哇塞,一转眼已经到了传说中的粒子系统了,学会了粒子系统就可以做出一些更好玩的效果啦!加油啦!
粒子系统,正如其名称,由各种小的粒子构成。通常用来模拟火焰,爆炸,烟,水流,火花,落叶,雨,雪等等难以用具体的形状来描述的物体。单个的粒子非常简单,可以用多边形来表示,甚至用像素表示。但是,不要小看了这样微小的粒子,当粒子的数量级达到上千,上万,甚至十万时,表现力是及其震撼的!
下面附上两张DX自带的粒子系统的截图:
帅呆了...然而我并做不出来...
粒子系统有三个特性:
1.群体性:粒子如此微小,要想成大气候,就必须聚集起来。
2.统一性:每个粒子性质相同。
3.随机性:粒子系统中的元素会随机表现出不同的特性。
简单的概括就是,整体有一致的表现,但是单独的粒子可以有不同的表现。
粒子系统的基本原理,即粒子系统的生命周期:
1.产生新的粒子
2.更新现有粒子的属性
3.删除已经消亡的粒子
4.绘制粒子
通常一次性分配足够的空间,通过数据结构管理存在的粒子以及消亡的粒子,如果粒子消亡了,不显示即可。
/*!
* \file Particle.h
*
* \author puppet_master
* \date 八月 2015
*
* 粒子系统的实现
*/
#ifndef __CPARTICLE_H_
#define __CPARTICLE_H_
#include "stdafx.h"
#pragma once
//粒子定点格式
struct POINTVERTEX
{
float x, y, z;
float u, v;
};
#define D3DFVF_POINTVERTEX (D3DFVF_XYZ | D3DFVF_TEX1)
//粒子结构体定义
struct ParticleStruct
{
float x, y, z; //坐标
float rotationX; //绕X轴旋转角度
float rotationY; //绕Y轴旋转角度
float speed; //下落速度
float rotationSpeed; //旋转速度
};
const int PARTICLE_NUMBER = 3000; //粒子数量
const int AREA_WIDTH = 10000; //粒子系统区域宽度
const int AREA_LENGTH = 10000; //粒子系统区域长度
const int AREA_HEIGHT = 10000; //粒子系统区域高度
class CParticle
{
private:
LPDIRECT3DDEVICE9 m_pDevice; //设备指针
ParticleStruct m_Particle[PARTICLE_NUMBER]; //粒子结构体数组
LPDIRECT3DVERTEXBUFFER9 m_pVertexBuffer; //顶点缓冲区
LPDIRECT3DTEXTURE9 m_pTexture; //粒子纹理
public:
CParticle(LPDIRECT3DDEVICE9);
virtual ~CParticle(void);
//初始化粒子系统
bool InitParticle();
//更新粒子
bool UpdateParticle(float);
//绘制粒子
bool RenderParticle();
};
#endif
.cpp文件
#include "stdafx.h"
#include "Particle.h"
#include
CParticle::CParticle(LPDIRECT3DDEVICE9 pDevice)
{
m_pDevice = pDevice;
m_pVertexBuffer = NULL;
m_pTexture = NULL;
}
CParticle::~CParticle(void)
{
SAFE_RELEASE(m_pVertexBuffer);
SAFE_RELEASE(m_pTexture);
}
bool CParticle::InitParticle()
{
srand((unsigned int)time(0));
//初始化雪花粒子数组
for(int i = 0; i < PARTICLE_NUMBER; i++)
{
m_Particle[i].x = rand() % AREA_LENGTH - AREA_LENGTH / 2;
m_Particle[i].y = rand() % AREA_HEIGHT;
m_Particle[i].z = rand() % AREA_WIDTH - AREA_WIDTH / 2;
m_Particle[i].speed = 500 + rand() % 500;
m_Particle[i].rotationSpeed = 5.0f + rand() % 10 / 10.0f;
}
//创建雪花粒子顶点缓存
m_pDevice->CreateVertexBuffer(4 * sizeof(POINTVERTEX), 0, D3DFVF_POINTVERTEX, D3DPOOL_MANAGED, &m_pVertexBuffer, NULL);
//填充顶点缓存
POINTVERTEX vertices[] =
{
{-10.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{-10.0f, 20.0f, 0.0f, 0.0f, 0.0f},
{ 10.0f, 0.0f, 0.0f, 1.0f, 1.0f},
{ 10.0f, 20.0f, 0.0f, 1.0f, 0.0f}
};
//加锁
VOID* pVertices;
m_pVertexBuffer->Lock(0, sizeof(vertices), (void**)&pVertices, 0);
//拷贝顶点数据
memcpy(pVertices, vertices, sizeof(vertices));
//解锁
m_pVertexBuffer->Unlock();
//加载纹理
D3DXCreateTextureFromFile(m_pDevice, "snow.jpg", &m_pTexture);
return true;
}
bool CParticle::UpdateParticle(float fElapsedTime)
{
for(int i = 0; i < PARTICLE_NUMBER; i++)
{
m_Particle[i].y -= m_Particle[i].speed * fElapsedTime;
if (m_Particle[i].y < 0)
m_Particle[i].y = AREA_HEIGHT;
m_Particle[i].rotationX += m_Particle[i].rotationSpeed * fElapsedTime;
m_Particle[i].rotationY += m_Particle[i].rotationSpeed * fElapsedTime;
}
return true;
}
bool CParticle::RenderParticle()
{
//禁用照明
m_pDevice->SetRenderState(D3DRS_LIGHTING, false);
//设置纹理
m_pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
m_pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
//设置Alpha混合系数
m_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);//打开alpha混合
m_pDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);//源混合系数为1
m_pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);//目标混合系数为1
//设置不剔除背面
m_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
//渲染
for (int i = 0; i < PARTICLE_NUMBER; i++)
{
//设置世界矩阵(这里设置为局部静态变量,类似全局变量,但是又比全局变量容易维护,作用域仅为该函数)
static D3DXMATRIX matTrans, matYaw, matPitch, matWorld;
D3DXMatrixRotationX(&matPitch, m_Particle[i].rotationX);
D3DXMatrixRotationY(&matYaw, m_Particle[i].rotationY);
D3DXMatrixTranslation(&matTrans, m_Particle[i].x, m_Particle[i].y, m_Particle[i].z);
matWorld = matPitch * matYaw * matTrans;
m_pDevice->SetTransform(D3DTS_WORLD, &matWorld);
//设置纹理
m_pDevice->SetTexture(0, m_pTexture);
//绘制相关
m_pDevice->SetStreamSource(0, m_pVertexBuffer, 0, sizeof(POINTVERTEX));
m_pDevice->SetFVF(D3DFVF_POINTVERTEX);
m_pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}
//绘制完成后恢复原状态:Alpha混合,背面剔除,光照,防止出现渲染状态泄露,影响其他对象绘制
m_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
m_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
m_pDevice->SetRenderState(D3DRS_LIGHTING, true);
return true;
}
run一下:
换个角度:
加大粒子量:
附上main函数代码:
// D3DDemo.cpp : 定义应用程序的入口点。
//
#include "stdafx.h"
#include "D3DDemo.h"
#include "DirectInput.h"
#include "Camera.h"
#include "Terrain.h"
#include "Mesh.h"
#include "SkyBox.h"
#include "Particle.h"
#define MAX_LOADSTRING 100
// 全局变量:
HINSTANCE hInst; // 当前实例
TCHAR szTitle[MAX_LOADSTRING]; // 标题栏文本
TCHAR szWindowClass[MAX_LOADSTRING]; // 主窗口类名
// 此代码模块中包含的函数的前向声明:
HWND g_hWnd;
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
//---------改造3D窗口需要的内容------------
LPDIRECT3D9 g_pD3D = NULL; //D3D接口指针
LPDIRECT3DDEVICE9 g_pDevice = NULL; //D3D设备指针
CDirectInput* g_pDirectInput = NULL; //控制指针
CCamera* g_pCamera = NULL; //摄像机指针
CTerrain* g_pTerrian = NULL; //地形类指针
CSkyBox* g_pSkyBox = NULL; //天空盒类指针
CParticle* g_pParticle = NULL; //粒子系统指针
CMesh* g_pMesh1 = NULL; //网格对象指针1
CMesh* g_pMesh2 = NULL; //网格对象指针2
CMesh* g_pMesh3 = NULL; //网格对象指针3
D3DXMATRIX g_matWorld; //世界矩阵
void onCreatD3D()
{
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if (!g_pD3D)
return;
//检测硬件设备能力的方法
/*D3DCAPS9 caps;
ZeroMemory(&caps, sizeof(caps));
g_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);*/
//获得相关信息,屏幕大小,像素点属性
D3DDISPLAYMODE d3ddm;
ZeroMemory(&d3ddm, sizeof(d3ddm));
g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);
//设置全屏模式
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
/*d3dpp.Windowed = false;
d3dpp.BackBufferWidth = d3ddm.Width;
d3dpp.BackBufferHeight = d3ddm.Height;*/
d3dpp.Windowed = true;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.BackBufferCount = 1;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;//交换后原缓冲区数据丢弃
//是否开启自动深度模板缓冲
d3dpp.EnableAutoDepthStencil = true;
//当前自动深度模板缓冲的格式
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;//每个像素点有16位的存储空间,存储离摄像机的距离
g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pDevice);
if (!g_pDevice)
return;
//设置渲染状态,设置启用深度值
g_pDevice->SetRenderState(D3DRS_ZENABLE, true);
//设置渲染状态,关闭灯光
//g_pDevice->SetRenderState(D3DRS_LIGHTING, false);
//设置渲染状态,裁剪模式
g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
//g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) ;
}
void CreateMesh()
{
g_pMesh1 = new CMesh(g_pDevice);
g_pMesh1->CreateMesh("Demon.X");
g_pMesh2 = new CMesh(g_pDevice);
g_pMesh2->CreateMesh("dragon.X");
g_pMesh3 = new CMesh(g_pDevice);
g_pMesh3->CreateMesh("miki.X");
}
void CreateCamera()
{
g_pCamera = new CCamera(g_pDevice);
g_pCamera->SetCameraPosition(&D3DXVECTOR3(0.0f, 800.0f, -500.0f));
g_pCamera->SetTargetPosition(&D3DXVECTOR3(0.0f, 800.0f, 0.0f));
g_pCamera->SetViewMatrix();
g_pCamera->SetProjectionMartix();
}
void CreateTerrain()
{
g_pTerrian = new CTerrain(g_pDevice);
g_pTerrian->LoadTerrainFromFile(TEXT("heighmap.raw"), TEXT("TerrainTexture.jpg"));
g_pTerrian->InitTerrain(200, 200, 100.0f, 5.0f);
}
void CreateSkyBox()
{
g_pSkyBox = new CSkyBox(g_pDevice);
g_pSkyBox->InitSkyBox(20000.0f);
g_pSkyBox->InitSkyBoxTexture("skyfront.png", "skyback.png", "skyleft.png", "skyright.png", "skytop.png");
}
void CreateParticle()
{
g_pParticle = new CParticle(g_pDevice);
g_pParticle->InitParticle();
}
void SetLight()
{
D3DLIGHT9 light;
::ZeroMemory(&light, sizeof(light));
light.Type = D3DLIGHT_DIRECTIONAL;
light.Ambient = D3DXCOLOR(0.7f, 0.7f, 0.7f, 1.0f);
light.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
light.Specular = D3DXCOLOR(0.9f, 0.9f, 0.9f, 1.0f);
light.Direction = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
g_pDevice->SetLight(0, &light);
g_pDevice->LightEnable(0, true);
g_pDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
g_pDevice->SetRenderState(D3DRS_SPECULARENABLE, true);
}
void onInit()
{
//初始化D3D
onCreatD3D();
//创建Mesh模型
CreateMesh();
//创建摄像机
CreateCamera();
//创建地形
CreateTerrain();
//创建天空盒
CreateSkyBox();
//创建粒子系统
CreateParticle();
//设置光照
SetLight();
}
void onDestroy()
{
SAFE_DELETE(g_pDirectInput);
SAFE_DELETE(g_pCamera);
SAFE_DELETE(g_pTerrian);
SAFE_DELETE(g_pSkyBox);
SAFE_RELEASE(g_pDevice);
SAFE_DELETE(g_pMesh1);
SAFE_DELETE(g_pMesh2);
SAFE_DELETE(g_pMesh3);
}
void onLogic(float fElapsedTime)
{
//使用DirectInput类读取数据
g_pDirectInput->GetInput();
// 沿摄像机各分量移动视角
if (g_pDirectInput->IsKeyDown(DIK_A)) g_pCamera->MoveAlongRightVec(-10.0f);
if (g_pDirectInput->IsKeyDown(DIK_D)) g_pCamera->MoveAlongRightVec( 10.0f);
if (g_pDirectInput->IsKeyDown(DIK_W)) g_pCamera->MoveAlongLookVec( 10.0f);
if (g_pDirectInput->IsKeyDown(DIK_S)) g_pCamera->MoveAlongLookVec(-10.0f);
if (g_pDirectInput->IsKeyDown(DIK_I)) g_pCamera->MoveAlongUpVec( 10.0f);
if (g_pDirectInput->IsKeyDown(DIK_K)) g_pCamera->MoveAlongUpVec(-10.0f);
//沿摄像机各分量旋转视角
if (g_pDirectInput->IsKeyDown(DIK_LEFT)) g_pCamera->RotationUpVec(-0.003f);
if (g_pDirectInput->IsKeyDown(DIK_RIGHT)) g_pCamera->RotationUpVec( 0.003f);
if (g_pDirectInput->IsKeyDown(DIK_UP)) g_pCamera->RotationRightVec(-0.003f);
if (g_pDirectInput->IsKeyDown(DIK_DOWN)) g_pCamera->RotationRightVec( 0.003f);
if (g_pDirectInput->IsKeyDown(DIK_J)) g_pCamera->RotationLookVec(-0.001f);
if (g_pDirectInput->IsKeyDown(DIK_L)) g_pCamera->RotationLookVec( 0.001f);
//鼠标控制右向量和上向量的旋转
//g_pCamera->RotationUpVec(g_pDirectInput->MouseDX()* 0.001f);
//g_pCamera->RotationRightVec(g_pDirectInput->MouseDY() * 0.001f);
//鼠标滚轮控制观察点收缩操作
static FLOAT fPosZ=0.0f;
fPosZ += g_pDirectInput->MouseDZ()*3.0f;
//计算并设置取景变换矩阵
D3DXMATRIX matView;
g_pCamera->CalculateViewMatrix(&matView);
g_pDevice->SetTransform(D3DTS_VIEW, &matView);
//把正确的世界变换矩阵存到g_matWorld中
D3DXMatrixTranslation(&g_matWorld, 0.0f, 0.0f, fPosZ);
//更新粒子系统
g_pParticle->UpdateParticle(fElapsedTime);
}
void onRender(float fElasedTime)
{
//前两个参数是0和NULL时,清空整个游戏窗口的内容(清的是后台)
//第三个是清除的对象:前面表示清除颜色缓冲区,后面表示清除深度缓冲区,D3DCLEAR_STENCIL清空模板缓冲区
g_pDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,100,100), 1.0f, 0);
g_pDevice->BeginScene();
D3DXMATRIX matWorld1, matWorld2, matWorld3, matWorldTerrain, matWorldSky;
D3DXMatrixTranslation(&matWorld1, 0.0f, 800.0f, 0.0f);
D3DXMatrixTranslation(&matWorld2, 0.0f, 1300.0f, 0.0f);
D3DXMatrixTranslation(&matWorld3, -30.0f, 900.0f, -50.0f);
D3DXMatrixTranslation(&matWorldTerrain, 0.0f, 0.0f, 0.0f);
D3DXMatrixTranslation(&matWorldSky, 0.0f, -2000.0f, 0.0f);
g_pMesh1->DrawMesh(matWorld1);
g_pMesh2->DrawMesh(matWorld2);
g_pMesh3->DrawMesh(matWorld3);
g_pSkyBox->RenderSkyBox(&matWorldSky);
g_pTerrian->RenderTerrain(&matWorldTerrain, false);
g_pParticle->RenderParticle();
g_pDevice->EndScene();
g_pDevice->Present(NULL, NULL, NULL, NULL);
}
int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
_In_opt_ HINSTANCE hPrevInstance,
_In_ LPTSTR lpCmdLine,
_In_ int nCmdShow){
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// TODO: 在此放置代码。
MSG msg;
HACCEL hAccelTable;
// 初始化全局字符串
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_D3DDEMO, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// 执行应用程序初始化:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_D3DDEMO));
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
static DWORD dwTime = timeGetTime();
DWORD dwCurrentTime = timeGetTime();
DWORD dwElapsedTime = dwCurrentTime - dwTime;
float fElapsedTime = dwElapsedTime * 0.001f;
//------------渲染和逻辑部分代码----------
onLogic(fElapsedTime);
onRender(fElapsedTime);
//-----------------------------------------
if (dwElapsedTime < 1000 / 60)
{
Sleep(1000/ 60 - dwElapsedTime);
}
dwTime = dwCurrentTime;
}
}
onDestroy();
return (int) msg.wParam;
}
//
// 函数: MyRegisterClass()
//
// 目的: 注册窗口类。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
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, MAKEINTRESOURCE(IDI_D3DDEMO));
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = MAKEINTRESOURCE(IDC_D3DDEMO);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassEx(&wcex);
}
//
// 函数: InitInstance(HINSTANCE, int)
//
// 目的: 保存实例句柄并创建主窗口
//
// 注释:
//
// 在此函数中,我们在全局变量中保存实例句柄并
// 创建和显示主程序窗口。
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
hInst = hInstance; // 将实例句柄存储在全局变量中
g_hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
if (!g_hWnd)
{
return FALSE;
}
//初始化DirectInput类
g_pDirectInput = new CDirectInput();
g_pDirectInput->Init(g_hWnd, hInst, DISCL_FOREGROUND|DISCL_NONEXCLUSIVE, DISCL_FOREGROUND|DISCL_NONEXCLUSIVE);
SetMenu(g_hWnd, NULL);
ShowWindow(g_hWnd, nCmdShow);
UpdateWindow(g_hWnd);
onInit();
return TRUE;
}
//
// 函数: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// 目的: 处理主窗口的消息。
//
// WM_COMMAND - 处理应用程序菜单
// WM_PAINT - 绘制主窗口
// WM_DESTROY - 发送退出消息并返回
//
//
LRESULT CALLBACK WndProc(HWND g_hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_KEYDOWN:
if (wParam == VK_ESCAPE)
PostQuitMessage(0);
break;
case WM_CLOSE:
DestroyWindow(g_hWnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(g_hWnd, message, wParam, lParam);
}
return 0;
}