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game/client/cl_mat_stub.cpp
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74
game/client/cl_mat_stub.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "cbase.h"
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#include "bitmap/imageformat.h"
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#include "cl_mat_stub.h"
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#include "materialsystem/imaterialsystemstub.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Hook the engine's mat_stub cvar.
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ConVar mat_stub( "mat_stub", "0", FCVAR_CHEAT );
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extern ConVar gl_clear;
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IMaterialSystemStub* GetStubMaterialSystem()
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{
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return materials_stub;
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}
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// ---------------------------------------------------------------------------------------- //
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// CMatStubHandler implementation.
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// ---------------------------------------------------------------------------------------- //
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CMatStubHandler::CMatStubHandler()
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{
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if ( mat_stub.GetInt() )
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{
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m_pOldMaterialSystem = materials;
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// Replace all material system pointers with the stub.
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GetStubMaterialSystem()->SetRealMaterialSystem( materials );
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materials->SetInStubMode( true );
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materials = GetStubMaterialSystem();
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engine->Mat_Stub( materials );
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}
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else
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{
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m_pOldMaterialSystem = 0;
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}
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}
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CMatStubHandler::~CMatStubHandler()
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{
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End();
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}
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void CMatStubHandler::End()
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{
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// Put back the original material system pointer.
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if ( m_pOldMaterialSystem )
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{
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materials = m_pOldMaterialSystem;
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materials->SetInStubMode( false );
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engine->Mat_Stub( materials );
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m_pOldMaterialSystem = 0;
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// if( gl_clear.GetBool() )
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{
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materials->ClearBuffers( true, true );
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}
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}
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}
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bool IsMatStubEnabled()
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{
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return mat_stub.GetBool();
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}
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