Counter Strike : Global Offensive Source Code
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//========= Copyright � 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; }
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