1 /*---------------------------------------------------------------------------*
2   Project:  NintendoWare
3   File:     gfx_ResParticleModel.cpp
4 
5   Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc.  All rights reserved.
6 
7   These coded instructions, statements, and computer programs contain proprietary
8   information of Nintendo and/or its licensed developers and are protected by
9   national and international copyright laws. They may not be disclosed to third
10   parties or copied or duplicated in any form, in whole or in part, without the
11   prior written consent of Nintendo.
12 
13   The content herein is highly confidential and should be handled accordingly.
14 
15   $Revision: $
16  *---------------------------------------------------------------------------*/
17 
18 #include "../precompiled.h"
19 
20 #include <nw/ut/ut_ResUtil.h>
21 #include <nw/ut/ut_ResDictionary.h>
22 #include <nw/gfx/gfx_SceneObject.h>
23 #include <nw/gfx/res/gfx_ResParticleSet.h>
24 #include <nw/gfx/res/gfx_ResParticleModel.h>
25 #include <nw/gfx/gfx_Common.h>
26 #include <GLES2/gl2.h>
27 #include <GLES2/gl2ext.h>
28 
29 namespace nw {
30 namespace gfx {
31 namespace res {
32 
33 /*!--------------------------------------------------------------------------*
34   @brief        リソースの初期化処理をおこないます。
35  *---------------------------------------------------------------------------*/
36 void
Setup()37 ResParticleModel::Setup()
38 {
39     NW_ASSERT( this->IsValid() );
40     NW_ASSERT( internal::ResCheckRevision( *this ) );
41 
42     //ResModel::Setup();
43 
44     s32 particleSetNum = this->GetParticleSetsCount();
45 
46     for ( int i = 0; i < particleSetNum; ++i )
47     {
48         ResParticleSet particleSet = this->GetParticleSets( s32(i) );
49         particleSet.Setup();
50     }
51 }
52 
53 } /* namespace res */
54 } /* namespace gfx */
55 } /* namespace nw */
56 
57