SmokeParticles.h (4146B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 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. 23 24 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. 25 26 =========================================================================== 27 */ 28 29 #ifndef __SMOKEPARTICLES_H__ 30 #define __SMOKEPARTICLES_H__ 31 32 /* 33 =============================================================================== 34 35 Smoke systems are for particles that are emitted off of things that are 36 constantly changing position and orientation, like muzzle smoke coming 37 from a bone on a weapon, blood spurting from a wound, or particles 38 trailing from a monster limb. 39 40 The smoke particles are always evaluated and rendered each tic, so there 41 is a performance cost with using them for continuous effects. The general 42 particle systems are completely parametric, and have no performance 43 overhead when not in view. 44 45 All smoke systems share the same shaderparms, so any coloration must be 46 done in the particle definition. 47 48 Each particle model has its own shaderparms, which can be used by the 49 particle materials. 50 51 =============================================================================== 52 */ 53 54 typedef struct singleSmoke_s { 55 struct singleSmoke_s * next; 56 int privateStartTime; // start time for this particular particle 57 int index; // particle index in system, 0 <= index < stage->totalParticles 58 idRandom random; 59 idVec3 origin; 60 idMat3 axis; 61 int timeGroup; 62 } singleSmoke_t; 63 64 typedef struct { 65 const idParticleStage * stage; 66 singleSmoke_t * smokes; 67 } activeSmokeStage_t; 68 69 70 class idSmokeParticles { 71 public: 72 idSmokeParticles(); 73 74 // creats an entity covering the entire world that will call back each rendering 75 void Init(); 76 void Shutdown(); 77 78 // spits out a particle, returning false if the system will not emit any more particles in the future 79 bool EmitSmoke( const idDeclParticle *smoke, const int startTime, const float diversity, 80 const idVec3 &origin, const idMat3 &axis, int timeGroup /*_D3XP*/ ); 81 82 // free old smokes 83 void FreeSmokes(); 84 85 private: 86 bool initialized; 87 88 renderEntity_t renderEntity; // used to present a model to the renderer 89 int renderEntityHandle; // handle to static renderer model 90 91 static const int MAX_SMOKE_PARTICLES = 10000; 92 singleSmoke_t smokes[MAX_SMOKE_PARTICLES]; 93 94 idList<activeSmokeStage_t, TAG_PARTICLE> activeStages; 95 singleSmoke_t * freeSmokes; 96 int numActiveSmokes; 97 int currentParticleTime; // don't need to recalculate if == view time 98 99 bool UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView ); 100 static bool ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView ); 101 }; 102 103 #endif /* !__SMOKEPARTICLES_H__ */