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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 "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)
  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. /************************************************************************/
  89. /* DEBUG CODE */
  90. /************************************************************************/
  91. gResources().unload(mTestTexRef);
  92. gResources().unload(mDbgMeshRef);
  93. gResources().unload(mFragProgRef);
  94. gResources().unload(mVertProgRef);
  95. gResources().unload(mTestMaterial);
  96. mTestMaterial = nullptr;
  97. mTestTexRef = nullptr;
  98. mDbgMeshRef = nullptr;
  99. mFragProgRef = nullptr;
  100. mVertProgRef = nullptr;
  101. mNewPassGL = nullptr;
  102. mNewTechniqueGL = nullptr;
  103. mNewPassDX = nullptr;
  104. mNewTechniqueDX = nullptr;
  105. mNewPassDX11 = nullptr;
  106. mNewTechniqueDX11 = nullptr;
  107. mTestShader = nullptr;
  108. /************************************************************************/
  109. /* END DEBUG CODE */
  110. /************************************************************************/
  111. ProjectLibrary::shutDown();
  112. BuiltinEditorResources::shutDown();
  113. }
  114. void EditorApplication::onStartUp()
  115. {
  116. Application::onStartUp();
  117. MainEditorWindow* mainWindow = MainEditorWindow::create(getPrimaryWindow());
  118. loadPlugin("SBansheeEditor"); // Managed part of the editor
  119. EditorWidgetLayoutPtr layout = loadWidgetLayout();
  120. if (layout != nullptr)
  121. EditorWidgetManager::instance().setLayout(layout);
  122. SceneEditorWidget::open();
  123. /************************************************************************/
  124. /* DEBUG CODE */
  125. /************************************************************************/
  126. RenderSystem* renderSystem = RenderSystem::instancePtr();
  127. HSceneObject testModelGO = SceneObject::create("TestMesh");
  128. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  129. WString psLoc;
  130. WString vsLoc;
  131. GpuProgramProfile psProfile;
  132. GpuProgramProfile vsProfile;
  133. String psEntry;
  134. String vsEntry;
  135. String language;
  136. switch (mActiveRSPlugin)
  137. {
  138. case RenderSystemPlugin::DX11:
  139. {
  140. psLoc = L"..\\..\\..\\..\\Data\\hlsl11_ps.gpuprog";
  141. vsLoc = L"..\\..\\..\\..\\Data\\hlsl11_vs.gpuprog";
  142. language = "hlsl";
  143. psProfile = GPP_FS_4_0;
  144. vsProfile = GPP_VS_4_0;
  145. psEntry = "ps_main";
  146. vsEntry = "vs_main";
  147. break;
  148. }
  149. case RenderSystemPlugin::DX9:
  150. {
  151. psLoc = L"..\\..\\..\\..\\Data\\hlsl9_ps.gpuprog";
  152. vsLoc = L"..\\..\\..\\..\\Data\\hlsl9_vs.gpuprog";
  153. language = "hlsl";
  154. psProfile = GPP_FS_2_0;
  155. vsProfile = GPP_VS_2_0;
  156. psEntry = "ps_main";
  157. vsEntry = "vs_main";
  158. break;
  159. }
  160. case RenderSystemPlugin::OpenGL:
  161. {
  162. psLoc = L"..\\..\\..\\..\\Data\\glsl_ps.gpuprog";
  163. vsLoc = L"..\\..\\..\\..\\Data\\glsl_vs.gpuprog";
  164. language = "glsl";
  165. psProfile = GPP_FS_2_0;
  166. vsProfile = GPP_VS_2_0;
  167. psEntry = "main";
  168. vsEntry = "main";
  169. break;
  170. }
  171. }
  172. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(psLoc);
  173. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  174. {
  175. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  176. importOptions->setEntryPoint(psEntry);
  177. importOptions->setLanguage(language);
  178. importOptions->setProfile(psProfile);
  179. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  180. }
  181. mFragProgRef = Importer::instance().import(psLoc, gpuProgImportOptions);
  182. gpuProgImportOptions = Importer::instance().createImportOptions(vsLoc);
  183. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  184. {
  185. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  186. importOptions->setEntryPoint(vsEntry);
  187. importOptions->setLanguage(language);
  188. importOptions->setProfile(vsProfile);
  189. importOptions->setType(GPT_VERTEX_PROGRAM);
  190. }
  191. mVertProgRef = Importer::instance().import(vsLoc, gpuProgImportOptions);
  192. gResources().save(mVertProgRef, L"C:\\vertProgCg.vprog", true);
  193. gResources().unload(mVertProgRef);
  194. mVertProgRef = gResources().load(L"C:\\vertProgCg.vprog");
  195. gResources().save(mFragProgRef, L"C:\\fragProgCg.vprog", true);
  196. gResources().unload(mFragProgRef);
  197. mFragProgRef = gResources().load(L"C:\\fragProgCg.vprog");
  198. mTestShader = Shader::create("TestShader");
  199. mTestShader->addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  200. mTestShader->addParameter("samp", "samp", GPOT_SAMPLER2D);
  201. mTestShader->addParameter("tex", "tex", GPOT_TEXTURE2D);
  202. mTestShader->setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  203. mNewTechniqueGL = mTestShader->addTechnique("GLRenderSystem", "BansheeRenderer");
  204. mNewPassGL = mNewTechniqueGL->addPass();
  205. mNewPassGL->setVertexProgram(mVertProgRef);
  206. mNewPassGL->setFragmentProgram(mFragProgRef);
  207. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  208. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  209. // render systems/renderers per technique
  210. mNewTechniqueDX = mTestShader->addTechnique("D3D9RenderSystem", "BansheeRenderer");
  211. mNewPassDX = mNewTechniqueDX->addPass();
  212. mNewPassDX->setVertexProgram(mVertProgRef);
  213. mNewPassDX->setFragmentProgram(mFragProgRef);
  214. mNewTechniqueDX11 = mTestShader->addTechnique("D3D11RenderSystem", "BansheeRenderer");
  215. mNewPassDX11 = mNewTechniqueDX11->addPass();
  216. mNewPassDX11->setVertexProgram(mVertProgRef);
  217. mNewPassDX11->setFragmentProgram(mFragProgRef);
  218. mTestMaterial = Material::create();
  219. mTestMaterial->setShader(mTestShader);
  220. mTestTexRef = static_resource_cast<Texture>(Importer::instance().import(L"..\\..\\..\\..\\Data\\Examples\\Dragon.tga"));
  221. mDbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import(L"..\\..\\..\\..\\Data\\Examples\\Dragon.fbx"));
  222. gResources().save(mTestTexRef, L"C:\\ExportTest.tex", true);
  223. gResources().save(mDbgMeshRef, L"C:\\ExportMesh.mesh", true);
  224. gResources().unload(mTestTexRef);
  225. gResources().unload(mDbgMeshRef);
  226. mTestTexRef = static_resource_cast<Texture>(gResources().loadAsync(L"C:\\ExportTest.tex"));
  227. mDbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync(L"C:\\ExportMesh.mesh"));
  228. mDbgMeshRef.synchronize();
  229. mTestTexRef.synchronize();
  230. mTestMaterial->setTexture("tex", mTestTexRef);
  231. gResources().save(mTestMaterial, L"C:\\ExportMaterial.mat", true);
  232. gResources().unload(mTestMaterial);
  233. mTestMaterial = gResources().load(L"C:\\ExportMaterial.mat");
  234. testRenderable->setMesh(mDbgMeshRef);
  235. testRenderable->setMaterial(0, mTestMaterial);
  236. GameObjectHandle<DbgTestGameObjectRef> dbgTestGameObjectRef = testModelGO->addComponent<DbgTestGameObjectRef>();
  237. dbgTestGameObjectRef->mRenderable = testRenderable;
  238. HSceneObject clone = testModelGO->clone();
  239. GameObjectHandle<DbgTestGameObjectRef> clonedDbgTestGameObjectRef = clone->getComponent<DbgTestGameObjectRef>();
  240. testModelGO->destroy();
  241. //Win32FolderMonitor* folderMonitor = bs_new<Win32FolderMonitor>();
  242. //FolderChange folderChanges = (FolderChange)((UINT32)FolderChange::FileName | (UINT32)FolderChange::DirName |
  243. // (UINT32)FolderChange::Creation | (UINT32)FolderChange::LastWrite);
  244. //folderMonitor->startMonitor(L"D:\\TestDetect", true, folderChanges);
  245. //HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import(L"C:\\CursorDbg.psd"));
  246. //PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  247. //gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, cursorPixelData);
  248. //gMainSyncedCA().submitToCoreThread(true);
  249. /************************************************************************/
  250. /* MODAL WINDOW */
  251. /************************************************************************/
  252. //RENDER_WINDOW_DESC modalWindowDesc;
  253. //modalWindowDesc.width = 200;
  254. //modalWindowDesc.height = 200;
  255. //modalWindowDesc.left = 0;
  256. //modalWindowDesc.top = 0;
  257. //modalWindowDesc.title = "ModalWindow";
  258. //modalWindowDesc.fullscreen = false;
  259. //modalWindowDesc.border = WindowBorder::None;
  260. //modalWindowDesc.toolWindow = true;
  261. //modalWindowDesc.modal = true;
  262. //RenderWindowPtr modalWindow = RenderWindow::create(modalWindowDesc, gApplication().getPrimaryWindow());
  263. //HSceneObject modalSceneObject = SceneObject::create("ModalWindow");
  264. //HCamera modalCamera = modalSceneObject->addComponent<Camera>();
  265. //modalCamera->initialize(modalWindow, 0.0f, 0.0f, 1.0f, 1.0f);
  266. //modalCamera->setNearClipDistance(5);
  267. //modalCamera->setAspectRatio(1.0f);
  268. //modalCamera->setIgnoreSceneRenderables(true);
  269. //HGUIWidget modalGUI = modalSceneObject->addComponent<GUIWidget>(modalCamera->getViewport().get());
  270. //modalGUI->setDepth(128);
  271. //modalGUI->setSkin(EditorGUI::instance().getSkin());
  272. //GUIArea* modalArea = GUIArea::createStretchedXY(*modalGUI, 0, 0, 0, 0, 500);
  273. //GUIButton* modalButton = GUIButton::create(*modalGUI, HString(L"Close"));
  274. //modalButton->onClick.connect(std::bind(&EditorApplication::closeModalWindow, modalWindow, modalSceneObject));
  275. //modalArea->getLayout().addElement(modalButton);
  276. /************************************************************************/
  277. /* END DEBUG CODE */
  278. /************************************************************************/
  279. DbgEditorWidget1::open(); // DEBUG ONLY
  280. DbgEditorWidget2::open(); // DEBUG ONLY
  281. }
  282. void EditorApplication::startUp(RenderSystemPlugin renderSystemPlugin)
  283. {
  284. CoreApplication::startUp<EditorApplication>(renderSystemPlugin);
  285. }
  286. void EditorApplication::closeModalWindow(RenderWindowPtr window, HSceneObject sceneObject)
  287. {
  288. //sceneObject->destroy();
  289. window->destroy();
  290. }
  291. void EditorApplication::update()
  292. {
  293. Application::update();
  294. ProjectLibrary::instance().update();
  295. EditorWindowManager::instance().update();
  296. GizmoManager::instance().update();
  297. }
  298. bool EditorApplication::isProjectLoaded() const
  299. {
  300. return true; // TODO - DEBUG ONLY
  301. }
  302. bool EditorApplication::isGameViewFocused() const
  303. {
  304. return false; // TODO
  305. }
  306. bool EditorApplication::isSceneViewFocused() const
  307. {
  308. return true; // TODO
  309. }
  310. const Path& EditorApplication::getActiveProjectPath() const
  311. {
  312. static Path dummyProjectPath = L"D:\\DummyBansheeProject\\";
  313. return dummyProjectPath;
  314. }
  315. EditorWidgetLayoutPtr EditorApplication::loadWidgetLayout()
  316. {
  317. Path layoutPath = getActiveProjectPath();
  318. layoutPath.append(WIDGET_LAYOUT_PATH);
  319. if(FileSystem::exists(layoutPath))
  320. {
  321. FileSerializer fs;
  322. return std::static_pointer_cast<EditorWidgetLayout>(fs.decode(layoutPath));
  323. }
  324. return nullptr;
  325. }
  326. void EditorApplication::saveWidgetLayout(const EditorWidgetLayoutPtr& layout)
  327. {
  328. Path layoutPath = getActiveProjectPath();
  329. layoutPath.append(WIDGET_LAYOUT_PATH);
  330. FileSerializer fs;
  331. fs.encode(layout.get(), layoutPath);
  332. }
  333. EditorApplication& gEditorApplication()
  334. {
  335. return static_cast<EditorApplication&>(EditorApplication::instance());
  336. }
  337. }