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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "ParticleSystems.h"
#include "BloodCellController.h"
WM5_WINDOW_APPLICATION(ParticleSystems);
//----------------------------------------------------------------------------
ParticleSystems::ParticleSystems ()
:
WindowApplication3("SampleGraphics/ParticleSystems", 0, 0, 640, 480,
Float4(0.5f, 0.0f, 1.0f, 1.0f)),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f)
{
}
//----------------------------------------------------------------------------
bool ParticleSystems::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 1.0f, 1000.0f);
APoint camPosition(4.0f, 0.0f, 0.0f);
AVector camDVector(-1.0f, 0.0f, 0.0f);
AVector camUVector(0.0f, 0.0f, 1.0f);
AVector camRVector = camDVector.Cross(camUVector);
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
CreateScene();
// Initial update of objects.
mScene->Update();
// Initial culling of scene.
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
InitializeCameraMotion(0.001f, 0.001f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void ParticleSystems::OnTerminate ()
{
mScene = 0;
mWireState = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void ParticleSystems::OnIdle ()
{
MeasureTime();
MoveCamera();
MoveObject();
mScene->Update(GetTimeInSeconds());
mCuller.ComputeVisibleSet(mScene);
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool ParticleSystems::OnKeyDown (unsigned char key, int x, int y)
{
if (WindowApplication3::OnKeyDown(key, x, y))
{
return true;
}
switch (key)
{
case 'w':
case 'W':
mWireState->Enabled = !mWireState->Enabled;
return true;
}
return false;
}
//----------------------------------------------------------------------------
void ParticleSystems::CreateScene ()
{
mScene = new0 Node();
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
int vstride = vformat->GetStride();
const int numParticles = 32;
VertexBuffer* vbuffer = new0 VertexBuffer(4*numParticles, vstride);
Float4* positionSizes = new1<Float4>(numParticles);
for (int i = 0; i < numParticles; ++i)
{
positionSizes[i][0] = Mathf::SymmetricRandom();
positionSizes[i][1] = Mathf::SymmetricRandom();
positionSizes[i][2] = Mathf::SymmetricRandom();
positionSizes[i][3] = 0.25f*Mathf::UnitRandom();
}
Particles* particles = new0 Particles(vformat, vbuffer, sizeof(int),
positionSizes, 1.0f);
particles->AttachController(new0 BloodCellController());
mScene->AttachChild(particles);
// Create an image with transparency.
const int xsize = 32, ysize = 32;
Texture2D* texture = new0 Texture2D(Texture::TF_A8R8G8B8, xsize,
ysize, 1);
unsigned char* data = (unsigned char*)texture->GetData(0);
float factor = 1.0f/(xsize*xsize + ysize*ysize);
for (int y = 0, i = 0; y < ysize; ++y)
{
for (int x = 0; x < xsize; ++x)
{
// The image is red.
data[i++] = 0;
data[i++] = 0;
data[i++] = 255;
// Semitransparent within a disk, dropping off to zero outside the
// disk.
int dx = 2*x - xsize;
int dy = 2*y - ysize;
float value = factor*(dx*dx + dy*dy);
if (value < 0.125f)
{
value = Mathf::Cos(4.0f*Mathf::PI*value);
}
else
{
value = 0.0f;
}
data[i++] = (unsigned char)(255.0f*value);
}
}
Texture2DEffect* effect = new0 Texture2DEffect(Shader::SF_LINEAR);
effect->GetAlphaState(0, 0)->BlendEnabled = true;
effect->GetDepthState(0, 0)->Enabled = false;
particles->SetEffectInstance(effect->CreateInstance(texture));
}
//----------------------------------------------------------------------------
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