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49 lines
1.3 KiB
49 lines
1.3 KiB
//========= 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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