/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 0 A.D. If not, see . */ /* * Particle engine implementation */ #ifndef INCLUDED_PARTICLEENGINE #define INCLUDED_PARTICLEENGINE #include "ParticleEmitter.h" #include "lib/tex/tex.h" #include "lib/res/graphics/ogl_tex.h" #include "graphics/Texture.h" #include "ps/CLogger.h" #include "ps/Loader.h" #include "lib/ogl.h" #include "renderer/Renderer.h" // Different textures enum PText { DEFAULTTEXT, MAX_TEXTURES }; // Different emitters enum PEmit { DEFAULTEMIT, MAX_EMIT }; class CParticleEngine { public: virtual ~CParticleEngine(void); /// @return instance of the singleton class static CParticleEngine* GetInstance(); /// delete the instance of the singleton class static void DeleteInstance(); /// @return true on success, false on failure bool InitParticleSystem(void); /** * add the emitter to the engine's list. * @return indicator of success. **/ bool AddEmitter(CEmitter *emitter, int type = DEFAULTTEXT, int ID = DEFAULTEMIT); /// @return emitter with the given ID or 0 if not found. CEmitter* FindEmitter(int ID); /** * Check if the emitters are ready to be deleted and removed. * If not, call Update() on them. **/ void UpdateEmitters(); /// render each emitter and their particles void RenderParticles(); /** * destroy all active emitters on screen. * @param fade if true, allows emitters to fade out. if false, * they disappear instantly. **/ void DestroyAllEmitters(bool fade = true); /// do cleanup that's not done in the destructor. void Cleanup(); void EnterParticleContext(void); void LeaveParticleContext(void); int GetTotalParticles() { return totalParticles; } void SetTotalParticles(int particles) { totalParticles = particles; } void AddToTotalParticles(int addAmount) { totalParticles += addAmount; } void SubToTotalParticles(int subAmount) { totalParticles -= subAmount; } private: CParticleEngine(void); static CParticleEngine* m_pInstance; // The singleton instance CTexturePtr idTexture[MAX_TEXTURES]; int totalParticles; // Total Amount of particles of all emitters. struct tEmitterNode { CEmitter *pEmitter; tEmitterNode *prev, *next; int ID; }; tEmitterNode *m_pHead; friend class CEmitter; }; #endif