/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __SMOKEPARTICLES_H__ #define __SMOKEPARTICLES_H__ #include "idlib/math/Random.h" #include "idlib/math/Vector.h" #include "idlib/math/Matrix.h" #include "framework/DeclParticle.h" #include "renderer/RenderWorld.h" /* =============================================================================== Smoke systems are for particles that are emitted off of things that are constantly changing position and orientation, like muzzle smoke coming from a bone on a weapon, blood spurting from a wound, or particles trailing from a monster limb. The smoke particles are always evaluated and rendered each tic, so there is a performance cost with using them for continuous effects. The general particle systems are completely parametric, and have no performance overhead when not in view. All smoke systems share the same shaderparms, so any coloration must be done in the particle definition. Each particle model has its own shaderparms, which can be used by the particle materials. =============================================================================== */ typedef struct singleSmoke_s { struct singleSmoke_s * next; int privateStartTime; // start time for this particular particle int index; // particle index in system, 0 <= index < stage->totalParticles idRandom random; idVec3 origin; idMat3 axis; } singleSmoke_t; typedef struct { const idParticleStage * stage; singleSmoke_t * smokes; } activeSmokeStage_t; class idSmokeParticles { public: idSmokeParticles( void ); // creats an entity covering the entire world that will call back each rendering void Init( void ); void Shutdown( void ); // spits out a particle, returning false if the system will not emit any more particles in the future bool EmitSmoke( const idDeclParticle *smoke, const int startTime, const float diversity, const idVec3 &origin, const idMat3 &axis ); // free old smokes void FreeSmokes( void ); private: bool initialized; renderEntity_t renderEntity; // used to present a model to the renderer int renderEntityHandle; // handle to static renderer model static const int MAX_SMOKE_PARTICLES = 10000; singleSmoke_t smokes[MAX_SMOKE_PARTICLES]; idList activeStages; singleSmoke_t * freeSmokes; int numActiveSmokes; int currentParticleTime; // don't need to recalculate if == view time bool UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView ); static bool ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView ); }; #endif /* !__SMOKEPARTICLES_H__ */