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- #include "BsEditorApplication.h"
- #include "BsEditorWindowManager.h"
- #include "BsEditorWidgetManager.h"
- #include "BsMainEditorWindow.h"
- #include "BsApplication.h"
- #include "CmApplication.h"
- #include "CmRenderWindow.h"
- #include "BsEditorGUI.h"
- #include "BsUndoRedo.h"
- #include "CmFileSerializer.h"
- #include "CmFileSystem.h"
- #include "CmPath.h"
- #include "BsEditorWidgetLayout.h"
- // DEBUG ONLY
- #include "DbgEditorWidget1.h"
- #include "DbgEditorWidget2.h"
- #include "CmResources.h"
- #include "CmSceneObject.h"
- #include "CmImporter.h"
- #include "CmGpuProgram.h"
- #include "CmGpuProgramImportOptions.h"
- #include "CmShader.h"
- #include "CmTexture.h"
- #include "CmMaterial.h"
- #include "CmTechnique.h"
- #include "CmPass.h"
- #include "BsRenderable.h"
- #include "BsDbgTestGameObjectRef.h"
- #include "BsVirtualInput.h"
- #include "CmWin32FolderMonitor.h"
- #include "BsProjectLibrary.h"
- #include "BsCamera.h"
- #include "BsGUIWidget.h"
- #include "BsGUIArea.h"
- #include "BsGUIButton.h"
- #include "BsGUILayout.h"
- #include "BsEvent.h"
- namespace BansheeEngine
- {
- const Path EditorApplication::WIDGET_LAYOUT_PATH = L"Internal\\Layout.asset";
- EditorApplication::EditorApplication(RenderSystemPlugin renderSystemPlugin)
- :mActiveRSPlugin(renderSystemPlugin)
- {
- // START DEBUG
-
- class TmpClass
- {
- public:
- void someMEthod(int a)
- {
- b = a;
- }
- int b;
- };
- TmpClass instance;
- Event<void (int)> myEvent;
- HEvent evSomeMethod = myEvent.connect(std::bind(&TmpClass::someMEthod, instance, std::placeholders::_1));
- evSomeMethod.disconnect();
- myEvent(5);
- // END DEBUG
- RENDER_WINDOW_DESC renderWindowDesc;
- renderWindowDesc.width = 1280;
- renderWindowDesc.height = 720;
- renderWindowDesc.title = "BansheeEditor";
- renderWindowDesc.fullscreen = false;
- renderWindowDesc.border = WindowBorder::None;
- const String& renderSystemLibraryName = getLibraryNameForRenderSystem(renderSystemPlugin);
- gBansheeApp().startUp(renderWindowDesc, renderSystemLibraryName, "BansheeForwardRenderer"); // TODO - Make renderer and resource cache dir customizable
- EditorGUI::startUp(cm_new<EditorGUI>());
- {
- auto inputConfig = VirtualInput::instance().getConfiguration();
- inputConfig->registerButton("Rename", BC_F2);
- inputConfig->registerButton("Undo", BC_Z, VButtonModifier::Ctrl);
- inputConfig->registerButton("Redo", BC_Y, VButtonModifier::Ctrl);
- inputConfig->registerButton("Copy", BC_C, VButtonModifier::Ctrl);
- inputConfig->registerButton("Cut", BC_X, VButtonModifier::Ctrl);
- inputConfig->registerButton("Paste", BC_V, VButtonModifier::Ctrl);
- inputConfig->registerButton("Delete", BC_DELETE);
- }
- ProjectLibrary::startUp(cm_new<ProjectLibrary>(getActiveProjectPath()));
- UndoRedo::startUp(cm_new<UndoRedo>());
- EditorWindowManager::startUp(cm_new<EditorWindowManager>());
- MainEditorWindow* mainWindow = MainEditorWindow::create(gApplication().getPrimaryWindow());
- EditorWidgetManager::startUp(cm_new<EditorWidgetManager>());
- gApplication().loadPlugin("SBansheeEditor"); // Managed part of the editor
- EditorWidgetLayoutPtr layout = loadWidgetLayout();
- if(layout != nullptr)
- EditorWidgetManager::instance().setLayout(layout);
- /************************************************************************/
- /* DEBUG CODE */
- /************************************************************************/
- RenderSystem* renderSystem = RenderSystem::instancePtr();
- RenderWindowPtr renderWindow = gApplication().getPrimaryWindow();
- HSceneObject testModelGO = SceneObject::create("TestMesh");
- HRenderable testRenderable = testModelGO->addComponent<Renderable>();
- WString psLoc;
- WString vsLoc;
- GpuProgramProfile psProfile;
- GpuProgramProfile vsProfile;
- String psEntry;
- String vsEntry;
- String language;
- switch (renderSystemPlugin)
- {
- case RenderSystemPlugin::DX11:
- {
- psLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl11_ps.gpuprog";
- vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl11_vs.gpuprog";
- language = "hlsl";
- psProfile = GPP_PS_4_0;
- vsProfile = GPP_VS_4_0;
- psEntry = "ps_main";
- vsEntry = "vs_main";
- break;
- }
- case RenderSystemPlugin::DX9:
- {
- psLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl9_ps.gpuprog";
- vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\hlsl9_vs.gpuprog";
- language = "hlsl";
- psProfile = GPP_PS_2_0;
- vsProfile = GPP_VS_2_0;
- psEntry = "ps_main";
- vsEntry = "vs_main";
- break;
- }
- case RenderSystemPlugin::OpenGL:
- {
- psLoc = L"C:\\Projects\\BansheeEngine\\Data\\glsl_ps.gpuprog";
- vsLoc = L"C:\\Projects\\BansheeEngine\\Data\\glsl_vs.gpuprog";
- language = "glsl";
- psProfile = GPP_PS_2_0;
- vsProfile = GPP_VS_2_0;
- psEntry = "main";
- vsEntry = "main";
- break;
- }
- }
- ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(psLoc);
- if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
- {
- GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
- importOptions->setEntryPoint(psEntry);
- importOptions->setLanguage(language);
- importOptions->setProfile(psProfile);
- importOptions->setType(GPT_FRAGMENT_PROGRAM);
- }
- HHighLevelGpuProgram fragProgRef = Importer::instance().import(psLoc, gpuProgImportOptions);
- gpuProgImportOptions = Importer::instance().createImportOptions(vsLoc);
- if(rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
- {
- GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
- importOptions->setEntryPoint(vsEntry);
- importOptions->setLanguage(language);
- importOptions->setProfile(vsProfile);
- importOptions->setType(GPT_VERTEX_PROGRAM);
- }
- HHighLevelGpuProgram vertProgRef = Importer::instance().import(vsLoc, gpuProgImportOptions);
- gResources().save(vertProgRef, L"C:\\vertProgCg.vprog", true);
- gResources().unload(vertProgRef);
- vertProgRef = gResources().load(L"C:\\vertProgCg.vprog");
- gResources().save(fragProgRef, L"C:\\fragProgCg.vprog", true);
- gResources().unload(fragProgRef);
- fragProgRef = gResources().load(L"C:\\fragProgCg.vprog");
- ShaderPtr testShader = Shader::create("TestShader");
- testShader->addParameter("matViewProjection", "matViewProjection", GPDT_MATRIX_4X4);
- if(renderSystemPlugin == RenderSystemPlugin::DX11)
- testShader->addParameter("input", "input", GPDT_STRUCT, 2, 8);
- testShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
- testShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
- TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
- PassPtr newPassGL = newTechniqueGL->addPass();
- newPassGL->setVertexProgram(vertProgRef);
- newPassGL->setFragmentProgram(fragProgRef);
- // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
- // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
- // render systems/renderers per technique
- TechniquePtr newTechniqueDX = testShader->addTechnique("D3D9RenderSystem", "ForwardRenderer");
- PassPtr newPassDX = newTechniqueDX->addPass();
- newPassDX->setVertexProgram(vertProgRef);
- newPassDX->setFragmentProgram(fragProgRef);
- TechniquePtr newTechniqueDX11 = testShader->addTechnique("D3D11RenderSystem", "ForwardRenderer");
- PassPtr newPassDX11 = newTechniqueDX11->addPass();
- newPassDX11->setVertexProgram(vertProgRef);
- newPassDX11->setFragmentProgram(fragProgRef);
- HMaterial testMaterial = Material::create();
- testMaterial->setShader(testShader);
- testMaterial->setMat4("matViewProjection", Matrix4::IDENTITY);
- if(renderSystemPlugin == RenderSystemPlugin::DX11)
- {
- float dbgMultipliers1[2];
- dbgMultipliers1[0] = 0.0f;
- dbgMultipliers1[1] = 0.0f;
- float dbgMultipliers2[2];
- dbgMultipliers2[0] = 1.0f;
- dbgMultipliers2[1] = 1.0f;
- testMaterial->setStructData("input", dbgMultipliers1, sizeof(dbgMultipliers1), 0);
- testMaterial->setStructData("input", dbgMultipliers2, sizeof(dbgMultipliers2), 1);
- }
- HTexture testTexRef = static_resource_cast<Texture>(Importer::instance().import(L"C:\\ArenaTowerDFS.psd"));
- HMesh dbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import(L"C:\\X_Arena_Tower.FBX"));
- gResources().save(testTexRef, L"C:\\ExportTest.tex", true);
- gResources().save(dbgMeshRef, L"C:\\ExportMesh.mesh", true);
- gResources().unload(testTexRef);
- gResources().unload(dbgMeshRef);
- testTexRef = static_resource_cast<Texture>(gResources().loadAsync(L"C:\\ExportTest.tex"));
- dbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync(L"C:\\ExportMesh.mesh"));
- dbgMeshRef.synchronize();
- testTexRef.synchronize();
- testMaterial->setTexture("tex", testTexRef);
- gResources().save(testMaterial, L"C:\\ExportMaterial.mat", true);
- gResources().unload(testMaterial);
- testMaterial = gResources().load(L"C:\\ExportMaterial.mat");
- testRenderable->setMesh(dbgMeshRef);
- testRenderable->setMaterial(0, testMaterial);
- GameObjectHandle<DbgTestGameObjectRef> dbgTestGameObjectRef = testModelGO->addComponent<DbgTestGameObjectRef>();
- dbgTestGameObjectRef->mRenderable = testRenderable;
- HSceneObject clone = testModelGO->clone();
- GameObjectHandle<DbgTestGameObjectRef> clonedDbgTestGameObjectRef = clone->getComponent<DbgTestGameObjectRef>();
-
- testModelGO->destroy();
- //Win32FolderMonitor* folderMonitor = cm_new<Win32FolderMonitor>();
- //FolderChange folderChanges = (FolderChange)((UINT32)FolderChange::FileName | (UINT32)FolderChange::DirName |
- // (UINT32)FolderChange::Creation | (UINT32)FolderChange::LastWrite);
- //folderMonitor->startMonitor(L"D:\\TestDetect", true, folderChanges);
- //HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import(L"C:\\CursorDbg.psd"));
- //PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
- //gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, cursorPixelData);
- //gMainSyncedCA().submitToCoreThread(true);
- /************************************************************************/
- /* MODAL WINDOW */
- /************************************************************************/
- //RENDER_WINDOW_DESC modalWindowDesc;
- //modalWindowDesc.width = 200;
- //modalWindowDesc.height = 200;
- //modalWindowDesc.left = 0;
- //modalWindowDesc.top = 0;
- //modalWindowDesc.title = "ModalWindow";
- //modalWindowDesc.fullscreen = false;
- //modalWindowDesc.border = WindowBorder::None;
- //modalWindowDesc.toolWindow = true;
- //modalWindowDesc.modal = true;
- //RenderWindowPtr modalWindow = RenderWindow::create(modalWindowDesc, gApplication().getPrimaryWindow());
- //HSceneObject modalSceneObject = SceneObject::create("ModalWindow");
- //HCamera modalCamera = modalSceneObject->addComponent<Camera>();
- //modalCamera->initialize(modalWindow, 0.0f, 0.0f, 1.0f, 1.0f);
- //modalCamera->setNearClipDistance(5);
- //modalCamera->setAspectRatio(1.0f);
- //modalCamera->setIgnoreSceneRenderables(true);
- //HGUIWidget modalGUI = modalSceneObject->addComponent<GUIWidget>(modalCamera->getViewport().get());
- //modalGUI->setDepth(128);
- //modalGUI->setSkin(EditorGUI::instance().getSkin());
- //GUIArea* modalArea = GUIArea::createStretchedXY(*modalGUI, 0, 0, 0, 0, 500);
- //GUIButton* modalButton = GUIButton::create(*modalGUI, HString(L"Close"));
- //modalButton->onClick.connect(std::bind(&EditorApplication::closeModalWindow, modalWindow, modalSceneObject));
- //modalArea->getLayout().addElement(modalButton);
- /************************************************************************/
- /* END DEBUG CODE */
- /************************************************************************/
- gApplication().mainLoopCallback.connect(std::bind(&EditorApplication::update, this));
- DbgEditorWidget1::open(); // DEBUG ONLY
- DbgEditorWidget2::open(); // DEBUG ONLY
- gBansheeApp().runMainLoop();
- saveWidgetLayout(EditorWidgetManager::instance().getLayout());
- EditorWidgetManager::shutDown();
- EditorWindowManager::shutDown();
- UndoRedo::shutDown();
- /************************************************************************/
- /* DEBUG CODE */
- /************************************************************************/
- gResources().unload(testTexRef);
- gResources().unload(dbgMeshRef);
- gResources().unload(fragProgRef);
- gResources().unload(vertProgRef);
- gResources().unload(testMaterial);
- testMaterial = nullptr;
- testTexRef = nullptr;
- dbgMeshRef = nullptr;
- fragProgRef = nullptr;
- vertProgRef = nullptr;
- newPassGL = nullptr;
- newTechniqueGL = nullptr;
- newPassDX = nullptr;
- newTechniqueDX = nullptr;
- newPassDX11 = nullptr;
- newTechniqueDX11 = nullptr;
- testShader = nullptr;
- renderWindow = nullptr;
- /************************************************************************/
- /* END DEBUG CODE */
- /************************************************************************/
- ProjectLibrary::shutDown();
- EditorGUI::shutDown();
- gBansheeApp().shutDown();
- }
- void EditorApplication::closeModalWindow(RenderWindowPtr window, HSceneObject sceneObject)
- {
- //sceneObject->destroy();
- window->destroy();
- }
- EditorApplication::~EditorApplication()
- {
- // TODO - Move shutdown code from constructor to here. Right now I don't care because cleanup
- // isn't working as intended and if I move stuff I will probably break it even more
- }
- void EditorApplication::runMainLoop()
- {
- // TODO - Move "runMainLoop" code from constructor to here. Right now I don't care because cleanup
- // isn't working as intended and if I move stuff I will probably break it even more
- }
- void EditorApplication::update()
- {
- ProjectLibrary::instance().update();
- EditorWindowManager::instance().update();
- }
- bool EditorApplication::isProjectLoaded() const
- {
- return true; // TODO - DEBUG ONLY
- }
- const Path& EditorApplication::getActiveProjectPath() const
- {
- static Path dummyProjectPath = L"D:\\DummyBansheeProject\\";
- return dummyProjectPath;
- }
- const String& EditorApplication::getLibraryNameForRenderSystem(RenderSystemPlugin plugin)
- {
- static String DX11Name = "CamelotD3D11RenderSystem";
- static String DX9Name = "CamelotD3D9RenderSystem";
- static String OpenGLName = "CamelotGLRenderSystem";
- switch(plugin)
- {
- case RenderSystemPlugin::DX11:
- return DX11Name;
- case RenderSystemPlugin::DX9:
- return DX9Name;
- case RenderSystemPlugin::OpenGL:
- return OpenGLName;
- }
- return StringUtil::BLANK;
- }
- EditorWidgetLayoutPtr EditorApplication::loadWidgetLayout()
- {
- Path layoutPath = getActiveProjectPath();
- layoutPath.append(WIDGET_LAYOUT_PATH);
- if(FileSystem::exists(layoutPath))
- {
- FileSerializer fs;
- return std::static_pointer_cast<EditorWidgetLayout>(fs.decode(layoutPath));
- }
- return nullptr;
- }
- void EditorApplication::saveWidgetLayout(const EditorWidgetLayoutPtr& layout)
- {
- Path layoutPath = getActiveProjectPath();
- layoutPath.append(WIDGET_LAYOUT_PATH);
- FileSerializer fs;
- fs.encode(layout.get(), layoutPath);
- }
- }
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