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particle.h
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#include <windows.h>
#include <commdlg.h>
#include <tchar.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "d3dx9.h"
#include "d3dx9effect.h"
#include "DXUtil.h"
#include "D3DEnumeration.h"
#include "D3DSettings.h"
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
// Helper function to stuff a FLOAT into a DWORD argument
inline DWORD FtoDW( FLOAT f ) { return *((DWORD*)&f); }
//float CurrentGravity;
//-----------------------------------------------------------------------------
// Custom vertex types
//-----------------------------------------------------------------------------
struct COLORVERTEX
{
D3DXVECTOR3 v;
D3DCOLOR color;
FLOAT tu;
FLOAT tv;
static const DWORD FVF;
};
//const DWORD COLORVERTEX::FVF = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
struct POINTVERTEX
{
D3DXVECTOR3 v;
D3DCOLOR color;
static const DWORD FVF;
};
//const DWORD POINTVERTEX::FVF = D3DFVF_XYZ | D3DFVF_DIFFUSE;
//-----------------------------------------------------------------------------
// Global data for the particles
//-----------------------------------------------------------------------------
struct PARTICLE
{
BOOL m_bSpark; // Sparks are less energetic particles that
// are generated where/when the main particles
// hit the ground
UINT CreationTime;
UINT LifeTime;
D3DXVECTOR3 m_vPos; // Current position
D3DXVECTOR3 m_vVel; // Current velocity
D3DXVECTOR3 m_vPos0; // Initial position
D3DXVECTOR3 m_vVel0; // Initial velocity
FLOAT m_fTime0; // Time of creation
D3DXCOLOR m_clrDiffuse; // Initial diffuse color
D3DXCOLOR m_clrFade; // Faded diffuse color
FLOAT m_fFade; // Fade progression
PARTICLE* m_pNext; // Next particle in list
};
enum PARTICLE_COLORS { COLOR_WHITE, COLOR_RED, COLOR_GREEN, COLOR_BLUE, NUM_COLORS };
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
class CParticleSystem
{
public:
//DWORD particle;
D3DXCOLOR g_clrColor[NUM_COLORS];
DWORD g_clrColorFade[NUM_COLORS];
public:
FLOAT m_fRadius;
DWORD m_dwBase;
DWORD m_dwFlush;
DWORD m_dwDiscard;
DWORD m_dwParticles;
DWORD m_dwParticlesLim;
PARTICLE* m_pParticles;
PARTICLE* m_pParticlesFree;
// Geometry
LPDIRECT3DVERTEXBUFFER9 m_pVB;
public:
float fGravity;
int direction;
UINT LifeTime;
int NumToEmit;
CParticleSystem( DWORD dwFlush, DWORD dwDiscard, float fRadius, DWORD Intensivity, UINT glifeTime);
~CParticleSystem();
HRESULT RestoreDeviceObjects( LPDIRECT3DDEVICE9 pd3dDevice );
HRESULT InvalidateDeviceObjects();
HRESULT Update( FLOAT fSecsPerFrame,
DWORD dwNumParticlesToEmit,
const D3DXCOLOR &dwEmitColor,
const D3DXCOLOR &dwFadeColor,
FLOAT fEmitVel,
D3DXVECTOR3 vPosition,
D3DXVECTOR3 (*EmPosF)(D3DXVECTOR3 emitpos),
D3DXVECTOR3 (*Vel0F)(),
D3DXVECTOR3 (*VelTrF)(D3DXVECTOR3 vel),
D3DXVECTOR3 (*PosTrF)(D3DXVECTOR3 emitpos, D3DXVECTOR3 oldpos, D3DXVECTOR3 vel) );
HRESULT Render( LPDIRECT3DDEVICE9 pd3dDevice, float Scale );
};
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
class CParticleSystemParent
{
protected:
LPDIRECT3DTEXTURE9 m_pParticleTexture;
LPD3DXEFFECT m_pEffect;
CParticleSystem* m_pParticleSystem;
LPDIRECT3DDEVICE9 m_pd3dDevice;
float fGravity;
float Scale;
D3DLIGHT9 plight;
LPCTSTR strTexturePath;
DWORD m_dwNumParticlesToEmit;
DWORD m_dwParticleColor;
BOOL m_bAnimateEmitter;
D3DXVECTOR3 vEmitterPosition;
D3DXVECTOR3 (*vEmitterPosFunc)(D3DXVECTOR3 emitpos);
D3DXVECTOR3 (*Vel0Func)(void);
D3DXVECTOR3 (*VelTransformFunc)(D3DXVECTOR3 vel);
D3DXVECTOR3 (*PosTransformFunc)(D3DXVECTOR3 emitpos, D3DXVECTOR3 oldpos, D3DXVECTOR3 vel);
public:
//funcions
//init
HRESULT Init( LPCTSTR,
float,
LPDIRECT3DDEVICE9,
LPD3DXEFFECT,
float,
UINT,
D3DXVECTOR3 (*EmPosF)(D3DXVECTOR3 emitpos),
D3DXVECTOR3 (*Vel0F)(),
D3DXVECTOR3 (*VelTrF)(D3DXVECTOR3 vel),
D3DXVECTOR3 (*PosTrF)(D3DXVECTOR3 emitpos, D3DXVECTOR3 oldpos, D3DXVECTOR3 vel) );
//framemove
HRESULT FrameMove(double m_fElapsedTime, DWORD numParticlesToEmi);
HRESULT SetEmitterPosition(D3DXVECTOR3);
HRESULT SetIntensity(DWORD);
HRESULT Emit(int numberToEmit);
//render
HRESULT Render();
//release
HRESULT Release();
};