D3D中的粒子系统(5)

14.3.2 例子程序:焰火系统

本例程实现了一个焰火例子系统,运行效果如图14.3所示:

火系统类定义如下:
    class cFirework : public cParticleSystem
    {
    public:
        cFirework(D3DXVECTOR3* origin, int num_particles);
        virtual void reset_particle(sParticleAttribute* attr);
        virtual void update(float time_delta);
        virtual void pre_render();
    };

构造函数需要提供一个点作为粒子系统中的原点,和系统中的粒子数,原点是火焰爆发的那个点。
    cFirework::cFirework(D3DXVECTOR3* origin, int num_particles)
    {
        m_origin        = *origin;
        m_size            = 0.9f;
        m_vb_num        = 2048;
        m_vb_offset     = 0;
        m_vb_batch_num    = 512;
        for(int i = 0; i < num_particles; i++)
            add_particle();
    }

reset_particle方法在原点位置初始化粒子系统,并在边界球内创建一个随机的速度,粒子系统中的每个例子有一个随机的颜色,我们定义粒子只能存活2秒。
    void cFirework::reset_particle(sParticleAttribute* attr)
    {
        attr->is_alive = true;
        attr->position = m_origin;
        D3DXVECTOR3 min = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);
        D3DXVECTOR3 max = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
        get_random_vector(&attr->velocity, &min, &max);
        // normalize to make spherical
            D3DXVec3Normalize(&attr->velocity, &attr->velocity);
        attr->velocity *= 100.0f;
        attr->color = D3DXCOLOR(get_random_float(0.0f, 1.0f),
                                get_random_float(0.0f, 1.0f),
                                get_random_float(0.0f, 1.0f),
                                1.0f);
        attr->age        = 0.0f;
        attr->life_time = 2.0f;    // lives for 2 seconds
    }

update方法更新每个粒子的位置,并在粒子超出自己的生活周期时杀死它。注意:这个系统不移除死掉的粒子,这么做是因为我们想产生一个新的火焰的时候,我们只要简单的重新设置已经存在的死了的火焰系统就可以了。这样我们不必频繁的去产生和释放粒子。
    void cFirework::update(float time_delta)
    {
        for(list<sParticleAttribute>::iterator iter = m_particles.begin(); iter != m_particles.end(); iter++)
        {
            // only update living particles
            if(iter->is_alive)
            {
                iter->position += iter->velocity * time_delta;
                iter->age       += time_delta;
                if(iter->age > iter->life_time)    // kill
                    iter->is_alive = false;
            }
        }
    }

重载pre_render以使绘制粒子时与地板颜色融合。
    void cFirework::pre_render()
    {
        cParticleSystem::pre_render();
        m_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
    }

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_exploder;
    cCamera                g_camera(AIR_CRAFT);
        ////////////////////////////////////////////////////////////////////////////////////////////////////
    bool setup()
    {   
        srand((unsigned int)time(NULL));
        // create firwworlk system
            D3DXVECTOR3 origin(0.0f, 10.0f, 50.0f);
        g_exploder = new cFirework(&origin, 6000);
        g_exploder->init(g_device, "flare.bmp");
        // 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_exploder;
        // pass NULL for the first parameter to instruct cleanup
        draw_basic_scene(NULL, 0.0f);
    }
        ///////////////////////////////////////////////////////////////////////////////////////////////////////
    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_exploder->update(time_delta);
        if(g_exploder->is_dead())
            g_exploder->reset();
        // 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_exploder->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);
            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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posted @ 2008-04-04 20:13  至尊王者  阅读(989)  评论(1编辑  收藏  举报