一、提要
有一款例子特效软件叫做particle illution,在影视后期和游戏制作领域都可以用到,相信很多人都接触过,今天我们用SDL+OpenGL来实现例子效果。
确保你搞定了物理模拟的代码!
二、原理简介
所谓的例子系统,就是同时控制一大堆类似的对象,这些对象可能是形体,可能是图片,有着不同的特征(寿命,速度,位置)。有了之前的基础,我们可以很轻易地搞定今天的东西。
三、代码清单
首先是粒子的头文件,我直接写成结构体了,里面有一些基本的属性。
/***************************************************************************** Copyright: 2012, ustc All rights reserved. contact:k283228391@126.com File name: particle.h Description:Partical in opengl. Author:Silang Quan Version: 1.0 Date: 2012.12.20 *****************************************************************************/ #ifndef PARTICLE_H #define PARTICLE_H #include "vector3d.h" typedef struct { float r; float g; float b; float alpha; }Color; typedef struct { Vector3D position; Vector3D velocity; Vector3D acceleration; Color color; float age; float life; float size; }Particle; #endif // PARTICLE_H
我们用球体来模拟例子,所以size表示的就是球体的半径。
接下来是粒子系统类(类名拼写错了*-*)
/***************************************************************************** Copyright: 2012, ustc All rights reserved. contact:k283228391@126.com File name: particalsystem.h Description:Partical in opengl. Author:Silang Quan Version: 1.0 Date: 2012.12.20 *****************************************************************************/ #ifndef PARTICALSYSTEM_H #define PARTICALSYSTEM_H #include <vector> #include <math.h> #include <time.h> #include <stdlib.h> #include <iostream> #include <GL/gl.h> #include <GL/glu.h> #include "particle.h" #define PI 3.1415926 using namespace std; class ParticalSystem { public: ParticalSystem(); ParticalSystem(int _count,float _gravity){ptlCount=_count;gravity=_gravity;}; void init(); void simulate(float dt); void aging(float dt); void applyGravity(); void kinematics(float dt); void render(); virtual ~ParticalSystem(); protected: private: int ptlCount; float gravity; GLUquadricObj *mySphere; vector<Particle> particles; }; #endif // PARTICALSYSTEM_H
解释一下几个重要函数:
init:做一些例子系统的初始化工作;
aging:计算粒子的年龄;
applyGravity:向粒子施加重力;
kinematics:这个单词的意思是运动学,所以就是负责管理粒子的加速,位移;
simulate:例子模拟的总负责函数;
render:渲染粒子;
然后来看函数是怎么实现的:
/***************************************************************************** Copyright: 2012, ustc All rights reserved. contact:k283228391@126.com File name: particalsystem.Cpp Description:Partical in opengl. Author:Silang Quan Version: 1.0 Date: 2012.12.22 *****************************************************************************/ #include "particalsystem.h" ParticalSystem::ParticalSystem() { //ctor } ParticalSystem::~ParticalSystem() { //dtor } void ParticalSystem::init() { int i; srand(unsigned(time(0))); Color colors[3]={{0,0,1,1},{1,0,1,1}}; for(i=0;i<ptlCount;i++) { //theta =(rand()%361)/360.0* 2*PI; Particle tmp={Vector3D(0,0,0),Vector3D(((rand()%50)-26.0f),((rand()%50)-26.0f),((rand()%50)-26.0f)),Vector3D(0,0,0),colors[rand()%2],0.0f,0.5+0.05*(rand()%10),0.3f}; particles.push_back(tmp); } mySphere=gluNewQuadric(); } void ParticalSystem::simulate(float dt) { aging(dt); applyGravity(); kinematics(dt); } void ParticalSystem::aging(float dt) { for(vector<Particle>::iterator iter=particles.begin();iter!=particles.end();iter++) { iter->age+=dt; if(iter->age>iter->life) { iter->position=Vector3D(0,0,0); iter->age=0.0; iter->velocity=Vector3D(((rand()%30)-15.0f),((rand()%30)-11.0f),((rand()%30)-15.0f)); } } } void ParticalSystem::applyGravity() { for(vector<Particle>::iterator iter=particles.begin();iter!=particles.end();iter++) iter->acceleration=Vector3D(0,gravity,0); } void ParticalSystem::kinematics(float dt) { for(vector<Particle>::iterator iter=particles.begin();iter!=particles.end();iter++) { iter->position = iter->position+iter->velocity*dt; iter->velocity = iter->velocity+iter->acceleration*dt; } } void ParticalSystem::render() { for(vector<Particle>::iterator iter=particles.begin();iter!=particles.end();iter++) { float alpha = 1 - iter->age / iter->life;//calculate the alpha value according to the age of particle. Vector3D tmp=iter->position; glColor4f(iter->color.r,iter->color.g,iter->color.b,alpha); glPushMatrix(); glTranslatef(tmp.x,tmp.y,tmp.z); gluSphere(mySphere,iter->size, 32, 16); glPopMatrix(); } }
实现还是比较简单的,下面渲染看一下^^.
首先要在initGL函数中添加两句话:
glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
这样透明度才会有效。
接着初始化一个例子系统,并对例子进行初始化:
ParticalSystem ps;
int main( int argc, char* argv[] ) { // Color depth in bits of our window. int flags= SDL_OPENGL|SDL_RESIZABLE; //Set the SDL initSDL(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,flags); //Set the OpenGL initGL(SCREEN_WIDTH, SCREEN_HEIGHT ); ps=ParticalSystem(100,-15.0); ps.init(); //main loop while(true) { /* Process incoming events. */ handleEvents( ); ps.simulate(0.01); /* Draw the screen. */ renderGL( ); } return 0; }
然后是渲染函数:
void renderGL() { // Clear the color and depth buffers. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); // We don't want to modify the projection matrix. */ glMatrixMode( GL_MODELVIEW ); glLoadIdentity( ); // Move down the z-axis. glTranslatef(0.0f,0.0f,-35.0f); ps.render(); SDL_GL_SwapBuffers( ); }
跑一下:
效果还是不错的~下面我们来实现一些更棒的效果!
四、动态模糊和碰撞检测
动态模糊的实现比较简单,主循环不再每次把整个画面清空,而是每帧画一个半透明的黑色长方形,就可以模拟动态模糊(motion blur)的效果。
将之前的
// Clear the color and depth buffers. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
改成
// Clear the depth buffers. glClear(GL_DEPTH_BUFFER_BIT );
然后在例子系统的render函数中添加画矩形的代码:
void ParticalSystem::render() { for(vector<Particle>::iterator iter=particles.begin();iter!=particles.end();iter++) { float alpha = 1 - iter->age / iter->life; Vector3D tmp=iter->position; glColor4f(iter->color.r,iter->color.g,iter->color.b,alpha); //glColor4f(1.0f, 1.0f, 1.0f, 0.1); glPushMatrix(); glTranslatef(tmp.x,tmp.y,tmp.z); gluSphere(mySphere,iter->size, 32, 16); glPopMatrix(); } //Motion blue glColor4f(0.0f,0.0f,0.0f,0.1); glBegin(GL_QUADS); glVertex3f(-20.0f , -20.0f , 20.0f ); glVertex3f( 20.0f , -20.0f , 20.0f ); glVertex3f( 20.0f , 20.0f , 20.0f ); glVertex3f(-20.0f , 20.0f , 20.0f ); glEnd(); }
渲染一下:
效果还不错!
碰撞检测之前也实现过,在粒子系统里面加检测函数就Ok了.
void ParticalSystem::checkBump(float x1,float x2,float y1,float y2) { for(vector<Particle>::iterator iter=particles.begin();iter!=particles.end();iter++) { if (iter->position.x - iter->size < x1 || iter->position.x +iter->size > x2) iter->velocity.x = -iter->velocity.x; if (iter->position.y - iter->size < y1 || iter->position.y + iter->size > y2) iter->velocity.y = -iter->velocity.y; } }
由于我们的粒子是在空间运动,运行之后我们就可以看到粒子沿着空间的各个方向运动,我们在沿Z轴方向添加了一个“盒子”,撞到盒子则速度做相应的变化。
五、交互发射
这个其实是opengl之外的东西了。我们要用的是SDL的获取鼠标信息函数:SDL_GetMouseState(&posX, &posY);
作用就是获取当前鼠标的位置。
接下来还要做的一件事是写坐标变换函数。因为opengl的坐标个SDL窗口的坐标并不是重合的,我们要将鼠标的当前坐标映射到OpenGL的坐标上去。
float posTransX(int posX) { return (posX-400)/20.0; } float posTransY(int posY) { return (400-posY)/20.0; }
因为我的窗口是800*800的,然后根据当前视口的位置,转换函数就想上面那样。
坐后要修改一下粒子的simulate函数。当粒子死亡的时候,他的初始位置设置为鼠标当前的位置。
void ParticalSystem::aging(float dt,float posX,float posY) { for(vector<Particle>::iterator iter=particles.begin();iter!=particles.end();iter++) { iter->age+=dt; if(iter->age>iter->life) { iter->position=Vector3D(posX,posY,0); iter->age=0.0; iter->velocity=Vector3D(((rand()%30)-15.0f),((rand()%30)-11.0f),((rand()%30)-15.0f)); } } }
效果就像这样: