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 "BsEditorWidgetLayout.h"
  12. // DEBUG ONLY
  13. #include "DbgEditorWidget1.h"
  14. #include "DbgEditorWidget2.h"
  15. #include "BsResources.h"
  16. #include "BsSceneObject.h"
  17. #include "BsImporter.h"
  18. #include "BsGpuProgram.h"
  19. #include "BsGpuProgramImportOptions.h"
  20. #include "BsShader.h"
  21. #include "BsTexture.h"
  22. #include "BsMaterial.h"
  23. #include "BsTechnique.h"
  24. #include "BsPass.h"
  25. #include "BsRenderable.h"
  26. #include "BsDbgTestGameObjectRef.h"
  27. #include "BsVirtualInput.h"
  28. #include "BsFolderMonitor.h"
  29. #include "BsProjectLibrary.h"
  30. #include "BsCamera.h"
  31. #include "BsGUIWidget.h"
  32. #include "BsGUIArea.h"
  33. #include "BsGUIButton.h"
  34. #include "BsGUILayout.h"
  35. #include "BsEvent.h"
  36. namespace BansheeEngine
  37. {
  38. const Path EditorApplication::WIDGET_LAYOUT_PATH = L"Internal\\Layout.asset";
  39. RENDER_WINDOW_DESC createRenderWindowDesc()
  40. {
  41. RENDER_WINDOW_DESC renderWindowDesc;
  42. renderWindowDesc.videoMode = VideoMode(1280, 720);
  43. renderWindowDesc.title = "BansheeEditor";
  44. renderWindowDesc.fullscreen = false;
  45. renderWindowDesc.border = WindowBorder::None;
  46. return renderWindowDesc;
  47. }
  48. EditorApplication::EditorApplication(RenderSystemPlugin renderSystemPlugin)
  49. :Application(createRenderWindowDesc(), getLibraryNameForRenderSystem(renderSystemPlugin), "BansheeRenderer"),
  50. mActiveRSPlugin(renderSystemPlugin)
  51. {
  52. EditorGUI::startUp();
  53. {
  54. auto inputConfig = VirtualInput::instance().getConfiguration();
  55. inputConfig->registerButton("Rename", BC_F2);
  56. inputConfig->registerButton("Undo", BC_Z, VButtonModifier::Ctrl);
  57. inputConfig->registerButton("Redo", BC_Y, VButtonModifier::Ctrl);
  58. inputConfig->registerButton("Copy", BC_C, VButtonModifier::Ctrl);
  59. inputConfig->registerButton("Cut", BC_X, VButtonModifier::Ctrl);
  60. inputConfig->registerButton("Paste", BC_V, VButtonModifier::Ctrl);
  61. inputConfig->registerButton("Delete", BC_DELETE);
  62. }
  63. ProjectLibrary::startUp(getActiveProjectPath());
  64. UndoRedo::startUp();
  65. EditorWindowManager::startUp();
  66. EditorWidgetManager::startUp();
  67. }
  68. EditorApplication::~EditorApplication()
  69. {
  70. saveWidgetLayout(EditorWidgetManager::instance().getLayout());
  71. EditorWidgetManager::shutDown();
  72. EditorWindowManager::shutDown();
  73. UndoRedo::shutDown();
  74. /************************************************************************/
  75. /* DEBUG CODE */
  76. /************************************************************************/
  77. gResources().unload(mTestTexRef);
  78. gResources().unload(mDbgMeshRef);
  79. gResources().unload(mFragProgRef);
  80. gResources().unload(mVertProgRef);
  81. gResources().unload(mTestMaterial);
  82. mTestMaterial = nullptr;
  83. mTestTexRef = nullptr;
  84. mDbgMeshRef = nullptr;
  85. mFragProgRef = nullptr;
  86. mVertProgRef = nullptr;
  87. mNewPassGL = nullptr;
  88. mNewTechniqueGL = nullptr;
  89. mNewPassDX = nullptr;
  90. mNewTechniqueDX = nullptr;
  91. mNewPassDX11 = nullptr;
  92. mNewTechniqueDX11 = nullptr;
  93. mTestShader = nullptr;
  94. /************************************************************************/
  95. /* END DEBUG CODE */
  96. /************************************************************************/
  97. ProjectLibrary::shutDown();
  98. EditorGUI::shutDown();
  99. }
  100. void EditorApplication::onStartUp()
  101. {
  102. Application::onStartUp();
  103. MainEditorWindow* mainWindow = MainEditorWindow::create(getPrimaryWindow());
  104. loadPlugin("SBansheeEditor"); // Managed part of the editor
  105. EditorWidgetLayoutPtr layout = loadWidgetLayout();
  106. if (layout != nullptr)
  107. EditorWidgetManager::instance().setLayout(layout);
  108. /************************************************************************/
  109. /* DEBUG CODE */
  110. /************************************************************************/
  111. RenderSystem* renderSystem = RenderSystem::instancePtr();
  112. HSceneObject testModelGO = SceneObject::create("TestMesh");
  113. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  114. WString psLoc;
  115. WString vsLoc;
  116. GpuProgramProfile psProfile;
  117. GpuProgramProfile vsProfile;
  118. String psEntry;
  119. String vsEntry;
  120. String language;
  121. switch (mActiveRSPlugin)
  122. {
  123. case RenderSystemPlugin::DX11:
  124. {
  125. psLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
  126. vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
  127. language = "hlsl";
  128. psProfile = GPP_PS_4_0;
  129. vsProfile = GPP_VS_4_0;
  130. psEntry = "ps_main";
  131. vsEntry = "vs_main";
  132. break;
  133. }
  134. case RenderSystemPlugin::DX9:
  135. {
  136. psLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
  137. vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
  138. language = "hlsl";
  139. psProfile = GPP_PS_2_0;
  140. vsProfile = GPP_VS_2_0;
  141. psEntry = "ps_main";
  142. vsEntry = "vs_main";
  143. break;
  144. }
  145. case RenderSystemPlugin::OpenGL:
  146. {
  147. psLoc = L"C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
  148. vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
  149. language = "glsl";
  150. psProfile = GPP_PS_2_0;
  151. vsProfile = GPP_VS_2_0;
  152. psEntry = "main";
  153. vsEntry = "main";
  154. break;
  155. }
  156. }
  157. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(psLoc);
  158. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  159. {
  160. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  161. importOptions->setEntryPoint(psEntry);
  162. importOptions->setLanguage(language);
  163. importOptions->setProfile(psProfile);
  164. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  165. }
  166. mFragProgRef = Importer::instance().import(psLoc, gpuProgImportOptions);
  167. gpuProgImportOptions = Importer::instance().createImportOptions(vsLoc);
  168. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  169. {
  170. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  171. importOptions->setEntryPoint(vsEntry);
  172. importOptions->setLanguage(language);
  173. importOptions->setProfile(vsProfile);
  174. importOptions->setType(GPT_VERTEX_PROGRAM);
  175. }
  176. mVertProgRef = Importer::instance().import(vsLoc, gpuProgImportOptions);
  177. gResources().save(mVertProgRef, L"C:\\vertProgCg.vprog", true);
  178. gResources().unload(mVertProgRef);
  179. mVertProgRef = gResources().load(L"C:\\vertProgCg.vprog");
  180. gResources().save(mFragProgRef, L"C:\\fragProgCg.vprog", true);
  181. gResources().unload(mFragProgRef);
  182. mFragProgRef = gResources().load(L"C:\\fragProgCg.vprog");
  183. mTestShader = Shader::create("TestShader");
  184. mTestShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  185. if (mActiveRSPlugin == RenderSystemPlugin::DX11)
  186. mTestShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  187. mTestShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  188. mTestShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  189. mNewTechniqueGL = mTestShader->addTechnique("GLRenderSystem", "BansheeRenderer");
  190. mNewPassGL = mNewTechniqueGL->addPass();
  191. mNewPassGL->setVertexProgram(mVertProgRef);
  192. mNewPassGL->setFragmentProgram(mFragProgRef);
  193. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  194. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  195. // render systems/renderers per technique
  196. mNewTechniqueDX = mTestShader->addTechnique("D3D9RenderSystem", "BansheeRenderer");
  197. mNewPassDX = mNewTechniqueDX->addPass();
  198. mNewPassDX->setVertexProgram(mVertProgRef);
  199. mNewPassDX->setFragmentProgram(mFragProgRef);
  200. mNewTechniqueDX11 = mTestShader->addTechnique("D3D11RenderSystem", "BansheeRenderer");
  201. mNewPassDX11 = mNewTechniqueDX11->addPass();
  202. mNewPassDX11->setVertexProgram(mVertProgRef);
  203. mNewPassDX11->setFragmentProgram(mFragProgRef);
  204. mTestMaterial = Material::create();
  205. mTestMaterial->setShader(mTestShader);
  206. mTestMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  207. if (mActiveRSPlugin == RenderSystemPlugin::DX11)
  208. {
  209. float dbgMultipliers1[2];
  210. dbgMultipliers1[0] = 0.0f;
  211. dbgMultipliers1[1] = 0.0f;
  212. float dbgMultipliers2[2];
  213. dbgMultipliers2[0] = 1.0f;
  214. dbgMultipliers2[1] = 1.0f;
  215. mTestMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  216. mTestMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  217. }
  218. mTestTexRef = static_resource_cast<Texture>(Importer::instance().import(L"C:\\ArenaTowerDFS.psd"));
  219. mDbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import(L"C:\\X_Arena_Tower.FBX"));
  220. gResources().save(mTestTexRef, L"C:\\ExportTest.tex", true);
  221. gResources().save(mDbgMeshRef, L"C:\\ExportMesh.mesh", true);
  222. gResources().unload(mTestTexRef);
  223. gResources().unload(mDbgMeshRef);
  224. mTestTexRef = static_resource_cast<Texture>(gResources().loadAsync(L"C:\\ExportTest.tex"));
  225. mDbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync(L"C:\\ExportMesh.mesh"));
  226. mDbgMeshRef.synchronize();
  227. mTestTexRef.synchronize();
  228. mTestMaterial->setTexture("tex", mTestTexRef);
  229. gResources().save(mTestMaterial, L"C:\\ExportMaterial.mat", true);
  230. gResources().unload(mTestMaterial);
  231. mTestMaterial = gResources().load(L"C:\\ExportMaterial.mat");
  232. testRenderable->setMesh(mDbgMeshRef);
  233. testRenderable->setMaterial(0, mTestMaterial);
  234. GameObjectHandle<DbgTestGameObjectRef> dbgTestGameObjectRef = testModelGO->addComponent<DbgTestGameObjectRef>();
  235. dbgTestGameObjectRef->mRenderable = testRenderable;
  236. HSceneObject clone = testModelGO->clone();
  237. GameObjectHandle<DbgTestGameObjectRef> clonedDbgTestGameObjectRef = clone->getComponent<DbgTestGameObjectRef>();
  238. testModelGO->destroy();
  239. //Win32FolderMonitor* folderMonitor = bs_new<Win32FolderMonitor>();
  240. //FolderChange folderChanges = (FolderChange)((UINT32)FolderChange::FileName | (UINT32)FolderChange::DirName |
  241. // (UINT32)FolderChange::Creation | (UINT32)FolderChange::LastWrite);
  242. //folderMonitor->startMonitor(L"D:\\TestDetect", true, folderChanges);
  243. //HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import(L"C:\\CursorDbg.psd"));
  244. //PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  245. //gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, cursorPixelData);
  246. //gMainSyncedCA().submitToCoreThread(true);
  247. /************************************************************************/
  248. /* MODAL WINDOW */
  249. /************************************************************************/
  250. //RENDER_WINDOW_DESC modalWindowDesc;
  251. //modalWindowDesc.width = 200;
  252. //modalWindowDesc.height = 200;
  253. //modalWindowDesc.left = 0;
  254. //modalWindowDesc.top = 0;
  255. //modalWindowDesc.title = "ModalWindow";
  256. //modalWindowDesc.fullscreen = false;
  257. //modalWindowDesc.border = WindowBorder::None;
  258. //modalWindowDesc.toolWindow = true;
  259. //modalWindowDesc.modal = true;
  260. //RenderWindowPtr modalWindow = RenderWindow::create(modalWindowDesc, gApplication().getPrimaryWindow());
  261. //HSceneObject modalSceneObject = SceneObject::create("ModalWindow");
  262. //HCamera modalCamera = modalSceneObject->addComponent<Camera>();
  263. //modalCamera->initialize(modalWindow, 0.0f, 0.0f, 1.0f, 1.0f);
  264. //modalCamera->setNearClipDistance(5);
  265. //modalCamera->setAspectRatio(1.0f);
  266. //modalCamera->setIgnoreSceneRenderables(true);
  267. //HGUIWidget modalGUI = modalSceneObject->addComponent<GUIWidget>(modalCamera->getViewport().get());
  268. //modalGUI->setDepth(128);
  269. //modalGUI->setSkin(EditorGUI::instance().getSkin());
  270. //GUIArea* modalArea = GUIArea::createStretchedXY(*modalGUI, 0, 0, 0, 0, 500);
  271. //GUIButton* modalButton = GUIButton::create(*modalGUI, HString(L"Close"));
  272. //modalButton->onClick.connect(std::bind(&EditorApplication::closeModalWindow, modalWindow, modalSceneObject));
  273. //modalArea->getLayout().addElement(modalButton);
  274. /************************************************************************/
  275. /* END DEBUG CODE */
  276. /************************************************************************/
  277. DbgEditorWidget1::open(); // DEBUG ONLY
  278. DbgEditorWidget2::open(); // DEBUG ONLY
  279. }
  280. void EditorApplication::startUp(RenderSystemPlugin renderSystemPlugin)
  281. {
  282. CoreApplication::startUp<EditorApplication>(renderSystemPlugin);
  283. }
  284. void EditorApplication::closeModalWindow(RenderWindowPtr window, HSceneObject sceneObject)
  285. {
  286. //sceneObject->destroy();
  287. window->destroy();
  288. }
  289. void EditorApplication::update()
  290. {
  291. Application::update();
  292. ProjectLibrary::instance().update();
  293. EditorWindowManager::instance().update();
  294. }
  295. bool EditorApplication::isProjectLoaded() const
  296. {
  297. return true; // TODO - DEBUG ONLY
  298. }
  299. const Path& EditorApplication::getActiveProjectPath() const
  300. {
  301. static Path dummyProjectPath = L"D:\\DummyBansheeProject\\";
  302. return dummyProjectPath;
  303. }
  304. const String& EditorApplication::getLibraryNameForRenderSystem(RenderSystemPlugin plugin)
  305. {
  306. static String DX11Name = "BansheeD3D11RenderSystem";
  307. static String DX9Name = "BansheeD3D9RenderSystem";
  308. static String OpenGLName = "BansheeGLRenderSystem";
  309. switch(plugin)
  310. {
  311. case RenderSystemPlugin::DX11:
  312. return DX11Name;
  313. case RenderSystemPlugin::DX9:
  314. return DX9Name;
  315. case RenderSystemPlugin::OpenGL:
  316. return OpenGLName;
  317. }
  318. return StringUtil::BLANK;
  319. }
  320. EditorWidgetLayoutPtr EditorApplication::loadWidgetLayout()
  321. {
  322. Path layoutPath = getActiveProjectPath();
  323. layoutPath.append(WIDGET_LAYOUT_PATH);
  324. if(FileSystem::exists(layoutPath))
  325. {
  326. FileSerializer fs;
  327. return std::static_pointer_cast<EditorWidgetLayout>(fs.decode(layoutPath));
  328. }
  329. return nullptr;
  330. }
  331. void EditorApplication::saveWidgetLayout(const EditorWidgetLayoutPtr& layout)
  332. {
  333. Path layoutPath = getActiveProjectPath();
  334. layoutPath.append(WIDGET_LAYOUT_PATH);
  335. FileSerializer fs;
  336. fs.encode(layout.get(), layoutPath);
  337. }
  338. }