50 lines
1.4 KiB
C++
50 lines
1.4 KiB
C++
|
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
|
|||
|
//
|
|||
|
// Purpose:
|
|||
|
//
|
|||
|
// $NoKeywords: $
|
|||
|
//=============================================================================//
|
|||
|
#include "cbase.h"
|
|||
|
#include "ParticleSphereRenderer.h"
|
|||
|
#include "materialsystem/IMaterialVar.h"
|
|||
|
|
|||
|
// memdbgon must be the last include file in a .cpp file!!!
|
|||
|
#include "tier0/memdbgon.h"
|
|||
|
|
|||
|
CParticleSphereRenderer::CParticleSphereRenderer()
|
|||
|
{
|
|||
|
m_vBaseColor.Init();
|
|||
|
memset( &m_AmbientLight, 0, sizeof( m_AmbientLight ) );
|
|||
|
memset( &m_DirectionalLight, 0, sizeof( m_DirectionalLight ) );
|
|||
|
|
|||
|
m_bUsingPixelShaders = false;
|
|||
|
m_iLastTickStartRenderCalled = -1;
|
|||
|
m_pParticleMgr = NULL;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
void CParticleSphereRenderer::Init( CParticleMgr *pParticleMgr, IMaterial *pMaterial )
|
|||
|
{
|
|||
|
m_pParticleMgr = pParticleMgr;
|
|||
|
|
|||
|
// Figure out how we need to draw.
|
|||
|
bool bFound = false;
|
|||
|
IMaterialVar *pVar = pMaterial->FindVar( "$USINGPIXELSHADER", &bFound, false );
|
|||
|
if( bFound && pVar && pVar->GetIntValue() )
|
|||
|
m_bUsingPixelShaders = true;
|
|||
|
else
|
|||
|
m_bUsingPixelShaders = false;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
void CParticleSphereRenderer::StartRender( VMatrix &effectMatrix )
|
|||
|
{
|
|||
|
// We're about to be rendered.. set our directional lighting parameters for this particle system.
|
|||
|
if ( m_pParticleMgr )
|
|||
|
{
|
|||
|
m_pParticleMgr->SetDirectionalLightInfo( m_DirectionalLight );
|
|||
|
}
|
|||
|
|
|||
|
m_iLastTickStartRenderCalled = gpGlobals->tickcount;
|
|||
|
}
|