Team Fortress 2 Source Code as on 22/4/2020
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//========= 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;
}