在 openGL 中渲染粒子的问题

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【中文标题】在 openGL 中渲染粒子的问题【英文标题】:Problems rendering particles in openGL 【发布时间】:2012-11-22 23:00:50 【问题描述】:

我开始使用 glut 在 OpenGL 中编写一个小粒子喷泉。我已经让粒子出现并在屏幕上反弹,就像我打算的那样。所以当我第一次运行程序时,我得到了这个

大约 2 秒后会变成这样

我试图弄乱代码以查看导致此问题的原因,但我无法解决它。

这是我目前在程序中所拥有的

int main() Init_particles() //初始化所有东西,在 main 中调用一次 无效激活粒子(); //激活粒子 void Adjust_particle() //设置粒子的速度和弹跳

void Render_particle() //渲染粒子,该函数在DrawGLScene()函数中调用。

void idle()//调用Adjust_particles和Activate_particles的空闲函数,后跟glutPostRedisplay()

这里是完整的代码:

// particle_fountain.cpp : Defines the entry point for the console application.
//

#include "stdafx.h"
#include<stdlib.h>
#include <stdio.h>
#include<Windows.h>
#include <time.h>
#include <GL\glut.h>
#include<GL\GLU.h>

#define MAX_PARTICLES 100
#define MAX_BOUNCE_COUNT 10
#define MAX_PARTICLE_AGE 50

//Colours
float R = 0.8f;
float G = 0.2f;
float B = 0.0f;
float cR = 0.001f;
float cG = 0.002f;
float cB = 0.003f;
float Size = 0.01f; //size for points
GLuint txParticle;
GLuint txPlane;

struct PARTICLE 
    float X,Y,Z; // Current position
    float sX,sY,sZ; // Current Speed/Movement
    float tX,tY,tZ; // Target Speed/Movement
    float R,B,G; // Particle Colour
    bool Active; // Is particle Active
    int Age; // Age of the particle
    int MaxAge; // Maximum Age before particle dies
    int BounceCount;
 Particles[MAX_PARTICLES];

void Init_Particles();
void Activate_Particles();
void Adjust_Particles();
void Render_Particles();
bool LoadBitmapTexture(char * FileName, GLuint &texid);
void idle();
void DrawGLscene();
void Reshape(GLsizei w, GLsizei h);

int main(int argc, char** argv)
    glutInit(&argc,argv);
    glutCreateWindow("Particle fountain");

    Init_Particles();
    glTranslatef(0.0f, -0.7f, 0.0f);
    glutDisplayFunc(Render_Particles);
    glutIdleFunc(idle);
    glutMainLoop();



void idle()
    Activate_Particles();
    Adjust_Particles();
    glutPostRedisplay();


void Init_Particles()

    int p;
    srand((int)time(NULL));
    for(p=0; p<MAX_PARTICLES; p++)
        Particles[p].Active = FALSE;
        Particles[p].tX = 0.0f;
        Particles[p].tY = -0.1f;
        Particles[p].tZ = 0.0f;
    


void Activate_Particles()
    int p;
    for(p=0; p<MAX_PARTICLES; p++)
        if(!Particles[p].Active)
            // Start the particle at 0,0,0 origin
            Particles[p].X = 0.0f;
            Particles[p].Y = 0.0f;
            Particles[p].Z = 0.0f;
            // The following lines set a random speed value
            Particles[p].sX = (((float)((rand() % 100) + 1)) /
                1000.0f) - 0.05f;
            Particles[p].sY = (((float)((rand() % 100) + 50)) /
                500.0f);
            Particles[p].sZ = (((float)((rand() % 100) + 1)) /
                1000.0f) - 0.05f;
            // We also activate the particle
            Particles[p].Active = true;
            // Set it's Age to zero
            Particles[p].Age = 0;
            // We also assign a max age to the particles
            Particles[p].MaxAge = MAX_PARTICLE_AGE;
            // We Also reset the bouncecount to zero
            Particles[p].BounceCount = 0;
            return;
        



void Adjust_Particles()
    int p;
    for(p=0; p<MAX_PARTICLES; p++)
        // We move the speed towards the target speed by 1/20 (5%)
        Particles[p].sX+= (Particles[p].tX - Particles[p].sX) / 20.0f;
        Particles[p].sY+= (Particles[p].tY - Particles[p].sY) / 20.0f;
        Particles[p].sZ+= (Particles[p].tZ - Particles[p].sZ) / 20.0f;
        // Then we adjust the position of
        // the particle by the new speed
        Particles[p].X+= Particles[p].sX;
        Particles[p].Y+= Particles[p].sY;
        Particles[p].Z+= Particles[p].sZ;
        // Now for the bounce code.
        if(Particles[p].Y < 0.0f)
            Particles[p].Y = 0.0f;
            Particles[p].sY = -Particles[p].sY;
            Particles[p].BounceCount++;
            if(Particles[p].BounceCount > MAX_BOUNCE_COUNT)
                Particles[p].Active = FALSE;
            
        
        // And finally the age check
        Particles[p].Age++;
        if(Particles[p].Age > Particles[p].MaxAge)
            Particles[p].Active = FALSE;
        
    



void Render_Particles()
    int p;
    glBegin(GL_POINTS);
    for(p=0; p<MAX_PARTICLES; p++)
        if(Particles[p].Active)
            glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
            glVertex3f(Particles[p].X,
                Particles[p].Y,
                Particles[p].Z);
        
    
    glEnd();
    glFlush();


【问题讨论】:

【参考方案1】:

在绘图前添加了 16 毫秒刷新和 glClear()

// g++ main.cpp -o main -lglut -lGL
#include <GL/glut.h>

#define MAX_PARTICLES 100
#define MAX_BOUNCE_COUNT 10
#define MAX_PARTICLE_AGE 50

struct PARTICLE 

    float X,Y,Z; // Current position
    float sX,sY,sZ; // Current Speed/Movement
    float tX,tY,tZ; // Target Speed/Movement
    float R,B,G; // Particle Colour
    bool Active; // Is particle Active
    int Age; // Age of the particle
    int MaxAge; // Maximum Age before particle dies
    int BounceCount;
 Particles[MAX_PARTICLES];

void Init_Particles()

    srand(0);
    for(unsigned int p=0; p<MAX_PARTICLES; p++)
    
        Particles[p].Active = false;
        Particles[p].tX = 0.0f;
        Particles[p].tY = -0.1f;
        Particles[p].tZ = 0.0f;
    


void Activate_Particles()

    for(unsigned int p=0; p<MAX_PARTICLES; p++)
    
        if(!Particles[p].Active)
        
            // Start the particle at 0,0,0 origin
            Particles[p].X = 0.0f;
            Particles[p].Y = 0.0f;
            Particles[p].Z = 0.0f;
            // The following lines set a random speed value
            Particles[p].sX = (((float)((rand() % 100) + 1)) / 1000.0f) - 0.05f;
            Particles[p].sY = (((float)((rand() % 100) + 50)) / 500.0f);
            Particles[p].sZ = (((float)((rand() % 100) + 1)) / 1000.0f) - 0.05f;
            // We also activate the particle
            Particles[p].Active = true;
            // Set it's Age to zero
            Particles[p].Age = 0;
            // We also assign a max age to the particles
            Particles[p].MaxAge = MAX_PARTICLE_AGE;
            // We Also reset the bouncecount to zero
            Particles[p].BounceCount = 0;
            return;
        
    


void Adjust_Particles()

    for(unsigned int p=0; p<MAX_PARTICLES; p++)
    
        // We move the speed towards the target speed by 1/20 (5%)
        Particles[p].sX+= (Particles[p].tX - Particles[p].sX) / 20.0f;
        Particles[p].sY+= (Particles[p].tY - Particles[p].sY) / 20.0f;
        Particles[p].sZ+= (Particles[p].tZ - Particles[p].sZ) / 20.0f;
        // Then we adjust the position of
        // the particle by the new speed
        Particles[p].X+= Particles[p].sX;
        Particles[p].Y+= Particles[p].sY;
        Particles[p].Z+= Particles[p].sZ;
        // Now for the bounce code.
        if(Particles[p].Y < 0.0f)
        
            Particles[p].Y = 0.0f;
            Particles[p].sY = -Particles[p].sY;
            Particles[p].BounceCount++;
            if(Particles[p].BounceCount > MAX_BOUNCE_COUNT)
            
                Particles[p].Active = false;
            
        
        // And finally the age check
        Particles[p].Age++;
        if(Particles[p].Age > Particles[p].MaxAge)
        
            Particles[p].Active = false;
        
    



void Render_Particles()

    Activate_Particles();
    Adjust_Particles();

    glClear( GL_COLOR_BUFFER_BIT );

    glBegin(GL_POINTS);
    for(unsigned int p=0; p<MAX_PARTICLES; p++)
    
        if(Particles[p].Active)
        
            glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
            glVertex3f(Particles[p].X, Particles[p].Y, Particles[p].Z);
        
    
    glEnd();

    glutSwapBuffers();


void timer(int extra)

    glutPostRedisplay();
    glutTimerFunc(16, timer, 0);


int main(int argc, char** argv)

    glutInit(&argc,argv);
    glutInitDisplayMode( GLUT_RGBA| GLUT_DOUBLE );
    glutInitWindowSize( 640, 480 );    
    glutCreateWindow("Particle fountain");

    Init_Particles();
    glTranslatef(0.0f, -0.7f, 0.0f);
    glutDisplayFunc(Render_Particles);
    glutTimerFunc(0, timer, 0);
    glutMainLoop();

【讨论】:

谢谢 :),我尝试使用glClear()before,但是粒子移动得太快,我什么都看不见!,现在一切都很好!

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