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