vgFx *pSnowFx;
pSnowFx = vgNewFx( VGFX_CUSTOM );
vgName( pSnowFx, "snow" );
vgProp( pSnowFx, VGFX_ALPHA, 1.0 );
vgProp( pSnowFx, VGFX_AUTO, VG_OFF);//VGFX_RESTART
vgProp( pSnowFx, VGFX_DURATION, VGFX_ALWAYS );
vgProp( pSnowFx, VGFX_FADEDUR, VGFX_SAMEASDURATION );
vgFxIsectorMask( pSnowFx, 0x0 );
vgFxRepresent( pSnowFx, 0xffffffff );
vgFxScale( pSnowFx, 0.3f, 0.3f, 0.3f );
vgProp( pSnowFx, VGFX_STATE, VG_ON);
vgProp( pSnowFx, VGFX_STARTTIME, VGFX_NOW );
vgProp( pSnowFx, VGFX_XFORMDLIST, VGFX_XFORM );
vgProp( pSnowFx, VGFX_NPARTICLES, 2500.0 );
vgProp( pSnowFx, VGFX_SRCRAD, 400.0 );
vgProp( pSnowFx, VGFX_SIZEVAR, 0.0);
vgProp( pSnowFx, VGFX_COLORVAR, 0.0 );
vgProp( pSnowFx, VGFX_VDIST, VGFX_VDIST_PLANE );
vgProp( pSnowFx, VGFX_SRCSHAPE, VGFX_SRCSHAPE_CIRCLE);
vgProp( pSnowFx, VGFX_FLOW, VGFX_FLOW_STREAM );
float ct[5] = { 0.0, 1.0, 1.0, 1.0, 1.0 };
vgAttrList( pSnowFx, VGFX_CT, ct, 1 );
float bBox[6] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
vgAttrList( pSnowFx, VGFX_BBOX, bBox, 1 );
float vVector[4] = { 0.0, 0.0, 0.0, -0.5};
vgAttrList( pSnowFx, VGFX_VVECTOR, vVector, 1 );
float wVector[4] = { 0.0, 2.0, 0.0, 0.0 };
vgAttrList( pSnowFx, VGFX_WVECTOR, wVector, 1 );
float gVector[3] = { 0.0, 0.0, -6.0 };
vgAttrList( pSnowFx, VGFX_GVECTOR, gVector, 1 );
float vRnd[2] = { 0.0, 5.0 };
vgAttrList( pSnowFx, VGFX_VRANDOM, vRnd, 1 );
vRnd[0]=1.0,vRnd[1]=10.0;
vgAttrList( pSnowFx, VGFX_VRANDOM, vRnd, 1 );
vRnd[0]=2.0,vRnd[1]=20.0;
vgAttrList( pSnowFx, VGFX_VRANDOM, vRnd, 1 );
vRnd[0]=3.0,vRnd[1]=20.0;
vgAttrList( pSnowFx, VGFX_VRANDOM, vRnd, 1 );
vRnd[0]=4.0,vRnd[1]=10.0;
vgAttrList( pSnowFx, VGFX_VRANDOM, vRnd, 1 );
float vSphere[2] = { 0.0, 0.0 };
vgAttrList( pSnowFx, VGFX_VSPHERE, vSphere, 1 );
float psz[2] = { 0.0, 3.0f };
vgAttrList( pSnowFx, VGFX_PSZ, psz, 1 );
float pst[2] = { 0.0, 1.0f };
vgAttrList( pSnowFx, VGFX_PST, pst, 1 );
float temp[2] = { 0.0, 293.0 };
vgAttrList( pSnowFx, VGFX_TEMPERATURE, &temp, 1 );
vgFxColor( pSnowFx, 1.0, 1.0, 1.0 );
vgProp( pSnowFx, VGFX_LCYCLE, 10.0 );
vgProp( pSnowFx, VGFX_EMISSION, 0.0 );
vgProp( pSnowFx, VGFX_LIGHTING, VG_OFF );
vgAddSceneFx( vgGetScene( 0 ), pSnowFx );
vgProp( pSnowFx, VGFX_STATE, VG_OFF );
这是雪的代码,我就是不知道改哪些属性就变成积雪了,请指教 |