//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #include "render_pch.h" #include "gl_shader.h" #include "const.h" #include "gl_cvars.h" #include "gl_lightmap.h" #include "decal_private.h" #include "gl_model_private.h" #include "r_local.h" #include "materialproxyfactory.h" #include "enginestats.h" #include "editor_sendcommand.h" #include "gl_matsysiface.h" #include "vmodes.h" #include "materialsystem/imaterialsystemhardwareconfig.h" #include "tier1/strtools.h" #include "filesystem.h" #include "traceinit.h" #include "sys_dll.h" #include "tier0/icommandline.h" #include "materialsystem/idebugtextureinfo.h" #include "common.h" #include "iregistry.h" #include "materialsystem/materialsystem_config.h" #include "ivideomode.h" #include "modes.h" #include "ivideomode.h" #include "tier2/tier2.h" #include "igame.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" static CMaterialProxyFactory s_MaterialProxyFactory; //----------------------------------------------------------------------------- // Connects to other //----------------------------------------------------------------------------- static void Shader_ConnectOtherMatSysInterfaces( ) { // NOTE: These two interfaces have been connected in the tier2 library if ( !g_pMaterialSystemHardwareConfig ) { Shader_Disconnect(); Sys_Error( "Could not get the material system hardware config interface! (2)" ); } if ( !g_pMaterialSystemDebugTextureInfo ) { Shader_Disconnect(); Sys_Error( "Could not get the debug texture info interface!" ); } } //----------------------------------------------------------------------------- // Connect to interfaces we need //----------------------------------------------------------------------------- bool Shader_Connect( bool bSetProxyFactory ) { if ( !materials ) return false; int nAdapter = CommandLine()->ParmValue( "-adapter", 0 ); int nModeFlags = MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE; if ( CommandLine()->FindParm( "-ref" ) ) { nModeFlags |= MATERIAL_INIT_REFERENCE_RASTERIZER; } materials->SetAdapter( nAdapter, nModeFlags ); if ( bSetProxyFactory ) materials->SetMaterialProxyFactory( &s_MaterialProxyFactory ); Shader_ConnectOtherMatSysInterfaces( ); return g_pMaterialSystemHardwareConfig && g_pMaterialSystemDebugTextureInfo; } //----------------------------------------------------------------------------- // Connect to interfaces we need //----------------------------------------------------------------------------- void Shader_Disconnect( void ) { } #ifndef DEDICATED void Shader_SwapBuffers( void ) { assert( materials ); materials->SwapBuffers(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void Shader_BeginRendering ( void ) { // FIXME: // vid.width = window_rect.width; // vid.height = window_rect.height; } #endif