//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #include "cbase.h" #include "bitmap/imageformat.h" #include "cl_mat_stub.h" #include "materialsystem/imaterialsystemstub.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // Hook the engine's mat_stub cvar. ConVar mat_stub( "mat_stub", "0", FCVAR_CHEAT ); extern ConVar gl_clear; IMaterialSystemStub* GetStubMaterialSystem() { return materials_stub; } // ---------------------------------------------------------------------------------------- // // CMatStubHandler implementation. // ---------------------------------------------------------------------------------------- // CMatStubHandler::CMatStubHandler() { if ( mat_stub.GetInt() ) { m_pOldMaterialSystem = materials; // Replace all material system pointers with the stub. GetStubMaterialSystem()->SetRealMaterialSystem( materials ); materials->SetInStubMode( true ); materials = GetStubMaterialSystem(); engine->Mat_Stub( materials ); } else { m_pOldMaterialSystem = 0; } } CMatStubHandler::~CMatStubHandler() { End(); } void CMatStubHandler::End() { // Put back the original material system pointer. if ( m_pOldMaterialSystem ) { materials = m_pOldMaterialSystem; materials->SetInStubMode( false ); engine->Mat_Stub( materials ); m_pOldMaterialSystem = 0; // if( gl_clear.GetBool() ) { materials->ClearBuffers( true, true ); } } } bool IsMatStubEnabled() { return mat_stub.GetBool(); }