DOOM-3-BFG

DOOM 3 BFG Edition
Log | Files | Refs

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__ */