//========= 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; }