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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, 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/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#ifndef plEffectTargetInfo_inc
#define plEffectTargetInfo_inc
#include "hsTypes.h"
struct hsPoint3;
class plPipeline;
class plParticleSystem;
// This is the rendering context passed into an effect to let it cache up
// anything it needs to compute that will be the same for all particles.
// Not a lot of context to go on to begin with, but this will let that
// expand without any interface changes.
class plParticleContext
{
public:
plPipeline* fPipeline;
plParticleSystem* fSystem;
double fSecs;
hsScalar fDelSecs;
};
// This is just a collection of arrays and strides that a plParticleEffect object will reference and modify
// in the course of doing its job.
class plEffectTargetInfo
{
public:
// Byte arrays. Declared as type UInt8 so that adding the stride to the pointer is guaranteed to advance
// the exact number of bytes.
UInt8 *fPos;
UInt8 *fVelocity;
UInt8 *fInvMass;
UInt8 *fAcceleration;
UInt8 *fColor;
UInt8 *fRadsPerSec;
UInt8 *fMiscFlags;
UInt32 fPosStride;
UInt32 fVelocityStride;
UInt32 fInvMassStride;
UInt32 fAccelerationStride;
UInt32 fColorStride;
UInt32 fRadsPerSecStride;
UInt32 fMiscFlagsStride;
plParticleContext fContext;
UInt32 fNumValidParticles;
UInt32 fFirstNewParticle;
// We're going to need some sort of connectivity data for constraint satisfaction, but at least we have
// a system that allows that to be added in smoothly when it's needed, so for now, let's get the main
// goop working.
};
#endif