BsEditorApplication.cpp 13 KB

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  1. #include "BsEditorApplication.h"
  2. #include "BsEditorWindowManager.h"
  3. #include "BsEditorWidgetManager.h"
  4. #include "BsMainEditorWindow.h"
  5. #include "BsApplication.h"
  6. #include "CmApplication.h"
  7. #include "CmRenderWindow.h"
  8. #include "BsEditorGUI.h"
  9. #include "BsUndoRedo.h"
  10. #include "CmFileSerializer.h"
  11. #include "CmFileSystem.h"
  12. #include "CmPath.h"
  13. #include "BsEditorWidgetLayout.h"
  14. // DEBUG ONLY
  15. #include "DbgEditorWidget1.h"
  16. #include "DbgEditorWidget2.h"
  17. #include "CmResources.h"
  18. #include "CmSceneObject.h"
  19. #include "CmImporter.h"
  20. #include "CmGpuProgram.h"
  21. #include "CmGpuProgramImportOptions.h"
  22. #include "CmShader.h"
  23. #include "CmTexture.h"
  24. #include "CmMaterial.h"
  25. #include "CmTechnique.h"
  26. #include "CmPass.h"
  27. #include "BsRenderable.h"
  28. #include "BsDbgTestGameObjectRef.h"
  29. #include "BsVirtualInput.h"
  30. #include "CmWin32FolderMonitor.h"
  31. #include "BsProjectLibrary.h"
  32. using namespace CamelotFramework;
  33. using namespace BansheeEngine;
  34. namespace BansheeEditor
  35. {
  36. const WString EditorApplication::WIDGET_LAYOUT_PATH = L"Internal\\Layout.asset";
  37. EditorApplication::EditorApplication(RenderSystemPlugin renderSystemPlugin)
  38. :mActiveRSPlugin(renderSystemPlugin)
  39. {
  40. RENDER_WINDOW_DESC renderWindowDesc;
  41. renderWindowDesc.width = 1280;
  42. renderWindowDesc.height = 720;
  43. renderWindowDesc.title = "BansheeEditor";
  44. renderWindowDesc.fullscreen = false;
  45. renderWindowDesc.border = WindowBorder::None;
  46. const String& renderSystemLibraryName = getLibraryNameForRenderSystem(renderSystemPlugin);
  47. gBansheeApp().startUp(renderWindowDesc, renderSystemLibraryName, "BansheeForwardRenderer"); // TODO - Make renderer and resource cache dir customizable
  48. EditorGUI::startUp(cm_new<EditorGUI>());
  49. {
  50. auto inputConfig = VirtualInput::instance().getConfiguration();
  51. inputConfig->registerButton("Rename", BC_F2);
  52. inputConfig->registerButton("Undo", BC_Z, VButtonModifier::Ctrl);
  53. inputConfig->registerButton("Redo", BC_Y, VButtonModifier::Ctrl);
  54. inputConfig->registerButton("Copy", BC_C, VButtonModifier::Ctrl);
  55. inputConfig->registerButton("Cut", BC_X, VButtonModifier::Ctrl);
  56. inputConfig->registerButton("Paste", BC_V, VButtonModifier::Ctrl);
  57. inputConfig->registerButton("Delete", BC_DELETE);
  58. }
  59. ProjectLibrary::startUp(cm_new<ProjectLibrary>(getActiveProjectPath()));
  60. //gApplication().loadPlugin("SBansheeEditor"); // Managed part of the editor
  61. /************************************************************************/
  62. /* DEBUG CODE */
  63. /************************************************************************/
  64. RenderSystem* renderSystem = RenderSystem::instancePtr();
  65. RenderWindowPtr renderWindow = gApplication().getPrimaryWindow();
  66. HSceneObject testModelGO = SceneObject::create("TestMesh");
  67. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  68. WString psLoc;
  69. WString vsLoc;
  70. GpuProgramProfile psProfile;
  71. GpuProgramProfile vsProfile;
  72. String psEntry;
  73. String vsEntry;
  74. String language;
  75. switch (renderSystemPlugin)
  76. {
  77. case RenderSystemPlugin::DX11:
  78. {
  79. psLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
  80. vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
  81. language = "hlsl";
  82. psProfile = GPP_PS_4_0;
  83. vsProfile = GPP_VS_4_0;
  84. psEntry = "ps_main";
  85. vsEntry = "vs_main";
  86. break;
  87. }
  88. case RenderSystemPlugin::DX9:
  89. {
  90. psLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
  91. vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
  92. language = "hlsl";
  93. psProfile = GPP_PS_2_0;
  94. vsProfile = GPP_VS_2_0;
  95. psEntry = "ps_main";
  96. vsEntry = "vs_main";
  97. break;
  98. }
  99. case RenderSystemPlugin::OpenGL:
  100. {
  101. psLoc = L"C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
  102. vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
  103. language = "glsl";
  104. psProfile = GPP_PS_2_0;
  105. vsProfile = GPP_VS_2_0;
  106. psEntry = "main";
  107. vsEntry = "main";
  108. break;
  109. }
  110. }
  111. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(psLoc);
  112. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  113. {
  114. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  115. importOptions->setEntryPoint(psEntry);
  116. importOptions->setLanguage(language);
  117. importOptions->setProfile(psProfile);
  118. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  119. }
  120. HHighLevelGpuProgram fragProgRef = Importer::instance().import(psLoc, gpuProgImportOptions);
  121. gpuProgImportOptions = Importer::instance().createImportOptions(vsLoc);
  122. if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  123. {
  124. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  125. importOptions->setEntryPoint(vsEntry);
  126. importOptions->setLanguage(language);
  127. importOptions->setProfile(vsProfile);
  128. importOptions->setType(GPT_VERTEX_PROGRAM);
  129. }
  130. HHighLevelGpuProgram vertProgRef = Importer::instance().import(vsLoc, gpuProgImportOptions);
  131. gResources().save(vertProgRef, L"C:\\vertProgCg.vprog", true);
  132. gResources().unload(vertProgRef);
  133. vertProgRef = gResources().load(L"C:\\vertProgCg.vprog");
  134. gResources().save(fragProgRef, L"C:\\fragProgCg.vprog", true);
  135. gResources().unload(fragProgRef);
  136. fragProgRef = gResources().load(L"C:\\fragProgCg.vprog");
  137. ShaderPtr testShader = Shader::create("TestShader");
  138. testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
  139. if(renderSystemPlugin == RenderSystemPlugin::DX11)
  140. testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
  141. testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  142. testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  143. TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
  144. PassPtr newPassGL = newTechniqueGL->addPass();
  145. newPassGL->setVertexProgram(vertProgRef);
  146. newPassGL->setFragmentProgram(fragProgRef);
  147. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  148. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  149. // render systems/renderers per technique
  150. TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
  151. PassPtr newPassDX = newTechniqueDX->addPass();
  152. newPassDX->setVertexProgram(vertProgRef);
  153. newPassDX->setFragmentProgram(fragProgRef);
  154. TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
  155. PassPtr newPassDX11 = newTechniqueDX11->addPass();
  156. newPassDX11->setVertexProgram(vertProgRef);
  157. newPassDX11->setFragmentProgram(fragProgRef);
  158. HMaterial testMaterial = Material::create();
  159. testMaterial->setShader(testShader);
  160. testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
  161. if(renderSystemPlugin == RenderSystemPlugin::DX11)
  162. {
  163. float dbgMultipliers1[2];
  164. dbgMultipliers1[0] = 0.0f;
  165. dbgMultipliers1[1] = 0.0f;
  166. float dbgMultipliers2[2];
  167. dbgMultipliers2[0] = 1.0f;
  168. dbgMultipliers2[1] = 1.0f;
  169. testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
  170. testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
  171. }
  172. HTexture testTexRef = static_resource_cast<Texture>(Importer::instance().import(L"C:\\ArenaTowerDFS.psd"));
  173. HMesh dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import(L"C:\\X_Arena_Tower.FBX"));
  174. gResources().save(testTexRef, L"C:\\ExportTest.tex", true);
  175. gResources().save(dbgMeshRef, L"C:\\ExportMesh.mesh", true);
  176. gResources().unload(testTexRef);
  177. gResources().unload(dbgMeshRef);
  178. testTexRef = static_resource_cast<Texture>(gResources().loadAsync(L"C:\\ExportTest.tex"));
  179. dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync(L"C:\\ExportMesh.mesh"));
  180. dbgMeshRef.synchronize();
  181. testTexRef.synchronize();
  182. testMaterial->setTexture("tex", testTexRef);
  183. gResources().save(testMaterial, L"C:\\ExportMaterial.mat", true);
  184. gResources().unload(testMaterial);
  185. testMaterial = gResources().load(L"C:\\ExportMaterial.mat");
  186. testRenderable->setMesh(dbgMeshRef);
  187. testRenderable->setMaterial(0, testMaterial);
  188. GameObjectHandle<DbgTestGameObjectRef> dbgTestGameObjectRef = testModelGO->addComponent<DbgTestGameObjectRef>();
  189. dbgTestGameObjectRef->mRenderable = testRenderable;
  190. HSceneObject clone = testModelGO->clone();
  191. GameObjectHandle<DbgTestGameObjectRef> clonedDbgTestGameObjectRef = clone->getComponent<DbgTestGameObjectRef>();
  192. testModelGO->destroy();
  193. //Win32FolderMonitor* folderMonitor = cm_new<Win32FolderMonitor>();
  194. //FolderChange folderChanges = (FolderChange)((UINT32)FolderChange::FileName | (UINT32)FolderChange::DirName |
  195. // (UINT32)FolderChange::Creation | (UINT32)FolderChange::LastWrite);
  196. //folderMonitor->startMonitor(L"D:\\TestDetect", true, folderChanges);
  197. HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import(L"C:\\CursorDbg.psd"));
  198. PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  199. gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, cursorPixelData);
  200. gMainSyncedCA().submitToCoreThread(true);
  201. /************************************************************************/
  202. /* END DEBUG CODE */
  203. /************************************************************************/
  204. UndoRedo::startUp(cm_new<UndoRedo>());
  205. EditorWindowManager::startUp(cm_new<EditorWindowManager>());
  206. MainEditorWindow* mainWindow = MainEditorWindow::create(gApplication().getPrimaryWindow());
  207. EditorWidgetManager::startUp(cm_new<EditorWidgetManager>());
  208. EditorWidgetLayoutPtr layout = loadWidgetLayout();
  209. if(layout != nullptr)
  210. EditorWidgetManager::instance().setLayout(layout);
  211. gApplication().mainLoopCallback.connect(boost::bind(&EditorApplication::update, this));
  212. DbgEditorWidget1::open(); // DEBUG ONLY
  213. DbgEditorWidget2::open(); // DEBUG ONLY
  214. gBansheeApp().runMainLoop();
  215. saveWidgetLayout(EditorWidgetManager::instance().getLayout());
  216. EditorWidgetManager::shutDown();
  217. EditorWindowManager::shutDown();
  218. UndoRedo::shutDown();
  219. /************************************************************************/
  220. /* DEBUG CODE */
  221. /************************************************************************/
  222. gResources().unload(testTexRef);
  223. gResources().unload(dbgMeshRef);
  224. gResources().unload(fragProgRef);
  225. gResources().unload(vertProgRef);
  226. gResources().unload(testMaterial);
  227. testMaterial = nullptr;
  228. testTexRef = nullptr;
  229. dbgMeshRef = nullptr;
  230. fragProgRef = nullptr;
  231. vertProgRef = nullptr;
  232. newPassGL = nullptr;
  233. newTechniqueGL = nullptr;
  234. newPassDX = nullptr;
  235. newTechniqueDX = nullptr;
  236. newPassDX11 = nullptr;
  237. newTechniqueDX11 = nullptr;
  238. testShader = nullptr;
  239. renderWindow = nullptr;
  240. /************************************************************************/
  241. /* END DEBUG CODE */
  242. /************************************************************************/
  243. ProjectLibrary::shutDown();
  244. EditorGUI::shutDown();
  245. gBansheeApp().shutDown();
  246. }
  247. EditorApplication::~EditorApplication()
  248. {
  249. // TODO - Move shutdown code from constructor to here. Right now I don't care because cleanup
  250. // isn't working as intended and if I move stuff I will probably break it even more
  251. }
  252. void EditorApplication::runMainLoop()
  253. {
  254. // TODO - Move "runMainLoop" code from constructor to here. Right now I don't care because cleanup
  255. // isn't working as intended and if I move stuff I will probably break it even more
  256. }
  257. void EditorApplication::update()
  258. {
  259. ProjectLibrary::instance().update();
  260. EditorWindowManager::instance().update();
  261. }
  262. bool EditorApplication::isProjectLoaded() const
  263. {
  264. return true; // TODO - DEBUG ONLY
  265. }
  266. const WString& EditorApplication::getActiveProjectPath() const
  267. {
  268. static WString dummyProjectPath = L"D:\\DummyBansheeProject";
  269. return dummyProjectPath;
  270. }
  271. const String& EditorApplication::getLibraryNameForRenderSystem(RenderSystemPlugin plugin)
  272. {
  273. static String DX11Name = "CamelotD3D11RenderSystem";
  274. static String DX9Name = "CamelotD3D9RenderSystem";
  275. static String OpenGLName = "CamelotGLRenderSystem";
  276. switch(plugin)
  277. {
  278. case RenderSystemPlugin::DX11:
  279. return DX11Name;
  280. case RenderSystemPlugin::DX9:
  281. return DX9Name;
  282. case RenderSystemPlugin::OpenGL:
  283. return OpenGLName;
  284. }
  285. return StringUtil::BLANK;
  286. }
  287. EditorWidgetLayoutPtr EditorApplication::loadWidgetLayout()
  288. {
  289. WString layoutPath = Path::combine(getActiveProjectPath(), WIDGET_LAYOUT_PATH);
  290. if(FileSystem::exists(layoutPath))
  291. {
  292. FileSerializer fs;
  293. return std::static_pointer_cast<EditorWidgetLayout>(fs.decode(layoutPath));
  294. }
  295. return nullptr;
  296. }
  297. void EditorApplication::saveWidgetLayout(const EditorWidgetLayoutPtr& layout)
  298. {
  299. WString layoutPath = Path::combine(getActiveProjectPath(), WIDGET_LAYOUT_PATH);
  300. FileSerializer fs;
  301. fs.encode(layout.get(), layoutPath);
  302. }
  303. }