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[em16] 我想做一个基于dx框架的粒子系统的火焰效果。。。不知如何做、、、引入common包那种。。。。附件是下雨的。。。 想在这个基础上地面加上火焰。。。。跪求如何加。。。。。
谢!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//=============================================================================
// Desc: 主程序源代码
//=============================================================================
#include "dxstdafx.h"
#include "resource.h"
#define PARTICLENUM 1000
//-----------------------------------------------------------------------------
// 全局变量
//-----------------------------------------------------------------------------
ID3DXFont* g_pFont = NULL; //ID3DXFont字体对象
ID3DXSprite* g_pTextSprite = NULL; //ID3DXSprite文本精灵对象
bool g_bShowHelp = true; //标识是否显示简单说明文本
CDXUTDialogResourceManager g_DialogResourceManager; //对话框资源管理器
CD3DSettingsDlg g_SettingsDlg; //Direct3D设备设置对话框
CDXUTDialog g_HUD; //对话框
CDXUTDialog g_SampleUI; //对话框
LPDIRECT3DVERTEXBUFFER9 g_pGroundVB; //地面顶点缓冲区
LPDIRECT3DTEXTURE9 g_pGroundTex; //地面纹理
D3DXMATRIX g_matGround; //地面世界矩阵
LPDIRECT3DVERTEXBUFFER9 g_pRainVB; //雨点粒子顶点缓冲区
D3DXMATRIX g_matRain; //雨点世界矩阵
D3DXVECTOR3 g_RainDir; //雨点的下降方向
//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
float x, y, z; //顶点位置
float u,v ; //顶点纹理坐标
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_TEX1)
struct RAINVERTEX
{
D3DXVECTOR3 vPos;
DWORD dwColor;
};
#define D3DFVF_RAINVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
//雨点粒子结构
struct RainParticle
{
float x, y, z; //位置
float fDspeed; //下降速度
};
RainParticle rain[PARTICLENUM]; //雨点粒子数组
//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 2
#define IDC_CHANGEDEVICE 3
//-----------------------------------------------------------------------------
// Desc: 函数声明
//------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext );
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
void CALLBACK OnLostDevice( void* pUserContext );
void CALLBACK OnDestroyDevice( void* pUserContext );
void InitApp();
void RenderText();
//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
//为Debug配置启用运行时内存检查功能
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
//设置回调函数
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
//应用程序相关的初始化
InitApp();
//初始化DXUT, 创建窗口, 创建Direct3D设备对象
DXUTInit( true, true, true );
DXUTSetCursorSettings( true, true );
DXUTCreateWindow( L"Raining" );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480,
IsDeviceAcceptable, ModifyDeviceSettings );
//进入消息循环和场景渲染
DXUTMainLoop();
//在此进行应用程序相关的清除工作
return DXUTGetExitCode();
}
//-----------------------------------------------------------------------------
// Desc: 应用程序相关初始化
//-----------------------------------------------------------------------------
void InitApp()
{
//初始化对话框
g_SettingsDlg.Init( &g_DialogResourceManager );
g_HUD.Init( &g_DialogResourceManager );
g_SampleUI.Init( &g_DialogResourceManager );
//为g_HUD对话框设置消息处理函数,添加控件
g_HUD.SetCallback( OnGUIEvent ); int iY = 10;
g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, iY, 125, 22 );
g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 35, iY += 24, 125, 22 );
g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22, VK_F2 );
}
//-----------------------------------------------------------------------------
// Desc: 设备能力检查
//-----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed,
void* pUserContext )
{
//检查后台缓冲区格式是否支持Alpha混合等操作(post pixel blending operations)
IDirect3D9* pD3D = DXUTGetD3DObject();
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Desc: 修改Direct3D渲染设备设置
//-----------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings,
const D3DCAPS9* pCaps, void* pUserContext )
{
//如果不支持硬件顶点处理则使用软件顶点处理
if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
{
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
//如果使用参考设备,则弹出警告对话框
static bool s_bFirstTime = true;
if( s_bFirstTime )
{
s_bFirstTime = false;
if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
DXUTDisplaySwitchingToREFWarning();
}
return true;
}
//-----------------------------------------------------------------------------
// Desc: 在此创建管理内存资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
//创建字体
V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
L"Arial", &g_pFont ) );
//创建地面顶点缓冲区
V_RETURN( pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, &g_pGroundVB, NULL ));
//填充地面顶点缓冲区
CUSTOMVERTEX vertices1[] =
{
{ -300, 0, -300, 0.0f, 64.0f, },
{ -300, 0, 300, 0.0f, 0.0f, },
{ 300, 0, -300, 64.0f, 64.0f, },
{ 300, 0, 300, 64.0f, 0.0f, }
};
VOID* pVertices1;
if( FAILED( g_pGroundVB->Lock( 0, sizeof(vertices1), (void**)&pVertices1, 0 ) ) )
return E_FAIL;
memcpy( pVertices1, vertices1, sizeof(vertices1) );
g_pGroundVB->Unlock();
//创建地面纹理
V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, L"ground.jpg", &g_pGroundTex ));
//创建雨点顶点缓冲区
V_RETURN( pd3dDevice->CreateVertexBuffer( 2*sizeof(RAINVERTEX),
0, D3DFVF_RAINVERTEX,
D3DPOOL_MANAGED, &g_pRainVB, NULL ));
//填充雨点顶点缓冲区
RAINVERTEX* pRainVertices;
g_pRainVB->Lock(0, 0, (void**)&pRainVertices, 0);
pRainVertices[0].vPos = D3DXVECTOR3(1, 5, 0);
pRainVertices[0].dwColor = 0xffffffff;
pRainVertices[1].vPos = D3DXVECTOR3(3, 1, 0);
pRainVertices[1].dwColor = 0xffffffff;
g_pRainVB->Unlock();
//初始化雨点数组
for(int i=0; i< ARTICLENUM; i++)
{
rain.x=float(rand()%400-200);
rain.z=float(rand()%400-200);
rain.y=0.0f+float(rand()%250);
rain.fDspeed=100.0f + (rand()%40);
}
//计算雨点下降方向
g_RainDir = D3DXVECTOR3(3, 1, 0) - D3DXVECTOR3(1, 5, 0);
D3DXVec3Normalize(&g_RainDir, &g_RainDir);
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 在此创建默认内存类型资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnResetDevice() );
V_RETURN( g_SettingsDlg.OnResetDevice() );
//设置对话框位置和尺寸
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-170,
pBackBufferSurfaceDesc->Height-350 );
g_SampleUI.SetSize( 170, 300 );
//恢复字体
if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );
//创建ID3DXSprite接口对象
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
//初始化地面世界矩阵
D3DXMatrixIdentity(&g_matGround);
//设置投影矩阵
D3DXMATRIXA16 matProj;
float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspectRatio, 1.0f, 500.0f );
pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
//禁用照明效果
pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
//设置观察矩阵
static D3DXMATRIXA16 matView;
float angle = (float)fTime/120.0f;
D3DXVECTOR3 vEyePt(130*sinf(angle), 1.0f, -130*cosf(angle));
D3DXVECTOR3 vLookatPt(0, 30, 0);
D3DXVECTOR3 vUpVec(0, 1, 0);
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//计算每个雨点的当前位置
for(int i=0; i<PARTICLENUM; i++)
{
if(rain.y<0)
rain.y = 250.0f;
if(rain.x>200)
rain.x = -200.0f;
if(rain.z>300)
rain.z=float(rand()%400-200);
rain.x += rain.fDspeed * g_RainDir.x * fElapsedTime;
rain.y += rain.fDspeed * g_RainDir.y * fElapsedTime;
rain.z += rain.fDspeed * g_RainDir.z * fElapsedTime;
}
}
//-----------------------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
HRESULT hr;
//如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.OnRender( fElapsedTime );
return;
}
//清除后台颜色缓冲区和深度缓冲区
V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0) );
//渲染场景
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
//渲染地面
pd3dDevice->SetTransform( D3DTS_WORLD, &g_matGround );
pd3dDevice->SetTexture( 0, g_pGroundTex );
pd3dDevice->SetStreamSource( 0, g_pGroundVB, 0, sizeof(CUSTOMVERTEX) );
pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
//渲染雨点
pd3dDevice->SetTexture( 0, NULL );
for(int i=0; i<PARTICLENUM; i++)
{
D3DXMatrixTranslation(&g_matRain, rain.x, rain.y, rain.z);
pd3dDevice->SetTransform( D3DTS_WORLD, &g_matRain );
pd3dDevice->SetStreamSource(0, g_pRainVB, 0, sizeof(RAINVERTEX));
pd3dDevice->SetFVF(D3DFVF_RAINVERTEX);
pd3dDevice->DrawPrimitive(D3DPT_LINELIST, 0, 1);
}
//渲染文本和控件
DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
DXUT_EndPerfEvent();
V( pd3dDevice->EndScene() );
}
}
//-----------------------------------------------------------------------------
// Desc: 渲染文本
//-----------------------------------------------------------------------------
void RenderText()
{
CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
//显示当前Direct3D设备状态和渲染帧速率
txtHelper.Begin();
txtHelper.SetInsertionPos( 5, 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats(true) );
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
//显示其他简要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"下雨效果模拟" );
//显示简单帮助文本
const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
if( g_bShowHelp )
{
txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*6 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 0.75f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Controls (F1 to hide):" );
txtHelper.SetInsertionPos( 40, pd3dsdBackBuffer->Height-15*5 );
txtHelper.DrawTextLine( L"Quit: ESC" );
}
else
{
txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*2 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Press F1 for help" );
}
txtHelper.End();
}
//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
bool* pbNoFurtherProcessing, void* pUserContext )
{
*pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
return 0;
}
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
*pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
return 0;
}
//-----------------------------------------------------------------------------
// Desc: 键盘消息处理
//-----------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
if( bKeyDown )
{
switch( nChar )
{
case VK_F1: g_bShowHelp = !g_bShowHelp; break;
}
}
}
//-----------------------------------------------------------------------------
// Desc: 处理各种控件消息
//-----------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl,
void* pUserContext )
{
switch( nControlID )
{
case IDC_TOGGLEFULLSCREEN:
DXUTToggleFullScreen();
break;
case IDC_TOGGLEREF:
DXUTToggleREF();
break;
case IDC_CHANGEDEVICE:
g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() );
break;
}
}
//-----------------------------------------------------------------------------
// Desc: 释放在OnResetDevice()中创建的资源
//-----------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
g_DialogResourceManager.OnLostDevice();
g_SettingsDlg.OnLostDevice();
if( g_pFont )
g_pFont->OnLostDevice();
SAFE_RELEASE( g_pTextSprite );
}
//------------------------------------------------------------------------------
// Desc: 释放在OnCreateDevice()中创建的资源
//------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnDestroyDevice();
g_SettingsDlg.OnDestroyDevice();
SAFE_RELEASE( g_pFont );
SAFE_RELEASE(g_pGroundVB);
SAFE_RELEASE(g_pGroundTex);
SAFE_RELEASE(g_pRainVB);
}
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