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BsEditorApplication.cpp 15 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 "BsBuiltinEditorResources.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 "BsScenePicking.h"
  14. #include "BsSelection.h"
  15. #include "BsGizmoManager.h"
  16. // DEBUG ONLY
  17. #include "DbgEditorWidget1.h"
  18. #include "DbgEditorWidget2.h"
  19. #include "BsResources.h"
  20. #include "BsSceneObject.h"
  21. #include "BsImporter.h"
  22. #include "BsGpuProgram.h"
  23. #include "BsGpuProgramImportOptions.h"
  24. #include "BsShader.h"
  25. #include "BsTexture.h"
  26. #include "BsMaterial.h"
  27. #include "BsTechnique.h"
  28. #include "BsPass.h"
  29. #include "BsRenderable.h"
  30. #include "BsDbgTestGameObjectRef.h"
  31. #include "BsVirtualInput.h"
  32. #include "BsFolderMonitor.h"
  33. #include "BsProjectLibrary.h"
  34. #include "BsCamera.h"
  35. #include "BsGUIWidget.h"
  36. #include "BsGUIArea.h"
  37. #include "BsGUIButton.h"
  38. #include "BsGUILayout.h"
  39. #include "BsEvent.h"
  40. #include "BsCoreRenderer.h"
  41. #include "BsEditorSettings.h"
  42. #include "BsMesh.h"
  43. namespace BansheeEngine
  44. {
  45. const Path EditorApplication::WIDGET_LAYOUT_PATH = L"Internal\\Layout.asset";
  46. RENDER_WINDOW_DESC createRenderWindowDesc()
  47. {
  48. RENDER_WINDOW_DESC renderWindowDesc;
  49. renderWindowDesc.videoMode = VideoMode(1280, 720);
  50. renderWindowDesc.title = "BansheeEditor";
  51. renderWindowDesc.fullscreen = false;
  52. renderWindowDesc.border = WindowBorder::None;
  53. return renderWindowDesc;
  54. }
  55. EditorApplication::EditorApplication(RenderSystemPlugin renderSystemPlugin)
  56. :Application(createRenderWindowDesc(), renderSystemPlugin, RendererPlugin::Default),
  57. mActiveRSPlugin(renderSystemPlugin), mSBansheeEditorPlugin(nullptr)
  58. {
  59. // TODO - Load project settings
  60. mEditorSettings = bs_shared_ptr<EditorSettings>();
  61. BuiltinEditorResources::startUp(renderSystemPlugin);
  62. {
  63. auto inputConfig = VirtualInput::instance().getConfiguration();
  64. inputConfig->registerButton("Rename", BC_F2);
  65. inputConfig->registerButton("Undo", BC_Z, VButtonModifier::Ctrl);
  66. inputConfig->registerButton("Redo", BC_Y, VButtonModifier::Ctrl);
  67. inputConfig->registerButton("Copy", BC_C, VButtonModifier::Ctrl);
  68. inputConfig->registerButton("Cut", BC_X, VButtonModifier::Ctrl);
  69. inputConfig->registerButton("Paste", BC_V, VButtonModifier::Ctrl);
  70. inputConfig->registerButton("Delete", BC_DELETE);
  71. }
  72. ResourceImporter* resourceImporter = bs_new<ResourceImporter>();
  73. Importer::instance()._registerAssetImporter(resourceImporter);
  74. ProjectLibrary::startUp(getActiveProjectPath());
  75. UndoRedo::startUp();
  76. EditorWindowManager::startUp();
  77. EditorWidgetManager::startUp();
  78. ScenePicking::startUp();
  79. Selection::startUp();
  80. GizmoManager::startUp();
  81. }
  82. EditorApplication::~EditorApplication()
  83. {
  84. GizmoManager::shutDown();
  85. Selection::shutDown();
  86. ScenePicking::shutDown();
  87. saveWidgetLayout(EditorWidgetManager::instance().getLayout());
  88. // TODO - Save project settings
  89. EditorWidgetManager::shutDown();
  90. EditorWindowManager::shutDown();
  91. UndoRedo::shutDown();
  92. // We purposely don't unload this plugin, it needs to be unloaded after
  93. // all mono assemblies have been unloaded (since their finalizers will call
  94. // into the plugin). So we leave it to be unloaded automatically on app exit
  95. shutdownPlugin(mSBansheeEditorPlugin);
  96. /************************************************************************/
  97. /* DEBUG CODE */
  98. /************************************************************************/
  99. gResources().unload(mTestTexRef);
  100. gResources().unload(mDbgMeshRef);
  101. gResources().unload(mFragProgRef);
  102. gResources().unload(mVertProgRef);
  103. gResources().unload(mTestMaterial);
  104. mTestMaterial = nullptr;
  105. mTestTexRef = nullptr;
  106. mDbgMeshRef = nullptr;
  107. mFragProgRef = nullptr;
  108. mVertProgRef = nullptr;
  109. mNewPassGL = nullptr;
  110. mNewTechniqueGL = nullptr;
  111. mNewPassDX = nullptr;
  112. mNewTechniqueDX = nullptr;
  113. mNewPassDX11 = nullptr;
  114. mNewTechniqueDX11 = nullptr;
  115. mTestShader = nullptr;
  116. /************************************************************************/
  117. /* END DEBUG CODE */
  118. /************************************************************************/
  119. ProjectLibrary::shutDown();
  120. BuiltinEditorResources::shutDown();
  121. }
  122. void EditorApplication::onStartUp()
  123. {
  124. Application::onStartUp();
  125. MainEditorWindow* mainWindow = MainEditorWindow::create(getPrimaryWindow());
  126. loadPlugin("SBansheeEditor", &mSBansheeEditorPlugin); // Managed part of the editor
  127. EditorWidgetLayoutPtr layout = loadWidgetLayout();
  128. if (layout != nullptr)
  129. EditorWidgetManager::instance().setLayout(layout);
  130. /************************************************************************/
  131. /* DEBUG CODE */
  132. /************************************************************************/
  133. RenderAPICore* renderSystem = RenderAPICore::instancePtr();
  134. HSceneObject testModelGO = SceneObject::create("TestMesh");
  135. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  136. WString psLoc;
  137. WString vsLoc;
  138. GpuProgramProfile psProfile;
  139. GpuProgramProfile vsProfile;
  140. String psEntry;
  141. String vsEntry;
  142. String language;
  143. switch (mActiveRSPlugin)
  144. {
  145. case RenderSystemPlugin::DX11:
  146. {
  147. psLoc = L"..\\..\\..\\..\\Data\\hlsl11_ps.gpuprog";
  148. vsLoc = L"..\\..\\..\\..\\Data\\hlsl11_vs.gpuprog";
  149. language = "hlsl";
  150. psProfile = GPP_FS_4_0;
  151. vsProfile = GPP_VS_4_0;
  152. psEntry = "ps_main";
  153. vsEntry = "vs_main";
  154. break;
  155. }
  156. case RenderSystemPlugin::DX9:
  157. {
  158. psLoc = L"..\\..\\..\\..\\Data\\hlsl9_ps.gpuprog";
  159. vsLoc = L"..\\..\\..\\..\\Data\\hlsl9_vs.gpuprog";
  160. language = "hlsl";
  161. psProfile = GPP_FS_2_0;
  162. vsProfile = GPP_VS_2_0;
  163. psEntry = "ps_main";
  164. vsEntry = "vs_main";
  165. break;
  166. }
  167. case RenderSystemPlugin::OpenGL:
  168. {
  169. psLoc = L"..\\..\\..\\..\\Data\\glsl_ps.gpuprog";
  170. vsLoc = L"..\\..\\..\\..\\Data\\glsl_vs.gpuprog";
  171. language = "glsl";
  172. psProfile = GPP_FS_2_0;
  173. vsProfile = GPP_VS_2_0;
  174. psEntry = "main";
  175. vsEntry = "main";
  176. break;
  177. }
  178. }
  179. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(psLoc);
  180. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  181. {
  182. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  183. importOptions->setEntryPoint(psEntry);
  184. importOptions->setLanguage(language);
  185. importOptions->setProfile(psProfile);
  186. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  187. }
  188. mFragProgRef = Importer::instance().import<GpuProgram>(psLoc, gpuProgImportOptions);
  189. gpuProgImportOptions = Importer::instance().createImportOptions(vsLoc);
  190. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  191. {
  192. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  193. importOptions->setEntryPoint(vsEntry);
  194. importOptions->setLanguage(language);
  195. importOptions->setProfile(vsProfile);
  196. importOptions->setType(GPT_VERTEX_PROGRAM);
  197. }
  198. mVertProgRef = Importer::instance().import<GpuProgram>(vsLoc, gpuProgImportOptions);
  199. gResources().save(mVertProgRef, L"C:\\vertProgCg.vprog", true);
  200. gResources().unload(mVertProgRef);
  201. mVertProgRef = gResources().load<GpuProgram>(L"C:\\vertProgCg.vprog");
  202. gResources().save(mFragProgRef, L"C:\\fragProgCg.vprog", true);
  203. gResources().unload(mFragProgRef);
  204. mFragProgRef = gResources().load<GpuProgram>(L"C:\\fragProgCg.vprog");
  205. PASS_DESC passDesc;
  206. passDesc.vertexProgram = mVertProgRef;
  207. passDesc.fragmentProgram = mFragProgRef;
  208. mNewPassGL = Pass::create(passDesc);
  209. mNewTechniqueGL = Technique::create(RenderAPIOpenGL, "BansheeRenderer", { mNewPassGL });
  210. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  211. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  212. // render systems/renderers per technique
  213. mNewPassDX = Pass::create(passDesc);
  214. mNewTechniqueDX = Technique::create(RenderAPIDX9, "BansheeRenderer", { mNewPassDX });
  215. mNewPassDX11 = Pass::create(passDesc);
  216. mNewTechniqueDX11 = Technique::create(RenderAPIDX11, "BansheeRenderer", { mNewPassDX11 });
  217. SHADER_DESC shaderDesc;
  218. shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  219. shaderDesc.addParameter("samp", "samp", GPOT_SAMPLER2D);
  220. shaderDesc.addParameter("tex", "tex", GPOT_TEXTURE2D);
  221. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  222. mTestShader = Shader::create("TestShader", shaderDesc, { mNewTechniqueGL, mNewTechniqueDX, mNewTechniqueDX11 });
  223. mTestMaterial = Material::create(mTestShader);
  224. mTestTexRef = static_resource_cast<Texture>(Importer::instance().import(L"..\\..\\..\\..\\Data\\Examples\\Dragon.tga"));
  225. mDbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import(L"..\\..\\..\\..\\Data\\Examples\\Dragon.fbx"));
  226. gResources().save(mTestTexRef, L"C:\\ExportTest.tex", true);
  227. gResources().save(mDbgMeshRef, L"C:\\ExportMesh.mesh", true);
  228. gResources().unload(mTestTexRef);
  229. gResources().unload(mDbgMeshRef);
  230. mTestTexRef = static_resource_cast<Texture>(gResources().loadAsync(L"C:\\ExportTest.tex"));
  231. mDbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync(L"C:\\ExportMesh.mesh"));
  232. mDbgMeshRef.blockUntilLoaded();
  233. mDbgMeshRef->blockUntilCoreInitialized();
  234. mTestTexRef.blockUntilLoaded();
  235. mTestTexRef->blockUntilCoreInitialized();
  236. mTestMaterial->setTexture("tex", mTestTexRef);
  237. gResources().save(mTestMaterial, L"C:\\ExportMaterial.mat", true);
  238. gResources().unload(mTestMaterial);
  239. mTestMaterial = gResources().load<Material>(L"C:\\ExportMaterial.mat");
  240. testRenderable->setMesh(mDbgMeshRef);
  241. testRenderable->setMaterial(0, mTestMaterial);
  242. GameObjectHandle<DbgTestGameObjectRef> dbgTestGameObjectRef = testModelGO->addComponent<DbgTestGameObjectRef>();
  243. dbgTestGameObjectRef->mRenderable = testRenderable;
  244. HSceneObject clone = testModelGO->clone();
  245. GameObjectHandle<DbgTestGameObjectRef> clonedDbgTestGameObjectRef = clone->getComponent<DbgTestGameObjectRef>();
  246. testModelGO->destroy();
  247. //Win32FolderMonitor* folderMonitor = bs_new<Win32FolderMonitor>();
  248. //FolderChange folderChanges = (FolderChange)((UINT32)FolderChange::FileName | (UINT32)FolderChange::DirName |
  249. // (UINT32)FolderChange::Creation | (UINT32)FolderChange::LastWrite);
  250. //folderMonitor->startMonitor(L"D:\\TestDetect", true, folderChanges);
  251. //HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import(L"C:\\CursorDbg.psd"));
  252. //PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  253. //gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, cursorPixelData);
  254. //gMainSyncedCA().submitToCoreThread(true);
  255. /************************************************************************/
  256. /* MODAL WINDOW */
  257. /************************************************************************/
  258. //RENDER_WINDOW_DESC modalWindowDesc;
  259. //modalWindowDesc.width = 200;
  260. //modalWindowDesc.height = 200;
  261. //modalWindowDesc.left = 0;
  262. //modalWindowDesc.top = 0;
  263. //modalWindowDesc.title = "ModalWindow";
  264. //modalWindowDesc.fullscreen = false;
  265. //modalWindowDesc.border = WindowBorder::None;
  266. //modalWindowDesc.toolWindow = true;
  267. //modalWindowDesc.modal = true;
  268. //RenderWindowPtr modalWindow = RenderWindow::create(modalWindowDesc, gApplication().getPrimaryWindow());
  269. //HSceneObject modalSceneObject = SceneObject::create("ModalWindow");
  270. //HCamera modalCamera = modalSceneObject->addComponent<Camera>();
  271. //modalCamera->initialize(modalWindow, 0.0f, 0.0f, 1.0f, 1.0f);
  272. //modalCamera->setNearClipDistance(5);
  273. //modalCamera->setAspectRatio(1.0f);
  274. //modalCamera->setIgnoreSceneRenderables(true);
  275. //HGUIWidget modalGUI = modalSceneObject->addComponent<GUIWidget>(modalCamera->getViewport().get());
  276. //modalGUI->setDepth(128);
  277. //modalGUI->setSkin(EditorGUI::instance().getSkin());
  278. //GUIArea* modalArea = GUIArea::createStretchedXY(*modalGUI, 0, 0, 0, 0, 500);
  279. //GUIButton* modalButton = GUIButton::create(*modalGUI, HString(L"Close"));
  280. //modalButton->onClick.connect(std::bind(&EditorApplication::closeModalWindow, modalWindow, modalSceneObject));
  281. //modalArea->getLayout().addElement(modalButton);
  282. /************************************************************************/
  283. /* END DEBUG CODE */
  284. /************************************************************************/
  285. DbgEditorWidget1::open(); // DEBUG ONLY
  286. DbgEditorWidget2::open(); // DEBUG ONLY
  287. }
  288. void EditorApplication::onShutDown()
  289. {
  290. Application::onShutDown();
  291. }
  292. void EditorApplication::startUp(RenderSystemPlugin renderSystemPlugin)
  293. {
  294. CoreApplication::startUp<EditorApplication>(renderSystemPlugin);
  295. }
  296. void EditorApplication::closeModalWindow(RenderWindowPtr window, HSceneObject sceneObject)
  297. {
  298. //sceneObject->destroy();
  299. window->destroy();
  300. }
  301. void EditorApplication::update()
  302. {
  303. Application::update();
  304. ProjectLibrary::instance().update();
  305. EditorWindowManager::instance().update();
  306. }
  307. bool EditorApplication::isProjectLoaded() const
  308. {
  309. return true; // TODO - DEBUG ONLY
  310. }
  311. bool EditorApplication::isGameViewFocused() const
  312. {
  313. return false; // TODO
  314. }
  315. bool EditorApplication::isSceneViewFocused() const
  316. {
  317. return true; // TODO
  318. }
  319. const Path& EditorApplication::getActiveProjectPath() const
  320. {
  321. static Path dummyProjectPath = L"D:\\DummyBansheeProject\\";
  322. return dummyProjectPath;
  323. }
  324. EditorWidgetLayoutPtr EditorApplication::loadWidgetLayout()
  325. {
  326. Path layoutPath = getActiveProjectPath();
  327. layoutPath.append(WIDGET_LAYOUT_PATH);
  328. if(FileSystem::exists(layoutPath))
  329. {
  330. FileSerializer fs;
  331. return std::static_pointer_cast<EditorWidgetLayout>(fs.decode(layoutPath));
  332. }
  333. return nullptr;
  334. }
  335. void EditorApplication::saveWidgetLayout(const EditorWidgetLayoutPtr& layout)
  336. {
  337. Path layoutPath = getActiveProjectPath();
  338. layoutPath.append(WIDGET_LAYOUT_PATH);
  339. FileSerializer fs;
  340. fs.encode(layout.get(), layoutPath);
  341. }
  342. EditorApplication& gEditorApplication()
  343. {
  344. return static_cast<EditorApplication&>(EditorApplication::instance());
  345. }
  346. }