jkxr/Projects/Android/jni/OpenJK/codemp/client/FxUtil.h

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/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program 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 this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#pragma once
#include "FxPrimitives.h"
bool FX_Free( bool templates ); // ditches all active effects;
int FX_Init( refdef_t* refdef ); // called in CG_Init to purge the fx system.
void FX_SetRefDef(refdef_t *refdef);
void FX_Add( bool portal ); // called every cgame frame to add all fx into the scene.
void FX_Stop( void ); // ditches all active effects without touching the templates.
CParticle *FX_AddParticle( vec3_t org, vec3_t vel, vec3_t accel,
float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
float rotation, float rotationDelta,
vec3_t min, vec3_t max, float elasticity,
int deathID, int impactID,
int killTime, qhandle_t shader, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1);
CLine *FX_AddLine( vec3_t start, vec3_t end,
float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
int killTime, qhandle_t shader, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1);
CElectricity *FX_AddElectricity( vec3_t start, vec3_t end, float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
vec3_t sRGB, vec3_t eRGB, float rgbParm,
float chaos, int killTime, qhandle_t shader, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1);
CTail *FX_AddTail( vec3_t org, vec3_t vel, vec3_t accel,
float size1, float size2, float sizeParm,
float length1, float length2, float lengthParm,
float alpha1, float alpha2, float alphaParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
vec3_t min, vec3_t max, float elasticity,
int deathID, int impactID,
int killTime, qhandle_t shader, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1);
CCylinder *FX_AddCylinder( vec3_t start, vec3_t normal,
float size1s, float size1e, float size1Parm,
float size2s, float size2e, float size2Parm,
float length1, float length2, float lengthParm,
float alpha1, float alpha2, float alphaParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
int killTime, qhandle_t shader, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1,
qboolean traceEnd = qfalse);
CEmitter *FX_AddEmitter( vec3_t org, vec3_t vel, vec3_t accel,
float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
vec3_t angs, vec3_t deltaAngs,
vec3_t min, vec3_t max, float elasticity,
int deathID, int impactID, int emitterID,
float density, float variance,
int killTime, qhandle_t model, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1);
CLight *FX_AddLight( vec3_t org, float size1, float size2, float sizeParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
int killTime, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1);
COrientedParticle *FX_AddOrientedParticle( vec3_t org, vec3_t norm, vec3_t vel, vec3_t accel,
float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
float rotation, float rotationDelta,
vec3_t min, vec3_t max, float bounce,
int deathID, int impactID,
int killTime, qhandle_t shader, int flags,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1,
CGhoul2Info_v *ghoul2 = NULL, int entNum=-1, int modelNum=-1, int boltNum=-1);
CPoly *FX_AddPoly( vec3_t *verts, vec2_t *st, int numVerts,
vec3_t vel, vec3_t accel,
float alpha1, float alpha2, float alphaParm,
vec3_t rgb1, vec3_t rgb2, float rgbParm,
vec3_t rotationDelta, float bounce, int motionDelay,
int killTime, qhandle_t shader, int flags );
CFlash *FX_AddFlash( vec3_t origin,
float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
vec3_t sRGB, vec3_t eRGB, float rgbParm,
int killTime, qhandle_t shader, int flags = 0,
EMatImpactEffect matImpactFX = MATIMPACTFX_NONE, int fxParm = -1);
CBezier *FX_AddBezier( vec3_t start, vec3_t end,
vec3_t control1, vec3_t control1Vel,
vec3_t control2, vec3_t control2Vel,
float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
vec3_t sRGB, vec3_t eRGB, float rgbParm,
int killTime, qhandle_t shader, int flags = 0 );