mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2026-03-20 17:11:16 +01:00
Initial commit
This commit is contained in:
103
neo/d3xp/SmokeParticles.h
Normal file
103
neo/d3xp/SmokeParticles.h
Normal file
@@ -0,0 +1,103 @@
|
||||
/*
|
||||
===========================================================================
|
||||
|
||||
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__ */
|
||||
Reference in New Issue
Block a user