BsEditorApplication.cpp 16 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 "BsResourceImporter.h"
  11. #include "BsEditorWidgetLayout.h"
  12. #include "BsScenePicking.h"
  13. #include "BsSelection.h"
  14. #include "BsGizmoManager.h"
  15. #include "BsCodeEditor.h"
  16. #include "BsBuildManager.h"
  17. // DEBUG ONLY
  18. #include "DbgEditorWidget1.h"
  19. #include "DbgEditorWidget2.h"
  20. #include "BsResources.h"
  21. #include "BsSceneObject.h"
  22. #include "BsImporter.h"
  23. #include "BsGpuProgram.h"
  24. #include "BsGpuProgramImportOptions.h"
  25. #include "BsShader.h"
  26. #include "BsTexture.h"
  27. #include "BsMaterial.h"
  28. #include "BsTechnique.h"
  29. #include "BsPass.h"
  30. #include "BsRenderable.h"
  31. #include "BsDbgTestGameObjectRef.h"
  32. #include "BsVirtualInput.h"
  33. #include "BsFolderMonitor.h"
  34. #include "BsProjectLibrary.h"
  35. #include "BsCamera.h"
  36. #include "BsGUIWidget.h"
  37. #include "BsGUIArea.h"
  38. #include "BsGUIButton.h"
  39. #include "BsGUILayout.h"
  40. #include "BsEvent.h"
  41. #include "BsCoreRenderer.h"
  42. #include "BsEditorSettings.h"
  43. #include "BsMesh.h"
  44. #include "BsMath.h"
  45. namespace BansheeEngine
  46. {
  47. const Path EditorApplication::WIDGET_LAYOUT_PATH = L"Internal\\Layout.asset";
  48. const Path EditorApplication::BUILD_DATA_PATH = L"Internal\\BuildData.asset";
  49. RENDER_WINDOW_DESC createRenderWindowDesc()
  50. {
  51. RENDER_WINDOW_DESC renderWindowDesc;
  52. renderWindowDesc.videoMode = VideoMode(1280, 720);
  53. renderWindowDesc.title = "BansheeEditor";
  54. renderWindowDesc.fullscreen = false;
  55. renderWindowDesc.border = WindowBorder::None;
  56. return renderWindowDesc;
  57. }
  58. EditorApplication::EditorApplication(RenderSystemPlugin renderSystemPlugin)
  59. :Application(createRenderWindowDesc(), renderSystemPlugin, RendererPlugin::Default),
  60. mActiveRSPlugin(renderSystemPlugin), mSBansheeEditorPlugin(nullptr)
  61. {
  62. // TODO - Load project settings
  63. mEditorSettings = bs_shared_ptr<EditorSettings>();
  64. BuiltinEditorResources::startUp(renderSystemPlugin);
  65. {
  66. auto inputConfig = VirtualInput::instance().getConfiguration();
  67. inputConfig->registerButton("Rename", BC_F2);
  68. inputConfig->registerButton("Undo", BC_Z, VButtonModifier::Ctrl);
  69. inputConfig->registerButton("Redo", BC_Y, VButtonModifier::Ctrl);
  70. inputConfig->registerButton("Copy", BC_C, VButtonModifier::Ctrl);
  71. inputConfig->registerButton("Cut", BC_X, VButtonModifier::Ctrl);
  72. inputConfig->registerButton("Paste", BC_V, VButtonModifier::Ctrl);
  73. inputConfig->registerButton("Delete", BC_DELETE);
  74. }
  75. ResourceImporter* resourceImporter = bs_new<ResourceImporter>();
  76. Importer::instance()._registerAssetImporter(resourceImporter);
  77. ProjectLibrary::startUp(getProjectPath());
  78. UndoRedo::startUp();
  79. EditorWindowManager::startUp();
  80. EditorWidgetManager::startUp();
  81. ScenePicking::startUp();
  82. Selection::startUp();
  83. GizmoManager::startUp();
  84. BuildManager::startUp();
  85. CodeEditorManager::startUp();
  86. }
  87. EditorApplication::~EditorApplication()
  88. {
  89. BuildManager::instance().save(BUILD_DATA_PATH);
  90. CodeEditorManager::shutDown();
  91. BuildManager::shutDown();
  92. GizmoManager::shutDown();
  93. Selection::shutDown();
  94. ScenePicking::shutDown();
  95. saveWidgetLayout(EditorWidgetManager::instance().getLayout());
  96. // TODO - Save project settings
  97. EditorWidgetManager::shutDown();
  98. EditorWindowManager::shutDown();
  99. UndoRedo::shutDown();
  100. // We purposely don't unload this plugin, it needs to be unloaded after
  101. // all mono assemblies have been unloaded (since their finalizers will call
  102. // into the plugin). So we leave it to be unloaded automatically on app exit
  103. shutdownPlugin(mSBansheeEditorPlugin);
  104. /************************************************************************/
  105. /* DEBUG CODE */
  106. /************************************************************************/
  107. gResources().unload(mTestTexRef);
  108. gResources().unload(mDbgMeshRef);
  109. gResources().unload(mFragProgRef);
  110. gResources().unload(mVertProgRef);
  111. gResources().unload(mTestMaterial);
  112. mTestMaterial = nullptr;
  113. mTestTexRef = nullptr;
  114. mDbgMeshRef = nullptr;
  115. mFragProgRef = nullptr;
  116. mVertProgRef = nullptr;
  117. mNewPassGL = nullptr;
  118. mNewTechniqueGL = nullptr;
  119. mNewPassDX = nullptr;
  120. mNewTechniqueDX = nullptr;
  121. mNewPassDX11 = nullptr;
  122. mNewTechniqueDX11 = nullptr;
  123. mTestShader = nullptr;
  124. /************************************************************************/
  125. /* END DEBUG CODE */
  126. /************************************************************************/
  127. ProjectLibrary::shutDown();
  128. BuiltinEditorResources::shutDown();
  129. }
  130. void EditorApplication::onStartUp()
  131. {
  132. Application::onStartUp();
  133. MainEditorWindow* mainWindow = MainEditorWindow::create(getPrimaryWindow());
  134. loadPlugin("SBansheeEditor", &mSBansheeEditorPlugin); // Managed part of the editor
  135. EditorWidgetLayoutPtr layout = loadWidgetLayout();
  136. if (layout != nullptr)
  137. EditorWidgetManager::instance().setLayout(layout);
  138. BuildManager::instance().load(BUILD_DATA_PATH);
  139. /************************************************************************/
  140. /* DEBUG CODE */
  141. /************************************************************************/
  142. RenderAPICore* renderSystem = RenderAPICore::instancePtr();
  143. HSceneObject testModelGO = SceneObject::create("TestMesh");
  144. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  145. WString psLoc;
  146. WString vsLoc;
  147. GpuProgramProfile psProfile;
  148. GpuProgramProfile vsProfile;
  149. String psEntry;
  150. String vsEntry;
  151. String language;
  152. switch (mActiveRSPlugin)
  153. {
  154. case RenderSystemPlugin::DX11:
  155. {
  156. psLoc = L"..\\..\\..\\..\\Data\\hlsl11_ps.gpuprog";
  157. vsLoc = L"..\\..\\..\\..\\Data\\hlsl11_vs.gpuprog";
  158. language = "hlsl";
  159. psProfile = GPP_FS_4_0;
  160. vsProfile = GPP_VS_4_0;
  161. psEntry = "ps_main";
  162. vsEntry = "vs_main";
  163. break;
  164. }
  165. case RenderSystemPlugin::DX9:
  166. {
  167. psLoc = L"..\\..\\..\\..\\Data\\hlsl9_ps.gpuprog";
  168. vsLoc = L"..\\..\\..\\..\\Data\\hlsl9_vs.gpuprog";
  169. language = "hlsl";
  170. psProfile = GPP_FS_2_0;
  171. vsProfile = GPP_VS_2_0;
  172. psEntry = "ps_main";
  173. vsEntry = "vs_main";
  174. break;
  175. }
  176. case RenderSystemPlugin::OpenGL:
  177. {
  178. psLoc = L"..\\..\\..\\..\\Data\\glsl_ps.gpuprog";
  179. vsLoc = L"..\\..\\..\\..\\Data\\glsl_vs.gpuprog";
  180. language = "glsl";
  181. psProfile = GPP_FS_2_0;
  182. vsProfile = GPP_VS_2_0;
  183. psEntry = "main";
  184. vsEntry = "main";
  185. break;
  186. }
  187. }
  188. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(psLoc);
  189. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  190. {
  191. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  192. importOptions->setEntryPoint(psEntry);
  193. importOptions->setLanguage(language);
  194. importOptions->setProfile(psProfile);
  195. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  196. }
  197. mFragProgRef = Importer::instance().import<GpuProgram>(psLoc, gpuProgImportOptions);
  198. gpuProgImportOptions = Importer::instance().createImportOptions(vsLoc);
  199. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  200. {
  201. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  202. importOptions->setEntryPoint(vsEntry);
  203. importOptions->setLanguage(language);
  204. importOptions->setProfile(vsProfile);
  205. importOptions->setType(GPT_VERTEX_PROGRAM);
  206. }
  207. mVertProgRef = Importer::instance().import<GpuProgram>(vsLoc, gpuProgImportOptions);
  208. gResources().save(mVertProgRef, L"C:\\vertProgCg.vprog", true);
  209. gResources().unload(mVertProgRef);
  210. mVertProgRef = gResources().load<GpuProgram>(L"C:\\vertProgCg.vprog");
  211. gResources().save(mFragProgRef, L"C:\\fragProgCg.vprog", true);
  212. gResources().unload(mFragProgRef);
  213. mFragProgRef = gResources().load<GpuProgram>(L"C:\\fragProgCg.vprog");
  214. PASS_DESC passDesc;
  215. passDesc.vertexProgram = mVertProgRef;
  216. passDesc.fragmentProgram = mFragProgRef;
  217. mNewPassGL = Pass::create(passDesc);
  218. mNewTechniqueGL = Technique::create(RenderAPIOpenGL, "BansheeRenderer", { mNewPassGL });
  219. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  220. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  221. // render systems/renderers per technique
  222. mNewPassDX = Pass::create(passDesc);
  223. mNewTechniqueDX = Technique::create(RenderAPIDX9, "BansheeRenderer", { mNewPassDX });
  224. mNewPassDX11 = Pass::create(passDesc);
  225. mNewTechniqueDX11 = Technique::create(RenderAPIDX11, "BansheeRenderer", { mNewPassDX11 });
  226. SHADER_DESC shaderDesc;
  227. shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  228. shaderDesc.addParameter("samp", "samp", GPOT_SAMPLER2D);
  229. shaderDesc.addParameter("tex", "tex", GPOT_TEXTURE2D);
  230. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  231. mTestShader = Shader::create("TestShader", shaderDesc, { mNewTechniqueGL, mNewTechniqueDX, mNewTechniqueDX11 });
  232. mTestMaterial = Material::create(mTestShader);
  233. mTestTexRef = static_resource_cast<Texture>(Importer::instance().import(L"..\\..\\..\\..\\Data\\Examples\\Dragon.tga"));
  234. mDbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import(L"..\\..\\..\\..\\Data\\Examples\\Dragon.fbx"));
  235. gResources().save(mTestTexRef, L"C:\\ExportTest.tex", true);
  236. gResources().save(mDbgMeshRef, L"C:\\ExportMesh.mesh", true);
  237. gResources().unload(mTestTexRef);
  238. gResources().unload(mDbgMeshRef);
  239. mTestTexRef = static_resource_cast<Texture>(gResources().loadAsync(L"C:\\ExportTest.tex"));
  240. mDbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync(L"C:\\ExportMesh.mesh"));
  241. mDbgMeshRef.blockUntilLoaded();
  242. mDbgMeshRef->blockUntilCoreInitialized();
  243. mTestTexRef.blockUntilLoaded();
  244. mTestTexRef->blockUntilCoreInitialized();
  245. mTestMaterial->setTexture("tex", mTestTexRef);
  246. gResources().save(mTestShader, L"C:\\ExportShader.asset", true);
  247. gResources().save(mTestMaterial, L"C:\\ExportMaterial.mat", true);
  248. gResources().unload(mTestMaterial);
  249. gResources().unload(mTestShader);
  250. mTestShader = gResources().load<Shader>(L"C:\\ExportShader.asset");
  251. mTestMaterial = gResources().load<Material>(L"C:\\ExportMaterial.mat");
  252. testRenderable->setMesh(mDbgMeshRef);
  253. testRenderable->setMaterial(0, mTestMaterial);
  254. GameObjectHandle<DbgTestGameObjectRef> dbgTestGameObjectRef = testModelGO->addComponent<DbgTestGameObjectRef>();
  255. dbgTestGameObjectRef->mRenderable = testRenderable;
  256. HSceneObject clone = testModelGO->clone();
  257. GameObjectHandle<DbgTestGameObjectRef> clonedDbgTestGameObjectRef = clone->getComponent<DbgTestGameObjectRef>();
  258. clone->setScale(Vector3::ONE * 0.01f);
  259. testModelGO->destroy();
  260. //Win32FolderMonitor* folderMonitor = bs_new<Win32FolderMonitor>();
  261. //FolderChange folderChanges = (FolderChange)((UINT32)FolderChange::FileName | (UINT32)FolderChange::DirName |
  262. // (UINT32)FolderChange::Creation | (UINT32)FolderChange::LastWrite);
  263. //folderMonitor->startMonitor(L"D:\\TestDetect", true, folderChanges);
  264. //HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import(L"C:\\CursorDbg.psd"));
  265. //PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  266. //gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, cursorPixelData);
  267. //gMainSyncedCA().submitToCoreThread(true);
  268. /************************************************************************/
  269. /* MODAL WINDOW */
  270. /************************************************************************/
  271. //RENDER_WINDOW_DESC modalWindowDesc;
  272. //modalWindowDesc.width = 200;
  273. //modalWindowDesc.height = 200;
  274. //modalWindowDesc.left = 0;
  275. //modalWindowDesc.top = 0;
  276. //modalWindowDesc.title = "ModalWindow";
  277. //modalWindowDesc.fullscreen = false;
  278. //modalWindowDesc.border = WindowBorder::None;
  279. //modalWindowDesc.toolWindow = true;
  280. //modalWindowDesc.modal = true;
  281. //RenderWindowPtr modalWindow = RenderWindow::create(modalWindowDesc, gApplication().getPrimaryWindow());
  282. //HSceneObject modalSceneObject = SceneObject::create("ModalWindow");
  283. //HCamera modalCamera = modalSceneObject->addComponent<Camera>();
  284. //modalCamera->initialize(modalWindow, 0.0f, 0.0f, 1.0f, 1.0f);
  285. //modalCamera->setNearClipDistance(5);
  286. //modalCamera->setAspectRatio(1.0f);
  287. //modalCamera->setIgnoreSceneRenderables(true);
  288. //HGUIWidget modalGUI = modalSceneObject->addComponent<GUIWidget>(modalCamera->getViewport().get());
  289. //modalGUI->setDepth(128);
  290. //modalGUI->setSkin(EditorGUI::instance().getSkin());
  291. //GUIArea* modalArea = GUIArea::createStretchedXY(*modalGUI, 0, 0, 0, 0, 500);
  292. //GUIButton* modalButton = GUIButton::create(*modalGUI, HString(L"Close"));
  293. //modalButton->onClick.connect(std::bind(&EditorApplication::closeModalWindow, modalWindow, modalSceneObject));
  294. //modalArea->getLayout().addElement(modalButton);
  295. /************************************************************************/
  296. /* END DEBUG CODE */
  297. /************************************************************************/
  298. DbgEditorWidget1::open(); // DEBUG ONLY
  299. DbgEditorWidget2::open(); // DEBUG ONLY
  300. }
  301. void EditorApplication::onShutDown()
  302. {
  303. Application::onShutDown();
  304. }
  305. void EditorApplication::startUp(RenderSystemPlugin renderSystemPlugin)
  306. {
  307. CoreApplication::startUp<EditorApplication>(renderSystemPlugin);
  308. }
  309. void EditorApplication::closeModalWindow(RenderWindowPtr window, HSceneObject sceneObject)
  310. {
  311. //sceneObject->destroy();
  312. window->destroy();
  313. }
  314. void EditorApplication::update()
  315. {
  316. Application::update();
  317. ProjectLibrary::instance().update();
  318. EditorWindowManager::instance().update();
  319. }
  320. bool EditorApplication::isProjectLoaded() const
  321. {
  322. return true; // TODO - DEBUG ONLY
  323. }
  324. bool EditorApplication::isGameViewFocused() const
  325. {
  326. return false; // TODO
  327. }
  328. bool EditorApplication::isSceneViewFocused() const
  329. {
  330. return true; // TODO
  331. }
  332. const Path& EditorApplication::getProjectPath() const
  333. {
  334. static Path dummyProjectPath = L"D:\\DummyBansheeProject\\";
  335. return dummyProjectPath;
  336. }
  337. const WString& EditorApplication::getProjectName() const
  338. {
  339. static WString dummyProjectName = L"DummyBansheeProject";
  340. return dummyProjectName;
  341. }
  342. Path EditorApplication::getEditorAssemblyPath() const
  343. {
  344. Path assemblyPath = getBuiltinAssemblyFolder();
  345. assemblyPath.append(toWString(EDITOR_ASSEMBLY) + L".dll");
  346. return assemblyPath;
  347. }
  348. Path EditorApplication::getEditorScriptAssemblyPath() const
  349. {
  350. Path assemblyPath = getScriptAssemblyFolder();
  351. assemblyPath.append(toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  352. return assemblyPath;
  353. }
  354. Path EditorApplication::getScriptAssemblyFolder() const
  355. {
  356. Path assemblyFolder = getProjectPath();
  357. assemblyFolder.append(INTERNAL_ASSEMBLY_PATH);
  358. return assemblyFolder;
  359. }
  360. EditorWidgetLayoutPtr EditorApplication::loadWidgetLayout()
  361. {
  362. Path layoutPath = getProjectPath();
  363. layoutPath.append(WIDGET_LAYOUT_PATH);
  364. if(FileSystem::exists(layoutPath))
  365. {
  366. FileDecoder fs(layoutPath);
  367. return std::static_pointer_cast<EditorWidgetLayout>(fs.decode());
  368. }
  369. return nullptr;
  370. }
  371. void EditorApplication::saveWidgetLayout(const EditorWidgetLayoutPtr& layout)
  372. {
  373. Path layoutPath = getProjectPath();
  374. layoutPath.append(WIDGET_LAYOUT_PATH);
  375. FileEncoder fs(layoutPath);
  376. fs.encode(layout.get());
  377. }
  378. EditorApplication& gEditorApplication()
  379. {
  380. return static_cast<EditorApplication&>(EditorApplication::instance());
  381. }
  382. }