mirror of
https://github.com/ZDoom/gzdoom-gles.git
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68667e5eaa
- moved parts of the render setup out of the separate render functions. Things like particle and polyobject linking were duplicated several times for rendering different things in different renderers. These things only need to be set up once before the renderer is started so it makes a lot more sense to consolidate them into one place outside the actual rendering code.
95 lines
3.4 KiB
C++
95 lines
3.4 KiB
C++
/*
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** p_effect.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#pragma once
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#include "vectors.h"
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#define FX_ROCKET 0x00000001
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#define FX_GRENADE 0x00000002
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#define FX_RESPAWNINVUL 0x00000020
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#define FX_VISIBILITYPULSE 0x00000040
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struct subsector_t;
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struct FLevelLocals;
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// [RH] Particle details
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struct particle_t
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{
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DVector3 Pos;
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DVector3 Vel;
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DVector3 Acc;
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double size;
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double sizestep;
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subsector_t * subsector;
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int32_t ttl;
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uint8_t bright;
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bool notimefreeze;
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float fadestep;
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float alpha;
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int color;
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uint16_t tnext;
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uint16_t snext;
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};
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const uint16_t NO_PARTICLE = 0xffff;
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void P_InitParticles(FLevelLocals *);
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void P_ClearParticles (FLevelLocals *Level);
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void P_FindParticleSubsectors (FLevelLocals *Level);
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class AActor;
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particle_t *JitterParticle (FLevelLocals *Level, int ttl);
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particle_t *JitterParticle (FLevelLocals *Level, int ttl, double drift);
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void P_ThinkParticles (FLevelLocals *Level);
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void P_SpawnParticle(FLevelLocals *Level, const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size, double fadestep, double sizestep, int flags = 0);
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void P_InitEffects (void);
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void P_RunEffects (FLevelLocals *Level);
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void P_RunEffect (AActor *actor, int effects);
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struct SPortalHit
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{
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DVector3 HitPos;
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DVector3 ContPos;
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DVector3 OutDir;
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};
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void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, DAngle angle = 0., int duration = 35, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270, DAngle pitch = 0.);
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void P_DrawSplash (FLevelLocals *Level, int count, const DVector3 &pos, DAngle angle, int kind);
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void P_DrawSplash2 (FLevelLocals *Level, int count, const DVector3 &pos, DAngle angle, int updown, int kind);
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void P_DisconnectEffect (AActor *actor);
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