116 lines
3.0 KiB
C++
116 lines
3.0 KiB
C++
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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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// $NoKeywords: $
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//
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//===========================================================================//
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#include "render_pch.h"
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#include "gl_shader.h"
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#include "const.h"
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#include "gl_cvars.h"
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#include "gl_lightmap.h"
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#include "decal_private.h"
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#include "gl_model_private.h"
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#include "r_local.h"
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#include "materialproxyfactory.h"
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#include "enginestats.h"
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#include "editor_sendcommand.h"
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#include "gl_matsysiface.h"
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#include "vmodes.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "tier1/strtools.h"
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#include "filesystem.h"
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#include "traceinit.h"
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#include "sys_dll.h"
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#include "tier0/icommandline.h"
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#include "materialsystem/idebugtextureinfo.h"
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#include "common.h"
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#include "iregistry.h"
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#include "materialsystem/materialsystem_config.h"
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#include "ivideomode.h"
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#include "modes.h"
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#include "ivideomode.h"
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#include "tier2/tier2.h"
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#include "igame.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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static CMaterialProxyFactory s_MaterialProxyFactory;
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//-----------------------------------------------------------------------------
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// Connects to other
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//-----------------------------------------------------------------------------
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static void Shader_ConnectOtherMatSysInterfaces( )
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{
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// NOTE: These two interfaces have been connected in the tier2 library
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if ( !g_pMaterialSystemHardwareConfig )
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{
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Shader_Disconnect();
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Sys_Error( "Could not get the material system hardware config interface! (2)" );
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}
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if ( !g_pMaterialSystemDebugTextureInfo )
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{
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Shader_Disconnect();
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Sys_Error( "Could not get the debug texture info interface!" );
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}
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}
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//-----------------------------------------------------------------------------
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// Connect to interfaces we need
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//-----------------------------------------------------------------------------
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bool Shader_Connect( bool bSetProxyFactory )
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{
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if ( !materials )
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return false;
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int nAdapter = CommandLine()->ParmValue( "-adapter", 0 );
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int nModeFlags = MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE;
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if ( CommandLine()->FindParm( "-ref" ) )
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{
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nModeFlags |= MATERIAL_INIT_REFERENCE_RASTERIZER;
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}
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materials->SetAdapter( nAdapter, nModeFlags );
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if ( bSetProxyFactory )
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materials->SetMaterialProxyFactory( &s_MaterialProxyFactory );
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Shader_ConnectOtherMatSysInterfaces( );
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return g_pMaterialSystemHardwareConfig && g_pMaterialSystemDebugTextureInfo;
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}
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//-----------------------------------------------------------------------------
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// Connect to interfaces we need
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//-----------------------------------------------------------------------------
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void Shader_Disconnect( void )
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{
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}
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#ifndef SWDS
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void Shader_SwapBuffers( void )
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{
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assert( materials );
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materials->SwapBuffers();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void Shader_BeginRendering ( void )
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{
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// FIXME:
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// vid.width = window_rect.width;
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// vid.height = window_rect.height;
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}
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#endif
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