sqwarmed/sdk_src/game/client/cl_mat_stub.cpp

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2024-08-29 19:18:30 -04:00
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "bitmap/imageformat.h"
#include "cl_mat_stub.h"
#include "materialsystem/imaterialsystemstub.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Hook the engine's mat_stub cvar.
ConVar mat_stub( "mat_stub", "0", FCVAR_CHEAT );
extern ConVar gl_clear;
IMaterialSystemStub* GetStubMaterialSystem()
{
return materials_stub;
}
// ---------------------------------------------------------------------------------------- //
// CMatStubHandler implementation.
// ---------------------------------------------------------------------------------------- //
CMatStubHandler::CMatStubHandler()
{
if ( mat_stub.GetInt() )
{
m_pOldMaterialSystem = materials;
// Replace all material system pointers with the stub.
GetStubMaterialSystem()->SetRealMaterialSystem( materials );
materials->SetInStubMode( true );
materials = GetStubMaterialSystem();
engine->Mat_Stub( materials );
}
else
{
m_pOldMaterialSystem = 0;
}
}
CMatStubHandler::~CMatStubHandler()
{
End();
}
void CMatStubHandler::End()
{
// Put back the original material system pointer.
if ( m_pOldMaterialSystem )
{
materials = m_pOldMaterialSystem;
materials->SetInStubMode( false );
engine->Mat_Stub( materials );
m_pOldMaterialSystem = 0;
// if( gl_clear.GetBool() )
{
materials->ClearBuffers( true, true );
}
}
}
bool IsMatStubEnabled()
{
return mat_stub.GetBool();
}