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#ifndef PARTICLES_H
#define PARTICLES_H
#include "../renderer/renderer_types.h"
#include "../math/vector.h"
#define MAX_PARTICLES_PER_SYSTEM 10000
#define MAX_PARTICLES_SYSTEMS 10
typedef struct _Particle
{
Vec3 position;
Vec3 velocity;
Vec2 tex_offset; /* Used for animating */
GLfloat weight; /* How does the gravity affect the particle (In theory it should be a vector)*/
GLfloat life_length;
GLfloat rotation;
GLfloat scale;
GLfloat distance_to_camera; /* Used for sorting the systems */
GLfloat elapsed_time;
} Particle;
typedef struct _ParticleSystem
{
Vec3 position;
GLint emit_rate;
GLfloat speed;
GLfloat weight;
GLfloat life_length;
bool additive; /* Additive vs alpha blending */
Texture *texture;
Particle particles[MAX_PARTICLES_PER_SYSTEM];
int num_particles;
} ParticleSystem;
typedef struct
{
ParticleSystem *systems[MAX_PARTICLES_SYSTEMS];
int num_systems;
} ParticleManager;
extern ParticleManager particles;
extern void Particles_Init();
extern ParticleSystem *Particles_AddSystem();
extern void Particles_RemoveSystem(ParticleSystem *system);
/* Used for manual emission */
extern void Particles_EmitParticle(ParticleSystem *system, Particle *p);
/* Removes a particle if it "dies" */
extern void Particles_Update(const Vec3 *camera_position);
/* We need to delete all dynamically allocated particles that still remains */
extern void Particles_Shutdown();
#endif // PARTICLES_H
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