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  • DX11 三维空间: depth信息与stencil信息

    fxc.exe可以用于 编译fx的语法问题。

    今天实现: 1.显示两个不同z值的不同纹理三角形  2.一个被覆盖掉一部分   

    问题:为什么是ID3D11Texture2D 而不是ID3D11Buffer来创建 depthStencil  Buffer呢,规定吧,毕竟depthStencil需要知道view的width和height,是“结构化”的内存,buffer是非结构化的

    http://lengbingteng.iteye.com/blog/1745472  第一段关于资源和视图的解释

    DX11 数据的分层:  model-View (什么数据,申请空间---数据的应用), ID3D11Resource 确定数据成分是buffer还是texture     ID3D11View确定数据的应用是渲染显示还是depthStencil

    Note:别忘记在 Render循环每帧开始 清空depth为1 :g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView,D3D11_CLEAR_DEPTH,1.0f,0);

    三种buffer:constant一般性

    创建depthStencil的步骤:

    1.定义: ID3D11Texture2D     ID3D11DepthStencilView 

    2.初始化: 实现depthStencil的desc 申请数据空间,并且确定数据的作用。

    Creates a depth buffer (a DepthStencil texture). It also creates a DepthStencilView of the depth buffer so that Direct3D 11 knows to use it as a Depth Stencil texture.

    3.Render里,进行每帧绘制前的depth清空。

    结果:

    由于depth的作用,z值小的覆盖z大的,即0-1之间,1是最里面的

    //--------------------------------------------------------------------------------------
    // File: Tutorial03.cpp
    //
    // This application displays a triangle using Direct3D 11
    //
    // Copyright (c) Microsoft Corporation. All rights reserved.
    //--------------------------------------------------------------------------------------
    #include <windows.h>
    #include <d3d11.h>
    #include <d3dx11.h>
    #include <d3dcompiler.h>
    #include <xnamath.h>
    #include "resource.h"
    
    
    //--------------------------------------------------------------------------------------
    // Structures
    //--------------------------------------------------------------------------------------
    struct SimpleVertex
    {
        XMFLOAT3 Pos;
        XMFLOAT2 Tex;//add texture position
    };
    
    struct  SimpleMatrix
    {
        XMMATRIX mWorld;
        XMMATRIX mView;
        XMMATRIX mProject;
    };
    
    //--------------------------------------------------------------------------------------
    // Global Variables
    //--------------------------------------------------------------------------------------
    HINSTANCE               g_hInst = NULL;
    HWND                    g_hWnd = NULL;
    D3D_DRIVER_TYPE         g_driverType = D3D_DRIVER_TYPE_NULL;
    D3D_FEATURE_LEVEL       g_featureLevel = D3D_FEATURE_LEVEL_11_0;
    ID3D11Device*           g_pd3dDevice = NULL;
    ID3D11DeviceContext*    g_pImmediateContext = NULL;
    IDXGISwapChain*         g_pSwapChain = NULL;
    ID3D11RenderTargetView* g_pRenderTargetView = NULL;
    ID3D11VertexShader*     g_pVertexShader = NULL;
    ID3D11PixelShader*      g_pPixelShader = NULL;
    ID3D11InputLayout*      g_pVertexLayout = NULL;
    ID3D11Buffer*           g_pVertexBuffer = NULL;
    
    ID3D11Buffer*           g_pIndexBuffer = NULL;
    
    //BEGIN 添加纹理
    ID3D11ShaderResourceView  *g_pTextureRV[2] ={NULL,NULL};
    ID3D11SamplerState        *g_pSamplerLinear = NULL;
    //end
    
    //constant buffer
    ID3D11Buffer             *g_pConstantMatrixBuffer = NULL;
    XMMATRIX  g_pWorld;
    XMMATRIX  g_View;
    XMMATRIX  g_Project;
    //
    
    //BEGIN 添加depthStencil buffer和view 
    ID3D11Texture2D  *g_pDepthStencilBuffer = NULL;//
    ID3D11DepthStencilView *g_pDepthStencilView = NULL;
    //end
    
    
    //--------------------------------------------------------------------------------------
    // Forward declarations
    //--------------------------------------------------------------------------------------
    HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
    HRESULT InitDevice();
    void CleanupDevice();
    LRESULT CALLBACK    WndProc( HWND, UINT, WPARAM, LPARAM );
    void Render();
    
    
    //--------------------------------------------------------------------------------------
    // Entry point to the program. Initializes everything and goes into a message processing 
    // loop. Idle time is used to render the scene.
    //--------------------------------------------------------------------------------------
    int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
    {
        UNREFERENCED_PARAMETER( hPrevInstance );
        UNREFERENCED_PARAMETER( lpCmdLine );
    
        if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
            return 0;
    
        if( FAILED( InitDevice() ) )
        {
            CleanupDevice();
            return 0;
        }
    
        // Main message loop
        MSG msg = {0};
        while( WM_QUIT != msg.message )
        {
            if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
            {
                TranslateMessage( &msg );
                DispatchMessage( &msg );
            }
            else
            {
                Render();
            }
        }
    
        CleanupDevice();
    
        return ( int )msg.wParam;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Register class and create window
    //--------------------------------------------------------------------------------------
    HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
    {
        // Register class
        WNDCLASSEX wcex;
        wcex.cbSize = sizeof( WNDCLASSEX );
        wcex.style = CS_HREDRAW | CS_VREDRAW;
        wcex.lpfnWndProc = WndProc;
        wcex.cbClsExtra = 0;
        wcex.cbWndExtra = 0;
        wcex.hInstance = hInstance;
        wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
        wcex.hCursor = LoadCursor( NULL, IDC_ARROW );
        wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
        wcex.lpszMenuName = NULL;
        wcex.lpszClassName = L"TutorialWindowClass";
        wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
        if( !RegisterClassEx( &wcex ) )
            return E_FAIL;
    
        // Create window
        g_hInst = hInstance;
        RECT rc = { 0, 0, 640, 480 };
        AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
        g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 11 Tutorial 3: Shaders",
            WS_OVERLAPPEDWINDOW,
            CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance,
            NULL );
        if( !g_hWnd )
            return E_FAIL;
    
        ShowWindow( g_hWnd, nCmdShow );
    
        return S_OK;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Helper for compiling shaders with D3DX11
    //--------------------------------------------------------------------------------------
    HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
    {
        HRESULT hr = S_OK;
    
        DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
    #if defined( DEBUG ) || defined( _DEBUG )
        // Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
        // Setting this flag improves the shader debugging experience, but still allows 
        // the shaders to be optimized and to run exactly the way they will run in 
        // the release configuration of this program.
        dwShaderFlags |= D3DCOMPILE_DEBUG;
    #endif
    
        ID3DBlob* pErrorBlob;
        hr = D3DX11CompileFromFile( szFileName, NULL, NULL, szEntryPoint, szShaderModel, 
            dwShaderFlags, 0, NULL, ppBlobOut, &pErrorBlob, NULL );
        if( FAILED(hr) )
        {
            if( pErrorBlob != NULL )
                OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );
            if( pErrorBlob ) pErrorBlob->Release();
            return hr;
        }
        if( pErrorBlob ) pErrorBlob->Release();
    
        return S_OK;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Create Direct3D device and swap chain
    //--------------------------------------------------------------------------------------
    HRESULT InitDevice()
    {
        HRESULT hr = S_OK;
    
        RECT rc;
        GetClientRect( g_hWnd, &rc );
        UINT width = rc.right - rc.left;
        UINT height = rc.bottom - rc.top;
    
        UINT createDeviceFlags = 0;
    #ifdef _DEBUG
        createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
    #endif
    
        D3D_DRIVER_TYPE driverTypes[] =
        {
            D3D_DRIVER_TYPE_HARDWARE,
            D3D_DRIVER_TYPE_WARP,
            D3D_DRIVER_TYPE_REFERENCE,
        };
        UINT numDriverTypes = ARRAYSIZE( driverTypes );
    
        D3D_FEATURE_LEVEL featureLevels[] =
        {
            D3D_FEATURE_LEVEL_11_0,
            D3D_FEATURE_LEVEL_10_1,
            D3D_FEATURE_LEVEL_10_0,
        };
        UINT numFeatureLevels = ARRAYSIZE( featureLevels );
    
        DXGI_SWAP_CHAIN_DESC sd;
        ZeroMemory( &sd, sizeof( sd ) );
        sd.BufferCount = 1;
        sd.BufferDesc.Width = width;
        sd.BufferDesc.Height = height;
        sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        sd.BufferDesc.RefreshRate.Numerator = 60;
        sd.BufferDesc.RefreshRate.Denominator = 1;
        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        sd.OutputWindow = g_hWnd;
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.Windowed = TRUE;
    
        for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
        {
            g_driverType = driverTypes[driverTypeIndex];
            hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, featureLevels, numFeatureLevels,
                D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
            if( SUCCEEDED( hr ) )
                break;
        }
        if( FAILED( hr ) )
            return hr;
    
        // Create a render target view
        ID3D11Texture2D* pBackBuffer = NULL;
        hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );
        if( FAILED( hr ) )
            return hr;
    
        hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView );
        pBackBuffer->Release();
        if( FAILED( hr ) )
            return hr;
    
    
        //BEGIN 添加深度蒙版buffer
        D3D11_TEXTURE2D_DESC descDepth;//为什么不用D3D11_BUFFER_DESC
        ZeroMemory( &descDepth, sizeof(descDepth) );
        descDepth.Width = width;
        descDepth.Height = height;
        descDepth.MipLevels = 1;
        descDepth.ArraySize = 1;
        descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
        descDepth.SampleDesc.Count = 1;
        descDepth.SampleDesc.Quality = 0;
        descDepth.Usage = D3D11_USAGE_DEFAULT;
        descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
        descDepth.CPUAccessFlags = 0;
        descDepth.MiscFlags = 0;
    
        hr = g_pd3dDevice->CreateTexture2D(&descDepth,NULL,&g_pDepthStencilBuffer);
        if (FAILED(hr))
        {
            return hr;
        }
        
        D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
        ZeroMemory( &descDSV, sizeof(descDSV) );
        descDSV.Format = descDepth.Format;
        descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
        descDSV.Texture2D.MipSlice = 0;
    
        hr =  g_pd3dDevice->CreateDepthStencilView(g_pDepthStencilBuffer,&descDSV,&g_pDepthStencilView);
        if( FAILED( hr ) )
            return hr;
    
            g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView );
        //END
    
    
    
    
        // Setup the viewport
        D3D11_VIEWPORT vp;
        vp.Width = (FLOAT)width;
        vp.Height = (FLOAT)height;
        vp.MinDepth = 0.0f;
        vp.MaxDepth = 1.0f;
        vp.TopLeftX = 0;
        vp.TopLeftY = 0;
        g_pImmediateContext->RSSetViewports( 1, &vp );
    
        // Compile the vertex shader
        ID3DBlob* pVSBlob = NULL;
        hr = CompileShaderFromFile( L"Tutorial03.fx", "VS", "vs_4_0", &pVSBlob );
        if( FAILED( hr ) )
        {
            MessageBox( NULL,
                L"VS Error.", L"Error", MB_OK );
            return hr;
        }
    
        // Create the vertex shader
        hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader );
        if( FAILED( hr ) )
        {    
            pVSBlob->Release();
            return hr;
        }
    
        // Define the input layout
        D3D11_INPUT_ELEMENT_DESC layout[] =
        {
            { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        };
        UINT numElements = ARRAYSIZE( layout );
    
        // Create the input layout
        hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
            pVSBlob->GetBufferSize(), &g_pVertexLayout );
        pVSBlob->Release();
        if( FAILED( hr ) )
            return hr;
    
        // Set the input layout
        g_pImmediateContext->IASetInputLayout( g_pVertexLayout );
    
        // Compile the pixel shader
        ID3DBlob* pPSBlob = NULL;
        hr = CompileShaderFromFile( L"Tutorial03.fx", "PS", "ps_4_0", &pPSBlob );
        if( FAILED( hr ) )
        {
            MessageBox( NULL,
                L"PS Error.", L"Error", MB_OK );
            return hr;
        }
    
        // Create the pixel shader
        hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader );
        pPSBlob->Release();
        if( FAILED( hr ) )
            return hr;
    
        // Create vertex buffer
        SimpleVertex vertices[] =
        {
            {XMFLOAT3( -1.0f, 1.0f, -1.0f ),XMFLOAT2(0.0f,0.0f)},
            {XMFLOAT3( 1.0f, -1.0f, -1.0f  ),XMFLOAT2(1.0f,0.0f)},
            {XMFLOAT3( -1.0f, -1.0f, -1.0f ),XMFLOAT2(1.0f,1.0f)},
    
    
            {XMFLOAT3( -0.5f, 1.5f, -0.8f ),XMFLOAT2(0.0f,0.0f)},
            {XMFLOAT3( 1.5f, -0.5f, -0.8f  ),XMFLOAT2(1.0f,0.0f)},
            {XMFLOAT3( -0.5f, -0.5f, -0.8f ),XMFLOAT2(1.0f,1.0f)},
    
        };
        D3D11_BUFFER_DESC bd;
        ZeroMemory( &bd, sizeof(bd) );
        bd.Usage = D3D11_USAGE_DEFAULT;
        bd.ByteWidth = sizeof( SimpleVertex ) * 6;
        bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
        bd.CPUAccessFlags = 0;
        D3D11_SUBRESOURCE_DATA InitData;
        ZeroMemory( &InitData, sizeof(InitData) );
        InitData.pSysMem = vertices;
        hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
        if( FAILED( hr ) )
            return hr;
    
        // Set vertex buffer
        UINT stride = sizeof( SimpleVertex );
        UINT offset = 0;
        g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );
    
        WORD indices[]=
        {
            0,1,2,  
    
            3,4,5
        };
        bd.Usage = D3D11_USAGE_DEFAULT;
        bd.ByteWidth = sizeof( WORD ) * 6;
        bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
        bd.CPUAccessFlags = 0;
        InitData.pSysMem = indices;
        hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer );
        if( FAILED( hr ) )
            return hr;
    
        // Set index buffer
        g_pImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0 );
    
        // Set primitive topology
        g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
    
        bd.Usage = D3D11_USAGE_DEFAULT;
        bd.ByteWidth = sizeof(SimpleMatrix);
        bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
        bd.CPUAccessFlags = 0;
        hr = g_pd3dDevice->CreateBuffer( &bd, NULL, &g_pConstantMatrixBuffer );
        if( FAILED( hr ) )
            return hr;
    
        //BEGIN
        //载入纹理资源
        hr = D3DX11CreateShaderResourceViewFromFile(g_pd3dDevice,L"seafloor.dds",NULL,NULL,&g_pTextureRV[0],NULL);
        if (FAILED(hr))
        {
            return hr;
        }
        //载入第二个纹理
        hr = D3DX11CreateShaderResourceViewFromFile(g_pd3dDevice,L"grass.dds",NULL,NULL,&g_pTextureRV[1],NULL);
        if (FAILED(hr))
        {
            return hr;
        }
    
        //创建纹理采样状态
        D3D11_SAMPLER_DESC sampDesc;
        ZeroMemory(&sampDesc,sizeof(sampDesc));
        sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
        sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
        sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
        sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
        sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
        sampDesc.MinLOD = 0;
        sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
        hr = g_pd3dDevice->CreateSamplerState(&sampDesc,&g_pSamplerLinear);
    
        if( FAILED( hr ) )
            return hr;
    
    
        //END
    
        // Initialize the world matrix
        g_pWorld = XMMatrixIdentity();
    
        // Initialize the view matrix
        XMVECTOR Eye = XMVectorSet( 0.0f, 1.0f, -5.0f, 0.0f );
        XMVECTOR At = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
        XMVECTOR Up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
        g_View = XMMatrixLookAtLH( Eye, At, Up );
    
        // Initialize the projection matrix
        g_Project = XMMatrixPerspectiveFovLH( XM_PIDIV2, width / (FLOAT)height, 0.01f, 100.0f );
    
            
        return S_OK;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Clean up the objects we've created
    //--------------------------------------------------------------------------------------
    void CleanupDevice()
    {
        if (g_pSamplerLinear)
        {
            g_pSamplerLinear->Release();
        }
        if (g_pConstantMatrixBuffer)
        {
            g_pConstantMatrixBuffer->Release();
        }
        if( g_pImmediateContext ) g_pImmediateContext->ClearState();
        if( g_pVertexBuffer ) g_pVertexBuffer->Release();
        if( g_pVertexLayout ) g_pVertexLayout->Release();
        if( g_pVertexShader ) g_pVertexShader->Release();
        if( g_pPixelShader ) g_pPixelShader->Release();
        if( g_pRenderTargetView ) g_pRenderTargetView->Release();
        if( g_pSwapChain ) g_pSwapChain->Release();
        if( g_pImmediateContext ) g_pImmediateContext->Release();
        if( g_pd3dDevice ) g_pd3dDevice->Release();
    }
    
    
    //--------------------------------------------------------------------------------------
    // Called every time the application receives a message
    //--------------------------------------------------------------------------------------
    LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
    {
        PAINTSTRUCT ps;
        HDC hdc;
    
        switch( message )
        {
        case WM_PAINT:
            hdc = BeginPaint( hWnd, &ps );
            EndPaint( hWnd, &ps );
            break;
    
        case WM_DESTROY:
            PostQuitMessage( 0 );
            break;
    
        default:
            return DefWindowProc( hWnd, message, wParam, lParam );
        }
    
        return 0;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Render a frame
    //--------------------------------------------------------------------------------------
    void Render()
    {
        // Clear the back buffer 
        float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red,green,blue,alpha
        g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, ClearColor );
        g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView,D3D11_CLEAR_DEPTH,1.0f,0);
    
        //
        // Update variables
        //
        SimpleMatrix cb;
        cb.mWorld = XMMatrixTranspose( g_pWorld );
        cb.mView = XMMatrixTranspose( g_View );
        cb.mProject = XMMatrixTranspose( g_Project );
        g_pImmediateContext->UpdateSubresource( g_pConstantMatrixBuffer, 0, NULL, &cb, 0, 0 );
        // Render a triangle
        g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
        g_pImmediateContext->VSSetConstantBuffers(0,1,&g_pConstantMatrixBuffer);
    
        g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
        //BEGIN  提供纹理资源和采样状态给PixelShader使用
        g_pImmediateContext->PSSetShaderResources(0,1,&g_pTextureRV[0]);
        g_pImmediateContext->PSSetSamplers(0,1,&g_pSamplerLinear);
        //END
        g_pImmediateContext->DrawIndexed( 3, 0 , 0 );
    
    
        g_pImmediateContext->PSSetShaderResources(0,1,&g_pTextureRV[1]);
        g_pImmediateContext->DrawIndexed(3,3,0);
    
    
        // Present the information rendered to the back buffer to the front buffer (the screen)
        g_pSwapChain->Present( 0, 0 );
    }

    fx代码没有变。

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  • 原文地址:https://www.cnblogs.com/dust-fly/p/3665101.html
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