//=========== (C) Copyright 1999 Valve, L.L.C. 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. // //============================================================================= #ifdef _WIN32 #include "appframework/matsysapp.h" #include "FileSystem.h" #include "materialsystem/IMaterialSystem.h" #include "tier0/dbg.h" #include "tier0/icommandline.h" #include "materialsystem/MaterialSystem_Config.h" #include "filesystem_init.h" #include "inputsystem/iinputsystem.h" #include "tier2/tier2.h" #include "videocfg/videocfg.h" //----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- CMatSysApp::CMatSysApp() { } //----------------------------------------------------------------------------- // Create all singleton systems //----------------------------------------------------------------------------- bool CMatSysApp::Create() { AppSystemInfo_t appSystems[] = { { "inputsystem.dll", INPUTSYSTEM_INTERFACE_VERSION }, { "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( "CMatSysApp::Create: Unable to connect to necessary interface!\n" ); return false; } pMaterialSystem->SetShaderAPI( "shaderapidx9.dll" ); return true; } void CMatSysApp::Destroy() { } //----------------------------------------------------------------------------- // Pump messages //----------------------------------------------------------------------------- void CMatSysApp::AppPumpMessages() { g_pInputSystem->PollInputState(); } //----------------------------------------------------------------------------- // Sets up the game path //----------------------------------------------------------------------------- bool CMatSysApp::SetupSearchPaths( const char *pStartingDir, bool bOnlyUseStartingDir, bool bIsTool ) { if ( !BaseClass::SetupSearchPaths( pStartingDir, bOnlyUseStartingDir, bIsTool ) ) return false; g_pFullFileSystem->AddSearchPath( GetGameInfoPath(), "SKIN", PATH_ADD_TO_HEAD ); return true; } //----------------------------------------------------------------------------- // Init, shutdown //----------------------------------------------------------------------------- bool CMatSysApp::PreInit( ) { if ( !BaseClass::PreInit() ) return false; if ( !g_pFullFileSystem || !g_pMaterialSystem || !g_pInputSystem ) { Warning( "CMatSysApp::PreInit: Unable to connect to necessary interface!\n" ); return false; } // Add paths... if ( !SetupSearchPaths( NULL, false, true ) ) 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 ); } m_nWidth = iWidth; m_nHeight = iHeight; m_HWnd = CreateAppWindow( GetAppInstance(), GetAppName(), bWindowed, iWidth, iHeight, false ); if ( !m_HWnd ) return false; g_pInputSystem->AttachToWindow( m_HWnd ); // NOTE: If we specifically wanted to use a particular shader DLL, we set it here... //m_pMaterialSystem->SetShaderAPI( "shaderapidx8" ); // Get the adapter from the command line.... const char *pAdapterString; int adapter = 0; if (CommandLine()->CheckParm( "-adapter", &pAdapterString )) { adapter = atoi( pAdapterString ); } int adapterFlags = 0; if ( CommandLine()->CheckParm( "-ref" ) ) { adapterFlags |= MATERIAL_INIT_REFERENCE_RASTERIZER; } if ( AppUsesReadPixels() ) { adapterFlags |= MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE; } g_pMaterialSystem->SetAdapter( adapter, adapterFlags ); return true; } void CMatSysApp::PostShutdown() { if ( g_pInputSystem ) { g_pInputSystem->DetachFromWindow( ); } BaseClass::PostShutdown(); } //----------------------------------------------------------------------------- // Gets the window size //----------------------------------------------------------------------------- int CMatSysApp::GetWindowWidth() const { return m_nWidth; } int CMatSysApp::GetWindowHeight() const { return m_nHeight; } //----------------------------------------------------------------------------- // Returns the window //----------------------------------------------------------------------------- void* CMatSysApp::GetAppWindow() { return m_HWnd; } // Replace first underscore (if any) with \0 and return // This handles special mods like tf_movies, l4d_movies, tf_comics // As a result, such mods will use the gpu_level settings etc from the base mod void StripModSuffix( char *pModName ) { int i = 0; while ( pModName[i] != '\0' ) // Walk to the end of the string { if ( pModName[i] == '_') // If we hit an underscore { pModName[i] = '\0'; // Terminate the string here and bail out return; } i++; } } //----------------------------------------------------------------------------- // Sets the video mode //----------------------------------------------------------------------------- bool CMatSysApp::SetVideoMode( ) { 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 ); if ( CommandLine()->FindParm( "-csm_quality_level" ) ) { int nCSMQuality = CommandLine()->ParmValue( "-csm_quality_level", CSMQUALITY_VERY_LOW ); config.m_nCSMQuality = (CSMQualityMode_t)clamp( nCSMQuality, CSMQUALITY_VERY_LOW, CSMQUALITY_TOTAL_MODES - 1 ); } 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; config.SetFlag( MATSYS_VIDCFG_FLAGS_STENCIL, true ); bool modeSet = g_pMaterialSystem->SetMode( m_HWnd, config ); if (!modeSet) { Error( "Unable to set mode\n" ); return false; } char pModPath[MAX_PATH]; V_snprintf( pModPath, sizeof(pModPath), "" ); g_pFullFileSystem->GetSearchPath( "MOD", false, pModPath, sizeof( pModPath ) ); // Construct the mod name so we can use the mod-specific encrypted config files char pModName[32]; V_StripTrailingSlash( pModPath ); V_FileBase( pModPath, pModName, sizeof( pModName ) ); StripModSuffix( pModName ); // Just use the highest levels in non-game apps UpdateSystemLevel( CPU_LEVEL_HIGH, GPU_LEVEL_VERYHIGH, MEM_LEVEL_HIGH, GPU_MEM_LEVEL_HIGH, false, pModName ); g_pMaterialSystem->OverrideConfig( config, false ); return true; } #endif // _WIN32