|
|
//========= 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
//=============================================================================
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <io.h>
#include "vstdlib/cvar.h"
#include "appframework/AppFramework.h"
#include "filesystem.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/itexture.h"
#include "materialsystem/IMaterialSystemHardwareConfig.h"
#include "vgui/IVGui.h"
#include "vgui_controls/Panel.h"
#include "vgui/ISurface.h"
#include "vgui_controls/controls.h"
#include "vgui/IScheme.h"
#include "vgui/ILocalize.h"
#include "vgui/IPanel.h"
#include "tier0/dbg.h"
#include "vgui_controls/Frame.h"
#include "appframework/vguimatsysapp.h"
#include "vgui_controls/AnimationController.h"
#include "vgui/iinput.h"
#include "vgui/isystem.h"
#include "tier0/icommandline.h"
#include "materialsystem/MaterialSystem_Config.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "datamodel/dmelement.h"
#include "movieobjects/idmemakefileutils.h"
#include "dme_controls/dmecontrols.h"
#include "IStudioRender.h"
#include "datacache/idatacache.h"
#include "datacache/imdlcache.h"
#include "datamodel/idatamodel.h"
#include "vphysics_interface.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "filesystem_init.h"
#include "dmserializers/idmserializers.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "p4lib/ip4.h"
#include "vstdlib/iprocessutils.h"
#include "tier3/tier3.h"
#include "vgui_controls/perforcefileexplorer.h"
#include "dme_controls/assetbuilder.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
// temporary HACK
class _Window_t { int unused; }; _Window_t *g_pWindow = NULL;
const MaterialSystem_Config_t *g_pMaterialSystemConfig; vgui::Panel *CreateSceneViewerPanel();
//-----------------------------------------------------------------------------
// Spew func
//-----------------------------------------------------------------------------
SpewRetval_t ModelBrowserSpewFunc( SpewType_t spewType, const tchar *pMsg ) { OutputDebugString( pMsg ); switch( spewType ) { case SPEW_ASSERT: g_pCVar->ConsoleColorPrintf( Color( 255, 192, 0, 255 ), pMsg ); #ifdef _DEBUG
return SPEW_DEBUGGER; #else
return SPEW_CONTINUE; #endif
case SPEW_ERROR: g_pCVar->ConsoleColorPrintf( Color( 255, 0, 0, 255 ), pMsg ); return SPEW_ABORT;
case SPEW_WARNING: g_pCVar->ConsoleColorPrintf( Color( 192, 192, 0, 255 ), pMsg ); break;
case SPEW_MESSAGE: { Color c = *GetSpewOutputColor(); if ( !Q_stricmp( GetSpewOutputGroup(), "developer" ) ) g_pCVar->ConsoleDPrintf( pMsg ); else g_pCVar->ConsoleColorPrintf( c, pMsg ); } break; }
return SPEW_CONTINUE; }
//-----------------------------------------------------------------------------
// redirect spew to debug output window
//-----------------------------------------------------------------------------
SpewRetval_t SpewToODS( SpewType_t spewType, char const *pMsg ) { OutputDebugString( pMsg );
switch( spewType ) { case SPEW_MESSAGE: case SPEW_WARNING: case SPEW_LOG: return SPEW_CONTINUE;
case SPEW_ASSERT: case SPEW_ERROR: default: return SPEW_DEBUGGER; } }
//-----------------------------------------------------------------------------
// redirect spew to stdout
//-----------------------------------------------------------------------------
SpewRetval_t SpewStdout( SpewType_t spewType, char const *pMsg ) { _tprintf( "%s", pMsg ); return SPEW_CONTINUE; }
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
class CSceneViewerApp : public CVguiMatSysApp { typedef CVguiMatSysApp 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 "SceneViewer"; } virtual bool AppUsesReadPixels() { return true; }
private: // Sets a default env_cubemap for rendering materials w/ specularity
void InitDefaultEnvCubemap( ); void ShutdownDefaultEnvCubemap( ); CTextureReference m_DefaultEnvCubemap; };
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
static bool CHLSceneViewerApp_SuggestGameInfoDirFn( CFSSteamSetupInfo const *pFsSteamSetupInfo, char *pchPathBuffer, int nBufferLength, bool *pbBubbleDirectories ) { const char *pFilename = NULL; const int nParmCount = CommandLine()->ParmCount(); char pchTmpBuf[ MAX_PATH ]; for ( int nPi = 0; nPi < nParmCount; ++nPi ) { pFilename = CommandLine()->GetParm( nParmCount - 1 ); Q_MakeAbsolutePath( pchTmpBuf, sizeof( pchTmpBuf ), pFilename ); if ( _access( pchTmpBuf, 04 ) == 0 ) { Q_strncpy( pchPathBuffer, pchTmpBuf, nBufferLength );
if ( pbBubbleDirectories ) *pbBubbleDirectories = true;
return true; } }
return false; }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
int __stdcall WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) { static CSceneViewerApp sceneViewerApp; \ static CSteamApplication steamApp( &sceneViewerApp ); \ return AppMain( hInstance, hPrevInstance, lpCmdLine, nCmdShow, &steamApp ); }
// DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CSceneViewerApp );
//-----------------------------------------------------------------------------
// Create all singleton systems
//-----------------------------------------------------------------------------
bool CSceneViewerApp::Create() { if ( CommandLine()->FindParm( "-help" ) ) { const bool newConsole( SetupWin32ConsoleIO() );
Msg( "\n\n Sceneviewer - Loads and views Valve DMX Assets\n\n" ); Msg( " Synopsis: sceneviewer [ vgui opts ] [ -help ] [ filename.[dmx|obj] ]\n" ); Msg( "\n" " Where:\n" "\n" " Sceneviewer Options:\n" "\n" " -help . . . . . . Prints this information\n" " -nozoom . . . . . Stop sceneviewer zooming model viewer to occupy all client\n" " space when a dmx is specified on the command line\n" " -showasset . . . Stop sceneviewer from hiding the asset builder when a dmx\n" " file is specified on the command line.\n" " filename.dmx . . The name of a dmx file to load on start\n" "\n" " VGUI Options:\n" "\n" " -vproject <$> . . Override VPROJECT environment variable\n" " -game <$> . . . . Override VPROJECT environment variable\n" " -remote <$> . . . Add the remote share name\n" " -host <$> . . . . Set the host name\n" " -norfs . . . . . Do not use remote filesystem\n" " -fullscreen . . . Run application fullscreen rather than in a window\n" " -width <#> . . . Set the window width when running windowed\n" " -height <#> . . . Set the window height when running windowed\n" " -adapter <$> . . Set the adapter??\n" " -ref . . . . . . Set MATERIAL_INIT_REFERENCE_RASTERIZER on adapter??\n" " -resizing . . . . Allow the window to be resized\n" " -mat_vsync . . . Wait for VSYNC\n" " -mat_antialias . Turn on Anti-Aliasing\n" " -mat_aaquality . Antialiasing quality (set to zero unless you know what you're doing)\n" "\n" );
if ( newConsole ) { Msg( "\n\nPress Any Key Continue..." );
char tmpBuf[ 2 ]; DWORD cRead; ReadConsole( GetStdHandle( STD_INPUT_HANDLE ), tmpBuf, 1, &cRead, NULL ); }
return false; }
// FIXME: Enable vs30 shaders while NVidia driver bug exists
CommandLine()->AppendParm( "-box", NULL );
if ( !BaseClass::Create() ) return false;
AppSystemInfo_t appSystems[] = { { "vstdlib.dll", PROCESS_UTILS_INTERFACE_VERSION }, { "studiorender.dll", STUDIO_RENDER_INTERFACE_VERSION }, { "vphysics.dll", VPHYSICS_INTERFACE_VERSION }, { "datacache.dll", DATACACHE_INTERFACE_VERSION }, { "datacache.dll", MDLCACHE_INTERFACE_VERSION }, { "", "" } // Required to terminate the list
};
if ( !AddSystems( appSystems ) ) { return false; }
// Add the P4 module separately so that if it is absent (say in the SDK) then the other system will initialize properly
AppModule_t p4Module = LoadModule( "p4lib.dll" );
if ( APP_MODULE_INVALID != p4Module ) { AddSystem( p4Module, P4_INTERFACE_VERSION ); }
AddSystem( g_pDataModel, VDATAMODEL_INTERFACE_VERSION ); AddSystem( g_pDmElementFramework, VDMELEMENTFRAMEWORK_VERSION ); AddSystem( g_pDmSerializers, DMSERIALIZERS_INTERFACE_VERSION ); AddSystem( GetDefaultDmeMakefileUtils(), DMEMAKEFILE_UTILS_INTERFACE_VERSION );
return true; }
void CSceneViewerApp::Destroy() { BaseClass::Destroy(); }
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
bool CSceneViewerApp::PreInit( ) { if ( !BaseClass::PreInit() ) return false;
SpewOutputFunc( ModelBrowserSpewFunc ); SpewActivate( "console", 1 );
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f, false, false, false, false );
if ( !g_pFullFileSystem || !g_pMaterialSystem || !g_pDataModel || !g_pDmElementFramework || !g_pStudioRender || !g_pDataCache || !g_pMDLCache || !g_pVGuiSurface || !g_pVGui ) { Warning( "CSceneViewerApp::PreInit: Unable to connect to necessary interface!\n" ); return false; }
// initialize interfaces
CreateInterfaceFn appFactory = GetFactory(); return vgui::VGui_InitDmeInterfacesList( "SceneViewer", &appFactory, 1 ); }
void CSceneViewerApp::PostShutdown() { BaseClass::PostShutdown(); }
//-----------------------------------------------------------------------------
// Sets a default env_cubemap for rendering materials w/ specularity
//-----------------------------------------------------------------------------
void CSceneViewerApp::InitDefaultEnvCubemap( ) { // Deal with the default cubemap
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); ITexture *pCubemapTexture = g_pMaterialSystem->FindTexture( "editor/cubemap", NULL, true ); m_DefaultEnvCubemap.Init( pCubemapTexture ); pRenderContext->BindLocalCubemap( pCubemapTexture ); }
void CSceneViewerApp::ShutdownDefaultEnvCubemap( ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->BindLocalCubemap( NULL ); m_DefaultEnvCubemap.Shutdown( ); }
//-----------------------------------------------------------------------------
// main application
//-----------------------------------------------------------------------------
int CSceneViewerApp::Main() { g_pMaterialSystem->ModInit(); if (!SetVideoMode()) return 0;
g_pDataCache->SetSize( 64 * 1024 * 1024 );
InitDefaultEnvCubemap();
g_pMaterialSystemConfig = &g_pMaterialSystem->GetCurrentConfigForVideoCard();
// configuration settings
vgui::system()->SetUserConfigFile("sceneviewer.vdf", "EXECUTABLE_PATH");
// load scheme
if (!vgui::scheme()->LoadSchemeFromFile("resource/BoxRocket.res", "SceneViewer" )) { Assert( 0 ); }
g_pVGuiLocalize->AddFile( "resource/boxrocket_%language%.txt" );
// start vgui
g_pVGui->Start();
//vgui::input()->SetAppModalSurface( mainPanel->GetVPanel() );
// load the base localization file
g_pVGuiLocalize->AddFile( "Resource/valve_%language%.txt" ); g_pFullFileSystem->AddSearchPath("platform", "PLATFORM"); g_pVGuiLocalize->AddFile( "Resource/vgui_%language%.txt"); g_pVGuiLocalize->AddFile( "Resource/dmecontrols_%language%.txt");
// add our main window
vgui::Panel *mainPanel = CreateSceneViewerPanel();
// run app frame loop
CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); vgui::VPANEL root = vgui::surface()->GetEmbeddedPanel(); vgui::surface()->Invalidate( root );
// See if there was a DMX file passed on the command line
for ( int i( CommandLine()->ParmCount() - 1 ); i > 0; --i ) { const char *const arg( CommandLine()->GetParm( i ) );
if ( arg && *arg != '\0' && _access( arg, 04 ) == 0 ) { if ( !CommandLine()->FindParm( "-nozoom" ) ) { KeyValues *oz( new KeyValues( "PinAndZoomIt" ) ); mainPanel->PostMessage( mainPanel, oz ); }
KeyValues *ofs( new KeyValues( "LoadFile" ) ); ofs->SetString( "fullpath", arg ); mainPanel->PostMessage( mainPanel, ofs );
if ( CommandLine()->FindParm( "-showasset" ) ) { KeyValues *msg( new KeyValues( "ShowAssetBuilder" ) ); mainPanel->PostMessage( mainPanel, msg ); }
if ( CommandLine()->FindParm( "-showcomboeditor" ) ) { KeyValues *msg( new KeyValues( "ShowComboBuilder" ) ); mainPanel->PostMessage( mainPanel, msg ); }
break; } }
int nLastTime = Plat_MSTime(); while (g_pVGui->IsRunning()) { // Give other applications a chance to run
Sleep( 1 ); int nTime = Plat_MSTime(); if ( ( nTime - nLastTime ) < 16 ) continue; nLastTime = nTime;
AppPumpMessages(); vgui::GetAnimationController()->UpdateAnimations( Sys_FloatTime() );
g_pMaterialSystem->BeginFrame( 0 ); pRenderContext->ClearColor4ub( 76, 88, 68, 255 ); pRenderContext->ClearBuffers( true, true );
g_pVGui->RunFrame();
g_pVGuiSurface->PaintTraverseEx( root, true );
g_pMaterialSystem->EndFrame(); g_pMaterialSystem->SwapBuffers(); }
delete mainPanel;
ShutdownDefaultEnvCubemap(); g_pMaterialSystem->ModShutdown();
// HACK - this is a bit of a hack, since in theory, there could be multiple of these panels,
// or there could be elements allocated outside of these panels, but since the filenames are hardcoded,
// I don't feel too bad about unloading *all* files to make sure they're caught
int nFiles = g_pDataModel->NumFileIds(); for ( int i = 0; i < nFiles; ++i ) { DmFileId_t fileid = g_pDataModel->GetFileId( i ); g_pDataModel->UnloadFile( fileid ); }
return 1; }
|