#ifndef __GFX_P_NX_PARTICLESmoothStar_H__ #define __GFX_P_NX_PARTICLESmoothStar_H__ #include "gfx/xbox/p_nxparticle.h" namespace Nx { /******************************************************************/ /* */ /* */ /******************************************************************/ class CXboxParticleSmoothStar : public CParticle { public: CXboxParticleSmoothStar(); CXboxParticleSmoothStar( uint32 checksum, int max_particles, uint32 texture_checksum, uint32 blendmode_checksum, int fix, int num_segments, float split ); virtual ~CXboxParticleSmoothStar(); 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 ); float* mp_vertices; uint32* mp_colors; uint64 m_blend; NxXbox::sParticleSystem* mp_engine_particle; int m_num_segments; float m_split; Image::RGBA m_SmoothStart_color[3]; // SmoothStart color for each corner. Image::RGBA m_mid_color[3]; // Mid color for each corner. Image::RGBA m_end_color[3]; // End color for each corner. }; /******************************************************************/ /* */ /* */ /******************************************************************/ } // Nx #endif