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- /*
- ** Command & Conquer Generals(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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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<Vector3> *m_posBuffer; ///< array of particle positions
- ShareBufferClass<Vector4> *m_RGBABuffer; ///< array of particle color and alpha
- ShareBufferClass<float> *m_sizeBuffer; ///< array of particle sizes
- ShareBufferClass<uint8> *m_angleBuffer; ///< array of particle orientations
- Bool m_readyToRender; ///< if true, it is OK to render
- };
- #endif // end __W3DParticleSys_H_
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