Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef PARTICLE_LITSMOKEEMITTER_H
#define PARTICLE_LITSMOKEEMITTER_H
#ifdef _WIN32
#pragma once
#endif
#include "particles_simple.h"
#include "tier0/memdbgon.h"
//==================================================
// CLitSmokeEmitter
//==================================================
class CLitSmokeEmitter : public CSimpleEmitter
{
public:
CLitSmokeEmitter( const char *pDebugName );
virtual void Update( float flTimeDelta );
virtual void StartRender( VMatrix &effectMatrix );
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
virtual void Init( const char *materialName, Vector sortOrigin );
// Get the material we were initialized with.
PMaterialHandle GetSmokeMaterial() const;
// Color values are 0-1.
virtual void SetDirectionalLight( Vector position, Vector color, float intensity );
virtual void SetLight( Vector position, Vector color, float intensity );
static CSmartPtr<CLitSmokeEmitter> Create( const char *pDebugName )
{
return new CLitSmokeEmitter( pDebugName );
}
CParticleSphereRenderer m_Renderer;
class LitSmokeParticle : public Particle
{
public:
Vector m_vecVelocity;
byte m_uchColor[4];
float m_flLifetime;
float m_flDieTime;
byte m_uchStartSize;
byte m_uchEndSize;
};
private:
CLitSmokeEmitter( const CLitSmokeEmitter & ); // not defined, not accessible
private:
bool m_bInitted;
PMaterialHandle m_hSmokeMaterial;
};
inline PMaterialHandle CLitSmokeEmitter::GetSmokeMaterial() const
{
return m_hSmokeMaterial;
}
#include "tier0/memdbgoff.h"
#endif // PARTICLE_LITSMOKEEMITTER_H