Paranoia2_original/cl_dll/render/gl_rpart.h

144 lines
3.9 KiB
C++

/*
gl_rpart.h - quake-like particles
this code written for Paranoia 2: Savior modification
Copyright (C) 2013 Uncle Mike
This program 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.
This program 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.
*/
#ifndef GL_RPART_H
#define GL_RPART_H
#include "randomrange.h"
#define MAX_PARTICLES 8192
#define MAX_PARTINFOS 256 // various types of part-system
// built-in particle-system flags
#define FPART_BOUNCE (1<<0) // makes a bouncy particle
#define FPART_FRICTION (1<<1)
#define FPART_VERTEXLIGHT (1<<2) // give some ambient light for it
#define FPART_STRETCH (1<<3)
#define FPART_UNDERWATER (1<<4)
#define FPART_INSTANT (1<<5)
#define FPART_ADDITIVE (1<<6)
#define FPART_NOTWATER (1<<7) // don't spawn in water
class CQuakePart
{
public:
Vector m_vecOrigin; // position for current frame
Vector m_vecLastOrg; // position from previous frame
Vector m_vecVelocity; // linear velocity
Vector m_vecAccel;
Vector m_vecColor;
Vector m_vecColorVelocity;
float m_flAlpha;
float m_flAlphaVelocity;
float m_flRadius;
float m_flRadiusVelocity;
float m_flLength;
float m_flLengthVelocity;
float m_flRotation; // texture ROLL angle
float m_flBounceFactor;
CQuakePart *pNext; // linked list
int m_hTexture;
float m_flTime;
int m_iFlags;
bool Evaluate( float gravity );
};
typedef enum
{
NORMAL_IGNORE = 0,
NORMAL_OFFSET,
NORMAL_DIRECTION,
NORMAL_OFS_DIR,
};
class CQuakePartInfo
{
public:
char m_szName[32]; // effect name
struct model_s *m_pSprite; // sprite
int m_hTexture; // tga texture
RandomRange offset[3];
RandomRange velocity[3];
RandomRange accel[3];
RandomRange color[3];
RandomRange colorVel[3];
RandomRange alpha;
RandomRange alphaVel;
RandomRange radius;
RandomRange radiusVel;
RandomRange length;
RandomRange lengthVel;
RandomRange rotation;
RandomRange bounce;
RandomRange frame;
RandomRange count; // particle count
int normal; // how to use normal
int flags; // particle flags
};
class CQuakePartSystem
{
CQuakePart *m_pActiveParticles;
CQuakePart *m_pFreeParticles;
CQuakePart m_pParticles[MAX_PARTICLES];
CQuakePartInfo m_pPartInfo[MAX_PARTINFOS];
int m_iNumPartInfo;
// private partsystem shaders
int m_hDefaultParticle;
int m_hSparks;
int m_hSmoke;
int m_hWaterSplash;
cvar_t *m_pAllowParticles;
cvar_t *m_pParticleLod;
public:
CQuakePartSystem( void );
virtual ~CQuakePartSystem( void );
void Clear( void );
void Update( void );
void FreeParticle( CQuakePart *pCur );
CQuakePart *AllocParticle( void );
bool AddParticle( CQuakePart *src, int texture = 0, int flags = 0 );
void ParsePartInfos( const char *filename );
bool ParsePartInfo( CQuakePartInfo *info, char *&pfile );
bool ParseRandomVector( char *&pfile, RandomRange out[3] );
int ParseParticleFlags( char *pfile );
CQuakePartInfo *FindPartInfo( const char *name );
void CreateEffect( const char *name, const Vector &origin, const Vector &normal );
// example presets
void ExplosionParticles( const Vector &pos );
void BulletParticles( const Vector &org, const Vector &dir );
void BubbleParticles( const Vector &org, int count, float magnitude );
void SparkParticles( const Vector &org, const Vector &dir );
void RicochetSparks( const Vector &org, float scale );
void SmokeParticles( const Vector &pos, int count );
void GunSmoke( const Vector &pos, int count );
};
extern CQuakePartSystem g_pParticles;
#endif//GL_RPART_H