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c7c187e4dc
Excluding 3rd party files.
105 lines
4 KiB
C++
105 lines
4 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __SMOKEPARTICLES_H__
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#define __SMOKEPARTICLES_H__
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/*
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===============================================================================
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Smoke systems are for particles that are emitted off of things that are
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constantly changing position and orientation, like muzzle smoke coming
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from a bone on a weapon, blood spurting from a wound, or particles
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trailing from a monster limb.
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The smoke particles are always evaluated and rendered each tic, so there
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is a performance cost with using them for continuous effects. The general
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particle systems are completely parametric, and have no performance
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overhead when not in view.
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All smoke systems share the same shaderparms, so any coloration must be
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done in the particle definition.
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Each particle model has its own shaderparms, which can be used by the
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particle materials.
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===============================================================================
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*/
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typedef struct singleSmoke_s {
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struct singleSmoke_s * next;
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int privateStartTime; // start time for this particular particle
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int index; // particle index in system, 0 <= index < stage->totalParticles
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idRandom random;
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idVec3 origin;
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idMat3 axis;
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#ifdef _D3XP
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int timeGroup;
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#endif
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} singleSmoke_t;
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typedef struct {
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const idParticleStage * stage;
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singleSmoke_t * smokes;
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} activeSmokeStage_t;
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class idSmokeParticles {
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public:
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idSmokeParticles( void );
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// creats an entity covering the entire world that will call back each rendering
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void Init( void );
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void Shutdown( void );
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// spits out a particle, returning false if the system will not emit any more particles in the future
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bool EmitSmoke( const idDeclParticle *smoke, const int startTime, const float diversity,
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const idVec3 &origin, const idMat3 &axis, int timeGroup /*_D3XP*/ );
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// free old smokes
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void FreeSmokes( void );
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private:
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bool initialized;
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renderEntity_t renderEntity; // used to present a model to the renderer
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int renderEntityHandle; // handle to static renderer model
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static const int MAX_SMOKE_PARTICLES = 10000;
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singleSmoke_t smokes[MAX_SMOKE_PARTICLES];
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idList<activeSmokeStage_t> activeStages;
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singleSmoke_t * freeSmokes;
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int numActiveSmokes;
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int currentParticleTime; // don't need to recalculate if == view time
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bool UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView );
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static bool ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView );
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};
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#endif /* !__SMOKEPARTICLES_H__ */
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