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.
 
 
 
 
 
 

492 lines
13 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// $Header: $
// $NoKeywords: $
//
// Material editor
//=============================================================================
#include <windows.h>
#include "appframework/tier2app.h"
#include "materialsystem/materialsystem_config.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "vstdlib/random.h"
#include "filesystem.h"
#include "filesystem_init.h"
#include "tier0/icommandline.h"
#include "tier1/KeyValues.h"
#include "tier1/utlbuffer.h"
#include "materialsystem/imesh.h"
//-----------------------------------------------------------------------------
// Purpose: Warning/Msg call back through this API
// Input : type -
// *pMsg -
// Output : SpewRetval_t
//-----------------------------------------------------------------------------
SpewRetval_t SpewFunc( SpewType_t type, const char *pMsg )
{
if ( Plat_IsInDebugSession() )
{
OutputDebugString( pMsg );
if ( type == SPEW_ASSERT )
return SPEW_DEBUGGER;
}
return SPEW_CONTINUE;
}
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
class CMaterialSystemTestApp : public CTier2SteamApp
{
typedef CTier2SteamApp BaseClass;
public:
// Methods of IApplication
virtual bool Create();
virtual bool PreInit( );
virtual int Main();
virtual void PostShutdown( );
virtual void Destroy();
virtual const char *GetAppName() { return "MaterialSystemTest"; }
virtual bool AppUsesReadPixels() { return false; }
private:
// Window management
bool CreateAppWindow( const char *pTitle, bool bWindowed, int w, int h );
// Sets up the game path
bool SetupSearchPaths();
// Waits for a keypress
bool WaitForKeypress();
// Sets the video mode
bool SetMode();
// Tests dynamic buffers
void TestDynamicBuffers( IMatRenderContext *pRenderContext, bool bBuffered );
// Creates, destroys a test material
void CreateWireframeMaterial();
void DestroyMaterial();
CMaterialReference m_pMaterial;
HWND m_HWnd;
};
DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CMaterialSystemTestApp );
//-----------------------------------------------------------------------------
// Create all singleton systems
//-----------------------------------------------------------------------------
bool CMaterialSystemTestApp::Create()
{
SpewOutputFunc( SpewFunc );
AppSystemInfo_t appSystems[] =
{
{ "materialsystem.dll", MATERIAL_SYSTEM_INTERFACE_VERSION },
// Required to terminate the list
{ "", "" }
};
if ( !AddSystems( appSystems ) )
return false;
IMaterialSystem *pMaterialSystem = (IMaterialSystem*)FindSystem( MATERIAL_SYSTEM_INTERFACE_VERSION );
if ( !pMaterialSystem )
{
Warning( "CMaterialSystemTestApp::Create: Unable to connect to necessary interface!\n" );
return false;
}
bool bIsVistaOrHigher = false;
OSVERSIONINFO info;
info.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
if ( GetVersionEx( &info ) )
{
bIsVistaOrHigher = info.dwMajorVersion >= 6;
}
const char *pShaderDLL = CommandLine()->ParmValue( "-shaderdll" );
if ( !pShaderDLL )
{
pShaderDLL = "shaderapidx10.dll";
}
if ( !bIsVistaOrHigher && !Q_stricmp( pShaderDLL, "shaderapidx10.dll" ) )
{
pShaderDLL = "shaderapidx9.dll";
}
pMaterialSystem->SetShaderAPI( pShaderDLL );
return true;
}
void CMaterialSystemTestApp::Destroy()
{
}
//-----------------------------------------------------------------------------
// Window callback
//-----------------------------------------------------------------------------
static LRESULT CALLBACK MaterialSystemTestWndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
switch( message )
{
case WM_DESTROY:
PostQuitMessage( 0 );
break;
default:
return DefWindowProc( hWnd, message, wParam, lParam );
}
return 0;
}
//-----------------------------------------------------------------------------
// Window management
//-----------------------------------------------------------------------------
bool CMaterialSystemTestApp::CreateAppWindow( const char *pTitle, bool bWindowed, int w, int h )
{
WNDCLASSEX wc;
memset( &wc, 0, sizeof( wc ) );
wc.cbSize = sizeof( wc );
wc.style = CS_OWNDC | CS_DBLCLKS;
wc.lpfnWndProc = MaterialSystemTestWndProc;
wc.hInstance = (HINSTANCE)GetAppInstance();
wc.lpszClassName = "Valve001";
wc.hIcon = NULL; //LoadIcon( s_HInstance, MAKEINTRESOURCE( IDI_LAUNCHER ) );
wc.hIconSm = wc.hIcon;
RegisterClassEx( &wc );
// Note, it's hidden
DWORD style = WS_POPUP | WS_CLIPSIBLINGS;
if ( bWindowed )
{
// Give it a frame
style |= WS_OVERLAPPEDWINDOW;
style &= ~WS_THICKFRAME;
}
// Never a max box
style &= ~WS_MAXIMIZEBOX;
RECT windowRect;
windowRect.top = 0;
windowRect.left = 0;
windowRect.right = w;
windowRect.bottom = h;
// Compute rect needed for that size client area based on window style
AdjustWindowRectEx(&windowRect, style, FALSE, 0);
// Create the window
m_HWnd = CreateWindow( wc.lpszClassName, pTitle, style, 0, 0,
windowRect.right - windowRect.left, windowRect.bottom - windowRect.top,
NULL, NULL, (HINSTANCE)GetAppInstance(), NULL );
if (!m_HWnd)
return false;
int CenterX, CenterY;
CenterX = (GetSystemMetrics(SM_CXSCREEN) - w) / 2;
CenterY = (GetSystemMetrics(SM_CYSCREEN) - h) / 2;
CenterX = (CenterX < 0) ? 0: CenterX;
CenterY = (CenterY < 0) ? 0: CenterY;
// In VCR modes, keep it in the upper left so mouse coordinates are always relative to the window.
SetWindowPos (m_HWnd, NULL, CenterX, CenterY, 0, 0,
SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME);
return true;
}
//-----------------------------------------------------------------------------
// Sets up the game path
//-----------------------------------------------------------------------------
bool CMaterialSystemTestApp::SetupSearchPaths()
{
if ( !BaseClass::SetupSearchPaths( NULL, false, true ) )
return false;
g_pFullFileSystem->AddSearchPath( GetGameInfoPath(), "SKIN", PATH_ADD_TO_HEAD );
return true;
}
//-----------------------------------------------------------------------------
// PreInit, PostShutdown
//-----------------------------------------------------------------------------
bool CMaterialSystemTestApp::PreInit( )
{
if ( !BaseClass::PreInit() )
return false;
if ( !g_pFullFileSystem || !g_pMaterialSystem )
return false;
// Add paths...
if ( !SetupSearchPaths() )
return false;
const char *pArg;
int iWidth = 1024;
int iHeight = 768;
bool bWindowed = (CommandLine()->CheckParm( "-fullscreen" ) == NULL);
if (CommandLine()->CheckParm( "-width", &pArg ))
{
iWidth = atoi( pArg );
}
if (CommandLine()->CheckParm( "-height", &pArg ))
{
iHeight = atoi( pArg );
}
if (!CreateAppWindow( "Press a Key To Continue", bWindowed, iWidth, iHeight ))
return false;
// Get the adapter from the command line....
const char *pAdapterString;
int nAdapter = 0;
if ( CommandLine()->CheckParm( "-adapter", &pAdapterString ) )
{
nAdapter = atoi( pAdapterString );
}
int nAdapterFlags = 0;
if ( AppUsesReadPixels() )
{
nAdapterFlags |= MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE;
}
g_pMaterialSystem->SetAdapter( nAdapter, nAdapterFlags );
return true;
}
void CMaterialSystemTestApp::PostShutdown( )
{
BaseClass::PostShutdown();
}
//-----------------------------------------------------------------------------
// Waits for a keypress
//-----------------------------------------------------------------------------
bool CMaterialSystemTestApp::WaitForKeypress()
{
MSG msg = {0};
while( WM_QUIT != msg.message )
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
if ( msg.message == WM_KEYDOWN )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Sets the video mode
//-----------------------------------------------------------------------------
bool CMaterialSystemTestApp::SetMode()
{
MaterialSystem_Config_t config;
if ( CommandLine()->CheckParm( "-fullscreen" ) )
{
config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, false );
}
else
{
config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, true );
}
if ( CommandLine()->CheckParm( "-resizing" ) )
{
config.SetFlag( MATSYS_VIDCFG_FLAGS_RESIZING, true );
}
if ( CommandLine()->CheckParm( "-mat_vsync" ) )
{
config.SetFlag( MATSYS_VIDCFG_FLAGS_NO_WAIT_FOR_VSYNC, false );
}
config.m_nAASamples = CommandLine()->ParmValue( "-mat_antialias", 1 );
config.m_nAAQuality = CommandLine()->ParmValue( "-mat_aaquality", 0 );
config.m_VideoMode.m_Width = config.m_VideoMode.m_Height = 0;
config.m_VideoMode.m_Format = IMAGE_FORMAT_BGRX8888;
config.m_VideoMode.m_RefreshRate = 0;
bool modeSet = g_pMaterialSystem->SetMode( m_HWnd, config );
if (!modeSet)
{
Error( "Unable to set mode\n" );
return false;
}
g_pMaterialSystem->OverrideConfig( config, false );
return true;
}
//-----------------------------------------------------------------------------
// Creates, destroys a test material
//-----------------------------------------------------------------------------
void CMaterialSystemTestApp::CreateWireframeMaterial()
{
KeyValues *pVMTKeyValues = new KeyValues( "Wireframe" );
pVMTKeyValues->SetInt( "$vertexcolor", 1 );
pVMTKeyValues->SetInt( "$nocull", 1 );
pVMTKeyValues->SetInt( "$ignorez", 1 );
m_pMaterial.Init( "__test", pVMTKeyValues );
}
void CMaterialSystemTestApp::DestroyMaterial()
{
m_pMaterial.Shutdown();
}
//-----------------------------------------------------------------------------
// Tests dynamic buffers
//-----------------------------------------------------------------------------
void CMaterialSystemTestApp::TestDynamicBuffers( IMatRenderContext *pMatRenderContext, bool bBuffered )
{
CreateWireframeMaterial();
g_pMaterialSystem->BeginFrame( 0 );
pMatRenderContext->Bind( m_pMaterial );
IMesh *pMesh = pMatRenderContext->GetDynamicMesh( bBuffered );
// clear (so that we can make sure that we aren't getting results from the previous quad)
pMatRenderContext->ClearColor3ub( RandomInt( 0, 100 ), RandomInt( 0, 100 ), RandomInt( 190, 255 ) );
pMatRenderContext->ClearBuffers( true, true );
static unsigned char s_pColors[4][4] =
{
{ 255, 0, 0, 255 },
{ 0, 255, 0, 255 },
{ 0, 0, 255, 255 },
{ 255, 255, 255, 255 },
};
static int nCount = 0;
const int nLoopCount = 8;
float flWidth = 2.0f / nLoopCount;
for ( int i = 0; i < nLoopCount; ++i )
{
CMeshBuilder mb;
mb.Begin( pMesh, MATERIAL_TRIANGLES, 4, 6 );
mb.Position3f( -1.0f + i * flWidth, -1.0f, 0.5f );
mb.Normal3f( 0.0f, 0.0f, 1.0f );
mb.Color4ubv( s_pColors[nCount++ % 4] );
mb.AdvanceVertex();
mb.Position3f( -1.0f + i * flWidth + flWidth, -1.0f, 0.5f );
mb.Normal3f( 0.0f, 0.0f, 1.0f );
mb.Color4ubv( s_pColors[nCount++ % 4] );
mb.AdvanceVertex();
mb.Position3f( -1.0f + i * flWidth + flWidth, 1.0f, 0.5f );
mb.Normal3f( 0.0f, 0.0f, 1.0f );
mb.Color4ubv( s_pColors[nCount++ % 4] );
mb.AdvanceVertex();
mb.Position3f( -1.0f + i * flWidth, 1.0f, 0.5f );
mb.Normal3f( 0.0f, 0.0f, 1.0f );
mb.Color4ubv( s_pColors[nCount++ % 4] );
mb.AdvanceVertex();
++nCount;
mb.FastIndex( 0 );
mb.FastIndex( 2 );
mb.FastIndex( 1 );
mb.FastIndex( 0 );
mb.FastIndex( 3 );
mb.FastIndex( 2 );
mb.End( true );
pMesh->Draw( );
}
++nCount;
g_pMaterialSystem->EndFrame();
g_pMaterialSystem->SwapBuffers();
DestroyMaterial();
}
//-----------------------------------------------------------------------------
// main application
//-----------------------------------------------------------------------------
int CMaterialSystemTestApp::Main()
{
if ( !SetMode() )
return 0;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
// Sets up a full-screen viewport
int w, h;
pRenderContext->GetWindowSize( w, h );
pRenderContext->Viewport( 0, 0, w, h );
pRenderContext->DepthRange( 0.0f, 1.0f );
// Clears the screen
g_pMaterialSystem->BeginFrame( 0 );
pRenderContext->ClearColor4ub( 76, 88, 68, 255 );
pRenderContext->ClearBuffers( true, true );
g_pMaterialSystem->EndFrame();
g_pMaterialSystem->SwapBuffers();
SetWindowText( m_HWnd, "Buffer clearing . . hit a key" );
if ( !WaitForKeypress() )
return 1;
SetWindowText( m_HWnd, "Dynamic buffer test.. hit a key" );
TestDynamicBuffers( pRenderContext, false );
if ( !WaitForKeypress() )
return 1;
SetWindowText( m_HWnd, "Buffered dynamic buffer test.. hit a key" );
TestDynamicBuffers( pRenderContext, true );
if ( !WaitForKeypress() )
return 1;
return 1;
}