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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
/*#ifndef HPL_PARTICLE_SYSTEM_2D_H
#define HPL_PARTICLE_SYSTEM_2D_H
#include "hpl1/engine/graphics/ParticleSystem.h"
#include "hpl1/engine/graphics/RenderObject2D.h"
#include "hpl1/engine/scene/Entity2D.h"
namespace hpl {
class cResourceImage;
//////////////////////////////////////////////////////
/////////////// PARTICLE SYSTEM //////////////////////
//////////////////////////////////////////////////////
class cGraphics;
class iParticleSystem2D : public iParticleSystem,public iEntity2D, public iRenderObject2DRenderer
{
public:
iParticleSystem2D(tString asName,tMaterialVec* avMaterials,unsigned int alMaxParticles,
cVector3f avSize, cGraphics* apGraphics);
virtual ~iParticleSystem2D();
void UpdateLogic(float afTimeStep);
void Render();
eParticleSystemType GetType(){return eParticleSystemType_2D;}
const cRect2f& GetBoundingBox();
virtual bool UpdateBoundingBox();
tString GetEntityType(){ return "ParticleSystem"; }
virtual bool IsDead(){ return mlNumOfParticles==0 && mbDying;}
virtual void Kill(){ mbDying = true;}
protected:
cVector2f mvBBSize;
cVertex* mpVtx;
cVector2f mvDrawSize;
void RenderToBatch(eMaterialRenderType aRenderType, unsigned int &aIdxAdd);
virtual void RenderParticles(eMaterialRenderType aRenderType, unsigned int &aIdxAdd);
};
typedef std::list<iParticleSystem2D*> tParticleSystem2DList;
typedef tParticleSystem2DList::iterator tParticleSystem2DListIt;
};
#endif // HPL_PARTICLE_SYSTEM_2D_H*/
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