mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 15:01:19 +00:00
106 lines
4.1 KiB
C++
106 lines
4.1 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
|
|
|
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 BFG Edition 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 BFG Edition 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__
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
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;
|
|
int timeGroup;
|
|
} singleSmoke_t;
|
|
|
|
typedef struct
|
|
{
|
|
const idParticleStage* stage;
|
|
singleSmoke_t* smokes;
|
|
} activeSmokeStage_t;
|
|
|
|
|
|
class idSmokeParticles
|
|
{
|
|
public:
|
|
idSmokeParticles();
|
|
|
|
// creats an entity covering the entire world that will call back each rendering
|
|
void Init();
|
|
void Shutdown();
|
|
|
|
// 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, int timeGroup /*_D3XP*/ );
|
|
|
|
// free old smokes
|
|
void FreeSmokes();
|
|
|
|
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<activeSmokeStage_t, TAG_PARTICLE> 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__ */
|