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- /*
- ===========================================================================
- 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__ */
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