水波模仿的实现要领
副标题#e#
在一个波长范畴内,任意点的位移disp=sin(dist)*force+disp_center;
这里设水波为正弦波,振幅为force,disp_center为振中的位移。
推广到任何点,disp=sin(dist%wave_length)*force+disp_center;
这里wave_length为波长。可以看出,在离散的数据中,任何点的位移是有限的荟萃。我们先结构出这个荟萃,在运算进程中,从荟萃中选取一个位移值就行了,而不消及时计较每个点的位移。
措施设计如下:取波长为12,任何点的位移由一个12个元素的数组。
int disp[12];
成立一个数构成存贮各点来振中的间隔
int dist[600][800];
下面生成一个水波
inline void Build_Disp_Matrix()
{
for(int i = 0; i < 12; ++i)
disp = static_cast<int>(sin((double)i*30*DXPI/360)*PRECISION);
}
void Create_Ripple(int center_x, int center_y, int force, int damp, int wave_length)
{
for(int i = 0 ; i < wave_length; ++i)
{
disp = force * disp / PRECISION;
}
int dist_x, dist_y;
for(i = 0; i < SCREEN_HEIGHT; ++i)
{
for(int j = 0; j< SCREEN_WIDTH; ++j)
{
dist_y = i - center_y;
dist_x = j - center_x;
dist[j] = static_cast<int>(sqrt(dist_x*dist_x + dist_y*dist_y) + 0.5) % wave_length;
}
}
}
#p#副标题#e#
渲染水波的代码与本来的代码一样。
void Render_Ripple(LPDIRECTDRAWSURFACE7 lpdds)
{
DDSURFACEDESC2 ddsd = { sizeof(ddsd) };
if(disp_index < 0) disp_index = 12;
--disp_index;
lpdds->Lock(NULL,&ddsd, DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR, NULL);
short* lpSrcBuffer = static_cast<short*>(pBmpBack->GetBitmapBuffer());
int pitch = (ddsd.lPitch) >> 1;
short* lpBuffer = static_cast<short*>(ddsd.lpSurface);
int left,right,bottom,top;
int k = 0,l = 0;
int index_x,index_y;
int x_off,y_off;
int pos1,pos2;
for(int i = 1; i < SCREEN_HEIGHT - 2; ++i)
for( int j = 1; j < SCREEN_WIDTH - 2; ++j)
{
left = right = bottom = top = disp_index;
left += dist[j -1];
if(left > 12) left -= 12;
right += dist[j+1];
if(right >12) right -= 12;
bottom += dist[i+1][j];
if(bottom > 12) bottom -= 12;
top += dist[i-1][j];
if(top >12 ) top -= 12;
x_off = disp[left] - disp[right];
y_off = disp[top] - disp[bottom];
index_x = j + x_off;
index_y = i + y_off;
pos1 = i*pitch +j;
pos2 = index_y * 800 + index_x;
if(pos2 < 0 || pos2 > 479999) break;
lpBuffer[pos1] = lpSrcBuffer[pos2];
}
pBmpBack->ReleaseBuffer();
lpdds->Unlock(NULL);
}