Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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.
 
 
 
 
 
 

53 lines
1.8 KiB

#include "pch_materialsystem.h"
#include "togl/rendermechanism.h"
#define MATSYS_INTERNAL
#include "cmaterialsystem.h"
//-----------------------------------------------------------------------------
// The Base implementation of the shader rendering interface
//-----------------------------------------------------------------------------
class CShaderAPIBase : public IShaderAPI
{
public:
// constructor, destructor
CShaderAPIBase();
virtual ~CShaderAPIBase();
// Called when the device is initializing or shutting down
virtual bool OnDeviceInit() = 0;
virtual void OnDeviceShutdown() = 0;
// Pix events
virtual void BeginPIXEvent( unsigned long color, const char *szName ) = 0;
virtual void EndPIXEvent() = 0;
virtual void AdvancePIXFrame() = 0;
// Release, reacquire objects
virtual void ReleaseShaderObjects() = 0;
virtual void RestoreShaderObjects() = 0;
// Resets the render state to its well defined initial value
virtual void ResetRenderState( bool bFullReset = true ) = 0;
// Returns a d3d texture associated with a texture handle
virtual IDirect3DBaseTexture9* GetD3DTexture( ShaderAPITextureHandle_t hTexture ) = 0;
// Queues a non-full reset of render state next BeginFrame.
virtual void QueueResetRenderState() = 0;
// Methods of IShaderDynamicAPI
public:
virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo );
protected:
};
uint32_t CMaterialSystem::GetShaderAPIGLTexture( ITexture *pTexture, int nFrame, int nTextureChannel )
{
ShaderAPITextureHandle_t handle = ShaderSystem()->GetShaderAPITextureBindHandle( pTexture, nFrame, nTextureChannel );
IDirect3DTexture9* pTex = ((CShaderAPIBase*)g_pShaderAPI)->GetD3DTexture(handle);
IDirect3DSurface9* surf = pTex->m_surfZero;
CGLMTex *tex = surf->m_tex;
return tex->GetTexName();
}