#ifndef __PARTICLE_H__ #define __PARTICLE_H__ #include "gfx\Ngc\nx\scene.h" #include "gfx\Ngc\nx\instance.h" #include "gfx/ngc/nx/mesh.h" namespace NxNgc { struct sParticleSystem { public: sParticleSystem( uint32 max_particles, uint32 texture_checksum, uint32 blendmode_checksum, int fix ); ~sParticleSystem( void ); void Render(); #ifdef SHORT_VERT s16 *GetVertexWriteBuffer( void ); #else float *GetVertexWriteBuffer( void ); #endif // SHORT_VERT GXColor *GetColorWriteBuffer( void ); sMaterial* GetMaterial( void ) { return mp_material; } NxNgc::sTexture * GetTexture( void ) { return mp_engine_texture; } sScene* mp_scene; float* mp_sphere; CInstance* mp_instance; sMaterial* mp_material; sMesh* mp_mesh; NxNgc::sTexture * mp_engine_texture; }; } #endif