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