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forked from 0ad/0ad
0ad/source/renderer/ParticleRenderer.h
Ykkrosh 8af82baf67 # Minor particle system fixes.
Support emitters that are fully running as soon as the game starts.
Fix particle clumping when moving from off-screen to on-screen, by
computing updates more incrementally.
Fix overzealous culling of models with particle emitters.
Add particles to renderer stats.

This was SVN commit r9345.
2011-04-29 12:26:31 +00:00

66 lines
1.5 KiB
C++

/* Copyright (C) 2011 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_PARTICLERENDERER
#define INCLUDED_PARTICLERENDERER
class CParticleEmitter;
struct ParticleRendererInternals;
/**
* Render particles.
*/
class ParticleRenderer
{
public:
ParticleRenderer();
~ParticleRenderer();
/**
* Add an emitter for rendering in this frame.
*/
void Submit(CParticleEmitter* emitter);
/**
* Prepare internal data structures for rendering.
* Must be called after all Submit calls for a frame, and before
* any rendering calls.
*/
void PrepareForRendering();
/**
* Reset the list of submitted overlays.
*/
void EndFrame();
/**
* Render all the submitted particles.
*/
void RenderParticles(bool solidColor = false);
/**
* Render bounding boxes for all the submitted emitters.
*/
void RenderBounds();
private:
ParticleRendererInternals* m;
};
#endif // INCLUDED_PARTICLERENDERER