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 "BsRenderer.h"
  42. namespace BansheeEngine
  43. {
  44. const Path EditorApplication::WIDGET_LAYOUT_PATH = L"Internal\\Layout.asset";
  45. RENDER_WINDOW_DESC createRenderWindowDesc()
  46. {
  47. RENDER_WINDOW_DESC renderWindowDesc;
  48. renderWindowDesc.videoMode = VideoMode(1280, 720);
  49. renderWindowDesc.title = "BansheeEditor";
  50. renderWindowDesc.fullscreen = false;
  51. renderWindowDesc.border = WindowBorder::None;
  52. return renderWindowDesc;
  53. }
  54. EditorApplication::EditorApplication(RenderSystemPlugin renderSystemPlugin)
  55. :Application(createRenderWindowDesc(), renderSystemPlugin, RendererPlugin::Default),
  56. mActiveRSPlugin(renderSystemPlugin), mSBansheeEditorPlugin(nullptr)
  57. {
  58. BuiltinEditorResources::startUp(renderSystemPlugin);
  59. {
  60. auto inputConfig = VirtualInput::instance().getConfiguration();
  61. inputConfig->registerButton("Rename", BC_F2);
  62. inputConfig->registerButton("Undo", BC_Z, VButtonModifier::Ctrl);
  63. inputConfig->registerButton("Redo", BC_Y, VButtonModifier::Ctrl);
  64. inputConfig->registerButton("Copy", BC_C, VButtonModifier::Ctrl);
  65. inputConfig->registerButton("Cut", BC_X, VButtonModifier::Ctrl);
  66. inputConfig->registerButton("Paste", BC_V, VButtonModifier::Ctrl);
  67. inputConfig->registerButton("Delete", BC_DELETE);
  68. }
  69. ResourceImporter* resourceImporter = bs_new<ResourceImporter>();
  70. Importer::instance()._registerAssetImporter(resourceImporter);
  71. ProjectLibrary::startUp(getActiveProjectPath());
  72. UndoRedo::startUp();
  73. EditorWindowManager::startUp();
  74. EditorWidgetManager::startUp();
  75. ScenePicking::startUp();
  76. Selection::startUp();
  77. GizmoManager::startUp();
  78. }
  79. EditorApplication::~EditorApplication()
  80. {
  81. GizmoManager::shutDown();
  82. Selection::shutDown();
  83. ScenePicking::shutDown();
  84. saveWidgetLayout(EditorWidgetManager::instance().getLayout());
  85. EditorWidgetManager::shutDown();
  86. EditorWindowManager::shutDown();
  87. UndoRedo::shutDown();
  88. // We purposely don't unload this plugin, it needs to be unloaded after
  89. // all mono assemblies have been unloaded (since their finalizers will call
  90. // into the plugin). So we leave it to be unloaded automatically on app exit
  91. shutdownPlugin(mSBansheeEditorPlugin);
  92. /************************************************************************/
  93. /* DEBUG CODE */
  94. /************************************************************************/
  95. gResources().unload(mTestTexRef);
  96. gResources().unload(mDbgMeshRef);
  97. gResources().unload(mFragProgRef);
  98. gResources().unload(mVertProgRef);
  99. gResources().unload(mTestMaterial);
  100. mTestMaterial = nullptr;
  101. mTestTexRef = nullptr;
  102. mDbgMeshRef = nullptr;
  103. mFragProgRef = nullptr;
  104. mVertProgRef = nullptr;
  105. mNewPassGL = nullptr;
  106. mNewTechniqueGL = nullptr;
  107. mNewPassDX = nullptr;
  108. mNewTechniqueDX = nullptr;
  109. mNewPassDX11 = nullptr;
  110. mNewTechniqueDX11 = nullptr;
  111. mTestShader = nullptr;
  112. /************************************************************************/
  113. /* END DEBUG CODE */
  114. /************************************************************************/
  115. ProjectLibrary::shutDown();
  116. BuiltinEditorResources::shutDown();
  117. }
  118. void EditorApplication::onStartUp()
  119. {
  120. Application::onStartUp();
  121. MainEditorWindow* mainWindow = MainEditorWindow::create(getPrimaryWindow());
  122. loadPlugin("SBansheeEditor", &mSBansheeEditorPlugin); // Managed part of the editor
  123. EditorWidgetLayoutPtr layout = loadWidgetLayout();
  124. if (layout != nullptr)
  125. EditorWidgetManager::instance().setLayout(layout);
  126. SceneEditorWidget::open();
  127. /************************************************************************/
  128. /* DEBUG CODE */
  129. /************************************************************************/
  130. RenderSystem* renderSystem = RenderSystem::instancePtr();
  131. HSceneObject testModelGO = SceneObject::create("TestMesh");
  132. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  133. WString psLoc;
  134. WString vsLoc;
  135. GpuProgramProfile psProfile;
  136. GpuProgramProfile vsProfile;
  137. String psEntry;
  138. String vsEntry;
  139. String language;
  140. switch (mActiveRSPlugin)
  141. {
  142. case RenderSystemPlugin::DX11:
  143. {
  144. psLoc = L"..\\..\\..\\..\\Data\\hlsl11_ps.gpuprog";
  145. vsLoc = L"..\\..\\..\\..\\Data\\hlsl11_vs.gpuprog";
  146. language = "hlsl";
  147. psProfile = GPP_FS_4_0;
  148. vsProfile = GPP_VS_4_0;
  149. psEntry = "ps_main";
  150. vsEntry = "vs_main";
  151. break;
  152. }
  153. case RenderSystemPlugin::DX9:
  154. {
  155. psLoc = L"..\\..\\..\\..\\Data\\hlsl9_ps.gpuprog";
  156. vsLoc = L"..\\..\\..\\..\\Data\\hlsl9_vs.gpuprog";
  157. language = "hlsl";
  158. psProfile = GPP_FS_2_0;
  159. vsProfile = GPP_VS_2_0;
  160. psEntry = "ps_main";
  161. vsEntry = "vs_main";
  162. break;
  163. }
  164. case RenderSystemPlugin::OpenGL:
  165. {
  166. psLoc = L"..\\..\\..\\..\\Data\\glsl_ps.gpuprog";
  167. vsLoc = L"..\\..\\..\\..\\Data\\glsl_vs.gpuprog";
  168. language = "glsl";
  169. psProfile = GPP_FS_2_0;
  170. vsProfile = GPP_VS_2_0;
  171. psEntry = "main";
  172. vsEntry = "main";
  173. break;
  174. }
  175. }
  176. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(psLoc);
  177. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  178. {
  179. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  180. importOptions->setEntryPoint(psEntry);
  181. importOptions->setLanguage(language);
  182. importOptions->setProfile(psProfile);
  183. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  184. }
  185. mFragProgRef = Importer::instance().import<GpuProgram>(psLoc, gpuProgImportOptions);
  186. gpuProgImportOptions = Importer::instance().createImportOptions(vsLoc);
  187. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  188. {
  189. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  190. importOptions->setEntryPoint(vsEntry);
  191. importOptions->setLanguage(language);
  192. importOptions->setProfile(vsProfile);
  193. importOptions->setType(GPT_VERTEX_PROGRAM);
  194. }
  195. mVertProgRef = Importer::instance().import<GpuProgram>(vsLoc, gpuProgImportOptions);
  196. gResources().save(mVertProgRef, L"C:\\vertProgCg.vprog", true);
  197. gResources().unload(mVertProgRef);
  198. mVertProgRef = gResources().load<GpuProgram>(L"C:\\vertProgCg.vprog");
  199. gResources().save(mFragProgRef, L"C:\\fragProgCg.vprog", true);
  200. gResources().unload(mFragProgRef);
  201. mFragProgRef = gResources().load<GpuProgram>(L"C:\\fragProgCg.vprog");
  202. mTestShader = Shader::create("TestShader");
  203. mTestShader->addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  204. mTestShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  205. mTestShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  206. mTestShader->setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  207. mNewTechniqueGL = mTestShader->addTechnique("GLRenderSystem", "BansheeRenderer");
  208. mNewPassGL = mNewTechniqueGL->addPass();
  209. mNewPassGL->setVertexProgram(mVertProgRef);
  210. mNewPassGL->setFragmentProgram(mFragProgRef);
  211. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  212. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  213. // render systems/renderers per technique
  214. mNewTechniqueDX = mTestShader->addTechnique("D3D9RenderSystem", "BansheeRenderer");
  215. mNewPassDX = mNewTechniqueDX->addPass();
  216. mNewPassDX->setVertexProgram(mVertProgRef);
  217. mNewPassDX->setFragmentProgram(mFragProgRef);
  218. mNewTechniqueDX11 = mTestShader->addTechnique("D3D11RenderSystem", "BansheeRenderer");
  219. mNewPassDX11 = mNewTechniqueDX11->addPass();
  220. mNewPassDX11->setVertexProgram(mVertProgRef);
  221. mNewPassDX11->setFragmentProgram(mFragProgRef);
  222. mTestMaterial = Material::create();
  223. mTestMaterial->setShader(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.synchronize();
  233. mTestTexRef.synchronize();
  234. mTestMaterial->setTexture("tex", mTestTexRef);
  235. gResources().save(mTestMaterial, L"C:\\ExportMaterial.mat", true);
  236. gResources().unload(mTestMaterial);
  237. mTestMaterial = gResources().load<Material>(L"C:\\ExportMaterial.mat");
  238. testRenderable->setMesh(mDbgMeshRef);
  239. testRenderable->setMaterial(0, mTestMaterial);
  240. GameObjectHandle<DbgTestGameObjectRef> dbgTestGameObjectRef = testModelGO->addComponent<DbgTestGameObjectRef>();
  241. dbgTestGameObjectRef->mRenderable = testRenderable;
  242. HSceneObject clone = testModelGO->clone();
  243. GameObjectHandle<DbgTestGameObjectRef> clonedDbgTestGameObjectRef = clone->getComponent<DbgTestGameObjectRef>();
  244. testModelGO->destroy();
  245. //Win32FolderMonitor* folderMonitor = bs_new<Win32FolderMonitor>();
  246. //FolderChange folderChanges = (FolderChange)((UINT32)FolderChange::FileName | (UINT32)FolderChange::DirName |
  247. // (UINT32)FolderChange::Creation | (UINT32)FolderChange::LastWrite);
  248. //folderMonitor->startMonitor(L"D:\\TestDetect", true, folderChanges);
  249. //HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import(L"C:\\CursorDbg.psd"));
  250. //PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  251. //gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, cursorPixelData);
  252. //gMainSyncedCA().submitToCoreThread(true);
  253. /************************************************************************/
  254. /* MODAL WINDOW */
  255. /************************************************************************/
  256. //RENDER_WINDOW_DESC modalWindowDesc;
  257. //modalWindowDesc.width = 200;
  258. //modalWindowDesc.height = 200;
  259. //modalWindowDesc.left = 0;
  260. //modalWindowDesc.top = 0;
  261. //modalWindowDesc.title = "ModalWindow";
  262. //modalWindowDesc.fullscreen = false;
  263. //modalWindowDesc.border = WindowBorder::None;
  264. //modalWindowDesc.toolWindow = true;
  265. //modalWindowDesc.modal = true;
  266. //RenderWindowPtr modalWindow = RenderWindow::create(modalWindowDesc, gApplication().getPrimaryWindow());
  267. //HSceneObject modalSceneObject = SceneObject::create("ModalWindow");
  268. //HCamera modalCamera = modalSceneObject->addComponent<Camera>();
  269. //modalCamera->initialize(modalWindow, 0.0f, 0.0f, 1.0f, 1.0f);
  270. //modalCamera->setNearClipDistance(5);
  271. //modalCamera->setAspectRatio(1.0f);
  272. //modalCamera->setIgnoreSceneRenderables(true);
  273. //HGUIWidget modalGUI = modalSceneObject->addComponent<GUIWidget>(modalCamera->getViewport().get());
  274. //modalGUI->setDepth(128);
  275. //modalGUI->setSkin(EditorGUI::instance().getSkin());
  276. //GUIArea* modalArea = GUIArea::createStretchedXY(*modalGUI, 0, 0, 0, 0, 500);
  277. //GUIButton* modalButton = GUIButton::create(*modalGUI, HString(L"Close"));
  278. //modalButton->onClick.connect(std::bind(&EditorApplication::closeModalWindow, modalWindow, modalSceneObject));
  279. //modalArea->getLayout().addElement(modalButton);
  280. /************************************************************************/
  281. /* END DEBUG CODE */
  282. /************************************************************************/
  283. DbgEditorWidget1::open(); // DEBUG ONLY
  284. DbgEditorWidget2::open(); // DEBUG ONLY
  285. }
  286. void EditorApplication::onShutDown()
  287. {
  288. Application::onShutDown();
  289. }
  290. void EditorApplication::startUp(RenderSystemPlugin renderSystemPlugin)
  291. {
  292. CoreApplication::startUp<EditorApplication>(renderSystemPlugin);
  293. }
  294. void EditorApplication::closeModalWindow(RenderWindowPtr window, HSceneObject sceneObject)
  295. {
  296. //sceneObject->destroy();
  297. window->destroy();
  298. }
  299. void EditorApplication::update()
  300. {
  301. Application::update();
  302. ProjectLibrary::instance().update();
  303. EditorWindowManager::instance().update();
  304. GizmoManager::instance().update();
  305. }
  306. bool EditorApplication::isProjectLoaded() const
  307. {
  308. return true; // TODO - DEBUG ONLY
  309. }
  310. bool EditorApplication::isGameViewFocused() const
  311. {
  312. return false; // TODO
  313. }
  314. bool EditorApplication::isSceneViewFocused() const
  315. {
  316. return true; // TODO
  317. }
  318. const Path& EditorApplication::getActiveProjectPath() const
  319. {
  320. static Path dummyProjectPath = L"D:\\DummyBansheeProject\\";
  321. return dummyProjectPath;
  322. }
  323. EditorWidgetLayoutPtr EditorApplication::loadWidgetLayout()
  324. {
  325. Path layoutPath = getActiveProjectPath();
  326. layoutPath.append(WIDGET_LAYOUT_PATH);
  327. if(FileSystem::exists(layoutPath))
  328. {
  329. FileSerializer fs;
  330. return std::static_pointer_cast<EditorWidgetLayout>(fs.decode(layoutPath));
  331. }
  332. return nullptr;
  333. }
  334. void EditorApplication::saveWidgetLayout(const EditorWidgetLayoutPtr& layout)
  335. {
  336. Path layoutPath = getActiveProjectPath();
  337. layoutPath.append(WIDGET_LAYOUT_PATH);
  338. FileSerializer fs;
  339. fs.encode(layout.get(), layoutPath);
  340. }
  341. EditorApplication& gEditorApplication()
  342. {
  343. return static_cast<EditorApplication&>(EditorApplication::instance());
  344. }
  345. }