mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-19 12:14:35 +02:00
Initial Prey Game integration support.
This commit is contained in:
@@ -0,0 +1,77 @@
|
||||
// Copyright (C) 2004 Id Software, Inc.
|
||||
//
|
||||
|
||||
#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;
|
||||
} singleSmoke_t;
|
||||
|
||||
typedef struct {
|
||||
const idParticleStage * stage;
|
||||
singleSmoke_t * smokes;
|
||||
} activeSmokeStage_t;
|
||||
|
||||
|
||||
class idSmokeParticles {
|
||||
public:
|
||||
idSmokeParticles( void );
|
||||
|
||||
// creats an entity covering the entire world that will call back each rendering
|
||||
void Init( void );
|
||||
void Shutdown( void );
|
||||
|
||||
// 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 );
|
||||
|
||||
// free old smokes
|
||||
void FreeSmokes( void );
|
||||
|
||||
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> 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