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📄 ch19p1_advancedpartsys.cpp

📁 游戏开发特殊技巧-special.effects.game.programming
💻 CPP
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}

//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
//       permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
//       the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
	if (m_fElapsedTime < 0.001f) m_fElapsedTime = 0.001f;
  m_PartSys.Update(m_fTime, m_fElapsedTime);
  return S_OK;
}

void CMyD3DApplication::ProcessInput()
{
  const float fSpeed = 0.5f;
  unsigned char m_bKey[256];
  ZeroMemory( m_bKey, 256 );
  GetKeyboardState(m_bKey);
  // Process keyboard input
  if(m_bKey['D'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(fSpeed, 0.0f, 0.0f)); // Slide Right
  if(m_bKey['A'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(-fSpeed, 0.0f, 0.0f));// Slide Left
  if(m_bKey['Q'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, fSpeed, 0.0f)); // Slide Up
  if(m_bKey['Z'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, -fSpeed, 0.0f));// Slide Down
  if(m_bKey['W'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, 0.0f, fSpeed)); // Slide Foward
  if(m_bKey['S'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, 0.0f, -fSpeed));// Slide Back
  if(m_bKey['L'] & 128) m_Camera.AddToYawPitchRoll(fSpeed, 0.0f, 0.0f);  // Turn Right
  if(m_bKey['J'] & 128) m_Camera.AddToYawPitchRoll(-fSpeed, 0.0f, 0.0f); // Turn Left
  if(m_bKey['K'] & 128) m_Camera.AddToYawPitchRoll(0.0f, fSpeed, 0.0f); // Turn Down
  if(m_bKey['I'] & 128) m_Camera.AddToYawPitchRoll(0.0f, -fSpeed, 0.0f);// Turn Up

  // mouse look
  DIMOUSESTATE2 dims2;
  m_InputManager.ReadMouse(dims2);

  // play with the divisor constants to change the mouselook sensitivity.
  // I've found that these values most accurately simulate my beloved Q3A setup. :)
  m_Camera.AddToYawPitchRoll((float)dims2.lX/0.8f, (float)dims2.lY/0.8f, 0.0f);
  
}

//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
//       rendering. This function sets up render states, clears the
//       viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
  
  // these are done here so that you can move the camera around during a freeze
  // frame, ala The Matrix

  //ProcessInput();
  m_Camera.Update(m_fElapsedTime);

  m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
  m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
  m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );

  // Clear the backbuffer
  m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                       0x000000, 1.0f, 0L );
  
  // Now that our fire texture's updated, we can begin rendering the scene
  if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
  {
    if (m_bShowGround) {
      // draw our quad
      m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_Camera.GetViewMatrix());
      m_pd3dDevice->SetTexture( 0, m_Ground.GetTexture() );
      m_pd3dDevice->SetVertexShader( D3DFVF_XYZ_DIFFUSE_TEX1 );
      m_pd3dDevice->SetStreamSource( 0, m_Ground.GetVB(), sizeof(VERTEX_XYZ_DIFFUSE_TEX1) );
      m_pd3dDevice->SetIndices( m_Ground.GetIB(), 0L );
      m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 
        m_Ground.GetNumVerts(), 0, m_Ground.GetNumIndices()/3 );
    }

    // setup alpha blending states
    m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
    m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
    
    // render the particle system
    m_PartSys.Render();

    char buf[256];
    _snprintf(buf, 256, "Particles: %d, FPS: %0.2f", 
      m_PartSys.GetNumActiveParticles(), m_fFPS);

    m_pFontSmall->DrawText( 2,  0, D3DCOLOR_ARGB(255,255,255,0), buf );

    // End the scene.
    m_pd3dDevice->EndScene();
  }

  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
  m_pFont->InitDeviceObjects( m_pd3dDevice );
  m_pFontSmall->InitDeviceObjects( m_pd3dDevice );
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
  static bool bBeenHere = false;
  m_InputManager.CreateDevices(m_hWnd, false, true);

  m_pFont->RestoreDeviceObjects();
  m_pFontSmall->RestoreDeviceObjects();
  m_Camera.SetPosition(D3DXVECTOR3(0.0f, 2.0f, -5.0f));

  // create the ground plane
  m_Ground.RestoreDeviceObjects(m_pd3dDevice, "Ch19p1_GroundTexture.png", 256.0f, 256.0f, 8);

  // initialize the particle system
  if (!bBeenHere) {
    // first time here, set initial system properties
    m_PartSys.Compile(
      "ParticleSystem \"TestParticles\" 1.00 { "
      "  Position = XYZ(0,1,0) "
      " "
      "  EventSequence \"Orange Flame\" { "
      "    spawndir = XYZ(Random(1,2),Random(3,4),Random(5,6)) "
      "    emitradius = XYZ(Random(10,20),Random(30,40),50) "
      "    texture = \"Ch19p1_ParticleTexture.png\" " 
      "    sourceblendmode = D3DBLEND_SRCALPHA "
      "    destblendmode = D3DBLEND_DESTALPHA "
      "    emitrate = Random(10,20) "
      "    lifetime = Random(2,4) "
      "    initial velocity = XYZ(Random(0,1),Random(0,1),Random(0,1)) "
      "    initial size = Random(1.0, 10.0) "
      "    initial color = RGBA(Random(0,1),Random(0,1),Random(0,1),Random(0,1)) "
      "    fade so at 1.0 size = Random(5.0, 5.0) "
      "    fade so at 2.0 size = 3.0 "
      "    at 2.0 color = RGBA(Random(0,1),Random(0,1),Random(0,1),Random(0,1)) "
      "    fade so final size = 5.0 "
      "    final color = RGBA(0.0,0.0,0.0,0.0) "
      "  } "
      "} "
      );

  
    /*

    TODO:  make a script to do this

    m_PartSys.SetSpawnDir1(D3DXVECTOR3(-2.0f, -2.0f, -2.0f));
    m_PartSys.SetSpawnDir2(D3DXVECTOR3( 2.0f, 2.0f,  2.0f));
    m_PartSys.SetStartColor1(D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f));
    m_PartSys.SetStartColor2(D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f));
    m_PartSys.SetEndColor1(D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f));
    m_PartSys.SetEndColor2(D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f));
    m_PartSys.SetPos(D3DXVECTOR3(0.0f, 2.0f, 0.0f));
    m_PartSys.SetLifetime(CMinMax<float>(0.0f, 10.0f));
    m_PartSys.SetEmitRate(CMinMax<float>(10.0f, 20.0f));
    m_PartSys.SetTexture("Ch19p1_ParticleTexture.png");
    
    */
  }  

  bBeenHere = true;
  
  // initialize it!
  m_PartSys.RestoreDeviceObjects(m_pd3dDevice);

  // initialize the dialog
  {
    g_theSystem = &m_PartSys; // so dialog box can get at it.

    m_hWndPropDlg = CreateDialog(NULL, MAKEINTRESOURCE(IDD_PARTICLEPROPS), m_hWnd, 
      (DLGPROC) PropDlgProc); 

    ShowWindow(m_hWndPropDlg, SW_SHOW); 
  }

  // Set the world matrix
  D3DXMATRIX matWorld;
  D3DXMatrixIdentity( &matWorld );
  m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

  // Set projection matrix
  D3DXMATRIX matProj;
  FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
  D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspect, 0.1f, 100.0f );
  m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
  m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_MODULATE );
  m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP,   D3DTOP_DISABLE );
  m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP,   D3DTOP_DISABLE );

  m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_ONE );
  m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
  m_pd3dDevice->SetRenderState( D3DRS_LIGHTING,  FALSE );
  m_pd3dDevice->SetRenderState( D3DRS_CULLMODE,  D3DCULL_CCW );
  m_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );

  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
  DestroyWindow(m_hWndPropDlg);

  m_InputManager.DestroyDevices();

  m_pFont->InvalidateDeviceObjects();
  m_pFontSmall->InvalidateDeviceObjects();
  
  m_Ground.InvalidateDeviceObjects();
  m_PartSys.InvalidateDeviceObjects();
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
//       this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
  m_pFont->DeleteDeviceObjects();
  m_pFontSmall->DeleteDeviceObjects();
  
  m_Ground.DeleteDeviceObjects();
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
//       to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
  SAFE_DELETE( m_pFont );
  SAFE_DELETE( m_pFontSmall );
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
//       for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
                                          D3DFORMAT Format )
{
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
                                    LPARAM lParam )
{
  // Pass remaining messages to default handler
  return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}

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