c语言实现水波纹显示效果.zip
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c语言实现水波纹显示效果.zip /**************************************************** * 程序名称:实现水波纹显示* * 编译环境:Visual C++ 6.0,EasyX 20130114(beta)* * 作 者:豪 (QQ: 415051674) * * 核心算法:参考网上算法* * 最后修改:2013/3/20* ****************************************************/#include <graphics.h> #include <conio.h>#include <stdio.h>#define PIC_HEIGHT 600#define PIC_WIDTH 800void FrameFun();// 帧逻辑函数,处理每一帧的逻辑void RenderFun();// 帧渲染函数,输出每一帧到显示设备IMAGE src_img;// 原位图IMAGE dest_img(PIC_WIDTH, PIC_HEIGHT);// 处理后显示的位图DWORD *img_ptr1;// 原图片片内存指针DWORD *img_ptr2;// 处理后显示的位图内存指针// 以下两个 buf 为每一个点的波幅,前者为当前波幅,后者为下一个时刻的波幅。short *buf = new short[PIC_HEIGHT*PIC_WIDTH+PIC_WIDTH];short *buf2 = new short[PIC_HEIGHT*PIC_WIDTH+PIC_WIDTH];void main(){// 初始化设备,加载图片 initgraph(PIC_WIDTH, PIC_HEIGHT); SetWindowText(GetHWnd(), "Wave-水波纹效果(点击产生一个水波纹。移动鼠标连续产生水波纹)"); loadimage(&src_img, "water.jpg");// 加载图片,大小:800*600setbkmode(TRANSPARENT);settextcolor(BLACK);setfont(25, 0, "Arial");// 获得内存指针img_ptr1 = GetImageBuffer(&src_img);img_ptr2 = GetImageBuffer(&dest_img);// 初始化波幅数组memset(buf, 0, (PIC_HEIGHT*PIC_WIDTH+PIC_WIDTH) * sizeof(short));memset(buf2, 0, (PIC_HEIGHT*PIC_WIDTH+PIC_WIDTH) * sizeof(short));// Let's Go!BeginBatchDraw();// 双缓冲,闪屏时需要while(true) {FrameFun();RenderFun();FlushBatchDraw();Sleep(1);}EndBatchDraw();}// 计算出下一个时刻所有点的波幅void nextFrame(){for(int i = PIC_WIDTH; i < PIC_HEIGHT*(PIC_WIDTH-1); i++){// 公式:X0'= (X1+X2+X3+X4) / 2 - X0buf2[i] = ((buf[i-PIC_WIDTH] + buf[i+PIC_WIDTH] + buf[i-1] + buf[i+1]) >> 1) - buf2[i];// 波能衰减buf2[i] -= buf2[i] >> 5;}short *ptmp = buf;buf = buf2;buf2 = ptmp;}// 处理当前时刻波幅影响之后的位图,保存在 dest_img 中void RenderRipple(){int i = 0;for (int y = 0; y < PIC_HEIGHT; y++) {for (int x = 0; x < PIC_WIDTH; x++) {short data = 1024 - buf[i];// 偏移int a = ((x - PIC_WIDTH / 2) * data / 1024) + PIC_WIDTH / 2;int b = ((y - PIC_HEIGHT / 2) * data / 1024) + PIC_HEIGHT / 2;// 边界处理if (a >= PIC_WIDTH)a = PIC_WIDTH - 1;if (a < 0)a = 0;if (b >= PIC_HEIGHT)b = PIC_HEIGHT - 1;if (b < 0)b = 0;// 处理偏移 img_ptr2[i] = img_ptr1[a + (b * PIC_WIDTH)];i++;}}}// 鼠标模拟投石头// 参数说明:// (x, y): 鼠标坐标// stonesize: “石头”的大小// stoneweight: 投“石头”的力度// Ps: 如果产生错误,一般就是数组越界所致,请酌情调整“石头”的大小和“石头”的力度void disturb(int x, int y, int stonesize, int stoneweight) {// 突破边界不处理if ((x >= PIC_WIDTH - stonesize) ||(x < stonesize) ||(y >= PIC_HEIGHT - stonesize) ||(y < stonesize))return;for (int posx=x-stonesize; posx<x+stonesize; posx++){for (int posy=y-stonesize; posy<y+stonesize; posy++){if ((posx-x)*(posx-x) + (posy-y)*(posy-y) < stonesize*stonesize){buf[PIC_WIDTH*posy+posx] += stoneweight;}}}}// 计算fpsfloat getFps(){#define FPS_COUNT 8static i = 0;static oldTime = GetTickCount();static float fps;if (i > FPS_COUNT){i = 0;int newTime = GetTickCount();int elapsedTime = newTime - oldTime;fps = FPS_COUNT / (elapsedTime / 1000.0f);oldTime = newTime;}i++;return fps;}// 渲染void RenderFun(){RenderRipple();putimage(0, 0, &dest_img);char s[5];sprintf(s, "%.1f", getFps());outtextxy(0, 0, s);}// 逻辑void FrameFun() {// 鼠标if(MouseHit()){MOUSEMSG msg = GetMouseMsg();if(msg.uMsg == WM_MOUSEMOVE){disturb(msg.x, msg.y, 3, 256);} else if(msg.uMsg == WM_LBUTTONDOWN){disturb(msg.x, msg.y, 3, 2560);}FlushMouseMsgBuffer();}// 计算下一帧的波幅nextFrame();}