Difference between revisions of "DPS905 Kaitlyn ParticleEffects"

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INSTALLATION
 
INSTALLATION
  
1)
+
1) Add the following files to your project:
 
 
Add the following files to your project:
 
  
 
* [http://matrix.senecac.on.ca/~dacallow/DPS905/Particle.cpp Particle.cpp]
 
* [http://matrix.senecac.on.ca/~dacallow/DPS905/Particle.cpp Particle.cpp]
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2)
 
  
Append onto the bottom of your existing Effects.fx file the contents of the following file:
+
2) Append onto the bottom of your existing Effects.fx file the contents of the following file:
 +
 
 
* [http://matrix.senecac.on.ca/~dacallow/DPS905/effects.fx Effects.fx]
 
* [http://matrix.senecac.on.ca/~dacallow/DPS905/effects.fx Effects.fx]
  
  
Modify your files making the following changes:
 
  
3)
 
  
Modify iObject.h:
+
3) Modify iObject.h:
  
 
* Add to Class iObject...
 
* Add to Class iObject...
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4)
+
 
Modify Object.h
+
4) Modify Object.h
  
 
* Add to Class Object...
 
* Add to Class Object...
  
 
  void update(int now) { /* do nothing, added for particle effects & animations */ }
 
  void update(int now) { /* do nothing, added for particle effects & animations */ }
 +
 +
 +
 +
5) Modify Display.cpp
 +
 +
* Inside of method: bool Display::setup(void* hwnd)
 +
 +
near line 360 (beneath the comment "// setup successful") add...
 +
ParticleVertex::device = d3dd;
 +
ParticleVertexList::connectDevice(d3dd);
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 +
 +
 +
6)

Revision as of 18:07, 11 April 2011

**************************************************************************************************
**   Particles                                                                                   *
**************************************************************************************************
*    April 2011
*    By Kaitlyn Callow ( KaitlynCallow.com | dacallow@learn.senecac.on.ca )
*    For DPS905, Professor Chris Szalwinski
**************************************************************************************************


INSTALLATION

1) Add the following files to your project:


2) Append onto the bottom of your existing Effects.fx file the contents of the following file:



3) Modify iObject.h:

  • Add to Class iObject...
 //added for particle effects / animations
 virtual void update(int now) = 0;
  • At the bottom of the file iObject.h add...
extern "C"
iObject* CreateParticleGenerator(float _generatorlifespan, float _particlelifespan, float _particlespawnrate, float _spawnpositiondispersion,
float _theta, float _startingspeed, Colour _startcolour, Colour _endcolour, float _frequencycolour, float _startsize,
float _endsize, float _frequencysize, Vector _startgravity, Vector _endgravity, float _frequencygravityvertical,
float _frequencygravityhorizontal, float _startalpha, float _endalpha, float _frequencyalpha, Colour* c, float* p);


4) Modify Object.h

  • Add to Class Object...
void update(int now) { /* do nothing, added for particle effects & animations */ }


5) Modify Display.cpp

  • Inside of method: bool Display::setup(void* hwnd)

near line 360 (beneath the comment "// setup successful") add...

ParticleVertex::device = d3dd;
ParticleVertexList::connectDevice(d3dd);


6)