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