MFC_WAVE

所属分类:图形图象
开发工具:Visual C++
文件大小:1770KB
下载次数:151
上传日期:2010-01-07 10:17:05
上 传 者licyqq
说明:  MFC编写的水波纹模拟效果,可以设置颜色 波纹半径 扩散时间 以及背景图片 等等。
(MFC water wave effecf.)

文件列表:
Agua\Agua.aps (36376, 1999-11-21)
Agua\Agua.clw (1798, 1999-11-21)
Agua\Agua.cpp (1391, 1999-11-21)
Agua\Agua.dsp (4250, 1999-10-02)
Agua\Agua.dsw (531, 1999-09-30)
Agua\Agua.h (1302, 1999-09-30)
Agua\Agua.ncb (74752, 2009-01-14)
Agua\Agua.opt (53760, 2009-01-14)
Agua\Agua.plg (1716, 2009-01-14)
Agua\Agua.rc (6351, 1999-11-21)
Agua\AguaDlg.cpp (13794, 1999-11-21)
Agua\AguaDlg.h (1995, 1999-11-21)
Agua\Lake.tga (196652, 1999-11-21)
Agua\LoadTGA.cpp (3189, 1999-10-02)
Agua\LoadTGA.h (1170, 1999-10-02)
Agua\Logo.tga (196652, 1999-10-02)
Agua\Pool.tga (196652, 1999-11-21)
Agua\Reflect.tga (196652, 1999-10-02)
Agua\Release\Agua.exe (24576, 2009-01-14)
Agua\Release\Agua.obj (9491, 2009-01-14)
Agua\Release\Agua.pch (5816108, 2009-01-14)
Agua\Release\Agua.res (3372, 2009-01-14)
Agua\Release\AguaDlg.obj (24806, 2009-01-14)
Agua\Release\LoadTGA.obj (2193, 2009-01-14)
Agua\Release\StdAfx.obj (786, 2009-01-14)
Agua\Release\vc60.idb (50176, 2009-01-14)
Agua\res\Agua.ico (1078, 1999-09-30)
Agua\res\Agua.rc2 (396, 1999-09-30)
Agua\Resource.h (1050, 1999-11-21)
Agua\StdAfx.cpp (206, 1999-09-30)
Agua\StdAfx.h (999, 1999-09-30)
Agua\Water.tga (196652, 1999-11-21)
Agua\Release (0, 2009-01-14)
Agua\res (0, 2009-01-14)
Agua (0, 2009-01-14)

Agua Application 12/99 ---------------------------------------------- This is the Companion application to the December 1999 Game Developer magazine. It implements an image processing method for creating a rippling water surface. This app does not require 3D hardware. If it runs too slow, make the size of the height field smaller by changing the WATER_SIZE define in AguaDlg.cpp Try 128. Especially if you consider turning this into a 3D height field, you will want a smaller field. The app is a Dialog based MFC app. Suggestions for playing around ------------------------------ Experiment with changes to the Process water routine in AguaDlg.cpp. This is the actual convolution that creates the effect. There are a lot of variations that produce different effects. Optimize... I didn't spend much time making it fast. Indexing tricks (especially in a 256x256 field) would help as well as some assembly here and there. Take the height field and convert it to a 3D mesh. I would use the 256x256 as a texture but make the resolution of the 3D mesh something like ***x***. Credits ------------------------------- Since I could not effectively figure out a original source for this technique, I have received some mail from people claiming to be the first. I will compile a list of these on my website www.darwin3d.com/gamedev.htm. Should be fun to try different people's variations. Jeff jeffl@darwin3d.com

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