/* ** Command & Conquer Generals Zero Hour(tm) ** Copyright 2025 Electronic Arts Inc. ** ** 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. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: W3DParticleSys.h ///////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __W3DParticleSys_H_ #define __W3DParticleSys_H_ #include "GameClient/ParticleSys.h" #include "WW3D2/PointGr.h" #include "WW3D2/streak.h" #include "WW3D2/RInfo.h" #include "WWLib/BitType.h" //============================================================================= /** W3D implementation of the game display which is responsible for creating * all interaction with the screen and updating the display */ class W3DParticleSystemManager : public ParticleSystemManager { public: W3DParticleSystemManager(); ~W3DParticleSystemManager(); virtual void doParticles(RenderInfoClass &rinfo); virtual void queueParticleRender(); ///< returns the number of particles shown on screen per frame virtual Int getOnScreenParticleCount() { return m_onScreenParticleCount; } private: enum { MAX_POINTS_PER_GROUP = 512 }; PointGroupClass *m_pointGroup; ///< the point group that contains all of the particles StreakLineClass *m_streakLine; ///< the streak class that contains all of the streaks ShareBufferClass *m_posBuffer; ///< array of particle positions ShareBufferClass *m_RGBABuffer; ///< array of particle color and alpha ShareBufferClass *m_sizeBuffer; ///< array of particle sizes ShareBufferClass *m_angleBuffer; ///< array of particle orientations Bool m_readyToRender; ///< if true, it is OK to render }; #endif // end __W3DParticleSys_H_