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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /unittests/materialsystemtest/materialsystemtest.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'unittests/materialsystemtest/materialsystemtest.cpp')
| -rw-r--r-- | unittests/materialsystemtest/materialsystemtest.cpp | 492 |
1 files changed, 492 insertions, 0 deletions
diff --git a/unittests/materialsystemtest/materialsystemtest.cpp b/unittests/materialsystemtest/materialsystemtest.cpp new file mode 100644 index 0000000..9a193bf --- /dev/null +++ b/unittests/materialsystemtest/materialsystemtest.cpp @@ -0,0 +1,492 @@ +//========= 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 <windows.h> +#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; +}
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