/*
** 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_