BsEditorApplication.cpp 10 KB

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  1. #include "BsEditorApplication.h"
  2. #include "BsEditorWindowManager.h"
  3. #include "BsMainEditorWindow.h"
  4. #include "BsApplication.h"
  5. #include "CmApplication.h"
  6. #include "CmRenderWindow.h"
  7. // DEBUG ONLY
  8. #include "DbgEditorWidget1.h"
  9. #include "DbgEditorWidget2.h"
  10. #include "CmResources.h"
  11. #include "CmSceneObject.h"
  12. #include "CmImporter.h"
  13. #include "CmGpuProgram.h"
  14. #include "CmGpuProgramImportOptions.h"
  15. #include "CmShader.h"
  16. #include "CmTexture.h"
  17. #include "CmMaterial.h"
  18. #include "CmTechnique.h"
  19. #include "CmPass.h"
  20. #include "BsRenderable.h"
  21. using namespace CamelotFramework;
  22. using namespace BansheeEngine;
  23. namespace BansheeEditor
  24. {
  25. EditorApplication::EditorApplication(RenderSystemPlugin renderSystemPlugin)
  26. :mActiveRSPlugin(renderSystemPlugin)
  27. {
  28. RENDER_WINDOW_DESC renderWindowDesc;
  29. renderWindowDesc.width = 1280;
  30. renderWindowDesc.height = 720;
  31. renderWindowDesc.title = "BansheeEditor";
  32. renderWindowDesc.fullscreen = false;
  33. renderWindowDesc.border = WindowBorder::None;
  34. const String& renderSystemLibraryName = getLibraryNameForRenderSystem(renderSystemPlugin);
  35. gBansheeApp().startUp(renderWindowDesc, renderSystemLibraryName, "BansheeForwardRenderer", "D:\\CamelotResourceMetas"); // TODO - Make renderer and resource cache dir customizable
  36. gApplication().loadPlugin("SBansheeEditor"); // Managed part of the editor
  37. /************************************************************************/
  38. /* DEBUG CODE */
  39. /************************************************************************/
  40. RenderSystem* renderSystem = RenderSystem::instancePtr();
  41. RenderWindowPtr renderWindow = gApplication().getPrimaryWindow();
  42. HSceneObject testModelGO = SceneObject::create("TestMesh");
  43. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  44. String psLoc;
  45. String vsLoc;
  46. GpuProgramProfile psProfile;
  47. GpuProgramProfile vsProfile;
  48. String psEntry;
  49. String vsEntry;
  50. String language;
  51. switch (renderSystemPlugin)
  52. {
  53. case RenderSystemPlugin::DX11:
  54. {
  55. psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
  56. vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
  57. language = "hlsl";
  58. psProfile = GPP_PS_4_0;
  59. vsProfile = GPP_VS_4_0;
  60. psEntry = "ps_main";
  61. vsEntry = "vs_main";
  62. break;
  63. }
  64. case RenderSystemPlugin::DX9:
  65. {
  66. psLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
  67. vsLoc = "C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
  68. language = "hlsl";
  69. psProfile = GPP_PS_2_0;
  70. vsProfile = GPP_VS_2_0;
  71. psEntry = "ps_main";
  72. vsEntry = "vs_main";
  73. break;
  74. }
  75. case RenderSystemPlugin::OpenGL:
  76. {
  77. psLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
  78. vsLoc = "C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
  79. language = "glsl";
  80. psProfile = GPP_PS_2_0;
  81. vsProfile = GPP_VS_2_0;
  82. psEntry = "main";
  83. vsEntry = "main";
  84. break;
  85. }
  86. }
  87. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(psLoc);
  88. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  89. {
  90. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  91. importOptions->setEntryPoint(psEntry);
  92. importOptions->setLanguage(language);
  93. importOptions->setProfile(psProfile);
  94. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  95. }
  96. HHighLevelGpuProgram fragProgRef = Importer::instance().import(psLoc, gpuProgImportOptions);
  97. gpuProgImportOptions = Importer::instance().createImportOptions(vsLoc);
  98. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  99. {
  100. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  101. importOptions->setEntryPoint(vsEntry);
  102. importOptions->setLanguage(language);
  103. importOptions->setProfile(vsProfile);
  104. importOptions->setType(GPT_VERTEX_PROGRAM);
  105. }
  106. HHighLevelGpuProgram vertProgRef = Importer::instance().import(vsLoc, gpuProgImportOptions);
  107. gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
  108. gResources().unload(vertProgRef);
  109. vertProgRef = gResources().load("C:\\vertProgCg.vprog");
  110. gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
  111. gResources().unload(fragProgRef);
  112. fragProgRef = gResources().load("C:\\fragProgCg.vprog");
  113. ShaderPtr testShader = Shader::create("TestShader");
  114. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  115. if(renderSystemPlugin == RenderSystemPlugin::DX11)
  116. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  117. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  118. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  119. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  120. PassPtr newPassGL = newTechniqueGL->addPass();
  121. newPassGL->setVertexProgram(vertProgRef);
  122. newPassGL->setFragmentProgram(fragProgRef);
  123. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  124. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  125. // render systems/renderers per technique
  126. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  127. PassPtr newPassDX = newTechniqueDX->addPass();
  128. newPassDX->setVertexProgram(vertProgRef);
  129. newPassDX->setFragmentProgram(fragProgRef);
  130. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  131. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  132. newPassDX11->setVertexProgram(vertProgRef);
  133. newPassDX11->setFragmentProgram(fragProgRef);
  134. HMaterial testMaterial = Material::create();
  135. testMaterial->setShader(testShader);
  136. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  137. if(renderSystemPlugin == RenderSystemPlugin::DX11)
  138. {
  139. float dbgMultipliers1[2];
  140. dbgMultipliers1[0] = 0.0f;
  141. dbgMultipliers1[1] = 0.0f;
  142. float dbgMultipliers2[2];
  143. dbgMultipliers2[0] = 1.0f;
  144. dbgMultipliers2[1] = 1.0f;
  145. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  146. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  147. }
  148. HTexture testTexRef = static_resource_cast<Texture>(Importer::instance().import("C:\\ArenaTowerDFS.psd"));
  149. HMesh dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import("C:\\X_Arena_Tower.FBX"));
  150. gResources().create(testTexRef, "C:\\ExportTest.tex", true);
  151. gResources().create(dbgMeshRef, "C:\\ExportMesh.mesh", true);
  152. gResources().unload(testTexRef);
  153. gResources().unload(dbgMeshRef);
  154. testTexRef = static_resource_cast<Texture>(gResources().loadAsync("C:\\ExportTest.tex"));
  155. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync("C:\\ExportMesh.mesh"));
  156. dbgMeshRef.synchronize();
  157. testTexRef.synchronize();
  158. testMaterial->setTexture("tex", testTexRef);
  159. gResources().create(testMaterial, "C:\\ExportMaterial.mat", true);
  160. gResources().unload(testMaterial);
  161. testMaterial = gResources().load("C:\\ExportMaterial.mat");
  162. testRenderable->setMesh(dbgMeshRef);
  163. testRenderable->setMaterial(0, testMaterial);
  164. HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import("C:\\CursorDbg.psd"));
  165. PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  166. gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, cursorPixelData);
  167. gMainSyncedCA().submitToCoreThread(true);
  168. /************************************************************************/
  169. /* END DEBUG CODE */
  170. /************************************************************************/
  171. EditorWindowManager::startUp(cm_new<EditorWindowManager>());
  172. MainEditorWindow* mainWindow = MainEditorWindow::create(gApplication().getPrimaryWindow());
  173. gApplication().mainLoopCallback.connect(boost::bind(&EditorApplication::update, this));
  174. DbgEditorWidget1::open(); // DEBUG ONLY
  175. DbgEditorWidget2::open(); // DEBUG ONLY
  176. gBansheeApp().runMainLoop();
  177. EditorWindowManager::shutDown();
  178. /************************************************************************/
  179. /* DEBUG CODE */
  180. /************************************************************************/
  181. gResources().unload(testTexRef);
  182. gResources().unload(dbgMeshRef);
  183. gResources().unload(fragProgRef);
  184. gResources().unload(vertProgRef);
  185. gResources().unload(testMaterial);
  186. testMaterial = nullptr;
  187. testTexRef = nullptr;
  188. dbgMeshRef = nullptr;
  189. fragProgRef = nullptr;
  190. vertProgRef = nullptr;
  191. testModelGO->destroy();
  192. newPassGL = nullptr;
  193. newTechniqueGL = nullptr;
  194. newPassDX = nullptr;
  195. newTechniqueDX = nullptr;
  196. newPassDX11 = nullptr;
  197. newTechniqueDX11 = nullptr;
  198. testShader = nullptr;
  199. renderWindow = nullptr;
  200. /************************************************************************/
  201. /* END DEBUG CODE */
  202. /************************************************************************/
  203. gBansheeApp().shutDown();
  204. }
  205. EditorApplication::~EditorApplication()
  206. {
  207. // TODO - Move shutdown code from constructor to here. Right now I don't care because cleanup
  208. // isn't working as intended and if I move stuff I will probably break it even more
  209. }
  210. void EditorApplication::runMainLoop()
  211. {
  212. // TODO - Move "runMainLoop" code from constructor to here. Right now I don't care because cleanup
  213. // isn't working as intended and if I move stuff I will probably break it even more
  214. }
  215. void EditorApplication::update()
  216. {
  217. EditorWindowManager::instance().update();
  218. }
  219. const String& EditorApplication::getLibraryNameForRenderSystem(RenderSystemPlugin plugin)
  220. {
  221. static String DX11Name = "CamelotD3D11RenderSystem";
  222. static String DX9Name = "CamelotD3D9RenderSystem";
  223. static String OpenGLName = "CamelotGLRenderSystem";
  224. switch(plugin)
  225. {
  226. case RenderSystemPlugin::DX11:
  227. return DX11Name;
  228. case RenderSystemPlugin::DX9:
  229. return DX9Name;
  230. case RenderSystemPlugin::OpenGL:
  231. return OpenGLName;
  232. }
  233. return StringUtil::BLANK;
  234. }
  235. }