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0
forked from 0ad/0ad
0ad/source/graphics/ParticleEngine.h
Ykkrosh 67a94572ec # Add new texture loading system with automatic compression.
Replace almost all texture uses with calls to the new system.
Add some anistropic filtering to terrain textures.
Let Atlas load terrain texture previews partly-asynchronously by
polling.
Fix inefficient texture colour determination for minimap.
Remove unused global g_TerrainModified.
Change GUI texcoord computation to be less efficient but to cope with
dynamic texture changes.
Fix GUI renderer effects leaving bogus colour state.

This was SVN commit r8099.
2010-09-10 21:02:10 +00:00

111 lines
2.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
/*
* 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