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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/particlesphererenderer.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/particlesphererenderer.cpp')
| -rw-r--r-- | mp/src/game/client/particlesphererenderer.cpp | 49 |
1 files changed, 49 insertions, 0 deletions
diff --git a/mp/src/game/client/particlesphererenderer.cpp b/mp/src/game/client/particlesphererenderer.cpp new file mode 100644 index 00000000..9f32dfe1 --- /dev/null +++ b/mp/src/game/client/particlesphererenderer.cpp @@ -0,0 +1,49 @@ +//========= Copyright 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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