csgo-2018-source/appframework/matsysapp.cpp
2021-07-24 21:11:47 -07:00

268 lines
7.3 KiB
C++

//=========== (C) Copyright 1999 Valve, L.L.C. 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.
//
//=============================================================================
#ifdef _WIN32
#include "appframework/matsysapp.h"
#include "FileSystem.h"
#include "materialsystem/IMaterialSystem.h"
#include "tier0/dbg.h"
#include "tier0/icommandline.h"
#include "materialsystem/MaterialSystem_Config.h"
#include "filesystem_init.h"
#include "inputsystem/iinputsystem.h"
#include "tier2/tier2.h"
#include "videocfg/videocfg.h"
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CMatSysApp::CMatSysApp()
{
}
//-----------------------------------------------------------------------------
// Create all singleton systems
//-----------------------------------------------------------------------------
bool CMatSysApp::Create()
{
AppSystemInfo_t appSystems[] =
{
{ "inputsystem.dll", INPUTSYSTEM_INTERFACE_VERSION },
{ "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( "CMatSysApp::Create: Unable to connect to necessary interface!\n" );
return false;
}
pMaterialSystem->SetShaderAPI( "shaderapidx9.dll" );
return true;
}
void CMatSysApp::Destroy()
{
}
//-----------------------------------------------------------------------------
// Pump messages
//-----------------------------------------------------------------------------
void CMatSysApp::AppPumpMessages()
{
g_pInputSystem->PollInputState();
}
//-----------------------------------------------------------------------------
// Sets up the game path
//-----------------------------------------------------------------------------
bool CMatSysApp::SetupSearchPaths( const char *pStartingDir, bool bOnlyUseStartingDir, bool bIsTool )
{
if ( !BaseClass::SetupSearchPaths( pStartingDir, bOnlyUseStartingDir, bIsTool ) )
return false;
g_pFullFileSystem->AddSearchPath( GetGameInfoPath(), "SKIN", PATH_ADD_TO_HEAD );
return true;
}
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
bool CMatSysApp::PreInit( )
{
if ( !BaseClass::PreInit() )
return false;
if ( !g_pFullFileSystem || !g_pMaterialSystem || !g_pInputSystem )
{
Warning( "CMatSysApp::PreInit: Unable to connect to necessary interface!\n" );
return false;
}
// Add paths...
if ( !SetupSearchPaths( NULL, false, true ) )
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 );
}
m_nWidth = iWidth;
m_nHeight = iHeight;
m_HWnd = CreateAppWindow( GetAppInstance(), GetAppName(), bWindowed, iWidth, iHeight, false );
if ( !m_HWnd )
return false;
g_pInputSystem->AttachToWindow( m_HWnd );
// NOTE: If we specifically wanted to use a particular shader DLL, we set it here...
//m_pMaterialSystem->SetShaderAPI( "shaderapidx8" );
// Get the adapter from the command line....
const char *pAdapterString;
int adapter = 0;
if (CommandLine()->CheckParm( "-adapter", &pAdapterString ))
{
adapter = atoi( pAdapterString );
}
int adapterFlags = 0;
if ( CommandLine()->CheckParm( "-ref" ) )
{
adapterFlags |= MATERIAL_INIT_REFERENCE_RASTERIZER;
}
if ( AppUsesReadPixels() )
{
adapterFlags |= MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE;
}
g_pMaterialSystem->SetAdapter( adapter, adapterFlags );
return true;
}
void CMatSysApp::PostShutdown()
{
if ( g_pInputSystem )
{
g_pInputSystem->DetachFromWindow( );
}
BaseClass::PostShutdown();
}
//-----------------------------------------------------------------------------
// Gets the window size
//-----------------------------------------------------------------------------
int CMatSysApp::GetWindowWidth() const
{
return m_nWidth;
}
int CMatSysApp::GetWindowHeight() const
{
return m_nHeight;
}
//-----------------------------------------------------------------------------
// Returns the window
//-----------------------------------------------------------------------------
void* CMatSysApp::GetAppWindow()
{
return m_HWnd;
}
// Replace first underscore (if any) with \0 and return
// This handles special mods like tf_movies, l4d_movies, tf_comics
// As a result, such mods will use the gpu_level settings etc from the base mod
void StripModSuffix( char *pModName )
{
int i = 0;
while ( pModName[i] != '\0' ) // Walk to the end of the string
{
if ( pModName[i] == '_') // If we hit an underscore
{
pModName[i] = '\0'; // Terminate the string here and bail out
return;
}
i++;
}
}
//-----------------------------------------------------------------------------
// Sets the video mode
//-----------------------------------------------------------------------------
bool CMatSysApp::SetVideoMode( )
{
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 );
if ( CommandLine()->FindParm( "-csm_quality_level" ) )
{
int nCSMQuality = CommandLine()->ParmValue( "-csm_quality_level", CSMQUALITY_VERY_LOW );
config.m_nCSMQuality = (CSMQualityMode_t)clamp( nCSMQuality, CSMQUALITY_VERY_LOW, CSMQUALITY_TOTAL_MODES - 1 );
}
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;
config.SetFlag( MATSYS_VIDCFG_FLAGS_STENCIL, true );
bool modeSet = g_pMaterialSystem->SetMode( m_HWnd, config );
if (!modeSet)
{
Error( "Unable to set mode\n" );
return false;
}
char pModPath[MAX_PATH];
V_snprintf( pModPath, sizeof(pModPath), "" );
g_pFullFileSystem->GetSearchPath( "MOD", false, pModPath, sizeof( pModPath ) );
// Construct the mod name so we can use the mod-specific encrypted config files
char pModName[32];
V_StripTrailingSlash( pModPath );
V_FileBase( pModPath, pModName, sizeof( pModName ) );
StripModSuffix( pModName );
// Just use the highest levels in non-game apps
UpdateSystemLevel( CPU_LEVEL_HIGH, GPU_LEVEL_VERYHIGH, MEM_LEVEL_HIGH, GPU_MEM_LEVEL_HIGH, false, pModName );
g_pMaterialSystem->OverrideConfig( config, false );
return true;
}
#endif // _WIN32