mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 11:45:53 +01:00
175 lines
12 KiB
C++
175 lines
12 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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// init particle effects
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void DECL_DLL InitParticles(void);
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// close particle effects
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void DECL_DLL CloseParticles(void);
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// function for rendering local viewer particles
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void DECL_DLL Particles_ViewerLocal(CEntity *penView);
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// different particle effects
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void DECL_DLL Particles_RomboidTrail(CEntity *pen);
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void DECL_DLL Particles_RomboidTrail_Prepare(CEntity *pen);
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void DECL_DLL Particles_BombTrail(CEntity *pen);
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void DECL_DLL Particles_BombTrail_Prepare(CEntity *pen);
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void DECL_DLL Particles_FirecrackerTrail(CEntity *pen);
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void DECL_DLL Particles_FirecrackerTrail_Prepare(CEntity *pen);
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void DECL_DLL Particles_SpiralTrail(CEntity *pen);
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void DECL_DLL Particles_SpiralTrail_Prepare(CEntity *pen);
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void DECL_DLL Particles_ColoredStarsTrail(CEntity *pen);
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void DECL_DLL Particles_ColoredStarsTrail_Prepare(CEntity *pen);
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void DECL_DLL Particles_WhiteLineTrail(CEntity *pen);
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void DECL_DLL Particles_WhiteLineTrail_Prepare(CEntity *pen);
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void DECL_DLL Particles_Fireball01Trail(CEntity *pen);
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void DECL_DLL Particles_Fireball01Trail_Prepare(CEntity *pen);
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void DECL_DLL Particles_GrenadeTrail(CEntity *pen);
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void DECL_DLL Particles_GrenadeTrail_Prepare(CEntity *pen);
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void DECL_DLL Particles_CannonBall(CEntity *pen, FLOAT fSpeedRatio);
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void DECL_DLL Particles_CannonBall_Prepare(CEntity *pen);
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void DECL_DLL Particles_LavaTrail(CEntity *pen);
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void DECL_DLL Particles_LavaTrail_Prepare(CEntity *pen);
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void DECL_DLL Particles_LavaBombTrail(CEntity *pen, FLOAT fSizeMultiplier);
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void DECL_DLL Particles_LavaBombTrail_Prepare(CEntity *pen);
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void DECL_DLL Particles_RocketTrail(CEntity *pen, FLOAT fStretch);
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void DECL_DLL Particles_RocketTrail_Prepare(CEntity *pen);
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void DECL_DLL Particles_ExplosionDebris1(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, COLOR colMultiply=C_WHITE|CT_OPAQUE);
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void DECL_DLL Particles_ExplosionDebris2(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, COLOR colMultiply=C_WHITE|CT_OPAQUE);
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void DECL_DLL Particles_ExplosionDebris3(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, COLOR colMultiply=C_WHITE|CT_OPAQUE);
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void DECL_DLL Particles_ExplosionSmoke(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, COLOR colMultiply=C_WHITE|CT_OPAQUE);
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void DECL_DLL Particles_BloodTrail(CEntity *pen);
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void DECL_DLL Particles_Ghostbuster(const FLOAT3D &vSrc, const FLOAT3D &vDst, INDEX ctRays, FLOAT fSize, FLOAT fPower = 1.0f,
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FLOAT fKneeDivider = 33.3333333f);
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void DECL_DLL Particles_Burning(CEntity *pen, FLOAT fPower, FLOAT fTimeRatio);
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void DECL_DLL Particles_BrushBurning(CEntity *pen, FLOAT3D vPos[], INDEX ctCount, FLOAT3D vPlane,
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FLOAT fPower, FLOAT fTimeRatio);
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void DECL_DLL Particles_FlameThrower(const CPlacement3D &plLeader, const CPlacement3D &plFollower,
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FLOAT3D vSpeedLeader, FLOAT3D vSpeedFollower,
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FLOAT fLeaderLiving, FLOAT fFollowerLiving,
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INDEX iRndSeed, BOOL bFollowerIsPipe);
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void DECL_DLL Particles_FlameThrowerStart(const CPlacement3D &plPipe, FLOAT fStartTime, FLOAT fStopTime);
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void DECL_DLL Particles_Twister( CEntity *pen, FLOAT fStretch, FLOAT fStartTime, FLOAT fFadeOutStartTime, FLOAT fParticleStretch);
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INDEX DECL_DLL Particles_FireBreath(CEntity *pen, FLOAT3D vSource, FLOAT3D vTarget, FLOAT tmStart, FLOAT tmStop);
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INDEX DECL_DLL Particles_Regeneration(CEntity *pen, FLOAT tmStart, FLOAT tmStop, FLOAT fYFactor, BOOL bDeath);
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void DECL_DLL Particles_Stardust(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles);
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void DECL_DLL Particles_Rising(CEntity *pen, FLOAT m_fActivateTime, FLOAT m_fDeactivateTime, FLOAT fStretchAll, FLOAT fStretchX, FLOAT fStretchY, FLOAT fStretchZ, FLOAT fSize,
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enum ParticleTexture ptTexture, INDEX ctParticles);
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void DECL_DLL Particles_Spiral(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles);
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void DECL_DLL Particles_Emanate(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles, FLOAT fMipFactorDisappear);
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void DECL_DLL Particles_Fountain(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles);
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void DECL_DLL Particles_Atomic(CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles);
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void DECL_DLL Particles_PowerUpIndicator( CEntity *pen, enum ParticleTexture ptTexture, FLOAT fSize,
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FLOAT fScale, FLOAT fHeight, INDEX ctEllipses, INDEX iTrailCount);
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void DECL_DLL Particles_BloodSpray( enum SprayParticlesType sptType, FLOAT3D vPos, FLOAT3D vGDir, FLOAT fGA, FLOATaabbox3D boxOwner, FLOAT3D vSpilDirection,
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FLOAT tmStarted, FLOAT fDamagePower, COLOR colMultiply=C_WHITE|CT_OPAQUE);
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void DECL_DLL Particles_EmanatePlane(CEntity *pen, FLOAT fSizeX, FLOAT fSizeY, FLOAT fSizeZ,
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FLOAT fParticleSize, FLOAT fAway, FLOAT fSpeed,
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enum ParticleTexture ptTexture, INDEX ctParticles, FLOAT fMipFactorDisappear);
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void DECL_DLL Particles_WaterfallFoam(CEntity *pen, FLOAT fSizeX, FLOAT fSizeY, FLOAT fSizeZ,
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FLOAT fParticleSize, FLOAT fSpeed, FLOAT fSpeedY, FLOAT fLife, INDEX ctParticles);
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void DECL_DLL Particles_ChimneySmoke(CEntity *pen, INDEX ctCount, FLOAT fStretchAll, FLOAT fMipDisappearDistance);
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void DECL_DLL Particles_Waterfall(CEntity *pen, INDEX ctCount, FLOAT fStretchAll, FLOAT fStretchX, FLOAT fStretchY,
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FLOAT fStretchZ, FLOAT fSize, FLOAT fMipDisappearDistance, FLOAT fParam1);
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void DECL_DLL Particles_SandFlow(CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fHeight, FLOAT fBirthTime, FLOAT fDeathTime,
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INDEX ctParticles);
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void DECL_DLL Particles_WaterFlow( CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fHeight, FLOAT fStartTime, FLOAT fStopTime,
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INDEX ctParticles);
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void DECL_DLL Particles_LavaFlow( CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fHeight, FLOAT fStartTime, FLOAT fStopTime,
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INDEX ctParticles);
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void DECL_DLL Particles_Death(CEntity *pen, TIME tmStart);
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void DECL_DLL Particles_Appearing(CEntity *pen, TIME tmStart);
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void DECL_DLL Particles_ElectricitySparks( CEntity *pen, FLOAT fTimeAppear, FLOAT fSize, FLOAT fHeight, INDEX ctParticles);
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void DECL_DLL Particles_LavaErupting(CEntity *pen, FLOAT fStretchAll, FLOAT fSize,
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FLOAT fStretchX, FLOAT fStretchY, FLOAT fStretchZ,
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FLOAT fActivateTime);
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void DECL_DLL Particles_BeastProjectileTrail_Prepare(CEntity *pen);
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void DECL_DLL Particles_BeastProjectileTrail( CEntity *pen, FLOAT fSize, FLOAT fHeight, INDEX ctParticles);
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void DECL_DLL Particles_BeastBigProjectileTrail_Prepare(CEntity *pen);
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void DECL_DLL Particles_BeastBigProjectileTrail( CEntity *pen, FLOAT fSize, FLOAT fZOffset, FLOAT fYOffset, INDEX ctParticles);
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void DECL_DLL Particles_BeastProjectileDebrisTrail_Prepare(CEntity *pen);
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void DECL_DLL Particles_BeastProjectileDebrisTrail(CEntity *pen, FLOAT fSizeMultiplier);
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void DECL_DLL Particles_AfterBurner(CEntity *pen, FLOAT m_tmSpawn, FLOAT fStretch, INDEX iGradientType=0);
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void DECL_DLL Particles_AfterBurner_Prepare(CEntity *pen);
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void DECL_DLL Particles_RocketMotorBurning(CEntity *pen, FLOAT tmSpawn, FLOAT3D vStretch, FLOAT fStretch, FLOAT ctCount);
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//void DECL_DLL Particles_Growth(CEntity *pen, CTextureData *ptdGrowthMap, FLOATaabbox3D &boxGrowthMap, CEntity *penEPH);
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class CGrowth {
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public:
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FLOAT3D vRender;
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FLOAT fDistanceToViewer;
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FLOAT fSize;
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INDEX iShapeX;
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INDEX iShapeY;
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UBYTE ubShade;
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UBYTE ubFade;
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};
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class CGrowthCache {
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public:
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ULONG ulID;
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FLOAT3D vLastPos;
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INDEX iGridSide;
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FLOAT fStep;
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CListNode cgc_Node;
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CStaticStackArray<CGrowth> acgParticles;
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};
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void DECL_DLL Particles_Growth(CEntity *pen, CTextureData *ptdGrowthMap, FLOATaabbox3D &boxGrowthMap, CEntity *penEPH, INDEX iDrawPort);
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void DECL_DLL Particles_Rain( CEntity *pen, FLOAT fGridSize, INDEX ctGrids, FLOAT fFactor,
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CTextureData *ptdRainMap, FLOATaabbox3D &boxRainMap);
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void DECL_DLL Particles_Snow( CEntity *pen, FLOAT fGridSize, INDEX ctGrids, FLOAT fPower,
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CTextureData *ptdRainMap, FLOATaabbox3D &boxRainMap, FLOAT fSnowStart);
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void DECL_DLL Particles_Lightning( FLOAT3D vSrc, FLOAT3D vDst, FLOAT fTimeStart);
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void DECL_DLL Particles_BulletSpray(INDEX iRndBase, FLOAT3D vSource, FLOAT3D vGDir, enum EffectParticlesType eptType, FLOAT tmSpawn,
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FLOAT3D vDirection, FLOAT fStretch);
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void DECL_DLL Particles_MachineBullets( CEntity *pen, TIME tmStart, TIME tmEnd, FLOAT fFrequency);
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void DECL_DLL Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData);
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void DECL_DLL Particles_DestroyingObelisk(CEntity *penSpray, FLOAT tmStarted);
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void DECL_DLL Particles_DestroyingPylon(CEntity *penSpray, FLOAT3D vDamageDir, FLOAT tmStarted);
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void DECL_DLL Particles_HitGround(CEntity *penSpray, FLOAT tmStarted, FLOAT fSizeMultiplier);
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void DECL_DLL Particles_MetalParts( CEntity *pen, FLOAT tmStarted, FLOATaabbox3D boxOwner, FLOAT fDamage);
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void DECL_DLL Particles_DamageSmoke( CEntity *pen, FLOAT tmStarted, FLOATaabbox3D boxOwner, FLOAT fDamage);
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void DECL_DLL Particles_RunningDust_Prepare(CEntity *pen);
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void DECL_DLL Particles_RunningDust(CEntity *pen);
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void DECL_DLL Particles_ShooterFlame(const CPlacement3D &plEnd, const CPlacement3D &plStart,
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FLOAT fEndElapsed, FLOAT fStartElapsed);
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void DECL_DLL Particles_SummonerProjectileFly(CEntity *pen, FLOAT fSize, FLOAT fTimeAdjust);
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void DECL_DLL Particles_SummonerProjectileExplode(CEntity *pen, FLOAT fSize, FLOAT fBeginTime, FLOAT fDuration, FLOAT fTimeAdjust);
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void DECL_DLL Particles_SummonerExplode(CEntity *pen, FLOAT3D vCenter, FLOAT fArea, FLOAT fSize, FLOAT fBeginTime, FLOAT fDuration);
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void DECL_DLL Particles_ExotechLarvaLaser(CEntity *pen, FLOAT3D vSource, FLOAT3D vTarget);
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void DECL_DLL Particles_Smoke(CEntity *pen, FLOAT3D vOffset, INDEX ctCount, FLOAT fLife, FLOAT fSpread, FLOAT fStretchAll, FLOAT fYSpeed);
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void DECL_DLL Particles_Windblast( CEntity *pen, FLOAT fStretch, FLOAT fFadeOutStartTime);
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void DECL_DLL Particles_CollectEnergy(CEntity *pen, FLOAT tmStart, FLOAT tmStop);
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void DECL_DLL Particles_SniperResidue(CEntity *pen, FLOAT3D vSource, FLOAT3D vTarget);
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void DECL_DLL Particles_GrowingSwirl( CEntity *pen, FLOAT fStretch, FLOAT fStartTime);
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void DECL_DLL Particles_SummonerDisappear( CEntity *pen, FLOAT tmStart);
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void DECL_DLL Particles_DisappearDust( CEntity *pen, FLOAT fStretch, FLOAT fStartTime);
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void DECL_DLL Particles_DustFall(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch);
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void DECL_DLL Particles_AirElementalBlow(class CEmiter &em);
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void DECL_DLL Particles_SummonerStaff(class CEmiter &em);
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void DECL_DLL Particles_AirElemental(CEntity *pen, FLOAT fStretch, FLOAT fFade, FLOAT tmDeath, COLOR colMultiply);
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void DECL_DLL Particles_MeteorTrail(CEntity *pen, FLOAT fStretch, FLOAT fLength, FLOAT3D vSpeed);
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void DECL_DLL Particles_Leaves(CEntity *penTree, FLOATaabbox3D boxSize, FLOAT3D vSource, FLOAT fDamagePower,
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FLOAT fLaunchPower, FLOAT3D vGDir, FLOAT fGA, FLOAT tmStarted, COLOR colMaxColor);
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void DECL_DLL Particles_LarvaEnergy(CEntity *pen, FLOAT3D vOffset);
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void DECL_DLL Particles_AirElemental_Comp(CModelObject *mo, FLOAT fStretch, FLOAT fFade, CPlacement3D pl);
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void DECL_DLL Particles_Burning_Comp(CModelObject *mo, FLOAT fPower, CPlacement3D pl);
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void DECL_DLL Particles_ModelGlow( CEntity *pen, FLOAT tmEnd, enum ParticleTexture ptTexture, FLOAT fSize, FLOAT iVtxStep, FLOAT fAnimSpd, COLOR iCol);
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void DECL_DLL Particles_RunAfterBurner(CEntity *pen, FLOAT tmEnd, FLOAT fStretch, INDEX iGradientType);
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void DECL_DLL Particles_Fireworks01(CEmiter &em);
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void DECL_DLL Particles_ModelGlow2( CModelObject *mo, CPlacement3D pl, FLOAT tmEnd, enum ParticleTexture ptTexture, FLOAT fSize, FLOAT iVtxStep, FLOAT fAnimSpd, COLOR iCol);
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void DECL_DLL Particles_RunAfterBurner(CEntity *pen, FLOAT tmEnd, FLOAT fStretch, INDEX iGradientType);
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