BsEditorApplication.cpp 14 KB

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  1. #include "BsEditorApplication.h"
  2. #include "BsEditorWindowManager.h"
  3. #include "BsEditorWidgetManager.h"
  4. #include "BsMainEditorWindow.h"
  5. #include "BsRenderWindow.h"
  6. #include "BsEditorGUI.h"
  7. #include "BsUndoRedo.h"
  8. #include "BsFileSerializer.h"
  9. #include "BsFileSystem.h"
  10. #include "BsPath.h"
  11. #include "BsResourceImporter.h"
  12. #include "BsEditorWidgetLayout.h"
  13. // DEBUG ONLY
  14. #include "DbgEditorWidget1.h"
  15. #include "DbgEditorWidget2.h"
  16. #include "BsResources.h"
  17. #include "BsSceneObject.h"
  18. #include "BsImporter.h"
  19. #include "BsGpuProgram.h"
  20. #include "BsGpuProgramImportOptions.h"
  21. #include "BsShader.h"
  22. #include "BsTexture.h"
  23. #include "BsMaterial.h"
  24. #include "BsTechnique.h"
  25. #include "BsPass.h"
  26. #include "BsRenderable.h"
  27. #include "BsDbgTestGameObjectRef.h"
  28. #include "BsVirtualInput.h"
  29. #include "BsFolderMonitor.h"
  30. #include "BsProjectLibrary.h"
  31. #include "BsCamera.h"
  32. #include "BsGUIWidget.h"
  33. #include "BsGUIArea.h"
  34. #include "BsGUIButton.h"
  35. #include "BsGUILayout.h"
  36. #include "BsEvent.h"
  37. namespace BansheeEngine
  38. {
  39. const Path EditorApplication::WIDGET_LAYOUT_PATH = L"Internal\\Layout.asset";
  40. RENDER_WINDOW_DESC createRenderWindowDesc()
  41. {
  42. RENDER_WINDOW_DESC renderWindowDesc;
  43. renderWindowDesc.videoMode = VideoMode(1280, 720);
  44. renderWindowDesc.title = "BansheeEditor";
  45. renderWindowDesc.fullscreen = false;
  46. renderWindowDesc.border = WindowBorder::None;
  47. return renderWindowDesc;
  48. }
  49. EditorApplication::EditorApplication(RenderSystemPlugin renderSystemPlugin)
  50. :Application(createRenderWindowDesc(), renderSystemPlugin, RendererPlugin::Default),
  51. mActiveRSPlugin(renderSystemPlugin)
  52. {
  53. EditorGUI::startUp();
  54. {
  55. auto inputConfig = VirtualInput::instance().getConfiguration();
  56. inputConfig->registerButton("Rename", BC_F2);
  57. inputConfig->registerButton("Undo", BC_Z, VButtonModifier::Ctrl);
  58. inputConfig->registerButton("Redo", BC_Y, VButtonModifier::Ctrl);
  59. inputConfig->registerButton("Copy", BC_C, VButtonModifier::Ctrl);
  60. inputConfig->registerButton("Cut", BC_X, VButtonModifier::Ctrl);
  61. inputConfig->registerButton("Paste", BC_V, VButtonModifier::Ctrl);
  62. inputConfig->registerButton("Delete", BC_DELETE);
  63. }
  64. ResourceImporter* resourceImporter = bs_new<ResourceImporter>();
  65. Importer::instance()._registerAssetImporter(resourceImporter);
  66. ProjectLibrary::startUp(getActiveProjectPath());
  67. UndoRedo::startUp();
  68. EditorWindowManager::startUp();
  69. EditorWidgetManager::startUp();
  70. }
  71. EditorApplication::~EditorApplication()
  72. {
  73. saveWidgetLayout(EditorWidgetManager::instance().getLayout());
  74. EditorWidgetManager::shutDown();
  75. EditorWindowManager::shutDown();
  76. UndoRedo::shutDown();
  77. /************************************************************************/
  78. /* DEBUG CODE */
  79. /************************************************************************/
  80. gResources().unload(mTestTexRef);
  81. gResources().unload(mDbgMeshRef);
  82. gResources().unload(mFragProgRef);
  83. gResources().unload(mVertProgRef);
  84. gResources().unload(mTestMaterial);
  85. mTestMaterial = nullptr;
  86. mTestTexRef = nullptr;
  87. mDbgMeshRef = nullptr;
  88. mFragProgRef = nullptr;
  89. mVertProgRef = nullptr;
  90. mNewPassGL = nullptr;
  91. mNewTechniqueGL = nullptr;
  92. mNewPassDX = nullptr;
  93. mNewTechniqueDX = nullptr;
  94. mNewPassDX11 = nullptr;
  95. mNewTechniqueDX11 = nullptr;
  96. mTestShader = nullptr;
  97. /************************************************************************/
  98. /* END DEBUG CODE */
  99. /************************************************************************/
  100. ProjectLibrary::shutDown();
  101. EditorGUI::shutDown();
  102. }
  103. void EditorApplication::onStartUp()
  104. {
  105. Application::onStartUp();
  106. MainEditorWindow* mainWindow = MainEditorWindow::create(getPrimaryWindow());
  107. loadPlugin("SBansheeEditor"); // Managed part of the editor
  108. EditorWidgetLayoutPtr layout = loadWidgetLayout();
  109. if (layout != nullptr)
  110. EditorWidgetManager::instance().setLayout(layout);
  111. /************************************************************************/
  112. /* DEBUG CODE */
  113. /************************************************************************/
  114. RenderSystem* renderSystem = RenderSystem::instancePtr();
  115. HSceneObject testModelGO = SceneObject::create("TestMesh");
  116. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  117. WString psLoc;
  118. WString vsLoc;
  119. GpuProgramProfile psProfile;
  120. GpuProgramProfile vsProfile;
  121. String psEntry;
  122. String vsEntry;
  123. String language;
  124. switch (mActiveRSPlugin)
  125. {
  126. case RenderSystemPlugin::DX11:
  127. {
  128. psLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
  129. vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
  130. language = "hlsl";
  131. psProfile = GPP_PS_4_0;
  132. vsProfile = GPP_VS_4_0;
  133. psEntry = "ps_main";
  134. vsEntry = "vs_main";
  135. break;
  136. }
  137. case RenderSystemPlugin::DX9:
  138. {
  139. psLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
  140. vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
  141. language = "hlsl";
  142. psProfile = GPP_PS_2_0;
  143. vsProfile = GPP_VS_2_0;
  144. psEntry = "ps_main";
  145. vsEntry = "vs_main";
  146. break;
  147. }
  148. case RenderSystemPlugin::OpenGL:
  149. {
  150. psLoc = L"C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
  151. vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
  152. language = "glsl";
  153. psProfile = GPP_PS_2_0;
  154. vsProfile = GPP_VS_2_0;
  155. psEntry = "main";
  156. vsEntry = "main";
  157. break;
  158. }
  159. }
  160. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(psLoc);
  161. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  162. {
  163. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  164. importOptions->setEntryPoint(psEntry);
  165. importOptions->setLanguage(language);
  166. importOptions->setProfile(psProfile);
  167. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  168. }
  169. mFragProgRef = Importer::instance().import(psLoc, gpuProgImportOptions);
  170. gpuProgImportOptions = Importer::instance().createImportOptions(vsLoc);
  171. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  172. {
  173. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  174. importOptions->setEntryPoint(vsEntry);
  175. importOptions->setLanguage(language);
  176. importOptions->setProfile(vsProfile);
  177. importOptions->setType(GPT_VERTEX_PROGRAM);
  178. }
  179. mVertProgRef = Importer::instance().import(vsLoc, gpuProgImportOptions);
  180. gResources().save(mVertProgRef, L"C:\\vertProgCg.vprog", true);
  181. gResources().unload(mVertProgRef);
  182. mVertProgRef = gResources().load(L"C:\\vertProgCg.vprog");
  183. gResources().save(mFragProgRef, L"C:\\fragProgCg.vprog", true);
  184. gResources().unload(mFragProgRef);
  185. mFragProgRef = gResources().load(L"C:\\fragProgCg.vprog");
  186. mTestShader = Shader::create("TestShader");
  187. mTestShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  188. if (mActiveRSPlugin == RenderSystemPlugin::DX11)
  189. mTestShader->addParameter("input", "input", GPDT_STRUCT, 0, 2, 8);
  190. mTestShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  191. mTestShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  192. mNewTechniqueGL = mTestShader->addTechnique("GLRenderSystem", "BansheeRenderer");
  193. mNewPassGL = mNewTechniqueGL->addPass();
  194. mNewPassGL->setVertexProgram(mVertProgRef);
  195. mNewPassGL->setFragmentProgram(mFragProgRef);
  196. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  197. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  198. // render systems/renderers per technique
  199. mNewTechniqueDX = mTestShader->addTechnique("D3D9RenderSystem", "BansheeRenderer");
  200. mNewPassDX = mNewTechniqueDX->addPass();
  201. mNewPassDX->setVertexProgram(mVertProgRef);
  202. mNewPassDX->setFragmentProgram(mFragProgRef);
  203. mNewTechniqueDX11 = mTestShader->addTechnique("D3D11RenderSystem", "BansheeRenderer");
  204. mNewPassDX11 = mNewTechniqueDX11->addPass();
  205. mNewPassDX11->setVertexProgram(mVertProgRef);
  206. mNewPassDX11->setFragmentProgram(mFragProgRef);
  207. mTestMaterial = Material::create();
  208. mTestMaterial->setShader(mTestShader);
  209. mTestMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  210. if (mActiveRSPlugin == RenderSystemPlugin::DX11)
  211. {
  212. float dbgMultipliers1[2];
  213. dbgMultipliers1[0] = 0.0f;
  214. dbgMultipliers1[1] = 0.0f;
  215. float dbgMultipliers2[2];
  216. dbgMultipliers2[0] = 1.0f;
  217. dbgMultipliers2[1] = 1.0f;
  218. mTestMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  219. mTestMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  220. }
  221. mTestTexRef = static_resource_cast<Texture>(Importer::instance().import(L"C:\\ArenaTowerDFS.psd"));
  222. mDbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import(L"C:\\X_Arena_Tower.FBX"));
  223. gResources().save(mTestTexRef, L"C:\\ExportTest.tex", true);
  224. gResources().save(mDbgMeshRef, L"C:\\ExportMesh.mesh", true);
  225. gResources().unload(mTestTexRef);
  226. gResources().unload(mDbgMeshRef);
  227. mTestTexRef = static_resource_cast<Texture>(gResources().loadAsync(L"C:\\ExportTest.tex"));
  228. mDbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync(L"C:\\ExportMesh.mesh"));
  229. mDbgMeshRef.synchronize();
  230. mTestTexRef.synchronize();
  231. mTestMaterial->setTexture("tex", mTestTexRef);
  232. gResources().save(mTestMaterial, L"C:\\ExportMaterial.mat", true);
  233. gResources().unload(mTestMaterial);
  234. mTestMaterial = gResources().load(L"C:\\ExportMaterial.mat");
  235. testRenderable->setMesh(mDbgMeshRef);
  236. testRenderable->setMaterial(0, mTestMaterial);
  237. GameObjectHandle<DbgTestGameObjectRef> dbgTestGameObjectRef = testModelGO->addComponent<DbgTestGameObjectRef>();
  238. dbgTestGameObjectRef->mRenderable = testRenderable;
  239. HSceneObject clone = testModelGO->clone();
  240. GameObjectHandle<DbgTestGameObjectRef> clonedDbgTestGameObjectRef = clone->getComponent<DbgTestGameObjectRef>();
  241. testModelGO->destroy();
  242. //Win32FolderMonitor* folderMonitor = bs_new<Win32FolderMonitor>();
  243. //FolderChange folderChanges = (FolderChange)((UINT32)FolderChange::FileName | (UINT32)FolderChange::DirName |
  244. // (UINT32)FolderChange::Creation | (UINT32)FolderChange::LastWrite);
  245. //folderMonitor->startMonitor(L"D:\\TestDetect", true, folderChanges);
  246. //HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import(L"C:\\CursorDbg.psd"));
  247. //PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  248. //gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, cursorPixelData);
  249. //gMainSyncedCA().submitToCoreThread(true);
  250. /************************************************************************/
  251. /* MODAL WINDOW */
  252. /************************************************************************/
  253. //RENDER_WINDOW_DESC modalWindowDesc;
  254. //modalWindowDesc.width = 200;
  255. //modalWindowDesc.height = 200;
  256. //modalWindowDesc.left = 0;
  257. //modalWindowDesc.top = 0;
  258. //modalWindowDesc.title = "ModalWindow";
  259. //modalWindowDesc.fullscreen = false;
  260. //modalWindowDesc.border = WindowBorder::None;
  261. //modalWindowDesc.toolWindow = true;
  262. //modalWindowDesc.modal = true;
  263. //RenderWindowPtr modalWindow = RenderWindow::create(modalWindowDesc, gApplication().getPrimaryWindow());
  264. //HSceneObject modalSceneObject = SceneObject::create("ModalWindow");
  265. //HCamera modalCamera = modalSceneObject->addComponent<Camera>();
  266. //modalCamera->initialize(modalWindow, 0.0f, 0.0f, 1.0f, 1.0f);
  267. //modalCamera->setNearClipDistance(5);
  268. //modalCamera->setAspectRatio(1.0f);
  269. //modalCamera->setIgnoreSceneRenderables(true);
  270. //HGUIWidget modalGUI = modalSceneObject->addComponent<GUIWidget>(modalCamera->getViewport().get());
  271. //modalGUI->setDepth(128);
  272. //modalGUI->setSkin(EditorGUI::instance().getSkin());
  273. //GUIArea* modalArea = GUIArea::createStretchedXY(*modalGUI, 0, 0, 0, 0, 500);
  274. //GUIButton* modalButton = GUIButton::create(*modalGUI, HString(L"Close"));
  275. //modalButton->onClick.connect(std::bind(&EditorApplication::closeModalWindow, modalWindow, modalSceneObject));
  276. //modalArea->getLayout().addElement(modalButton);
  277. /************************************************************************/
  278. /* END DEBUG CODE */
  279. /************************************************************************/
  280. DbgEditorWidget1::open(); // DEBUG ONLY
  281. DbgEditorWidget2::open(); // DEBUG ONLY
  282. }
  283. void EditorApplication::startUp(RenderSystemPlugin renderSystemPlugin)
  284. {
  285. CoreApplication::startUp<EditorApplication>(renderSystemPlugin);
  286. }
  287. void EditorApplication::closeModalWindow(RenderWindowPtr window, HSceneObject sceneObject)
  288. {
  289. //sceneObject->destroy();
  290. window->destroy();
  291. }
  292. void EditorApplication::update()
  293. {
  294. Application::update();
  295. ProjectLibrary::instance().update();
  296. EditorWindowManager::instance().update();
  297. }
  298. bool EditorApplication::isProjectLoaded() const
  299. {
  300. return true; // TODO - DEBUG ONLY
  301. }
  302. const Path& EditorApplication::getActiveProjectPath() const
  303. {
  304. static Path dummyProjectPath = L"D:\\DummyBansheeProject\\";
  305. return dummyProjectPath;
  306. }
  307. EditorWidgetLayoutPtr EditorApplication::loadWidgetLayout()
  308. {
  309. Path layoutPath = getActiveProjectPath();
  310. layoutPath.append(WIDGET_LAYOUT_PATH);
  311. if(FileSystem::exists(layoutPath))
  312. {
  313. FileSerializer fs;
  314. return std::static_pointer_cast<EditorWidgetLayout>(fs.decode(layoutPath));
  315. }
  316. return nullptr;
  317. }
  318. void EditorApplication::saveWidgetLayout(const EditorWidgetLayoutPtr& layout)
  319. {
  320. Path layoutPath = getActiveProjectPath();
  321. layoutPath.append(WIDGET_LAYOUT_PATH);
  322. FileSerializer fs;
  323. fs.encode(layout.get(), layoutPath);
  324. }
  325. }