D3D中粒子效果实现示例


源码及素材下载

大爆炸,烟雾痕迹甚至魔术飞弹尾部发出的微小火花,都是粒子(particle)所制造出来的特殊效果。在适当的时机,启用alpha混合并绘制粒子,这样粒子就能朝向观察点(使用公告板),得到的结果就是混合对象的抽象拼贴,他们可以用于创建一些奇妙的效果。

粒子奇妙的地方就在于粒子的大小实际上是任意的,原因在于可以创建一个缩放矩阵,使其同粒子多边形的世界变换矩阵结合起来。也就是说,除非粒子纹理不同,否则只需要使用一个多边形来绘制所有的粒子,无论如何,多边形的数目都必须同纹理的数目保持一致。

还需要创建粒子图像,图像中心为一个实心(不透明)圆形,向图像的边缘延伸,图像逐渐变透明,如下图所示:



接着,需要设置4个顶点,这4个顶点使用了2个多边形(可以使用三角形带进行优化)。顶点的坐标表示粒子的缺省大小,稍后需要将粒子进行缩放,以适合这个大小。每个粒子都可以拥有独特的属性,包括粒子颜色(通过使用材质来实现)。

接下来,将这个结构体同一个含有两个多边形(创建一个正方形)的顶点缓冲结合起来,以便将多边形渲染到3D设备上。在被绘制出来之前,每个粒子都需要通过它自己的世界矩阵进行定向(当然使用公告板)。然后将世界变换矩阵同每个粒子的缩放变换矩阵组合起来,再设置一个材质(使用 IDirect3DDevice::SetMaterial函数),用来改变粒子的颜色。最后,绘制粒子。

完整源码如下所示:

/***************************************************************************************
PURPOSE:
    Particle Demo

Required libraries:
  WINMM.lib, D3D9.LIB, D3DX9.LIB.
**************************************************************************************
*/

#include
<windows.h>
#include
<stdio.h>
#include
"d3d9.h"
#include
"d3dx9.h"

#pragma comment(lib,
"winmm.lib")
#pragma comment(lib,
"d3d9.lib")
#pragma comment(lib,
"d3dx9.lib")

#pragma warning(disable :
4305 4244)

#define WINDOW_WIDTH    400
#define WINDOW_HEIGHT   400

#define Safe_Release(p) if((p)) (p)->Release();

// window handles, class and caption text.
HWND g_hwnd;
HINSTANCE g_inst;
static char g_class_name[] = "ParticleClass";
static char g_caption[]    = "Particle Demo";

// the Direct3D and device object
IDirect3D9* g_d3d = NULL;
IDirect3DDevice9
* g_d3d_device = NULL;

// the particle vertex buffer and texture
IDirect3DVertexBuffer9* g_particle_vb = NULL;
IDirect3DTexture9
*      g_particle_texture = NULL;

// The particle vertex format and descriptor
typedef struct
{
   
float x, y, z;      // 3D coordinates   
    D3DCOLOR diffuse;   // color
    float u, v;         // texture coordinates
} VERTEX;

#define VERTEX_FVF   (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)

// create a structure for tracking particles
struct PARTICLE
{
   
float x_pos, y_pos, z_pos;  // coordinate
    float x_add, y_add, z_add;  // movement values
    float red, green, blue;     // colors
    long  timer, counter;       // current and update counter

    PARTICLE()
    {
       
// position particle at origin
        x_pos = y_pos = z_pos = 0.0;

       
// get a random update counter
        counter = rand() % 50 + 10;
        timer
= 0;

       
// get a random speed
        x_add = (float)(rand() % 11) - 5.0;
        y_add
= (float)(rand() % 11) - 5.0;
        z_add
= (float)(rand() % 11) - 5.0;

       
// get a random color
        red   = (float)(rand() % 101) / 100.0;
        green
= (float)(rand() % 101) / 100.0;
        blue 
= (float)(rand() % 101) / 100.0;
    }
};

PARTICLE
* g_particles = NULL;

//--------------------------------------------------------------------------------
// Window procedure.
//--------------------------------------------------------------------------------
long WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
   
switch(msg)
    {
   
case WM_DESTROY:
        PostQuitMessage(
0);
       
return 0;
    }

   
return (long) DefWindowProc(hwnd, msg, wParam, lParam);
}

//--------------------------------------------------------------------------------
// Copy vertex data into vertex buffer, create texture from file.
//--------------------------------------------------------------------------------
BOOL Setup_Particles()
{
    BYTE
* vertex_ptr;

    VERTEX verts[]
= {
        {
-50.0f, 50.0f, 0.0f, 0xFFFFFFFF, 0.0f, 0.0f },
        { 
50.0f, 50.0f, 0.0f, 0xFFFFFFFF, 1.0f, 0.0f },
        {
-50.0f0.0f, 0.0f, 0xFFFFFFFF, 0.0f, 1.0f },
        { 
50.0f0.0f, 0.0f, 0xFFFFFFFF, 1.0f, 1.0f }
    };   

   
// create vertex buffers and stuff in data      
    if(FAILED(g_d3d_device->CreateVertexBuffer(sizeof(verts), 0, VERTEX_FVF, D3DPOOL_DEFAULT, &g_particle_vb, NULL)))  
       
return FALSE;  

   
// locks a range of vertex data and obtains a pointer to the vertex buffer memory
    if(FAILED(g_particle_vb->Lock(0, 0, (void**)&vertex_ptr, 0)))
       
return FALSE;

    memcpy(vertex_ptr, verts,
sizeof(verts));

   
// unlocks vertex data
    g_particle_vb->Unlock();   

   
// get textures   
    D3DXCreateTextureFromFile(g_d3d_device, "Particle.bmp", &g_particle_texture);   
   
   
// create some particles
    g_particles = new PARTICLE[512];

   
return TRUE;
}

//--------------------------------------------------------------------------------
// Initialize d3d, d3d device, vertex buffer, texutre; set render state for d3d;
// set perspective matrix.
//--------------------------------------------------------------------------------
BOOL Do_Init()
{
    D3DPRESENT_PARAMETERS present_param;
    D3DDISPLAYMODE  display_mode;
    D3DXMATRIX mat_proj, mat_view;   

   
// do a windowed mode initialization of Direct3D
    if((g_d3d = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
       
return FALSE;

   
// retrieves the current display mode of the adapter
    if(FAILED(g_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &display_mode)))
       
return FALSE;

    ZeroMemory(
&present_param, sizeof(present_param));

   
// initialize d3d presentation parameter
    present_param.Windowed               = TRUE;
    present_param.SwapEffect            
= D3DSWAPEFFECT_DISCARD;
    present_param.BackBufferFormat      
= display_mode.Format;
    present_param.EnableAutoDepthStencil
= TRUE;
    present_param.AutoDepthStencilFormat
= D3DFMT_D16;

   
// creates a device to represent the display adapter
    if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
                                  D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&present_param, &g_d3d_device)))
       
return FALSE;    

   
// set render state

   
// enable d3d lighting
    g_d3d_device->SetRenderState(D3DRS_LIGHTING, TRUE);
   
// enable z-buffer
    g_d3d_device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
   
// set ambient light to highest level (to see particles)
    g_d3d_device->SetRenderState(D3DRS_AMBIENT, 0xFFFFFFFF);

   
// create and set the projection matrix

   
// builds a left-handed perspective projection matrix based on a field of view
    D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4.0, 1.0, 1.0, 1000.0);

   
// sets a single device transformation-related state
    g_d3d_device->SetTransform(D3DTS_PROJECTION, &mat_proj);

   
// create and set the view transformation
    D3DXMatrixLookAtLH(&mat_view, &D3DXVECTOR3(0.0f, 0.0f, -500.0f), &D3DXVECTOR3(0.0f, 0.0f, 0.0f),
                      
&D3DXVECTOR3(0.0f, 1.0f, 0.0f));

    g_d3d_device
->SetTransform(D3DTS_VIEW, &mat_view);

   
// create the meshes
    Setup_Particles();   

   
return TRUE;
}

//--------------------------------------------------------------------------------
// Release all d3d resource.
//--------------------------------------------------------------------------------
BOOL Do_Shutdown()
{
    delete[] g_particles;

    Safe_Release(g_particle_vb);
    Safe_Release(g_particle_texture);   
    Safe_Release(g_d3d_device);
    Safe_Release(g_d3d);

   
return TRUE;
}

//--------------------------------------------------------------------------------
// Render a frame.
//--------------------------------------------------------------------------------
BOOL Do_Frame()
{
    D3DXMATRIX mat_view, mat_world, mat_transposed, mat_transform;
   
static D3DMATERIAL9 s_material;
   
static BOOL  s_is_mat_init = TRUE;
   
static DWORD s_counter = timeGetTime();

   
// limit to 30fps
    if(timeGetTime() < s_counter+33)
       
return TRUE;

    s_counter
= timeGetTime();

   
// configure the material if first time called
    if(s_is_mat_init = TRUE)
    {
        s_is_mat_init
= FALSE;
        ZeroMemory(
&s_material, sizeof(s_material));
        s_material.Diffuse.a
= s_material.Ambient.a = 0.5f;
    }

   
// clear device back buffer
    g_d3d_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(0, 64, 128, 255), 1.0f, 0);   

   
// Begin scene
    if(SUCCEEDED(g_d3d_device->BeginScene()))
    {
       
// set the particle source, shader, texture.           
        g_d3d_device->SetStreamSource(0, g_particle_vb, 0, sizeof(VERTEX));
        g_d3d_device
->SetFVF(VERTEX_FVF);
        g_d3d_device
->SetTexture(0, g_particle_texture);

       
// get and set the transposed view matrix (billboard technique)
        g_d3d_device->GetTransform(D3DTS_VIEW, &mat_view);
        D3DXMatrixTranspose(
&mat_transposed, &mat_view);

       
// enable alpha blending
        g_d3d_device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
        g_d3d_device
->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
        g_d3d_device
->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);   

       
// loop through all particles and draw them
        for(short i = 0; i < 512; i++)
        {
           
// move particle first
            g_particles[i].x_pos += g_particles[i].x_add;
            g_particles[i].y_pos
+= g_particles[i].y_add;
            g_particles[i].z_pos
+= g_particles[i].z_add;

           
// reverse movements if past counter
            if((g_particles[i].timer += 1) >= g_particles[i].counter)
            {
                g_particles[i].timer
= 0;
                g_particles[i].x_add
*= -1.0f;
                g_particles[i].y_add
*= -1.0f;
                g_particles[i].z_add
*= -1.0f;
            }

           
// setup the particle's world transformation
            D3DXMatrixTranslation(&mat_transform, g_particles[i].x_pos, g_particles[i].y_pos, g_particles[i].z_pos);
            D3DXMatrixMultiply(
&mat_world, &mat_transform, &mat_transposed);
            g_d3d_device
->SetTransform(D3DTS_WORLD, &mat_world);

           
// set the particle's material
            s_material.Diffuse.r = s_material.Ambient.r = g_particles[i].red;
            s_material.Diffuse.g
= s_material.Ambient.g = g_particles[i].green;
            s_material.Diffuse.b
= s_material.Ambient.b = g_particles[i].blue;
               
           
// Sets the material properties for the device
            g_d3d_device->SetMaterial(&s_material);

           
// draw the particle
            g_d3d_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
        }       

       
// release texture
        g_d3d_device->SetTexture(0, NULL);

       
// end the scene
        g_d3d_device->EndScene();
    }

   
// present the contents of the next buffer in the sequence of back buffers owned by the device
    g_d3d_device->Present(NULL, NULL, NULL, NULL);

   
return TRUE;
}

//--------------------------------------------------------------------------------
// Main function, routine entry.
//--------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line, int cmd_show)
{
    WNDCLASSEX  win_class;
    MSG         msg;

    g_inst
= inst;

   
// create window class and register it
    win_class.cbSize        = sizeof(win_class);
    win_class.style        
= CS_CLASSDC;
    win_class.lpfnWndProc  
= Window_Proc;
    win_class.cbClsExtra   
= 0;
    win_class.cbWndExtra   
= 0;
    win_class.hInstance    
= inst;
    win_class.hIcon        
= LoadIcon(NULL, IDI_APPLICATION);
    win_class.hCursor      
= LoadCursor(NULL, IDC_ARROW);
    win_class.hbrBackground
= NULL;
    win_class.lpszMenuName 
= NULL;
    win_class.lpszClassName
= g_class_name;
    win_class.hIconSm      
= LoadIcon(NULL, IDI_APPLICATION);

   
if(! RegisterClassEx(&win_class))
       
return FALSE;

   
// create the main window
    g_hwnd = CreateWindow(g_class_name, g_caption, WS_CAPTION | WS_SYSMENU, 0, 0,
                          WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);

   
if(g_hwnd == NULL)
       
return FALSE;

    ShowWindow(g_hwnd, SW_NORMAL);
    UpdateWindow(g_hwnd);

   
// initialize game
    if(Do_Init() == FALSE)
       
return FALSE;

   
// start message pump, waiting for signal to quit.
    ZeroMemory(&msg, sizeof(MSG));

   
while(msg.message != WM_QUIT)
    {
       
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            TranslateMessage(
&msg);
            DispatchMessage(
&msg);
        }
       
       
// draw a frame
        if(Do_Frame() == FALSE)
           
break;
    }

   
// run shutdown function
    Do_Shutdown();

    UnregisterClass(g_class_name, inst);
   
   
return (int) msg.wParam;
}

 

效果图:


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