Jeff Molofee - NeHe's OpenGL Tutorials
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- Название:NeHe's OpenGL Tutorials
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NeHe's OpenGL Tutorials: краткое содержание, описание и аннотация
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bool sp; // Spacebar Pressed? ( ADD )
bool rp; // Return Key Pressed? ( ADD )
The next 4 lines are misc variables. The variable slowdown controls how fast the particles move. The higher the number, the slower they move. The lower the number, the faster they move. If the value is set to low, the particles will move way too fast! The speed the particles travel at will affect how they move on the screen. Slow particles will not shoot out as far. Keep this in mind.
The variables xspeed and yspeed allow us to control the direction of the tail. xspeed will be added to the current speed a particle is travelling on the x axis. If xspeed is a positive value our particle will be travelling more to the right. If xspeed is a negative value, our particle will travel more to the left. The higher the value, the more it travels in that direction. yspeed works the same way, but on the y axis. The reason I say 'MORE' in a specific direction is because other factors affect the direction our particle travels. xspeed and yspeed help to move the particle in the direction we want.
Finally we have the variable zoom. We use this variable to pan into and out of our scene. With particle engines, it's nice to see more of the screen at times, and cool to zoom in real close other times.
float slowdown=2.0f; // Slow Down Particles
float xspeed; // Base X Speed (To Allow Keyboard Direction Of Tail)
float yspeed; // Base Y Speed (To Allow Keyboard Direction Of Tail)
float zoom=-40.0f; // Used To Zoom Out
Now we set up a misc loop variable called loop. We'll use this to predefine the particles and to draw the particles to the screen. col will be use to keep track of what color to make the particles. delay will be used to cycle through the colors while in rainbow mode.
Finally, we set aside storage space for one texture (the particle texture). I decided to use a texture rather than OpenGL points for a few reasons. The most important reason is because points are not all that fast, and they look pretty blah. Secondly, textures are way more cool :) You can use a square particle, a tiny picture of your face, a picture of a star, etc. More control!
GLuint loop; // Misc Loop Variable
GLuint col; // Current Color Selection
GLuint delay; // Rainbow Effect Delay
GLuint texture[1]; // Storage For Our Particle Texture
Ok, now for the fun stuff. The next section of code creates a structure describing a single particle. This is where we give the particle certain characteristics.
We start off with the boolean variable active. If this variable is TRUE, our particle is alive and kicking. If it's FALSE our particle is dead or we've turned it off! In this program I don't use active, but it's handy to include.
The variables life and fade control how long the particle is displayed, and how bright the particle is while it's alive. The variable life is gradually decreased by the value stored in fade. In this program that will cause some particles to burn longer than others.
typedef struct // Create A Structure For Particle
{
bool active; // Active (Yes/No)
float life; // Particle Life
float fade; // Fade Speed
The variables r, g and b hold the red intensity, green intensity and blue intensity of our particle. The closer r is to 1.0f, the more red the particle will be. Making all 3 variables 1.0f will create a white particle.
float r; // Red Value
float g; // Green Value
float b; // Blue Value
The variables x, y and z control where the particle will be displayed on the screen. x holds the location of our particle on the x axis. y holds the location of our particle on the y axis, and finally z holds the location of our particle on the z axis.
float x; // X Position
float y; // Y Position
float z; // Z Position
The next three variables are important. These three variables control how fast a particle is moving on specific axis, and what direction to move. If xi is a negative value our particle will move left. Positive it will move right. If yi is negative our particle will move down. Positive it will move up. Finally, if zi is negative the particle will move into the screen, and postive it will move towards the viewer.
float xi; // X Direction
float yi; // Y Direction
float zi; // Z Direction
Lastly, 3 more variables! Each of these variables can be thought of as gravity. If xg is a positive value, our particle will pull to the right. If it's negative our particle will be pulled to the left. So if our particle is moving left (negative) and we apply a positive gravity, the speed will eventually slow so much that our particle will start moving the opposite direction. yg pulls up or down and zg pulls towards or away from the viewer.
float xg; // X Gravity
float yg; // Y Gravity
float zg; // Z Gravity
particles is the name of our structure.
} particles; // Particles Structure
Next we create an array called particle. This array will store MAX_PARTICLES. Translated into english we create storage for 1000 (MAX_PARTICLES) particles. This storage space will store the information for each individual particle.
particles particle[MAX_PARTICLES]; // Particle Array (Room For Particle Info)
We cut back on the amount of code required for this program by storing our 12 different colors in a color array. For each color from 0 to 11 we store the red intensity, the green intensity, and finally the blue intensity. The color table below stores 12 different colors fading from red to violet.
static GLfloat colors[12][3]= // Rainbow Of Colors
{
{1.0f,0.5f,0.5f}, {1.0f,0.75f,0.5f}, {1.0f,1.0f,0.5f}, {0.75f,1.0f,0.5f},
{0.5f,1.0f,0.5f}, {0.5f,1.0f,0.75f}, {0.5f,1.0f,1.0f}, {0.5f,0.75f,1.0f},
{0.5f,0.5f,1.0f}, {0.75f,0.5f,1.0f}, {1.0f,0.5f,1.0f}, {1.0f,0.5f,0.75f}
};
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
Our bitmap loading code hasn't changed.
AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,"r"); // Check To See If The File Exists
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}
return NULL; // If Load Failed Return NULL
}
This is the section of code that loads the bitmap (calling the code above) and converts it into a textures. Status is used to keep track of whether or not the texture was loaded and created.
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture
memset(TextureImage, 0, sizeof(void *)*1); // Set The Pointer To NULL
Our texture loading code will load in our particle bitmap and convert it to a linear filtered texture.
if (TextureImage[0]=LoadBMP("Data/Particle.bmp")) // Load Particle Texture
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