Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

82 lines
2.3 KiB

//========= Copyright 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"
// 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_pMTL = NULL;
m_mtlName.Init( this, "mtlName" );
}
void CDmeMaterial::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// resolve
//-----------------------------------------------------------------------------
void CDmeMaterial::Resolve()
{
BaseClass::Resolve();
if ( m_mtlName.IsDirty() )
{
m_pMTL = NULL; // no cleanup necessary
}
}
//-----------------------------------------------------------------------------
// 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_pMTL == NULL )
{
const char *mtlName = m_mtlName.Get();
if ( mtlName == NULL )
return NULL;
m_pMTL = g_pMaterialSystem->FindMaterial( mtlName, NULL, false );
}
return m_pMTL;
}