//========= 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 #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; }