89 lines
2.5 KiB
C++
89 lines
2.5 KiB
C++
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//====== Copyright <20> 1996-2004, 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 "movieobjects/dmematerial.h"
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#include "datamodel/dmelementfactoryhelper.h"
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#include "movieobjects_interfaces.h"
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#include "materialsystem/IMaterial.h"
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#include "materialsystem/IMaterialSystem.h"
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#include "tier2/tier2.h"
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#include "datamodel/dmattributevar.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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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeMaterial, CDmeMaterial );
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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void CDmeMaterial::OnConstruction()
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{
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m_mtlName.Init( this, "mtlName" );
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CDmeMaterial::OnDestruction()
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{
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}
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//-----------------------------------------------------------------------------
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// resolve
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//-----------------------------------------------------------------------------
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void CDmeMaterial::Resolve()
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{
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BaseClass::Resolve();
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if ( m_mtlName.IsDirty() )
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{
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m_mtlRef.Shutdown();
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}
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}
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//-----------------------------------------------------------------------------
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// Sets the material
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//-----------------------------------------------------------------------------
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void CDmeMaterial::SetMaterial( const char *pMaterialName )
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{
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m_mtlName = pMaterialName;
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}
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//-----------------------------------------------------------------------------
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// Returns the material name
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//-----------------------------------------------------------------------------
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const char *CDmeMaterial::GetMaterialName() const
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{
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return m_mtlName;
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}
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//-----------------------------------------------------------------------------
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// accessor for cached IMaterial
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//-----------------------------------------------------------------------------
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IMaterial *CDmeMaterial::GetCachedMTL()
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{
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if ( !m_mtlRef.IsValid() )
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{
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const char *mtlName = m_mtlName.Get();
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if ( mtlName == NULL )
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return NULL;
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m_mtlRef.Init( g_pMaterialSystem->FindMaterial( mtlName, NULL, false ) );
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}
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return (IMaterial * )m_mtlRef;
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}
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