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