mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
475 lines
14 KiB
C++
475 lines
14 KiB
C++
//========= 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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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <io.h>
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#include "vstdlib/cvar.h"
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#include "appframework/AppFramework.h"
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#include "filesystem.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/itexture.h"
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#include "materialsystem/IMaterialSystemHardwareConfig.h"
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#include "vgui/IVGui.h"
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#include "vgui_controls/Panel.h"
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#include "vgui/ISurface.h"
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#include "vgui_controls/controls.h"
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#include "vgui/IScheme.h"
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#include "vgui/ILocalize.h"
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#include "vgui/IPanel.h"
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#include "tier0/dbg.h"
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#include "vgui_controls/Frame.h"
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#include "appframework/vguimatsysapp.h"
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#include "vgui_controls/AnimationController.h"
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#include "vgui/iinput.h"
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#include "vgui/isystem.h"
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#include "tier0/icommandline.h"
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#include "materialsystem/MaterialSystem_Config.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#include "datamodel/dmelement.h"
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#include "movieobjects/idmemakefileutils.h"
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#include "dme_controls/dmecontrols.h"
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#include "IStudioRender.h"
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#include "datacache/idatacache.h"
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#include "datacache/imdlcache.h"
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#include "datamodel/idatamodel.h"
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#include "vphysics_interface.h"
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#include "materialsystem/MaterialSystemUtil.h"
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#include "filesystem_init.h"
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#include "dmserializers/idmserializers.h"
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#include "datamodel/dmelementfactoryhelper.h"
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#include "p4lib/ip4.h"
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#include "vstdlib/iprocessutils.h"
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#include "tier3/tier3.h"
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#include "vgui_controls/perforcefileexplorer.h"
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#include "dme_controls/assetbuilder.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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// temporary HACK
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class _Window_t { int unused; };
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_Window_t *g_pWindow = NULL;
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const MaterialSystem_Config_t *g_pMaterialSystemConfig;
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vgui::Panel *CreateSceneViewerPanel();
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//-----------------------------------------------------------------------------
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// Spew func
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//-----------------------------------------------------------------------------
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SpewRetval_t ModelBrowserSpewFunc( SpewType_t spewType, const tchar *pMsg )
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{
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OutputDebugString( pMsg );
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switch( spewType )
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{
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case SPEW_ASSERT:
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g_pCVar->ConsoleColorPrintf( Color( 255, 192, 0, 255 ), pMsg );
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#ifdef _DEBUG
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return SPEW_DEBUGGER;
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#else
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return SPEW_CONTINUE;
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#endif
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case SPEW_ERROR:
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g_pCVar->ConsoleColorPrintf( Color( 255, 0, 0, 255 ), pMsg );
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return SPEW_ABORT;
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case SPEW_WARNING:
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g_pCVar->ConsoleColorPrintf( Color( 192, 192, 0, 255 ), pMsg );
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break;
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case SPEW_MESSAGE:
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{
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Color c = *GetSpewOutputColor();
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if ( !Q_stricmp( GetSpewOutputGroup(), "developer" ) )
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g_pCVar->ConsoleDPrintf( pMsg );
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else
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g_pCVar->ConsoleColorPrintf( c, pMsg );
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}
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break;
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}
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return SPEW_CONTINUE;
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}
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//-----------------------------------------------------------------------------
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// redirect spew to debug output window
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//-----------------------------------------------------------------------------
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SpewRetval_t SpewToODS( SpewType_t spewType, char const *pMsg )
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{
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OutputDebugString( pMsg );
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switch( spewType )
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{
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case SPEW_MESSAGE:
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case SPEW_WARNING:
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case SPEW_LOG:
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return SPEW_CONTINUE;
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case SPEW_ASSERT:
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case SPEW_ERROR:
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default:
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return SPEW_DEBUGGER;
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}
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}
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//-----------------------------------------------------------------------------
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// redirect spew to stdout
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//-----------------------------------------------------------------------------
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SpewRetval_t SpewStdout( SpewType_t spewType, char const *pMsg )
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{
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_tprintf( "%s", pMsg );
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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 CSceneViewerApp : public CVguiMatSysApp
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{
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typedef CVguiMatSysApp 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 "SceneViewer"; }
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virtual bool AppUsesReadPixels() { return true; }
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private:
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// Sets a default env_cubemap for rendering materials w/ specularity
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void InitDefaultEnvCubemap( );
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void ShutdownDefaultEnvCubemap( );
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CTextureReference m_DefaultEnvCubemap;
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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static bool CHLSceneViewerApp_SuggestGameInfoDirFn( CFSSteamSetupInfo const *pFsSteamSetupInfo, char *pchPathBuffer, int nBufferLength, bool *pbBubbleDirectories )
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{
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const char *pFilename = NULL;
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const int nParmCount = CommandLine()->ParmCount();
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char pchTmpBuf[ MAX_PATH ];
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for ( int nPi = 0; nPi < nParmCount; ++nPi )
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{
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pFilename = CommandLine()->GetParm( nParmCount - 1 );
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Q_MakeAbsolutePath( pchTmpBuf, sizeof( pchTmpBuf ), pFilename );
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if ( _access( pchTmpBuf, 04 ) == 0 )
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{
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Q_strncpy( pchPathBuffer, pchTmpBuf, nBufferLength );
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if ( pbBubbleDirectories )
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*pbBubbleDirectories = true;
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return true;
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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int __stdcall WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
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{
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static CSceneViewerApp sceneViewerApp; \
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static CSteamApplication steamApp( &sceneViewerApp ); \
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return AppMain( hInstance, hPrevInstance, lpCmdLine, nCmdShow, &steamApp );
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}
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// DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT( CSceneViewerApp );
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//-----------------------------------------------------------------------------
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// Create all singleton systems
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//-----------------------------------------------------------------------------
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bool CSceneViewerApp::Create()
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{
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if ( CommandLine()->FindParm( "-help" ) )
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{
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const bool newConsole( SetupWin32ConsoleIO() );
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Msg( "\n\n Sceneviewer - Loads and views Valve DMX Assets\n\n" );
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Msg( " Synopsis: sceneviewer [ vgui opts ] [ -help ] [ filename.[dmx|obj] ]\n" );
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Msg(
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"\n"
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" Where:\n"
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"\n"
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" Sceneviewer Options:\n"
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"\n"
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" -help . . . . . . Prints this information\n"
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" -nozoom . . . . . Stop sceneviewer zooming model viewer to occupy all client\n"
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" space when a dmx is specified on the command line\n"
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" -showasset . . . Stop sceneviewer from hiding the asset builder when a dmx\n"
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" file is specified on the command line.\n"
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" filename.dmx . . The name of a dmx file to load on start\n"
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"\n"
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" VGUI Options:\n"
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"\n"
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" -vproject <$> . . Override VPROJECT environment variable\n"
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" -game <$> . . . . Override VPROJECT environment variable\n"
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" -remote <$> . . . Add the remote share name\n"
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" -host <$> . . . . Set the host name\n"
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" -norfs . . . . . Do not use remote filesystem\n"
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" -fullscreen . . . Run application fullscreen rather than in a window\n"
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" -width <#> . . . Set the window width when running windowed\n"
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" -height <#> . . . Set the window height when running windowed\n"
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" -adapter <$> . . Set the adapter??\n"
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" -ref . . . . . . Set MATERIAL_INIT_REFERENCE_RASTERIZER on adapter??\n"
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" -resizing . . . . Allow the window to be resized\n"
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" -mat_vsync . . . Wait for VSYNC\n"
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" -mat_antialias . Turn on Anti-Aliasing\n"
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" -mat_aaquality . Antialiasing quality (set to zero unless you know what you're doing)\n"
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"\n"
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);
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if ( newConsole )
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{
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Msg( "\n\nPress Any Key Continue..." );
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char tmpBuf[ 2 ];
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DWORD cRead;
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ReadConsole( GetStdHandle( STD_INPUT_HANDLE ), tmpBuf, 1, &cRead, NULL );
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}
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return false;
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}
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// FIXME: Enable vs30 shaders while NVidia driver bug exists
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CommandLine()->AppendParm( "-box", NULL );
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if ( !BaseClass::Create() )
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return false;
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AppSystemInfo_t appSystems[] =
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{
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{ "vstdlib.dll", PROCESS_UTILS_INTERFACE_VERSION },
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{ "studiorender.dll", STUDIO_RENDER_INTERFACE_VERSION },
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{ "vphysics.dll", VPHYSICS_INTERFACE_VERSION },
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{ "datacache.dll", DATACACHE_INTERFACE_VERSION },
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{ "datacache.dll", MDLCACHE_INTERFACE_VERSION },
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{ "", "" } // Required to terminate the list
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};
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if ( !AddSystems( appSystems ) )
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{
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return false;
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}
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// Add the P4 module separately so that if it is absent (say in the SDK) then the other system will initialize properly
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AppModule_t p4Module = LoadModule( "p4lib.dll" );
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if ( APP_MODULE_INVALID != p4Module )
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{
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AddSystem( p4Module, P4_INTERFACE_VERSION );
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}
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AddSystem( g_pDataModel, VDATAMODEL_INTERFACE_VERSION );
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AddSystem( g_pDmElementFramework, VDMELEMENTFRAMEWORK_VERSION );
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AddSystem( g_pDmSerializers, DMSERIALIZERS_INTERFACE_VERSION );
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AddSystem( GetDefaultDmeMakefileUtils(), DMEMAKEFILE_UTILS_INTERFACE_VERSION );
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return true;
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}
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void CSceneViewerApp::Destroy()
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{
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BaseClass::Destroy();
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}
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//-----------------------------------------------------------------------------
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// Init, shutdown
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//-----------------------------------------------------------------------------
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bool CSceneViewerApp::PreInit( )
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{
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if ( !BaseClass::PreInit() )
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return false;
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SpewOutputFunc( ModelBrowserSpewFunc );
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SpewActivate( "console", 1 );
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MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f, false, false, false, false );
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if ( !g_pFullFileSystem || !g_pMaterialSystem || !g_pDataModel || !g_pDmElementFramework || !g_pStudioRender || !g_pDataCache || !g_pMDLCache || !g_pVGuiSurface || !g_pVGui )
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{
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Warning( "CSceneViewerApp::PreInit: Unable to connect to necessary interface!\n" );
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return false;
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}
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// initialize interfaces
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CreateInterfaceFn appFactory = GetFactory();
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return vgui::VGui_InitDmeInterfacesList( "SceneViewer", &appFactory, 1 );
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}
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void CSceneViewerApp::PostShutdown()
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{
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BaseClass::PostShutdown();
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}
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//-----------------------------------------------------------------------------
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// Sets a default env_cubemap for rendering materials w/ specularity
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//-----------------------------------------------------------------------------
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void CSceneViewerApp::InitDefaultEnvCubemap( )
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{
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// Deal with the default cubemap
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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ITexture *pCubemapTexture = g_pMaterialSystem->FindTexture( "editor/cubemap", NULL, true );
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m_DefaultEnvCubemap.Init( pCubemapTexture );
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pRenderContext->BindLocalCubemap( pCubemapTexture );
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}
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void CSceneViewerApp::ShutdownDefaultEnvCubemap( )
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{
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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pRenderContext->BindLocalCubemap( NULL );
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m_DefaultEnvCubemap.Shutdown( );
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}
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//-----------------------------------------------------------------------------
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// main application
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//-----------------------------------------------------------------------------
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int CSceneViewerApp::Main()
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{
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g_pMaterialSystem->ModInit();
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if (!SetVideoMode())
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return 0;
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g_pDataCache->SetSize( 64 * 1024 * 1024 );
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InitDefaultEnvCubemap();
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g_pMaterialSystemConfig = &g_pMaterialSystem->GetCurrentConfigForVideoCard();
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// configuration settings
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vgui::system()->SetUserConfigFile("sceneviewer.vdf", "EXECUTABLE_PATH");
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// load scheme
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if (!vgui::scheme()->LoadSchemeFromFile("resource/BoxRocket.res", "SceneViewer" ))
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{
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Assert( 0 );
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}
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g_pVGuiLocalize->AddFile( "resource/boxrocket_%language%.txt" );
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// start vgui
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g_pVGui->Start();
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//vgui::input()->SetAppModalSurface( mainPanel->GetVPanel() );
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// load the base localization file
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g_pVGuiLocalize->AddFile( "Resource/valve_%language%.txt" );
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g_pFullFileSystem->AddSearchPath("platform", "PLATFORM");
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g_pVGuiLocalize->AddFile( "Resource/vgui_%language%.txt");
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g_pVGuiLocalize->AddFile( "Resource/dmecontrols_%language%.txt");
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// add our main window
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vgui::Panel *mainPanel = CreateSceneViewerPanel();
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// run app frame loop
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CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
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vgui::VPANEL root = vgui::surface()->GetEmbeddedPanel();
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vgui::surface()->Invalidate( root );
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// See if there was a DMX file passed on the command line
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for ( int i( CommandLine()->ParmCount() - 1 ); i > 0; --i )
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{
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const char *const arg( CommandLine()->GetParm( i ) );
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if ( arg && *arg != '\0' && _access( arg, 04 ) == 0 )
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{
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if ( !CommandLine()->FindParm( "-nozoom" ) )
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{
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KeyValues *oz( new KeyValues( "PinAndZoomIt" ) );
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mainPanel->PostMessage( mainPanel, oz );
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}
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KeyValues *ofs( new KeyValues( "LoadFile" ) );
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ofs->SetString( "fullpath", arg );
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mainPanel->PostMessage( mainPanel, ofs );
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if ( CommandLine()->FindParm( "-showasset" ) )
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{
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KeyValues *msg( new KeyValues( "ShowAssetBuilder" ) );
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mainPanel->PostMessage( mainPanel, msg );
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}
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if ( CommandLine()->FindParm( "-showcomboeditor" ) )
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{
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KeyValues *msg( new KeyValues( "ShowComboBuilder" ) );
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mainPanel->PostMessage( mainPanel, msg );
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}
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break;
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}
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}
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int nLastTime = Plat_MSTime();
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while (g_pVGui->IsRunning())
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{
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// Give other applications a chance to run
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Sleep( 1 );
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int nTime = Plat_MSTime();
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if ( ( nTime - nLastTime ) < 16 )
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continue;
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nLastTime = nTime;
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AppPumpMessages();
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vgui::GetAnimationController()->UpdateAnimations( Sys_FloatTime() );
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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_pVGui->RunFrame();
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g_pVGuiSurface->PaintTraverseEx( root, true );
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g_pMaterialSystem->EndFrame();
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g_pMaterialSystem->SwapBuffers();
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}
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delete mainPanel;
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ShutdownDefaultEnvCubemap();
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g_pMaterialSystem->ModShutdown();
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// HACK - this is a bit of a hack, since in theory, there could be multiple of these panels,
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// or there could be elements allocated outside of these panels, but since the filenames are hardcoded,
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// I don't feel too bad about unloading *all* files to make sure they're caught
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int nFiles = g_pDataModel->NumFileIds();
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for ( int i = 0; i < nFiles; ++i )
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{
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DmFileId_t fileid = g_pDataModel->GetFileId( i );
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g_pDataModel->UnloadFile( fileid );
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}
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return 1;
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} |