//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include <windows.h> #include "materialsystem/IMaterialSystem.h" #include "materialsystem/MaterialSystem_Config.h" #include <cmdlib.h> #include "tier0/dbg.h" #include "FileSystem.h" #include "cmdlib.h" #include "tier2/tier2.h" extern void MdlError( char const *pMsg, ... ); CreateInterfaceFn g_MatSysFactory = NULL; CreateInterfaceFn g_ShaderAPIFactory = NULL; static void LoadMaterialSystem( void ) { if( g_pMaterialSystem ) return; const char *pDllName = "materialsystem.dll"; CSysModule *materialSystemDLLHInst; materialSystemDLLHInst = g_pFullFileSystem->LoadModule( pDllName ); if( !materialSystemDLLHInst ) { MdlError( "Can't load MaterialSystem.dll\n" ); } g_MatSysFactory = Sys_GetFactory( materialSystemDLLHInst ); if ( g_MatSysFactory ) { g_pMaterialSystem = (IMaterialSystem *)g_MatSysFactory( MATERIAL_SYSTEM_INTERFACE_VERSION, NULL ); if ( !g_pMaterialSystem ) { MdlError( "Could not get the material system interface from materialsystem.dll" ); } } else { MdlError( "Could not find factory interface in library MaterialSystem.dll" ); } if (!( g_ShaderAPIFactory = g_pMaterialSystem->Init( "shaderapiempty.dll", 0, CmdLib_GetFileSystemFactory() )) ) { MdlError( "Could not start the empty shader (shaderapiempty.dll)!" ); } } void InitMaterialSystem( const char *materialBaseDirPath ) { LoadMaterialSystem(); MaterialSystem_Config_t config; g_pMaterialSystem->OverrideConfig( config, false ); }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |