚洲一区二区va在线 | 麻豆91免费看| 亚洲国产一区二区三区| 国产精品素人一区二区| 欧美国产激情一区二区三区蜜月| 久久免费美女视频| 精品久久久网站| 日韩一区二区精品| 欧美欧美欧美欧美首页| 欧美三区在线观看| 欧美性受xxxx黑人xyx性爽| av电影天堂一区二区在线| 国产成a人无v码亚洲福利| 国产福利一区二区三区视频| 国内精品久久久久影院色| 精品亚洲porn| 国产黄色精品视频| 成人中文字幕在线| av电影天堂一区二区在线| 色激情天天射综合网| 欧美三级一区二区| 91精品国产综合久久福利 | 极品少妇xxxx精品少妇| 国产成a人亚洲精| 色综合天天综合狠狠| 欧美亚洲国产一区二区三区| 9191国产精品| 国产日产亚洲精品系列| 亚洲黄网站在线观看| 蜜臂av日日欢夜夜爽一区| 国产精品99久久久久久久vr | 久久草av在线| 99久久99精品久久久久久| 欧美一卡2卡三卡4卡5免费| 久久毛片高清国产| 一区二区三区av电影| 另类中文字幕网| 99久久精品国产观看| 在线亚洲欧美专区二区| 日韩精品一区在线| 亚洲图片欧美色图| 国产传媒日韩欧美成人| 欧美在线观看禁18| 国产精品高清亚洲| 久久91精品久久久久久秒播| 在线观看欧美日本| 亚洲三级在线观看| 国产mv日韩mv欧美| 日韩精品一区二区三区视频| 婷婷丁香久久五月婷婷| 色偷偷88欧美精品久久久| 国产欧美一区二区精品秋霞影院| 日韩福利视频网| 欧美巨大另类极品videosbest | 精品粉嫩超白一线天av| 国产精品福利一区二区三区| 国产成人午夜片在线观看高清观看| 国产一二精品视频| 日韩一区二区三区av| 五月天激情综合| 欧美电影一区二区| 欧洲一区二区三区在线| 亚洲自拍偷拍av| 精品污污网站免费看| 亚洲第一综合色| 欧美视频一区二区三区在线观看 | 中文字幕一区二区三区视频| 国产suv精品一区二区三区| 久久综合国产精品| 国产一区二区久久| 国产日韩欧美一区二区三区乱码 | 亚洲欧美日本韩国| 91激情五月电影| 午夜国产精品一区| 欧美电视剧在线看免费| 国内成人自拍视频| 综合久久一区二区三区| 日韩一区二区三区在线视频| 国产一区二区三区久久悠悠色av| 久久亚洲影视婷婷| 成人午夜短视频| 亚洲二区在线视频| 精品国产一区二区三区久久久蜜月 | 精品系列免费在线观看| 国产精品久久一级| 欧美日韩视频专区在线播放| 麻豆91免费观看| 综合激情成人伊人| 欧美日本视频在线| 韩国女主播成人在线观看| 日韩一区在线播放| 日韩欧美一级特黄在线播放| 成人精品国产一区二区4080| 亚洲一区二区三区四区中文字幕 | 青青草国产成人av片免费| 国产免费成人在线视频| 一本大道久久a久久综合| 久久狠狠亚洲综合| 亚洲日本va在线观看| 日韩电影在线一区二区| 亚洲视频中文字幕| 精品国产乱码久久久久久蜜臀 | 欧美一区二区三区免费在线看| 成人免费视频播放| 九九久久精品视频| 国产精品久久久久久亚洲毛片| 日韩一级高清毛片| 色哦色哦哦色天天综合| 国产suv精品一区二区三区 | 国产精品蜜臀av| 日韩精品一区二区三区四区| 欧美在线观看视频在线| 国产精品影视天天线| 免费人成精品欧美精品| 一区二区久久久| 国产精品久久久久一区| 亚洲影视在线播放| 久久综合丝袜日本网| 欧美一卡2卡3卡4卡| 在线不卡中文字幕| 欧美日韩综合在线免费观看| 91啪亚洲精品| 在线视频国内一区二区| 91在线观看免费视频| caoporm超碰国产精品| 成人一二三区视频| 高清国产午夜精品久久久久久| 激情欧美一区二区| 久久国产麻豆精品| 极品美女销魂一区二区三区免费| 韩国午夜理伦三级不卡影院| 丝袜国产日韩另类美女| 亚洲国产精品精华液网站| 亚洲国产精品嫩草影院| 日日骚欧美日韩| 日日噜噜夜夜狠狠视频欧美人| 午夜精品福利一区二区蜜股av| 日韩国产欧美在线观看| 老司机精品视频导航| 国产美女视频91| 91色.com| 在线不卡免费av| 国产婷婷色一区二区三区| 中文av一区二区| 亚洲午夜成aⅴ人片| 蜜臀国产一区二区三区在线播放| 蜜桃精品视频在线| a级精品国产片在线观看| 欧美日韩视频在线观看一区二区三区 | 亚洲婷婷综合色高清在线| 国产精品美女一区二区三区| 综合久久久久久| 亚洲成人一区在线| 国产剧情一区在线| thepron国产精品| 色婷婷综合久久| 日韩欧美国产高清| 亚洲天天做日日做天天谢日日欢 | 亚洲国产岛国毛片在线| 亚洲午夜国产一区99re久久| 精一区二区三区| 91激情五月电影| 久久网站热最新地址| 亚洲资源中文字幕| 国产一区二区精品久久| 一本大道久久a久久综合婷婷| 91精品国产综合久久久久久久| 国产精品丝袜黑色高跟| 奇米一区二区三区| 在线视频中文字幕一区二区| 久久网站最新地址| 午夜私人影院久久久久| 91在线观看成人| 欧美国产欧美综合| 国内久久精品视频| 欧美肥妇bbw| 亚洲免费观看高清| hitomi一区二区三区精品| 精品久久久久久久久久久久久久久久久| 一区二区三区资源| 99久久精品免费看国产| 日本一区二区成人| 国产**成人网毛片九色|