|
|
//========= 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; }
|