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

207 lines
5 KiB
C++

/*
===========================================================================
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 "client/cl_cgameapi.h"
#include "ghoul2/G2.h"
extern cvar_t *fx_debug;
#ifdef _DEBUG
extern cvar_t *fx_freeze;
#endif
extern cvar_t *fx_countScale;
extern cvar_t *fx_nearCull;
class SFxHelper
{
public:
int mTime;
int mOldTime;
int mFrameTime;
bool mTimeFrozen;
float mRealTime;
refdef_t* refdef;
#ifdef _DEBUG
int mMainRefs;
int mMiniRefs;
#endif
public:
SFxHelper();
inline int GetTime(void) { return mTime; }
inline int GetFrameTime(void) { return mFrameTime; }
void ReInit(refdef_t* pRefdef);
void AdjustTime( int time );
// These functions are wrapped and used by the fx system in case it makes things a bit more portable
void Print( const char *msg, ... );
// File handling
inline int OpenFile( const char *path, fileHandle_t *fh, int mode )
{
return FS_FOpenFileByMode( path, fh, FS_READ );
}
inline int ReadFile( void *data, int len, fileHandle_t fh )
{
FS_Read( data, len, fh );
return 1;
}
inline void CloseFile( fileHandle_t fh )
{
FS_FCloseFile( fh );
}
// Sound
inline void PlaySound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfxHandle, int volume, int radius )
{
//S_StartSound( origin, ENTITYNUM_NONE, CHAN_AUTO, sfxHandle, volume, radius );
S_StartSound( origin, ENTITYNUM_NONE, CHAN_AUTO, sfxHandle );
}
inline void PlayLocalSound(sfxHandle_t sfxHandle, int entchannel)
{
//S_StartSound( origin, ENTITYNUM_NONE, CHAN_AUTO, sfxHandle, volume, radius );
S_StartLocalSound(sfxHandle, entchannel);
}
inline int RegisterSound( const char *sound )
{
return S_RegisterSound( sound );
}
// Physics/collision
inline void Trace( trace_t &tr, vec3_t start, vec3_t min, vec3_t max, vec3_t end, int skipEntNum, int flags )
{
TCGTrace *td = (TCGTrace *)cl.mSharedMemory;
if ( !min )
{
min = vec3_origin;
}
if ( !max )
{
max = vec3_origin;
}
memset(td, 0, sizeof(*td));
VectorCopy(start, td->mStart);
VectorCopy(min, td->mMins);
VectorCopy(max, td->mMaxs);
VectorCopy(end, td->mEnd);
td->mSkipNumber = skipEntNum;
td->mMask = flags;
CGVM_Trace();
tr = td->mResult;
}
inline void G2Trace( trace_t &tr, vec3_t start, vec3_t min, vec3_t max, vec3_t end, int skipEntNum, int flags )
{
TCGTrace *td = (TCGTrace *)cl.mSharedMemory;
if ( !min )
{
min = vec3_origin;
}
if ( !max )
{
max = vec3_origin;
}
memset(td, 0, sizeof(*td));
VectorCopy(start, td->mStart);
VectorCopy(min, td->mMins);
VectorCopy(max, td->mMaxs);
VectorCopy(end, td->mEnd);
td->mSkipNumber = skipEntNum;
td->mMask = flags;
CGVM_G2Trace();
tr = td->mResult;
}
inline void AddGhoul2Decal(int shader, vec3_t start, vec3_t dir, float size)
{
TCGG2Mark *td = (TCGG2Mark *)cl.mSharedMemory;
td->size = size;
td->shader = shader;
VectorCopy(start, td->start);
VectorCopy(dir, td->dir);
CGVM_G2Mark();
}
inline void AddFxToScene( refEntity_t *ent )
{
#ifdef _DEBUG
mMainRefs++;
assert(!ent || ent->renderfx >= 0);
#endif
re->AddRefEntityToScene( ent );
}
inline void AddFxToScene( miniRefEntity_t *ent )
{
#ifdef _DEBUG
mMiniRefs++;
assert(!ent || ent->renderfx >= 0);
#endif
re->AddMiniRefEntityToScene( ent );
}
inline void AddLightToScene( vec3_t org, float radius, float red, float green, float blue )
{
re->AddLightToScene( org, radius, red, green, blue );
}
inline int RegisterShader( const char *shader )
{
return re->RegisterShader( shader );
}
inline int RegisterModel( const char *model )
{
return re->RegisterModel( model );
}
inline void AddPolyToScene( int shader, int count, polyVert_t *verts )
{
re->AddPolyToScene( shader, count, verts, 1 );
}
inline void AddDecalToScene ( qhandle_t shader, const vec3_t origin, const vec3_t dir, float orientation, float r, float g, float b, float a, qboolean alphaFade, float radius, qboolean temporary )
{
re->AddDecalToScene ( shader, origin, dir, orientation, r, g, b, a, alphaFade, radius, temporary );
}
void CameraShake( vec3_t origin, float intensity, int radius, int time );
qboolean GetOriginAxisFromBolt(CGhoul2Info_v *pGhoul2, int mEntNum, int modelNum, int boltNum, vec3_t /*out*/origin, vec3_t /*out*/axis[3]);
};
extern SFxHelper theFxHelper;