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. #include "BsSceneEditorWidget.h"
  14. // DEBUG ONLY
  15. #include "DbgEditorWidget1.h"
  16. #include "DbgEditorWidget2.h"
  17. #include "BsResources.h"
  18. #include "BsSceneObject.h"
  19. #include "BsImporter.h"
  20. #include "BsGpuProgram.h"
  21. #include "BsGpuProgramImportOptions.h"
  22. #include "BsShader.h"
  23. #include "BsTexture.h"
  24. #include "BsMaterial.h"
  25. #include "BsTechnique.h"
  26. #include "BsPass.h"
  27. #include "BsRenderable.h"
  28. #include "BsDbgTestGameObjectRef.h"
  29. #include "BsVirtualInput.h"
  30. #include "BsFolderMonitor.h"
  31. #include "BsProjectLibrary.h"
  32. #include "BsCamera.h"
  33. #include "BsGUIWidget.h"
  34. #include "BsGUIArea.h"
  35. #include "BsGUIButton.h"
  36. #include "BsGUILayout.h"
  37. #include "BsEvent.h"
  38. namespace BansheeEngine
  39. {
  40. const Path EditorApplication::WIDGET_LAYOUT_PATH = L"Internal\\Layout.asset";
  41. RENDER_WINDOW_DESC createRenderWindowDesc()
  42. {
  43. RENDER_WINDOW_DESC renderWindowDesc;
  44. renderWindowDesc.videoMode = VideoMode(1280, 720);
  45. renderWindowDesc.title = "BansheeEditor";
  46. renderWindowDesc.fullscreen = false;
  47. renderWindowDesc.border = WindowBorder::None;
  48. return renderWindowDesc;
  49. }
  50. EditorApplication::EditorApplication(RenderSystemPlugin renderSystemPlugin)
  51. :Application(createRenderWindowDesc(), renderSystemPlugin, RendererPlugin::Default),
  52. mActiveRSPlugin(renderSystemPlugin)
  53. {
  54. EditorGUI::startUp();
  55. {
  56. auto inputConfig = VirtualInput::instance().getConfiguration();
  57. inputConfig->registerButton("Rename", BC_F2);
  58. inputConfig->registerButton("Undo", BC_Z, VButtonModifier::Ctrl);
  59. inputConfig->registerButton("Redo", BC_Y, VButtonModifier::Ctrl);
  60. inputConfig->registerButton("Copy", BC_C, VButtonModifier::Ctrl);
  61. inputConfig->registerButton("Cut", BC_X, VButtonModifier::Ctrl);
  62. inputConfig->registerButton("Paste", BC_V, VButtonModifier::Ctrl);
  63. inputConfig->registerButton("Delete", BC_DELETE);
  64. }
  65. ResourceImporter* resourceImporter = bs_new<ResourceImporter>();
  66. Importer::instance()._registerAssetImporter(resourceImporter);
  67. ProjectLibrary::startUp(getActiveProjectPath());
  68. UndoRedo::startUp();
  69. EditorWindowManager::startUp();
  70. EditorWidgetManager::startUp();
  71. }
  72. EditorApplication::~EditorApplication()
  73. {
  74. saveWidgetLayout(EditorWidgetManager::instance().getLayout());
  75. EditorWidgetManager::shutDown();
  76. EditorWindowManager::shutDown();
  77. UndoRedo::shutDown();
  78. /************************************************************************/
  79. /* DEBUG CODE */
  80. /************************************************************************/
  81. gResources().unload(mTestTexRef);
  82. gResources().unload(mDbgMeshRef);
  83. gResources().unload(mFragProgRef);
  84. gResources().unload(mVertProgRef);
  85. gResources().unload(mTestMaterial);
  86. mTestMaterial = nullptr;
  87. mTestTexRef = nullptr;
  88. mDbgMeshRef = nullptr;
  89. mFragProgRef = nullptr;
  90. mVertProgRef = nullptr;
  91. mNewPassGL = nullptr;
  92. mNewTechniqueGL = nullptr;
  93. mNewPassDX = nullptr;
  94. mNewTechniqueDX = nullptr;
  95. mNewPassDX11 = nullptr;
  96. mNewTechniqueDX11 = nullptr;
  97. mTestShader = nullptr;
  98. /************************************************************************/
  99. /* END DEBUG CODE */
  100. /************************************************************************/
  101. ProjectLibrary::shutDown();
  102. EditorGUI::shutDown();
  103. }
  104. void EditorApplication::onStartUp()
  105. {
  106. Application::onStartUp();
  107. MainEditorWindow* mainWindow = MainEditorWindow::create(getPrimaryWindow());
  108. loadPlugin("SBansheeEditor"); // Managed part of the editor
  109. EditorWidgetLayoutPtr layout = loadWidgetLayout();
  110. if (layout != nullptr)
  111. EditorWidgetManager::instance().setLayout(layout);
  112. SceneEditorWidget::open();
  113. /************************************************************************/
  114. /* DEBUG CODE */
  115. /************************************************************************/
  116. RenderSystem* renderSystem = RenderSystem::instancePtr();
  117. HSceneObject testModelGO = SceneObject::create("TestMesh");
  118. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  119. WString psLoc;
  120. WString vsLoc;
  121. GpuProgramProfile psProfile;
  122. GpuProgramProfile vsProfile;
  123. String psEntry;
  124. String vsEntry;
  125. String language;
  126. switch (mActiveRSPlugin)
  127. {
  128. case RenderSystemPlugin::DX11:
  129. {
  130. psLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
  131. vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
  132. language = "hlsl";
  133. psProfile = GPP_PS_4_0;
  134. vsProfile = GPP_VS_4_0;
  135. psEntry = "ps_main";
  136. vsEntry = "vs_main";
  137. break;
  138. }
  139. case RenderSystemPlugin::DX9:
  140. {
  141. psLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
  142. vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
  143. language = "hlsl";
  144. psProfile = GPP_PS_2_0;
  145. vsProfile = GPP_VS_2_0;
  146. psEntry = "ps_main";
  147. vsEntry = "vs_main";
  148. break;
  149. }
  150. case RenderSystemPlugin::OpenGL:
  151. {
  152. psLoc = L"C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
  153. vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
  154. language = "glsl";
  155. psProfile = GPP_PS_2_0;
  156. vsProfile = GPP_VS_2_0;
  157. psEntry = "main";
  158. vsEntry = "main";
  159. break;
  160. }
  161. }
  162. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(psLoc);
  163. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  164. {
  165. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  166. importOptions->setEntryPoint(psEntry);
  167. importOptions->setLanguage(language);
  168. importOptions->setProfile(psProfile);
  169. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  170. }
  171. mFragProgRef = Importer::instance().import(psLoc, gpuProgImportOptions);
  172. gpuProgImportOptions = Importer::instance().createImportOptions(vsLoc);
  173. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  174. {
  175. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  176. importOptions->setEntryPoint(vsEntry);
  177. importOptions->setLanguage(language);
  178. importOptions->setProfile(vsProfile);
  179. importOptions->setType(GPT_VERTEX_PROGRAM);
  180. }
  181. mVertProgRef = Importer::instance().import(vsLoc, gpuProgImportOptions);
  182. gResources().save(mVertProgRef, L"C:\\vertProgCg.vprog", true);
  183. gResources().unload(mVertProgRef);
  184. mVertProgRef = gResources().load(L"C:\\vertProgCg.vprog");
  185. gResources().save(mFragProgRef, L"C:\\fragProgCg.vprog", true);
  186. gResources().unload(mFragProgRef);
  187. mFragProgRef = gResources().load(L"C:\\fragProgCg.vprog");
  188. mTestShader = Shader::create("TestShader");
  189. mTestShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  190. if (mActiveRSPlugin == RenderSystemPlugin::DX11)
  191. mTestShader->addParameter("input", "input", GPDT_STRUCT, 0, 2, 8);
  192. mTestShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  193. mTestShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  194. mNewTechniqueGL = mTestShader->addTechnique("GLRenderSystem", "BansheeRenderer");
  195. mNewPassGL = mNewTechniqueGL->addPass();
  196. mNewPassGL->setVertexProgram(mVertProgRef);
  197. mNewPassGL->setFragmentProgram(mFragProgRef);
  198. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  199. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  200. // render systems/renderers per technique
  201. mNewTechniqueDX = mTestShader->addTechnique("D3D9RenderSystem", "BansheeRenderer");
  202. mNewPassDX = mNewTechniqueDX->addPass();
  203. mNewPassDX->setVertexProgram(mVertProgRef);
  204. mNewPassDX->setFragmentProgram(mFragProgRef);
  205. mNewTechniqueDX11 = mTestShader->addTechnique("D3D11RenderSystem", "BansheeRenderer");
  206. mNewPassDX11 = mNewTechniqueDX11->addPass();
  207. mNewPassDX11->setVertexProgram(mVertProgRef);
  208. mNewPassDX11->setFragmentProgram(mFragProgRef);
  209. mTestMaterial = Material::create();
  210. mTestMaterial->setShader(mTestShader);
  211. mTestMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  212. if (mActiveRSPlugin == RenderSystemPlugin::DX11)
  213. {
  214. float dbgMultipliers1[2];
  215. dbgMultipliers1[0] = 0.0f;
  216. dbgMultipliers1[1] = 0.0f;
  217. float dbgMultipliers2[2];
  218. dbgMultipliers2[0] = 1.0f;
  219. dbgMultipliers2[1] = 1.0f;
  220. mTestMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  221. mTestMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  222. }
  223. mTestTexRef = static_resource_cast<Texture>(Importer::instance().import(L"C:\\ArenaTowerDFS.psd"));
  224. mDbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import(L"C:\\X_Arena_Tower.FBX"));
  225. gResources().save(mTestTexRef, L"C:\\ExportTest.tex", true);
  226. gResources().save(mDbgMeshRef, L"C:\\ExportMesh.mesh", true);
  227. gResources().unload(mTestTexRef);
  228. gResources().unload(mDbgMeshRef);
  229. mTestTexRef = static_resource_cast<Texture>(gResources().loadAsync(L"C:\\ExportTest.tex"));
  230. mDbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync(L"C:\\ExportMesh.mesh"));
  231. mDbgMeshRef.synchronize();
  232. mTestTexRef.synchronize();
  233. mTestMaterial->setTexture("tex", mTestTexRef);
  234. gResources().save(mTestMaterial, L"C:\\ExportMaterial.mat", true);
  235. gResources().unload(mTestMaterial);
  236. mTestMaterial = gResources().load(L"C:\\ExportMaterial.mat");
  237. testRenderable->setMesh(mDbgMeshRef);
  238. testRenderable->setMaterial(0, mTestMaterial);
  239. GameObjectHandle<DbgTestGameObjectRef> dbgTestGameObjectRef = testModelGO->addComponent<DbgTestGameObjectRef>();
  240. dbgTestGameObjectRef->mRenderable = testRenderable;
  241. HSceneObject clone = testModelGO->clone();
  242. GameObjectHandle<DbgTestGameObjectRef> clonedDbgTestGameObjectRef = clone->getComponent<DbgTestGameObjectRef>();
  243. testModelGO->destroy();
  244. //Win32FolderMonitor* folderMonitor = bs_new<Win32FolderMonitor>();
  245. //FolderChange folderChanges = (FolderChange)((UINT32)FolderChange::FileName | (UINT32)FolderChange::DirName |
  246. // (UINT32)FolderChange::Creation | (UINT32)FolderChange::LastWrite);
  247. //folderMonitor->startMonitor(L"D:\\TestDetect", true, folderChanges);
  248. //HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import(L"C:\\CursorDbg.psd"));
  249. //PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  250. //gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, cursorPixelData);
  251. //gMainSyncedCA().submitToCoreThread(true);
  252. /************************************************************************/
  253. /* MODAL WINDOW */
  254. /************************************************************************/
  255. //RENDER_WINDOW_DESC modalWindowDesc;
  256. //modalWindowDesc.width = 200;
  257. //modalWindowDesc.height = 200;
  258. //modalWindowDesc.left = 0;
  259. //modalWindowDesc.top = 0;
  260. //modalWindowDesc.title = "ModalWindow";
  261. //modalWindowDesc.fullscreen = false;
  262. //modalWindowDesc.border = WindowBorder::None;
  263. //modalWindowDesc.toolWindow = true;
  264. //modalWindowDesc.modal = true;
  265. //RenderWindowPtr modalWindow = RenderWindow::create(modalWindowDesc, gApplication().getPrimaryWindow());
  266. //HSceneObject modalSceneObject = SceneObject::create("ModalWindow");
  267. //HCamera modalCamera = modalSceneObject->addComponent<Camera>();
  268. //modalCamera->initialize(modalWindow, 0.0f, 0.0f, 1.0f, 1.0f);
  269. //modalCamera->setNearClipDistance(5);
  270. //modalCamera->setAspectRatio(1.0f);
  271. //modalCamera->setIgnoreSceneRenderables(true);
  272. //HGUIWidget modalGUI = modalSceneObject->addComponent<GUIWidget>(modalCamera->getViewport().get());
  273. //modalGUI->setDepth(128);
  274. //modalGUI->setSkin(EditorGUI::instance().getSkin());
  275. //GUIArea* modalArea = GUIArea::createStretchedXY(*modalGUI, 0, 0, 0, 0, 500);
  276. //GUIButton* modalButton = GUIButton::create(*modalGUI, HString(L"Close"));
  277. //modalButton->onClick.connect(std::bind(&EditorApplication::closeModalWindow, modalWindow, modalSceneObject));
  278. //modalArea->getLayout().addElement(modalButton);
  279. /************************************************************************/
  280. /* END DEBUG CODE */
  281. /************************************************************************/
  282. DbgEditorWidget1::open(); // DEBUG ONLY
  283. DbgEditorWidget2::open(); // DEBUG ONLY
  284. }
  285. void EditorApplication::startUp(RenderSystemPlugin renderSystemPlugin)
  286. {
  287. CoreApplication::startUp<EditorApplication>(renderSystemPlugin);
  288. }
  289. void EditorApplication::closeModalWindow(RenderWindowPtr window, HSceneObject sceneObject)
  290. {
  291. //sceneObject->destroy();
  292. window->destroy();
  293. }
  294. void EditorApplication::update()
  295. {
  296. Application::update();
  297. ProjectLibrary::instance().update();
  298. EditorWindowManager::instance().update();
  299. }
  300. bool EditorApplication::isProjectLoaded() const
  301. {
  302. return true; // TODO - DEBUG ONLY
  303. }
  304. bool EditorApplication::isGameViewFocused() const
  305. {
  306. return false; // TODO
  307. }
  308. bool EditorApplication::isSceneViewFocused() const
  309. {
  310. return true; // TODO
  311. }
  312. const Path& EditorApplication::getActiveProjectPath() const
  313. {
  314. static Path dummyProjectPath = L"D:\\DummyBansheeProject\\";
  315. return dummyProjectPath;
  316. }
  317. EditorWidgetLayoutPtr EditorApplication::loadWidgetLayout()
  318. {
  319. Path layoutPath = getActiveProjectPath();
  320. layoutPath.append(WIDGET_LAYOUT_PATH);
  321. if(FileSystem::exists(layoutPath))
  322. {
  323. FileSerializer fs;
  324. return std::static_pointer_cast<EditorWidgetLayout>(fs.decode(layoutPath));
  325. }
  326. return nullptr;
  327. }
  328. void EditorApplication::saveWidgetLayout(const EditorWidgetLayoutPtr& layout)
  329. {
  330. Path layoutPath = getActiveProjectPath();
  331. layoutPath.append(WIDGET_LAYOUT_PATH);
  332. FileSerializer fs;
  333. fs.encode(layout.get(), layoutPath);
  334. }
  335. EditorApplication& gEditorApplication()
  336. {
  337. return static_cast<EditorApplication&>(EditorApplication::instance());
  338. }
  339. }