Counter Strike : Global Offensive Source Code
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//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmematerial.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "movieobjects_interfaces.h"
#include "materialsystem/IMaterial.h"
#include "materialsystem/IMaterialSystem.h"
#include "tier2/tier2.h"
#include "datamodel/dmattributevar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeMaterial, CDmeMaterial );
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
void CDmeMaterial::OnConstruction() { m_mtlName.Init( this, "mtlName" ); }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeMaterial::OnDestruction() { }
//-----------------------------------------------------------------------------
// resolve
//-----------------------------------------------------------------------------
void CDmeMaterial::Resolve() { BaseClass::Resolve();
if ( m_mtlName.IsDirty() ) { m_mtlRef.Shutdown(); } }
//-----------------------------------------------------------------------------
// Sets the material
//-----------------------------------------------------------------------------
void CDmeMaterial::SetMaterial( const char *pMaterialName ) { m_mtlName = pMaterialName; }
//-----------------------------------------------------------------------------
// Returns the material name
//-----------------------------------------------------------------------------
const char *CDmeMaterial::GetMaterialName() const { return m_mtlName; }
//-----------------------------------------------------------------------------
// accessor for cached IMaterial
//-----------------------------------------------------------------------------
IMaterial *CDmeMaterial::GetCachedMTL() { if ( !m_mtlRef.IsValid() ) { const char *mtlName = m_mtlName.Get(); if ( mtlName == NULL ) return NULL;
m_mtlRef.Init( g_pMaterialSystem->FindMaterial( mtlName, NULL, false ) ); }
return (IMaterial * )m_mtlRef; }
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