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rend_particle.h
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rend_particle.h
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/** @file rend_particle.h Particle effect rendering.
*
* @authors Copyright © 2003-2013 Jaakko Keränen <jaakko.keranen@iki.fi>
* @authors Copyright © 2006-2015 Daniel Swanson <danij@dengine.net>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>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 2 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, write to the Free
* Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA
* 02110-1301 USA</small>
*/
#ifndef CLIENT_RENDER_PARTICLE_H
#define CLIENT_RENDER_PARTICLE_H
#include "world/map.h"
// Maximum number of particle textures (not instances).
#define MAX_PTC_TEXTURES 300
// Maximum number of particle models (not instances).
#define MAX_PTC_MODELS 100
/// @ingroup render
enum ParticleType
{
PTC_NONE,
PTC_POINT,
PTC_LINE,
// New types can be added here.
PTC_TEXTURE = 100,
// ...followed by MAX_PTC_TEXTURES types.
PTC_MODEL = 1000
};
DENG_EXTERN_C de::dbyte useParticles;
void Rend_ParticleRegister();
/**
* Loads all system-level textures (i.e., those available by default)
* for a minimal resource set needed for particle rendering.
*/
void Rend_ParticleLoadSystemTextures();
void Rend_ParticleReleaseSystemTextures();
/**
* Load any custom particle textures. They are loaded from the
* highres texture directory and are named "ParticleNN.(tga|png|pcx)".
* The first is "Particle00". (based on Leesz' textured particles mod)
*/
void Rend_ParticleLoadExtraTextures();
void Rend_ParticleReleaseExtraTextures();
/**
* Render all the visible particle generators.
* We must render all particles ordered back->front, or otherwise
* particles from one generator will obscure particles from another.
* This would be especially bad with smoke trails.
*/
void Rend_RenderParticles(de::Map &map);
#endif // CLIENT_RENDER_PARTICLE_H