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Direct-X学习笔记--三维粒子系统

时间:2015-08-05 06:40:21      阅读:217      评论:0      收藏:0      [点我收藏+]

标签:3d   directx   三维   c++   粒子系统   

哇塞,一转眼已经到了传说中的粒子系统了,学会了粒子系统就可以做出一些更好玩的效果啦!加油啦!


一.简介

粒子系统,正如其名称,由各种小的粒子构成。通常用来模拟火焰,爆炸,烟,水流,火花,落叶,雨,雪等等难以用具体的形状来描述的物体。单个的粒子非常简单,可以用多边形来表示,甚至用像素表示。但是,不要小看了这样微小的粒子,当粒子的数量级达到上千,上万,甚至十万时,表现力是及其震撼的!

下面附上两张DX自带的粒子系统的截图:

技术分享技术分享

帅呆了...然而我并做不出来...


粒子系统有三个特性:

1.群体性:粒子如此微小,要想成大气候,就必须聚集起来。

2.统一性:每个粒子性质相同。

3.随机性:粒子系统中的元素会随机表现出不同的特性。

简单的概括就是,整体有一致的表现,但是单独的粒子可以有不同的表现。


粒子系统的基本原理,即粒子系统的生命周期:

1.产生新的粒子

2.更新现有粒子的属性

3.删除已经消亡的粒子

4.绘制粒子


通常一次性分配足够的空间,通过数据结构管理存在的粒子以及消亡的粒子,如果粒子消亡了,不显示即可。

二.封装一个粒子系统的类

按照浅墨大大的方法,写了一个雪花飘落的粒子系统:

.h文件

/*!
 * \file Particle.h
 *
 * \author puppet_master
 * \date 八月 2015
 *
 * 粒子系统的实现
 */
#ifndef __CPARTICLE_H_
#define __CPARTICLE_H_
#include "stdafx.h"

#pragma once
//粒子定点格式
struct POINTVERTEX
{
	float x, y, z;
	float u, v;
};
#define D3DFVF_POINTVERTEX (D3DFVF_XYZ | D3DFVF_TEX1)

//粒子结构体定义
struct ParticleStruct
{
	float x, y, z;				//坐标
	float rotationX;			//绕X轴旋转角度
	float rotationY;			//绕Y轴旋转角度
	float speed;				//下落速度
	float rotationSpeed;		//旋转速度
};

const int PARTICLE_NUMBER = 3000;			//粒子数量
const int AREA_WIDTH = 10000;				//粒子系统区域宽度
const int AREA_LENGTH = 10000;				//粒子系统区域长度
const int AREA_HEIGHT = 10000;				//粒子系统区域高度

class CParticle
{
private:

	LPDIRECT3DDEVICE9 m_pDevice;					//设备指针
	ParticleStruct m_Particle[PARTICLE_NUMBER];		//粒子结构体数组
	LPDIRECT3DVERTEXBUFFER9 m_pVertexBuffer;		//顶点缓冲区
	LPDIRECT3DTEXTURE9 m_pTexture;					//粒子纹理
public:
	CParticle(LPDIRECT3DDEVICE9);
	virtual ~CParticle(void);

	//初始化粒子系统
	bool InitParticle();
	//更新粒子
	bool UpdateParticle(float);
	//绘制粒子
	bool RenderParticle();
};

#endif



.cpp文件

#include "stdafx.h"
#include "Particle.h"
#include <time.h>


CParticle::CParticle(LPDIRECT3DDEVICE9 pDevice)
{
	m_pDevice = pDevice;
	m_pVertexBuffer = NULL;
	m_pTexture = NULL;
}


CParticle::~CParticle(void)
{
	SAFE_RELEASE(m_pVertexBuffer);
	SAFE_RELEASE(m_pTexture);
}

bool CParticle::InitParticle()
{
	srand((unsigned int)time(0));
	//初始化雪花粒子数组
	for(int i = 0; i < PARTICLE_NUMBER; i++)
	{
		m_Particle[i].x = rand() % AREA_LENGTH - AREA_LENGTH / 2;
		m_Particle[i].y = rand() % AREA_HEIGHT;
		m_Particle[i].z = rand() % AREA_WIDTH - AREA_WIDTH / 2;
		m_Particle[i].speed = 500 + rand() % 500;
		m_Particle[i].rotationSpeed = 5.0f + rand() % 10 / 10.0f;
	}

	//创建雪花粒子顶点缓存
	m_pDevice->CreateVertexBuffer(4 * sizeof(POINTVERTEX), 0, D3DFVF_POINTVERTEX, D3DPOOL_MANAGED, &m_pVertexBuffer, NULL);

	//填充顶点缓存
	POINTVERTEX vertices[] = 
	{
		{-10.0f, 0.0f, 0.0f, 0.0f, 1.0f},
		{-10.0f, 20.0f, 0.0f, 0.0f, 0.0f},
		{ 10.0f, 0.0f, 0.0f, 1.0f, 1.0f},
		{ 10.0f, 20.0f, 0.0f, 1.0f, 0.0f}
	};
	//加锁
	VOID* pVertices;
	m_pVertexBuffer->Lock(0, sizeof(vertices), (void**)&pVertices, 0);
	//拷贝顶点数据
	memcpy(pVertices, vertices, sizeof(vertices));
	//解锁
	m_pVertexBuffer->Unlock();

	//加载纹理
	D3DXCreateTextureFromFile(m_pDevice, "snow.jpg", &m_pTexture);

	return true;
}

bool CParticle::UpdateParticle(float fElapsedTime)
{
	for(int i = 0; i < PARTICLE_NUMBER; i++)
	{
		m_Particle[i].y -= m_Particle[i].speed * fElapsedTime;
		if (m_Particle[i].y < 0)
			m_Particle[i].y = AREA_HEIGHT;
		m_Particle[i].rotationX += m_Particle[i].rotationSpeed * fElapsedTime;
		m_Particle[i].rotationY += m_Particle[i].rotationSpeed * fElapsedTime;
	}
	return true;
}

bool CParticle::RenderParticle()
{
	//禁用照明
	m_pDevice->SetRenderState(D3DRS_LIGHTING, false);

	//设置纹理
	m_pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
	m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
	m_pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	m_pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

	//设置Alpha混合系数
	m_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);//打开alpha混合
	m_pDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);//源混合系数为1
	m_pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);//目标混合系数为1

	//设置不剔除背面
	m_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);

	//渲染
	for (int i = 0; i < PARTICLE_NUMBER; i++)
	{
		//设置世界矩阵(这里设置为局部静态变量,类似全局变量,但是又比全局变量容易维护,作用域仅为该函数)
		static D3DXMATRIX matTrans, matYaw, matPitch, matWorld;
		D3DXMatrixRotationX(&matPitch, m_Particle[i].rotationX);
		D3DXMatrixRotationY(&matYaw, m_Particle[i].rotationY);
		D3DXMatrixTranslation(&matTrans, m_Particle[i].x, m_Particle[i].y, m_Particle[i].z);
		matWorld = matPitch * matYaw * matTrans;
		m_pDevice->SetTransform(D3DTS_WORLD, &matWorld);

		//设置纹理
		m_pDevice->SetTexture(0, m_pTexture);

		//绘制相关
		m_pDevice->SetStreamSource(0, m_pVertexBuffer, 0, sizeof(POINTVERTEX));
		m_pDevice->SetFVF(D3DFVF_POINTVERTEX);
		m_pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
	}

	//绘制完成后恢复原状态:Alpha混合,背面剔除,光照,防止出现渲染状态泄露,影响其他对象绘制
	m_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
	m_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
	m_pDevice->SetRenderState(D3DRS_LIGHTING, true);

	return true;
}



三.使用粒子系统

run一下:

技术分享

换个角度:

技术分享

加大粒子量:

技术分享

附上main函数代码:

// D3DDemo.cpp : 定义应用程序的入口点。
//

#include "stdafx.h"
#include "D3DDemo.h"
#include "DirectInput.h"
#include "Camera.h"
#include "Terrain.h"
#include "Mesh.h"
#include "SkyBox.h"
#include "Particle.h"

#define MAX_LOADSTRING 100


// 全局变量:
HINSTANCE hInst;								// 当前实例
TCHAR szTitle[MAX_LOADSTRING];					// 标题栏文本
TCHAR szWindowClass[MAX_LOADSTRING];			// 主窗口类名

// 此代码模块中包含的函数的前向声明:
HWND                g_hWnd;
ATOM				MyRegisterClass(HINSTANCE hInstance);
BOOL				InitInstance(HINSTANCE, int);
LRESULT CALLBACK	WndProc(HWND, UINT, WPARAM, LPARAM);

//---------改造3D窗口需要的内容------------
LPDIRECT3D9 g_pD3D = NULL;				//D3D接口指针
LPDIRECT3DDEVICE9 g_pDevice = NULL;		//D3D设备指针
CDirectInput* g_pDirectInput = NULL;	//控制指针
CCamera*      g_pCamera      = NULL;    //摄像机指针
CTerrain*     g_pTerrian     = NULL;	//地形类指针
CSkyBox*      g_pSkyBox      = NULL;	//天空盒类指针
CParticle*    g_pParticle    = NULL;	//粒子系统指针
CMesh*        g_pMesh1       = NULL;	//网格对象指针1
CMesh*        g_pMesh2       = NULL;	//网格对象指针2
CMesh*        g_pMesh3       = NULL;	//网格对象指针3

D3DXMATRIX g_matWorld;							//世界矩阵


void onCreatD3D()
{
	g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
	if (!g_pD3D)
		return;

	//检测硬件设备能力的方法
	/*D3DCAPS9 caps;
	ZeroMemory(&caps, sizeof(caps));
	g_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);*/

	//获得相关信息,屏幕大小,像素点属性
	D3DDISPLAYMODE d3ddm;
	ZeroMemory(&d3ddm, sizeof(d3ddm));

	g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);


	//设置全屏模式
	D3DPRESENT_PARAMETERS d3dpp;
	ZeroMemory(&d3dpp, sizeof(d3dpp));
	/*d3dpp.Windowed = false;
	d3dpp.BackBufferWidth = d3ddm.Width;
	d3dpp.BackBufferHeight = d3ddm.Height;*/

	d3dpp.Windowed = true;
	d3dpp.BackBufferFormat = d3ddm.Format;
	d3dpp.BackBufferCount = 1;

	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;//交换后原缓冲区数据丢弃

	//是否开启自动深度模板缓冲
	d3dpp.EnableAutoDepthStencil = true;
	//当前自动深度模板缓冲的格式
	d3dpp.AutoDepthStencilFormat = D3DFMT_D16;//每个像素点有16位的存储空间,存储离摄像机的距离
	

	g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pDevice);

	if (!g_pDevice)
		return;

	//设置渲染状态,设置启用深度值
	g_pDevice->SetRenderState(D3DRS_ZENABLE, true);

	//设置渲染状态,关闭灯光
	//g_pDevice->SetRenderState(D3DRS_LIGHTING, false);

	//设置渲染状态,裁剪模式
	g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);

	//g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) ;

}

void CreateMesh()
{
	g_pMesh1 = new CMesh(g_pDevice);
	g_pMesh1->CreateMesh("Demon.X");

	g_pMesh2 = new CMesh(g_pDevice);
	g_pMesh2->CreateMesh("dragon.X");

	g_pMesh3 = new CMesh(g_pDevice);
	g_pMesh3->CreateMesh("miki.X");
}

void CreateCamera()
{
	g_pCamera = new CCamera(g_pDevice);
	g_pCamera->SetCameraPosition(&D3DXVECTOR3(0.0f, 800.0f, -500.0f));
	g_pCamera->SetTargetPosition(&D3DXVECTOR3(0.0f, 800.0f, 0.0f));
	g_pCamera->SetViewMatrix();
	g_pCamera->SetProjectionMartix();
}

void CreateTerrain()
{
	g_pTerrian = new CTerrain(g_pDevice);
	g_pTerrian->LoadTerrainFromFile(TEXT("heighmap.raw"), TEXT("TerrainTexture.jpg"));
	g_pTerrian->InitTerrain(200, 200, 100.0f, 5.0f);
}

void CreateSkyBox()
{
	g_pSkyBox = new CSkyBox(g_pDevice);
	g_pSkyBox->InitSkyBox(20000.0f);
	g_pSkyBox->InitSkyBoxTexture("skyfront.png", "skyback.png", "skyleft.png", "skyright.png", "skytop.png");
}

void CreateParticle()
{
	g_pParticle = new CParticle(g_pDevice);
	g_pParticle->InitParticle();
}

void SetLight()
{
	D3DLIGHT9 light;  
	::ZeroMemory(&light, sizeof(light));  
	light.Type          = D3DLIGHT_DIRECTIONAL;  
	light.Ambient       = D3DXCOLOR(0.7f, 0.7f, 0.7f, 1.0f);  
	light.Diffuse       = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);  
	light.Specular      = D3DXCOLOR(0.9f, 0.9f, 0.9f, 1.0f);  
	light.Direction     = D3DXVECTOR3(1.0f, 1.0f, 1.0f);  
	g_pDevice->SetLight(0, &light);  
	g_pDevice->LightEnable(0, true);  
	g_pDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);  
	g_pDevice->SetRenderState(D3DRS_SPECULARENABLE, true);
}



void onInit()
{
	//初始化D3D
	onCreatD3D();

	//创建Mesh模型
	CreateMesh();

	//创建摄像机
	CreateCamera();

	//创建地形
	CreateTerrain();

	//创建天空盒
	CreateSkyBox();

	//创建粒子系统
	CreateParticle();
	
	//设置光照
	SetLight();
}



void onDestroy()
{
	SAFE_DELETE(g_pDirectInput);
	SAFE_DELETE(g_pCamera);
	SAFE_DELETE(g_pTerrian);
	SAFE_DELETE(g_pSkyBox);
	SAFE_RELEASE(g_pDevice);
	SAFE_DELETE(g_pMesh1);
	SAFE_DELETE(g_pMesh2);
	SAFE_DELETE(g_pMesh3);
}

void onLogic(float fElapsedTime)
{
	//使用DirectInput类读取数据
	g_pDirectInput->GetInput();

	// 沿摄像机各分量移动视角
	if (g_pDirectInput->IsKeyDown(DIK_A))  g_pCamera->MoveAlongRightVec(-10.0f);
	if (g_pDirectInput->IsKeyDown(DIK_D))  g_pCamera->MoveAlongRightVec( 10.0f);
	if (g_pDirectInput->IsKeyDown(DIK_W)) g_pCamera->MoveAlongLookVec( 10.0f);
	if (g_pDirectInput->IsKeyDown(DIK_S))  g_pCamera->MoveAlongLookVec(-10.0f);
	if (g_pDirectInput->IsKeyDown(DIK_I))  g_pCamera->MoveAlongUpVec( 10.0f);
	if (g_pDirectInput->IsKeyDown(DIK_K))  g_pCamera->MoveAlongUpVec(-10.0f);

	//沿摄像机各分量旋转视角
	if (g_pDirectInput->IsKeyDown(DIK_LEFT))  g_pCamera->RotationUpVec(-0.003f);
	if (g_pDirectInput->IsKeyDown(DIK_RIGHT))  g_pCamera->RotationUpVec( 0.003f);
	if (g_pDirectInput->IsKeyDown(DIK_UP))  g_pCamera->RotationRightVec(-0.003f);
	if (g_pDirectInput->IsKeyDown(DIK_DOWN))  g_pCamera->RotationRightVec( 0.003f);
	if (g_pDirectInput->IsKeyDown(DIK_J)) g_pCamera->RotationLookVec(-0.001f);
	if (g_pDirectInput->IsKeyDown(DIK_L)) g_pCamera->RotationLookVec( 0.001f);

	//鼠标控制右向量和上向量的旋转
	//g_pCamera->RotationUpVec(g_pDirectInput->MouseDX()* 0.001f);
	//g_pCamera->RotationRightVec(g_pDirectInput->MouseDY() * 0.001f);

	//鼠标滚轮控制观察点收缩操作
	static FLOAT fPosZ=0.0f;
	fPosZ += g_pDirectInput->MouseDZ()*3.0f;

	//计算并设置取景变换矩阵
	D3DXMATRIX matView;
	g_pCamera->CalculateViewMatrix(&matView);
	g_pDevice->SetTransform(D3DTS_VIEW, &matView);

	//把正确的世界变换矩阵存到g_matWorld中
	D3DXMatrixTranslation(&g_matWorld, 0.0f, 0.0f, fPosZ);

	//更新粒子系统
	g_pParticle->UpdateParticle(fElapsedTime);

}

void onRender(float fElasedTime)
{
	//前两个参数是0和NULL时,清空整个游戏窗口的内容(清的是后台)
	//第三个是清除的对象:前面表示清除颜色缓冲区,后面表示清除深度缓冲区,D3DCLEAR_STENCIL清空模板缓冲区
	g_pDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,100,100), 1.0f, 0);

	g_pDevice->BeginScene();

	D3DXMATRIX matWorld1, matWorld2, matWorld3, matWorldTerrain, matWorldSky;  
	D3DXMatrixTranslation(&matWorld1, 0.0f, 800.0f, 0.0f);  
	D3DXMatrixTranslation(&matWorld2, 0.0f, 1300.0f, 0.0f);
	D3DXMatrixTranslation(&matWorld3, -30.0f, 900.0f, -50.0f);
	D3DXMatrixTranslation(&matWorldTerrain, 0.0f, 0.0f, 0.0f);
	D3DXMatrixTranslation(&matWorldSky, 0.0f, -2000.0f, 0.0f);

	g_pMesh1->DrawMesh(matWorld1);
	g_pMesh2->DrawMesh(matWorld2);
	g_pMesh3->DrawMesh(matWorld3);
	g_pSkyBox->RenderSkyBox(&matWorldSky);
	g_pTerrian->RenderTerrain(&matWorldTerrain, false);
	g_pParticle->RenderParticle();

	g_pDevice->EndScene();


	g_pDevice->Present(NULL, NULL, NULL, NULL);
}


int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
                     _In_opt_ HINSTANCE hPrevInstance,
                     _In_ LPTSTR    lpCmdLine,
                     _In_ int       nCmdShow){
	UNREFERENCED_PARAMETER(hPrevInstance);
	UNREFERENCED_PARAMETER(lpCmdLine);

 	// TODO: 在此放置代码。
	MSG msg;
	HACCEL hAccelTable;

	// 初始化全局字符串
	LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
	LoadString(hInstance, IDC_D3DDEMO, szWindowClass, MAX_LOADSTRING);
	MyRegisterClass(hInstance);

	// 执行应用程序初始化:
	if (!InitInstance (hInstance, nCmdShow))
	{
		return FALSE;
	}

	hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_D3DDEMO));

	

	ZeroMemory(&msg, sizeof(msg));
	while (msg.message != WM_QUIT)
	{
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			static DWORD dwTime = timeGetTime();
			DWORD dwCurrentTime = timeGetTime();
			DWORD dwElapsedTime = dwCurrentTime - dwTime;
			float fElapsedTime = dwElapsedTime * 0.001f;

			//------------渲染和逻辑部分代码----------
			onLogic(fElapsedTime);
			onRender(fElapsedTime);
			//-----------------------------------------
			if (dwElapsedTime < 1000 / 60)
			{
				Sleep(1000/ 60 - dwElapsedTime);
			}
			dwTime = dwCurrentTime;
		}
	}

	onDestroy();
	return (int) msg.wParam;
}



//
//  函数: MyRegisterClass()
//
//  目的: 注册窗口类。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
	WNDCLASSEX wcex;

	wcex.cbSize = sizeof(WNDCLASSEX);

	wcex.style			= CS_HREDRAW | CS_VREDRAW;
	wcex.lpfnWndProc	= WndProc;
	wcex.cbClsExtra		= 0;
	wcex.cbWndExtra		= 0;
	wcex.hInstance		= hInstance;
	wcex.hIcon			= LoadIcon(hInstance, MAKEINTRESOURCE(IDI_D3DDEMO));
	wcex.hCursor		= LoadCursor(NULL, IDC_ARROW);
	wcex.hbrBackground	= (HBRUSH)(COLOR_WINDOW+1);
	wcex.lpszMenuName	= MAKEINTRESOURCE(IDC_D3DDEMO);
	wcex.lpszClassName	= szWindowClass;
	wcex.hIconSm		= LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));

	return RegisterClassEx(&wcex);
}

//
//   函数: InitInstance(HINSTANCE, int)
//
//   目的: 保存实例句柄并创建主窗口
//
//   注释:
//
//        在此函数中,我们在全局变量中保存实例句柄并
//        创建和显示主程序窗口。
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{

   hInst = hInstance; // 将实例句柄存储在全局变量中

   g_hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
      CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);

   if (!g_hWnd)
   {
      return FALSE;
   }

  //初始化DirectInput类
   g_pDirectInput = new CDirectInput();
   g_pDirectInput->Init(g_hWnd, hInst, DISCL_FOREGROUND|DISCL_NONEXCLUSIVE, DISCL_FOREGROUND|DISCL_NONEXCLUSIVE);

   SetMenu(g_hWnd, NULL);
   ShowWindow(g_hWnd, nCmdShow);
   UpdateWindow(g_hWnd);

   onInit();

   return TRUE;
}

//
//  函数: WndProc(HWND, UINT, WPARAM, LPARAM)
//
//  目的: 处理主窗口的消息。
//
//  WM_COMMAND	- 处理应用程序菜单
//  WM_PAINT	- 绘制主窗口
//  WM_DESTROY	- 发送退出消息并返回
//
//
LRESULT CALLBACK WndProc(HWND g_hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch (message)
	{
	case WM_KEYDOWN:
		if (wParam == VK_ESCAPE)
			PostQuitMessage(0);
		break;
	case WM_CLOSE:
		DestroyWindow(g_hWnd);
		break;
	case WM_DESTROY:
		PostQuitMessage(0);
		break;
	default:
		return DefWindowProc(g_hWnd, message, wParam, lParam);
	}
	return 0;
}



版权声明:本文为博主原创文章,未经博主允许不得转载。

Direct-X学习笔记--三维粒子系统

标签:3d   directx   三维   c++   粒子系统   

原文地址:http://blog.csdn.net/puppet_master/article/details/47282211

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