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