• D3D中的粒子系统(6)


    14.3.3 例子程序:粒子枪

    本例程实现了一个粒子枪系统,运行效果如图14.4所示:

    下面是粒子枪系统的定义:
        class cParticleGun : public cParticleSystem
        {
        private:
            cCamera* m_camera;
        public:
            cParticleGun(cCamera* camera);
            virtual void reset_particle(sParticleAttribute* attr);
            virtual void update(float time_delta);
        };

    构造函数需要提供一个照相机的位置点,这是因为系统需要知道照相机的位置及朝向,以决定在哪创建一个粒子。
        cParticleGun::cParticleGun(cCamera* camera)
        {
            m_camera        = camera;
            m_size            = 0.8f;
            m_vb_num        = 2048;
            m_vb_offset        = 0;
            m_vb_batch_num    = 512;
        }

    reset_particle方法设置粒子的位置为当前照相机的位置,并且设置粒子运动的速度为照像机方向的100倍。这样,子弹将射向我们正在看的方向,粒子颜色为绿色。
        void cParticleGun::reset_particle(sParticleAttribute* attr)
        {
            attr->is_alive = true;
            D3DXVECTOR3 camera_dir;   
            m_camera->get_look(&camera_dir);
            attr->position      = m_camera->m_pos;    // change to camera position
                attr->position.y -= 1.0f;                // sightly below camera so it looks like we're carrying a gun
            // travels in the direction the camera is looking
                attr->velocity = camera_dir * 100.0f;
            attr->color        = D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f);    // green
            attr->age        = 0.0f;
            attr->life_time = 1.0f;    // lives for 1 seconds
        }

    update方法更新粒子的位置,并且杀死超过其生命周期的粒子,然后,我们搜索粒子列表删除已经死了的粒子。
        void cParticleGun::update(float time_delta)
        {
            for(list<sParticleAttribute>::iterator iter = m_particles.begin(); iter != m_particles.end(); iter++)
            {
                iter->position += iter->velocity * time_delta;
                iter->age       += time_delta;
                if(iter->age > iter->life_time)   
                    iter->is_alive = false;    // kill
            }
            remove_dead_particles();
        }

    执行程序:
        #include "d3dUtility.h"
        #include "camera.h"
        #include "ParticleSystem.h"
        #include <cstdlib>
        #include <ctime>
        #pragma warning(disable : 4100)
        const int WIDTH  = 640;
        const int HEIGHT = 480;
        IDirect3DDevice9*    g_device;
        cParticleSystem*    g_gun;
        cCamera                g_camera(AIR_CRAFT);
            ////////////////////////////////////////////////////////////////////////////////////////////////////
        bool setup()
        {   
            srand((unsigned int)time(NULL));
            // create laser
            g_gun = new cParticleGun(&g_camera);
            g_gun->init(g_device, "flare_alpha.dds");
            // setup a basic scnen, the scene will be created the first time this function is called.
                draw_basic_scene(g_device, 1.0f);
            // set the projection matrix
            D3DXMATRIX proj;
            D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI/4.0f, (float)WIDTH/HEIGHT, 1.0f, 1000.0f);
            g_device->SetTransform(D3DTS_PROJECTION, &proj);
            return true;
        }
            ///////////////////////////////////////////////////////////////////////////////////////////////////////
        void cleanup()
        {   
            delete g_gun;
            // pass NULL for the first parameter to instruct cleanup
            draw_basic_scene(NULL, 1.0f);
        }
            ///////////////////////////////////////////////////////////////////////////////////////////////////////
        bool display(float time_delta)
        {
            // update the camera
            if( GetAsyncKeyState(VK_UP) & 0x8000f )
                g_camera.walk(4.0f * time_delta);
            if( GetAsyncKeyState(VK_DOWN) & 0x8000f )
                g_camera.walk(-4.0f * time_delta);
            if( GetAsyncKeyState(VK_LEFT) & 0x8000f )
                g_camera.yaw(-1.0f * time_delta);
            if( GetAsyncKeyState(VK_RIGHT) & 0x8000f )
                g_camera.yaw(1.0f * time_delta);
            if( GetAsyncKeyState('N') & 0x8000f )
                g_camera.strafe(-4.0f * time_delta);
            if( GetAsyncKeyState('M') & 0x8000f )
                g_camera.strafe(4.0f * time_delta);
            if( GetAsyncKeyState('W') & 0x8000f )
                g_camera.pitch(1.0f * time_delta);
            if( GetAsyncKeyState('S') & 0x8000f )
                g_camera.pitch(-1.0f * time_delta);   
            // update the view matrix representing the camera's new position/orientation
            D3DXMATRIX view_matrix;
            g_camera.get_view_matrix(&view_matrix);
            g_device->SetTransform(D3DTS_VIEW, &view_matrix);   
            g_gun->update(time_delta);
            // render now
            g_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
            g_device->BeginScene();
            D3DXMATRIX identity_matrix;
            D3DXMatrixIdentity(&identity_matrix);
            g_device->SetTransform(D3DTS_WORLD, &identity_matrix);
            draw_basic_scene(g_device, 1.0f);
            // order important, render firework last.
                g_device->SetTransform(D3DTS_WORLD, &identity_matrix);
            g_gun->render();
            g_device->EndScene();
            g_device->Present(NULL, NULL, NULL, NULL);
            return true;
        }
            ///////////////////////////////////////////////////////////////////////////////////////////////////////
        LRESULT CALLBACK wnd_proc(HWND hwnd, UINT msg, WPARAM word_param, LPARAM long_param)
        {
            switch(msg)
            {
            case WM_DESTROY:
                PostQuitMessage(0);
                break;
            case WM_KEYDOWN:
                if(word_param == VK_ESCAPE)
                    DestroyWindow(hwnd);
                // Note: we use the message system over GetAsyncKeyState because GetAsyncKeyState was adding
                // particles too fast.  The message system is slower and does not add them as fast. 
                // This isn't the best solution, but works for illustration purposes.
                if(word_param == VK_SPACE)
                    g_gun->add_particle();
                break;
            }
            return DefWindowProc(hwnd, msg, word_param, long_param);
        }
            ///////////////////////////////////////////////////////////////////////////////////////////////////////
        int WINAPI WinMain(HINSTANCE inst, HINSTANCE, PSTR cmd_line, int cmd_show)
        {
            if(! init_d3d(inst, WIDTH, HEIGHT, true, D3DDEVTYPE_HAL, &g_device))
            {
                MessageBox(NULL, "init_d3d() - failed.", 0, MB_OK);
                return 0;
            }
            if(! setup())
            {
                MessageBox(NULL, "Steup() - failed.", 0, MB_OK);
                return 0;
            }
            enter_msg_loop(display);
            cleanup();
            g_device->Release();
            return 0;
        }

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  • 原文地址:https://www.cnblogs.com/flying_bat/p/1137673.html
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