1 #include "..\include\raMain.h" 6 LPCSTR ParticleTexture,
8 LPCSTR Technique) :
raVisual(dx, true, true)
30 for(
int j = 0; j < 3; j++)
m_Particles[i].color[j] =
44 GetVariableByName(
"g_mInvView")->AsMatrix();
47 pmInvView_ParticleSystem->SetMatrix((
float*)&mInvView);
69 RERROR_DX11(
"ID3DX11EffectTechnique::GetPassByIndex::Apply", hr);
76 ID3D11Buffer* ppVBNULL[1] = { 0 };
virtual UINT GetStrideSize()
ID3D11DeviceContext * GetImmediateContext(void)
virtual void SetupEffectVariables(const raMatrix &pView, const raMatrix &pProj, const raLight *pLight)
interface ID3DX11EffectTechnique ID3DX11EffectTechnique
void RAPI RERROR_DX11(raString x, HRESULT h)
virtual D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology(UINT n)
ID3D11Buffer * GetBuffer()
interface ID3DX11Effect ID3DX11Effect
raMaterial ** m_pMaterials
interface ID3DX11EffectMatrixVariable ID3DX11EffectMatrixVariable
std::vector< PARTICLEVERTEX > m_Particles
virtual bool RenderMesh(LPCSTR techniqueName="")
ID3DX11Effect * GetEffect(void)
raGPUParticleSystem(raDirectX *dx, LPCSTR ParticleTexture="raGrafik\articlered.bmp", LPCSTR EffectFile="raEffects\articleEffect.fx", LPCSTR Technique="RenderParticle")
RAPI float raGetRandFloat(float min, float max)
virtual void SetupEffectVariables(const raMatrix &pView, const raMatrix &pProj, const raLight *pLight)
raSmartPointer< raDirectX > m_dx
raString GetTechniqueName(void)
ID3DX11EffectTechnique * GetEffectTechnique(LPCSTR techniqueName="")
RAPI raMatrix raMatrixInvert(const raMatrix &m)
static const int MAXPARTICLES