thug/Code/Gfx/NGPS/p_nxparticlenewflat.h

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2016-02-13 21:39:12 +00:00
//****************************************************************************
//* MODULE: Gfx
//* FILENAME: p_nxParticle.h
//* OWNER: Paul Robinson
//* CREATION DATE: 3/27/2002
//****************************************************************************
#ifndef __GFX_P_NX_PARTICLENEWFLAT_H__
#define __GFX_P_NX_PARTICLENEWFLAT_H__
#include "gfx/ngps/p_nxparticle.h"
namespace Nx
{
class CParticleSpan
{
public:
float m_sx,m_sy,m_sz; // Start, mid & end points of span path.
float m_mx,m_my,m_mz; // This should really be the coefficients you need to
float m_ex,m_ey,m_ez; // describe the path, not the raw position data.
unsigned char m_sr,m_sg,m_sb,m_sa; // Start color
unsigned char m_er,m_eg,m_eb,m_ea; // End color
};
class CParticleStream
{
public:
int m_num_particles;
float m_rate;
float m_interval;
float m_oldest_age;
uint32 m_seed[4];
void AdvanceSeed(int num_places);
};
class CSystemDmaDataFlat
{
public:
uint32 m_GScontext[20];
uint32 m_u0, m_v0, m_u1, m_v1;
float m_c0x, m_c0y, m_c0z, m_c0w;
float m_c1x, m_c1y, m_c1z, m_c1w;
float m_c2x, m_c2y, m_c2z, m_c2w;
float m_s0x, m_s0y, m_s0z, m_s0w;
float m_s1x, m_s1y, m_s1z, m_s1w;
float m_s2x, m_s2y, m_s2z, m_s2w;
float m_c0r, m_c0g, m_c0b, m_c0a;
float m_c1r, m_c1g, m_c1b, m_c1a;
float m_c2r, m_c2g, m_c2b, m_c2a;
uint32 m_tagx,m_tagy,m_tagz,m_tagw;
Mth::Matrix m_matrix;
} nAlign(128);
/******************************************************************/
/* */
/* */
/******************************************************************/
/////////////////////////////////////////////////////////////////////////////////////
//
// Here's a machine specific implementation of the CParticle
class CPs2ParticleNewFlat : public CParticle
{
public:
CPs2ParticleNewFlat();
CPs2ParticleNewFlat( uint32 checksum, int max_streams, uint32 texture_checksum, uint32 blendmode_checksum, int fix );
virtual ~CPs2ParticleNewFlat();
int GetNumParticles();
// NxPs2::sParticleSystem* GetEngineParticle( void ) { return mp_engine_particle; }
private: // It's all private, as it is machine specific
void plat_render( void );
void plat_get_position( int entry, int list, float * x, float * y, float * z );
void plat_set_position( int entry, int list, float x, float y, float z );
void plat_add_position( int entry, int list, float x, float y, float z );
int plat_get_num_vertex_lists( void );
int plat_get_num_particle_colors( void );
void plat_set_sr( int entry, uint8 value );
void plat_set_sg( int entry, uint8 value );
void plat_set_sb( int entry, uint8 value );
void plat_set_sa( int entry, uint8 value );
void plat_set_mr( int entry, uint8 value );
void plat_set_mg( int entry, uint8 value );
void plat_set_mb( int entry, uint8 value );
void plat_set_ma( int entry, uint8 value );
void plat_set_er( int entry, uint8 value );
void plat_set_eg( int entry, uint8 value );
void plat_set_eb( int entry, uint8 value );
void plat_set_ea( int entry, uint8 value );
void plat_build_path( void );
Image::RGBA m_start_color; // Start color for each corner.
Image::RGBA m_mid_color; // Mid color for each corner.
Image::RGBA m_end_color; // End color for each corner.
NxPs2::SSingleTexture* mp_engine_texture;
uint64 m_blend;
int m_max_streams; // Maximum number of particle streams.
int m_num_streams; // Number of active streams.
int m_num_spans; // Number of span segments.
CParticleSpan* mp_span;
CParticleStream* mp_stream;
CParticleStream* mp_newest_stream;
CParticleStream* mp_oldest_stream;
float m_life;
bool m_emitting;
Mth::Matrix m_rotation;
// dma data
CSystemDmaDataFlat m_systemDmaData;
};
/******************************************************************/
/* */
/* */
/******************************************************************/
} // Nx
#endif