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/**
这里使用到的是opengl 和 glut 进行编写学习的笔记,一个简单的出口
使用到的开发库有 linux (gl glu glut) windows(opengl32.lib glu32.lib glut32.lib)
实现: 粒子效果
例子:
这里使用的是raw作为粒子的纹理,(raw 读取没有具体去看,不知道是否其他有不相同
这个是用nehe第19课拿出来的,可以去
http://nehe.gamedev.net/tutorial/particle_engine_using_triangle_strips/21001/)
键盘部分
方向键,上下,左右,分别控制粒子的x,y加速度
home键初始化粒子
end 控制控制颜色
w,s 控制y方向的速度
a,d 控制x方向的速度
pageup,pagedown 控制z方向
q,e 控制速度
还有其他键,那要自己去看代码了,^_^
问题:
1.如果我要绘制粒子我又要绘制各种3D物体那怎么办呢?
当你绘制模型,又添加了粒子会发现怪怪的地方,那就是
粒子关闭了深度测试,而绘制3D我体又要打开,
在绘制模型的时候打开深度测试,在使用粒子的时候关闭深度测试
...看代码吧,(*^__^*) 嘻嘻……
*/
#include
#include
#include
#include
#ifdef _MSC_VER
#endif
#ifdef __GNUC__
#include
#endif
#define MAX_PARTICLES 1000
using namespace std;
// 图片的类型 包含宽 高 数据
struct Image
{
unsigned long sizeX;
unsigned long sizeY;
char *data;
};
typedef struct Image Image;
//
static GLfloat g_colors[12][3] =
{
{1.0f,0.5f,0.5f},{1.0f,0.75f,0.5f},{1.0f,1.0f,0.5f},{0.75f,1.0f,0.5f},
{0.5f,1.0f,0.5f},{0.5f,1.0f,0.75f},{0.5f,1.0f,1.0f},{0.5f,0.75f,1.0f},
{0.5f,0.5f,1.0f},{0.75f,0.5f,1.0f},{1.0f,0.5f,1.0f},{1.0f,0.5f,0.75f}
};
// 存储粒子的结构体
struct particles
{
bool active; //
float life; // 粒子的生命
float fade; // 粒子衰减速度
float x,y,z; // 粒子的位置
float r,g,b; // 粒子的颜色
float xi,yi,zi; // 粒子的速度
float xg,yg,zg; // 粒子的加速度
};
particles particle[MAX_PARTICLES];
// 我们用来旋转下模型吧
GLuint g_texture;
GLuint g_btexture;
float g_angle = 0;
float g_zoom = -40;
float g_slowdown = 2.0f;
float g_xspeed;
float g_yspeed;
int i;
GLuint col = 0;
GLuint g_delay;
bool g_rainbow = true; // 彩虹
bool g_sp; // 空格?
bool g_rp; // enter?
bool keys[512];
// 下面是读取自定义格式的模型信息文件使用的函数
//----------------------------------------------------------
// 读取图片文件
int ImageLoad(const char *filename, Image *image)
{
FILE *file;
unsigned long size; // 图片长度
unsigned long i; // 计数
unsigned short int planes;
unsigned short int bpp;
char temp; // bgr -rgb 变换
if ((file = fopen(filename, "rb")) == NULL)
{
printf("File Not Found: %s\n", filename);
return 0;
}
// 跳过文件的头部,准备读取宽度和高度
// 如果想自己具体的情况可以去看看bmp图片的相关信息
fseek(file, 18, SEEK_CUR);
// 读取宽度
if ((i = fread(&image->sizeX, 4, 1, file)) != 1)
{
printf("Error reading width from %s. \n", filename);
return 0;
}
printf("Width of %s: %lu\n", filename, image->sizeX);
// 读取宽度
if ((i = fread(&image->sizeY, 4, 1, file)) != 1)
{
printf("Error reading height from %s. \n", filename);
return 0;
}
printf("Height of %s: %lu\n", filename, image->sizeY);
// 计算长度(24bits或3bytes每个像素)
size = image->sizeX * image->sizeY * 3;
// 读取
if ((fread(&planes, 2, 1, file)) != 1)
{
printf("Error reading planes from %s. \n", filename);
return 0;
}
if (planes != 1)
{
printf("Planes from %s is not 1: %u\n", filename, planes);
return 0;
}
if ((i = fread(&bpp, 2, 1, file)) != 1)
{
printf("Error reading bpp from %s. \n", filename);
return 0;
}
if (bpp != 24)
{
printf("Bpp from %s is not 24: %u\n", filename, bpp);
return 0;
}
// 跳过余下的头文件数据
fseek(file, 24, SEEK_CUR);
// 读取数据
image->data = (char*) malloc (size);
if (image->data == NULL)
{
printf("Error allocating memory for color-corrected image data");
return 0;
}
if ((i = fread(image->data, size, 1, file)) != 1)
{
printf("Error reading image data from %s. \n", filename);
return 0;
}
// 交换颜色 bgr -> rgb
for (i = 0; i < size; i += 3)
{
temp = image->data[i];
image->data[i] = image->data[i+2];
image->data[i+2] = temp;
}
// 完成
return 1;
}
// 读取 bitmaps 并转化成纹理
void LoadGLTextures(const std::string& picname, GLuint& texture)
{
Image *image1;
image1 = (Image*) malloc (sizeof(Image));
if (image1 == NULL)
{
printf("Error allocating space for image");
exit(0);
}
if (!ImageLoad(picname.c_str(), image1))
exit(1);
// 创建纹理
// 线性滤波
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture); // 绑定2D纹理
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY,
0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
free(image1);
}
int LoadGLRawTextures(const std::string& picname, GLuint& texture)
{
int status;
GLubyte *tex = new GLubyte[32 * 32 * 3];
FILE *tf;
tf = fopen("Particle.raw", "rb");
fread(tex, 1, 32 * 32 * 3, tf);
fclose(tf);
status = 1;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, tex);
delete [] tex;
return status;
}
//===========================OpenGL 部分=========================
// 初始化opengl的一些参数
void init()
{
// 设置灯光
GLfloat LightAmbient[] = {0.5f, 0.5f, 0.5f, 1.0f}; // 环境光参数
GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f}; // 漫反射光参数
GLfloat LightPosition[] = { 2.0f, 8.0f, 1.0f, 1.0f}; // 光源位置
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // 设置环境光
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // 设置漫反射光
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); // 设置位置
glEnable(GL_LIGHT1);
LoadGLRawTextures("Particle.raw",g_texture);
LoadGLTextures("glass.bmp",g_btexture);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // 清理背景颜色为蓝色
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glShadeModel(GL_SMOOTH);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // 使用圆点而不使用方点
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Antialias the lines
glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC1_ALPHA);
// 粒子系统用到了混合哦
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
//glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
//glBindTexture(GL_TEXTURE_2D, g_texture);
// 生成粒子群
for (i = 0; i < MAX_PARTICLES; i++)
{
particle[i].active = true;
particle[i].life = 1.0f;
particle[i].fade = float(rand() % 100) / 100.0f + 0.003f;
particle[i].r = g_colors[i * (12 /MAX_PARTICLES)][0];
particle[i].g = g_colors[i * (12 /MAX_PARTICLES)][1];
particle[i].b = g_colors[i * (12 /MAX_PARTICLES)][2];
// 设置粒子的速度
particle[i].xi = float((rand() % 50) - 26.0f) * 10.0f;
particle[i].yi = float((rand() % 50) - 25.0f) * 10.0f;
particle[i].zi = float((rand() % 50) - 25.0f) * 10.0f;
// 设置粒子的加速度
particle[i].xg = 0.0f;
particle[i].yg = -0.8f;
particle[i].zg = 0.0f;
}
}
//------------------------------------
// 设置刷新时间
void timer(int p)
{
glutPostRedisplay();
glutTimerFunc(20, timer, 0);
}
//-----------------------------------
void check_keys()
{
if (keys['q'] && (g_slowdown > 0.0f)) g_slowdown -= 0.01f;
if (keys['e'] && (g_slowdown < 4.0f)) g_slowdown += 0.01f;
if (keys[GLUT_KEY_PAGE_UP]) g_zoom += 0.1f;
if (keys[GLUT_KEY_PAGE_DOWN]) g_zoom -= 0.1f;
if (keys[GLUT_KEY_END] && !g_rp)
{
g_rp = true;
g_rainbow = !g_rainbow;
}
if (!keys[GLUT_KEY_END]) g_rp = false;
if ((keys[' '] && !g_sp) || (g_rainbow && (g_delay > 25)))
{
if (keys[' ']) g_rainbow = false;
g_sp = true;
g_delay = 0;
col++;
if (col > 11) col = 0;
}
if (!keys[' ']) g_sp = true;
if (keys['w'] && (g_yspeed < 200)) g_yspeed += 1.0f;
if (keys['s'] && (g_yspeed > -200)) g_yspeed -= 1.0f;
if (keys['a'] && (g_xspeed < 200)) g_xspeed += 1.0f;
if (keys['d'] && (g_xspeed > -200)) g_xspeed -= 1.0f;
g_delay++;
}
//-----------------------------------
// 显示我们要绘制的模型
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 清理颜色缓存和深度缓存
glLoadIdentity(); // 重置矩阵
glTranslatef(0.0f, 0.0f, -20.0f);
glPushMatrix();
glRotatef(g_angle, 1.0f, 1.0f, 0.0f);
g_angle ++;
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, g_btexture);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
// 前面
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // left top
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 1.0f); // left bottom
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 1.0f); // right bottom
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // right top
// 后面
glNormal3f(0.0f, 0.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // left top
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // right top
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, -1.0f); // right bottom
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, -1.0f); // left bottom
// 左面
glNormal3f(-1.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // left top
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // left bottom
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // right bottom
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // right top
// 右面
glNormal3f(1.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // left top
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 1.0f); // left bottom
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, -1.0f); // right bottom
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // right top
// 上面
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // left top
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // left bottom
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // right bottom
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // right top
// 下面
glNormal3f(0.0f, -1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,-1.0f, -1.0f); // left top
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 1.0f); // left bottom
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 1.0f); // right bottom
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,-1.0f,-1.0f); // right top
glEnd();
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glPopMatrix();
glPushMatrix();
glTranslatef(-6.0f, 0.0f, 0.0f);
glTranslatef(6.0f, 0.0f, 0.0f);
check_keys();
glBindTexture(GL_TEXTURE_2D, g_texture);
for (i = 0; i < MAX_PARTICLES; i++)
{
if (particle[i].active)
{
float x = particle[i].x;
float y = particle[i].y;
float z = particle[i].z + g_zoom;
glColor4f(particle[i].r, particle[i].g, particle[i].b, particle[i].life);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2d(1, 1); glVertex3f(x + 0.5f, y + 0.5f, z); // 右上
glTexCoord2d(0, 1); glVertex3f(x - 0.5f, y + 0.5f, z); // 左上
glTexCoord2d(1, 0); glVertex3f(x + 0.5f, y - 0.5f, z); // 右下
glTexCoord2d(0, 0); glVertex3f(x - 0.5f, y - 0.5f, z); // 左下
glEnd();
// 更新位置
particle[i].x += particle[i].xi / (g_slowdown * 1000);
particle[i].y += particle[i].yi / (g_slowdown * 1000);
particle[i].z += particle[i].zi / (g_slowdown * 1000);
// 更新速度
particle[i].xi += particle[i].xg;
particle[i].yi += particle[i].yg;
particle[i].zi += particle[i].zg;
// 速度
particle[i].life -= particle[i].fade;
if (particle[i].life < 0.0f)
{
particle[i].life = 1.0f;
particle[i].fade = float(rand() % 100) / 1000.0f + 0.003f;
particle[i].x = 0.0f;
particle[i].y = 0.0f;
particle[i].z = 0.0f;
particle[i].xi = g_xspeed + float((rand() % 60) - 32.0f);
particle[i].yi = g_yspeed + float((rand() % 60) - 30.0f);
particle[i].zi = float((rand() % 60) - 30.0f);
particle[i].r = g_colors[col][0];
particle[i].g = g_colors[col][1];
particle[i].b = g_colors[col][2];
}
if (keys[GLUT_KEY_UP] && (particle[i].yg < 1.5f)) particle[i].yg += 0.01f;
if (keys[GLUT_KEY_DOWN] && (particle[i].yg > -1.5f)) particle[i].yg -= 0.01f;
if (keys[GLUT_KEY_LEFT] && (particle[i].xg < 1.5f)) particle[i].yg += 0.01f;
if (keys[GLUT_KEY_RIGHT] && (particle[i].xg > -1.5f)) particle[i].yg -= 0.01f;
if (keys[GLUT_KEY_HOME])
{
particle[i].x = 0.0f;
particle[i].y = 0.0f;
particle[i].z = 0.0f;
particle[i].xi = float((rand() % 50) - 26.0f) * 1.0f;
particle[i].yi = float((rand() % 50) - 25.0f) * 1.0f;
particle[i].zi = float((rand() % 50) - 25.0f) * 1.0f;
}
}
}
/*
glBegin(GL_TRIANGLES); // 开始绘制三角形
glVertex3f( 0.1f, 1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
glVertex3f( 1.0f, -1.0f, 0.0f);
glEnd();
*/
glPopMatrix();
glutSwapBuffers(); //双缓冲
}
//-----------------------------------
// 当窗口变化的时候会调用这里
void reshape(int w, int h)
{
/* 视口设置
* 这个是当窗口发生大小变化的时候会调用这里,大家可以自己
* 拉伸下窗口就可以看到不一样的地方了
*/
glViewport(0, 0, (GLsizei) w, (GLsizei) h); // 设置视口
glMatrixMode(GL_PROJECTION); // 设置当前矩阵为投影矩阵
glLoadIdentity();
if (h == 0) h = 1; // 防止除0情况
gluPerspective(45.0f,(GLfloat) w / (GLfloat)h , 0.5f, -1000.0f);
glMatrixMode(GL_MODELVIEW); // 设置当前矩阵为模型矩阵
glLoadIdentity();
}
//-----------------------------------
//键盘事件
void keyboarddown(unsigned char key, int x, int y)
{
if (key < 512)
keys[key] = true;
//cout<