dhewm3/neo/framework/DeclParticle.h
Timothee 'TTimo' Besset fb1609f554 hello world
2011-11-22 15:28:15 -06:00

218 lines
7.7 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 __DECLPARTICLE_H__
#define __DECLPARTICLE_H__
/*
===============================================================================
idDeclParticle
===============================================================================
*/
class idParticleParm {
public:
idParticleParm( void ) { table = NULL; from = to = 0.0f; }
const idDeclTable * table;
float from;
float to;
float Eval( float frac, idRandom &rand ) const;
float Integrate( float frac, idRandom &rand ) const;
};
typedef enum {
PDIST_RECT, // ( sizeX sizeY sizeZ )
PDIST_CYLINDER, // ( sizeX sizeY sizeZ )
PDIST_SPHERE // ( sizeX sizeY sizeZ ringFraction )
// a ringFraction of zero allows the entire sphere, 0.9 would only
// allow the outer 10% of the sphere
} prtDistribution_t;
typedef enum {
PDIR_CONE, // parm0 is the solid cone angle
PDIR_OUTWARD // direction is relative to offset from origin, parm0 is an upward bias
} prtDirection_t;
typedef enum {
PPATH_STANDARD,
PPATH_HELIX, // ( sizeX sizeY sizeZ radialSpeed climbSpeed )
PPATH_FLIES,
PPATH_ORBIT,
PPATH_DRIP
} prtCustomPth_t;
typedef enum {
POR_VIEW,
POR_AIMED, // angle and aspect are disregarded
POR_X,
POR_Y,
POR_Z
} prtOrientation_t;
typedef struct renderEntity_s renderEntity_t;
typedef struct renderView_s renderView_t;
typedef struct {
const renderEntity_t * renderEnt; // for shaderParms, etc
const renderView_t * renderView;
int index; // particle number in the system
float frac; // 0.0 to 1.0
idRandom random;
idVec3 origin; // dynamic smoke particles can have individual origins and axis
idMat3 axis;
float age; // in seconds, calculated as fraction * stage->particleLife
idRandom originalRandom; // needed so aimed particles can reset the random for another origin calculation
float animationFrameFrac; // set by ParticleTexCoords, used to make the cross faded version
} particleGen_t;
//
// single particle stage
//
class idParticleStage {
public:
idParticleStage( void );
virtual ~idParticleStage( void ) {}
void Default();
virtual int NumQuadsPerParticle() const; // includes trails and cross faded animations
// returns the number of verts created, which will range from 0 to 4*NumQuadsPerParticle()
virtual int CreateParticle( particleGen_t *g, idDrawVert *verts ) const;
void ParticleOrigin( particleGen_t *g, idVec3 &origin ) const;
int ParticleVerts( particleGen_t *g, const idVec3 origin, idDrawVert *verts ) const;
void ParticleTexCoords( particleGen_t *g, idDrawVert *verts ) const;
void ParticleColors( particleGen_t *g, idDrawVert *verts ) const;
const char * GetCustomPathName();
const char * GetCustomPathDesc();
int NumCustomPathParms();
void SetCustomPathType( const char *p );
void operator=( const idParticleStage &src );
//------------------------------
const idMaterial * material;
int totalParticles; // total number of particles, although some may be invisible at a given time
float cycles; // allows things to oneShot ( 1 cycle ) or run for a set number of cycles
// on a per stage basis
int cycleMsec; // ( particleLife + deadTime ) in msec
float spawnBunching; // 0.0 = all come out at first instant, 1.0 = evenly spaced over cycle time
float particleLife; // total seconds of life for each particle
float timeOffset; // time offset from system start for the first particle to spawn
float deadTime; // time after particleLife before respawning
//------------------------------- // standard path parms
prtDistribution_t distributionType;
float distributionParms[4];
prtDirection_t directionType;
float directionParms[4];
idParticleParm speed;
float gravity; // can be negative to float up
bool worldGravity; // apply gravity in world space
bool randomDistribution; // randomly orient the quad on emission ( defaults to true )
bool entityColor; // force color from render entity ( fadeColor is still valid )
//------------------------------ // custom path will completely replace the standard path calculations
prtCustomPth_t customPathType; // use custom C code routines for determining the origin
float customPathParms[8];
//--------------------------------
idVec3 offset; // offset from origin to spawn all particles, also applies to customPath
int animationFrames; // if > 1, subdivide the texture S axis into frames and crossfade
float animationRate; // frames per second
float initialAngle; // in degrees, random angle is used if zero ( default )
idParticleParm rotationSpeed; // half the particles will have negative rotation speeds
prtOrientation_t orientation; // view, aimed, or axis fixed
float orientationParms[4];
idParticleParm size;
idParticleParm aspect; // greater than 1 makes the T axis longer
idVec4 color;
idVec4 fadeColor; // either 0 0 0 0 for additive, or 1 1 1 0 for blended materials
float fadeInFraction; // in 0.0 to 1.0 range
float fadeOutFraction; // in 0.0 to 1.0 range
float fadeIndexFraction; // in 0.0 to 1.0 range, causes later index smokes to be more faded
bool hidden; // for editor use
//-----------------------------------
float boundsExpansion; // user tweak to fix poorly calculated bounds
idBounds bounds; // derived
};
//
// group of particle stages
//
class idDeclParticle : public idDecl {
public:
virtual size_t Size( void ) const;
virtual const char * DefaultDefinition( void ) const;
virtual bool Parse( const char *text, const int textLength );
virtual void FreeData( void );
bool Save( const char *fileName = NULL );
idList<idParticleStage *>stages;
idBounds bounds;
float depthHack;
private:
bool RebuildTextSource( void );
void GetStageBounds( idParticleStage *stage );
idParticleStage * ParseParticleStage( idLexer &src );
void ParseParms( idLexer &src, float *parms, int maxParms );
void ParseParametric( idLexer &src, idParticleParm *parm );
void WriteStage( idFile *f, idParticleStage *stage );
void WriteParticleParm( idFile *f, idParticleParm *parm, const char *name );
};
#endif /* !__DECLPARTICLE_H__ */