thug/Code/Gfx/XBox/p_nxparticleglowribbontrail.h

72 lines
2.7 KiB
C
Raw Normal View History

2016-02-13 21:39:12 +00:00
#ifndef __GFX_P_NX_PARTICLEGlowRibbonTrail_H__
#define __GFX_P_NX_PARTICLEGlowRibbonTrail_H__
#include "gfx/xbox/p_nxparticle.h"
namespace Nx
{
/******************************************************************/
/* */
/* */
/******************************************************************/
class CXboxParticleGlowRibbonTrail : public CParticle
{
public:
CXboxParticleGlowRibbonTrail();
CXboxParticleGlowRibbonTrail( uint32 checksum, int max_particles, uint32 texture_checksum, uint32 blendmode_checksum, int fix, int num_segments, float split, int history );
virtual ~CXboxParticleGlowRibbonTrail();
NxXbox::sParticleSystem* GetEngineParticle( void ) { return mp_engine_particle; }
private: // It's all private, as it is machine specific
void plat_render( void );
void plat_get_position( int entry, int list, float * x, float * y, float * z );
void plat_set_position( int entry, int list, float x, float y, float z );
void plat_add_position( int entry, int list, float x, float y, float z );
int plat_get_num_vertex_lists( void );
int plat_get_num_particle_colors( void );
void plat_set_sr( int entry, uint8 value );
void plat_set_sg( int entry, uint8 value );
void plat_set_sb( int entry, uint8 value );
void plat_set_sa( int entry, uint8 value );
void plat_set_mr( int entry, uint8 value );
void plat_set_mg( int entry, uint8 value );
void plat_set_mb( int entry, uint8 value );
void plat_set_ma( int entry, uint8 value );
void plat_set_er( int entry, uint8 value );
void plat_set_eg( int entry, uint8 value );
void plat_set_eb( int entry, uint8 value );
void plat_set_ea( int entry, uint8 value );
int m_num_vertex_buffers;
float** mp_vertices;
uint32* mp_colors;
uint64 m_blend;
NxXbox::sParticleSystem* mp_engine_particle;
int m_num_segments;
float m_segment_step; // 360.0f / m_num_segments;
int m_history;
float m_split;
Image::RGBA* m_start_color; // Start color for each corner.
Image::RGBA* m_mid_color; // Mid color for each corner.
Image::RGBA* m_end_color; // End color for each corner.
};
/******************************************************************/
/* */
/* */
/******************************************************************/
} // Nx
#endif