dhewm3/neo/framework/DeclParticle.h
Daniel Gibson 2e0b093c79 Soft particles: Disable Particle Stage "softeningRadius" keyword
this avoid breaking the game DLL ABI (framework/DeclParticle.h is part
of the SDK), and for now doesn't make a difference, because that keyword
was introduced by TDM and thus is only used in their particle defs.

When we break the game ABI/API anyway (probably for high FPS support),
this commit can just be reverted
2024-07-25 04:05:51 +02:00

238 lines
8.6 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__
#include "idlib/containers/List.h"
#include "idlib/math/Vector.h"
#include "idlib/math/Matrix.h"
#include "idlib/math/Random.h"
#include "idlib/bv/Bounds.h"
#include "framework/DeclManager.h"
#include "framework/DeclTable.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
/* Soft particles -- SteveL #3878
-2.0 is the value at initialization, meaning no user specification: "auto".
-1.0 means no change to old system: suppress soft particles, but allow modelDepthhack if specified.
0 means disable all softening for this stage, including modelDepthHack.
+ve value means apply soft particle effect, allowing overdraw up to the specified depth.
This is more flexible even when not using soft particles, as modelDepthHack
can be turned off for specific stages to stop them poking through walls.
*/
// DG: disable this for now because it breaks the game DLL's ABI (re-enable in dhewm3 1.6.0 or 2.0.0)
// (this header is part of the SDK)
//float softeningRadius;
};
//
// 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__ */