BsEditorApplication.cpp 12 KB

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