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77 lines
2.0 KiB
77 lines
2.0 KiB
5 years ago
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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 "draw.h"
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#include "decal.h"
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#include "gl_cvars.h"
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#include "view.h"
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#include "screen.h"
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#include "gl_matsysiface.h"
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#include "cdll_int.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/imaterial.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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Vector g_CurrentViewOrigin(0, 0, 0), g_CurrentViewForward(1, 0, 0), g_CurrentViewRight(0, -1, 0), g_CurrentViewUp(0, 0, 1);
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Vector g_MainViewOrigin(0, 0, 0), g_MainViewForward(1, 0, 0), g_MainViewRight(0, -1, 0), g_MainViewUp(0, 0, 1);
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pMaterial -
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//-----------------------------------------------------------------------------
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void GL_UnloadMaterial( IMaterial *pMaterial )
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{
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if ( pMaterial )
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{
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pMaterial->DecrementReferenceCount();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pName -
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// Output : IMaterial
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//-----------------------------------------------------------------------------
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static IMaterial *GL_LoadMaterialNoRef( const char *pName, const char *pTextureGroupName )
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{
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IMaterial *material = NULL;
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if( mat_loadtextures.GetInt() )
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{
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material = materials->FindMaterial( pName, pTextureGroupName );
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}
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else
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{
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material = g_materialEmpty;
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}
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return material;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pName -
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// Output : IMaterial
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//-----------------------------------------------------------------------------
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IMaterial *GL_LoadMaterial( const char *pName, const char *pTextureGroupName )
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{
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IMaterial *material;
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material = GL_LoadMaterialNoRef( pName, pTextureGroupName );
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if( material )
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{
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material->IncrementReferenceCount();
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}
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return material;
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}
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