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