DPS905 Kaitlyn ParticleEffects

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**************************************************************************************************
**   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)