Engine.cpp 30 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943
  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "../Audio/Audio.h"
  24. #include "../Engine/Console.h"
  25. #include "../Core/Context.h"
  26. #include "../Core/CoreEvents.h"
  27. #include "../Engine/DebugHud.h"
  28. #include "../Engine/Engine.h"
  29. #include "../IO/FileSystem.h"
  30. #include "../Graphics/Graphics.h"
  31. #include "../Input/Input.h"
  32. #include "../Input/InputEvents.h"
  33. #include "../IO/Log.h"
  34. #ifdef ATOMIC_NAVIGATION
  35. #include "../Navigation/NavigationMesh.h"
  36. #endif
  37. #ifdef ATOMIC_NETWORK
  38. #include "../Network/Network.h"
  39. #endif
  40. #include "../IO/PackageFile.h"
  41. #ifdef ATOMIC_PHYSICS
  42. #include "../Physics/PhysicsWorld.h"
  43. #endif
  44. #include "../Core/ProcessUtils.h"
  45. #include "../Core/Profiler.h"
  46. #include "../Graphics/Renderer.h"
  47. #include "../Resource/ResourceCache.h"
  48. #include "../Scene/Scene.h"
  49. #include "../Scene/SceneEvents.h"
  50. #ifdef ATOMIC_ATOMIC2D
  51. #include "../Atomic2D/Atomic2D.h"
  52. #endif
  53. #ifdef ATOMIC_3D
  54. #include "../Atomic3D/Atomic3D.h"
  55. #endif
  56. #ifdef ATOMIC_TBUI
  57. #include "../UI/TBUI.h"
  58. #endif
  59. #include "../Core/WorkQueue.h"
  60. #include "../Resource/XMLFile.h"
  61. #include "../DebugNew.h"
  62. #if defined(_MSC_VER) && defined(_DEBUG)
  63. // From dbgint.h
  64. #define nNoMansLandSize 4
  65. typedef struct _CrtMemBlockHeader
  66. {
  67. struct _CrtMemBlockHeader* pBlockHeaderNext;
  68. struct _CrtMemBlockHeader* pBlockHeaderPrev;
  69. char* szFileName;
  70. int nLine;
  71. size_t nDataSize;
  72. int nBlockUse;
  73. long lRequest;
  74. unsigned char gap[nNoMansLandSize];
  75. } _CrtMemBlockHeader;
  76. #endif
  77. namespace Atomic
  78. {
  79. extern const char* logLevelPrefixes[];
  80. Engine::Engine(Context* context) :
  81. Object(context),
  82. timeStep_(0.0f),
  83. timeStepSmoothing_(2),
  84. minFps_(10),
  85. #if defined(ANDROID) || defined(IOS) || defined(RPI)
  86. maxFps_(60),
  87. maxInactiveFps_(10),
  88. pauseMinimized_(true),
  89. #else
  90. maxFps_(200),
  91. maxInactiveFps_(60),
  92. pauseMinimized_(false),
  93. #endif
  94. #ifdef ATOMIC_TESTING
  95. timeOut_(0),
  96. #endif
  97. autoExit_(true),
  98. initialized_(false),
  99. exiting_(false),
  100. headless_(false),
  101. audioPaused_(false)
  102. {
  103. // Register self as a subsystem
  104. context_->RegisterSubsystem(this);
  105. // Create subsystems which do not depend on engine initialization or startup parameters
  106. context_->RegisterSubsystem(new Time(context_));
  107. context_->RegisterSubsystem(new WorkQueue(context_));
  108. #ifdef ATOMIC_PROFILING
  109. context_->RegisterSubsystem(new Profiler(context_));
  110. #endif
  111. context_->RegisterSubsystem(new FileSystem(context_));
  112. #ifdef ATOMIC_LOGGING
  113. context_->RegisterSubsystem(new Log(context_));
  114. #endif
  115. context_->RegisterSubsystem(new ResourceCache(context_));
  116. #ifdef ATOMIC_NETWORK
  117. context_->RegisterSubsystem(new Network(context_));
  118. #endif
  119. context_->RegisterSubsystem(new Input(context_));
  120. context_->RegisterSubsystem(new Audio(context_));
  121. #ifdef ATOMIC_TBUI
  122. // will render before UI
  123. context_->RegisterSubsystem(new TBUI(context_));
  124. #endif
  125. //context_->RegisterSubsystem(new UI(context_));
  126. // Register object factories for libraries which are not automatically registered along with subsystem creation
  127. RegisterSceneLibrary(context_);
  128. #ifdef ATOMIC_PHYSICS
  129. RegisterPhysicsLibrary(context_);
  130. #endif
  131. #ifdef ATOMIC_NAVIGATION
  132. RegisterNavigationLibrary(context_);
  133. #endif
  134. SubscribeToEvent(E_EXITREQUESTED, HANDLER(Engine, HandleExitRequested));
  135. }
  136. Engine::~Engine()
  137. {
  138. }
  139. bool Engine::Initialize(const VariantMap& parameters)
  140. {
  141. if (initialized_)
  142. return true;
  143. PROFILE(InitEngine);
  144. // Set headless mode
  145. headless_ = GetParameter(parameters, "Headless", false).GetBool();
  146. // Register the rest of the subsystems
  147. if (!headless_)
  148. {
  149. context_->RegisterSubsystem(new Graphics(context_));
  150. #ifdef ATOMIC_3D
  151. RegisterAtomic3DLibrary(context_);
  152. #endif
  153. context_->RegisterSubsystem(new Renderer(context_));
  154. }
  155. else
  156. {
  157. // Register graphics library objects explicitly in headless mode to allow them to work without using actual GPU resources
  158. RegisterGraphicsLibrary(context_);
  159. #ifdef ATOMIC_3D
  160. RegisterAtomic3DLibrary(context_);
  161. #endif
  162. }
  163. #ifdef ATOMIC_ATOMIC2D
  164. // 2D graphics library is dependent on 3D graphics library
  165. RegisterAtomic2DLibrary(context_);
  166. #endif
  167. // Start logging
  168. Log* log = GetSubsystem<Log>();
  169. if (log)
  170. {
  171. if (HasParameter(parameters, "LogLevel"))
  172. log->SetLevel(GetParameter(parameters, "LogLevel").GetInt());
  173. log->SetQuiet(GetParameter(parameters, "LogQuiet", false).GetBool());
  174. log->Open(GetParameter(parameters, "LogName", "Atomic.log").GetString());
  175. }
  176. // Set maximally accurate low res timer
  177. GetSubsystem<Time>()->SetTimerPeriod(1);
  178. // Configure max FPS
  179. if (GetParameter(parameters, "FrameLimiter", true) == false)
  180. SetMaxFps(0);
  181. // Set amount of worker threads according to the available physical CPU cores. Using also hyperthreaded cores results in
  182. // unpredictable extra synchronization overhead. Also reserve one core for the main thread
  183. unsigned numThreads = GetParameter(parameters, "WorkerThreads", true).GetBool() ? GetNumPhysicalCPUs() - 1 : 0;
  184. if (numThreads)
  185. {
  186. GetSubsystem<WorkQueue>()->CreateThreads(numThreads);
  187. LOGINFOF("Created %u worker thread%s", numThreads, numThreads > 1 ? "s" : "");
  188. }
  189. // Add resource paths
  190. ResourceCache* cache = GetSubsystem<ResourceCache>();
  191. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  192. String resourcePrefixPath = AddTrailingSlash(GetParameter(parameters, "ResourcePrefixPath", getenv("ATOMIC_PREFIX_PATH")).GetString());
  193. if (resourcePrefixPath.Empty())
  194. resourcePrefixPath = fileSystem->GetProgramDir();
  195. else if (!IsAbsolutePath(resourcePrefixPath))
  196. resourcePrefixPath = fileSystem->GetProgramDir() + resourcePrefixPath;
  197. Vector<String> resourcePaths = GetParameter(parameters, "ResourcePaths", "CoreData").GetString().Split(';');
  198. Vector<String> resourcePackages = GetParameter(parameters, "ResourcePackages").GetString().Split(';');
  199. Vector<String> autoLoadPaths = GetParameter(parameters, "AutoloadPaths", "Autoload").GetString().Split(';');
  200. for (unsigned i = 0; i < resourcePaths.Size(); ++i)
  201. {
  202. bool success = false;
  203. // If path is not absolute, prefer to add it as a package if possible
  204. if (!IsAbsolutePath(resourcePaths[i]))
  205. {
  206. String packageName = resourcePrefixPath + resourcePaths[i] + ".pak";
  207. if (fileSystem->FileExists(packageName))
  208. success = cache->AddPackageFile(packageName);
  209. if (!success)
  210. {
  211. String pathName = resourcePrefixPath + resourcePaths[i];
  212. if (fileSystem->DirExists(pathName))
  213. success = cache->AddResourceDir(pathName);
  214. }
  215. }
  216. else
  217. {
  218. String pathName = resourcePaths[i];
  219. if (fileSystem->DirExists(pathName))
  220. success = cache->AddResourceDir(pathName);
  221. }
  222. if (!success)
  223. {
  224. LOGERRORF("Failed to add resource path '%s', check the documentation on how to set the 'resource prefix path'", resourcePaths[i].CString());
  225. return false;
  226. }
  227. }
  228. // Then add specified packages
  229. for (unsigned i = 0; i < resourcePackages.Size(); ++i)
  230. {
  231. String packageName = resourcePrefixPath + resourcePackages[i];
  232. if (fileSystem->FileExists(packageName))
  233. {
  234. if (!cache->AddPackageFile(packageName))
  235. {
  236. LOGERRORF("Failed to add resource package '%s', check the documentation on how to set the 'resource prefix path'", resourcePackages[i].CString());
  237. return false;
  238. }
  239. }
  240. else
  241. LOGDEBUGF("Skip specified resource package '%s' as it does not exist, check the documentation on how to set the 'resource prefix path'", resourcePackages[i].CString());
  242. }
  243. // Add auto load folders. Prioritize these (if exist) before the default folders
  244. for (unsigned i = 0; i < autoLoadPaths.Size(); ++i)
  245. {
  246. String autoLoadPath(autoLoadPaths[i]);
  247. if (!IsAbsolutePath(autoLoadPath))
  248. autoLoadPath = resourcePrefixPath + autoLoadPath;
  249. if (fileSystem->DirExists(autoLoadPath))
  250. {
  251. // Add all the subdirs (non-recursive) as resource directory
  252. Vector<String> subdirs;
  253. fileSystem->ScanDir(subdirs, autoLoadPath, "*", SCAN_DIRS, false);
  254. for (unsigned y = 0; y < subdirs.Size(); ++y)
  255. {
  256. String dir = subdirs[y];
  257. if (dir.StartsWith("."))
  258. continue;
  259. String autoResourceDir = autoLoadPath + "/" + dir;
  260. if (!cache->AddResourceDir(autoResourceDir, 0))
  261. {
  262. LOGERRORF("Failed to add resource directory '%s' in autoload path %s, check the documentation on how to set the 'resource prefix path'", dir.CString(), autoLoadPaths[i].CString());
  263. return false;
  264. }
  265. }
  266. // Add all the found package files (non-recursive)
  267. Vector<String> paks;
  268. fileSystem->ScanDir(paks, autoLoadPath, "*.pak", SCAN_FILES, false);
  269. for (unsigned y = 0; y < paks.Size(); ++y)
  270. {
  271. String pak = paks[y];
  272. if (pak.StartsWith("."))
  273. continue;
  274. String autoPackageName = autoLoadPath + "/" + pak;
  275. if (!cache->AddPackageFile(autoPackageName, 0))
  276. {
  277. LOGERRORF("Failed to add package file '%s' in autoload path %s, check the documentation on how to set the 'resource prefix path'", pak.CString(), autoLoadPaths[i].CString());
  278. return false;
  279. }
  280. }
  281. }
  282. else
  283. LOGDEBUGF("Skipped autoload path '%s' as it does not exist, check the documentation on how to set the 'resource prefix path'", autoLoadPaths[i].CString());
  284. }
  285. // Initialize graphics & audio output
  286. if (!headless_)
  287. {
  288. Graphics* graphics = GetSubsystem<Graphics>();
  289. Renderer* renderer = GetSubsystem<Renderer>();
  290. if (HasParameter(parameters, "ExternalWindow"))
  291. graphics->SetExternalWindow(GetParameter(parameters, "ExternalWindow").GetVoidPtr());
  292. graphics->SetForceSM2(GetParameter(parameters, "ForceSM2", false).GetBool());
  293. graphics->SetWindowTitle(GetParameter(parameters, "WindowTitle", "Atomic").GetString());
  294. graphics->SetWindowIcon(cache->GetResource<Image>(GetParameter(parameters, "WindowIcon", String::EMPTY).GetString()));
  295. graphics->SetFlushGPU(GetParameter(parameters, "FlushGPU", false).GetBool());
  296. graphics->SetOrientations(GetParameter(parameters, "Orientations", "LandscapeLeft LandscapeRight").GetString());
  297. if (HasParameter(parameters, "WindowPositionX") && HasParameter(parameters, "WindowPositionY"))
  298. graphics->SetWindowPosition(GetParameter(parameters, "WindowPositionX").GetInt(), GetParameter(parameters, "WindowPositionY").GetInt());
  299. if (!graphics->SetMode(
  300. GetParameter(parameters, "WindowWidth", 0).GetInt(),
  301. GetParameter(parameters, "WindowHeight", 0).GetInt(),
  302. GetParameter(parameters, "FullScreen", true).GetBool(),
  303. GetParameter(parameters, "Borderless", false).GetBool(),
  304. GetParameter(parameters, "WindowResizable", false).GetBool(),
  305. GetParameter(parameters, "VSync", false).GetBool(),
  306. GetParameter(parameters, "TripleBuffer", false).GetBool(),
  307. GetParameter(parameters, "MultiSample", 1).GetInt()
  308. ))
  309. return false;
  310. if (HasParameter(parameters, "DumpShaders"))
  311. graphics->BeginDumpShaders(GetParameter(parameters, "DumpShaders", String::EMPTY).GetString());
  312. //TODO: make this a preference
  313. bool useDeferred = false;
  314. #if defined(ATOMIC_PLATFORM_OSX) || defined(ATOMIC_PLATFORM_WINDOWS)
  315. useDeferred = graphics->GetDeferredSupport();
  316. #endif
  317. if (useDeferred)
  318. {
  319. renderer->SetDefaultRenderPath(cache->GetResource<XMLFile>("RenderPaths/Deferred.xml"));
  320. }
  321. else
  322. {
  323. renderer->SetDefaultRenderPath(cache->GetResource<XMLFile>("RenderPaths/Forward.xml"));
  324. }
  325. /*
  326. if (HasParameter(parameters, "RenderPath"))
  327. renderer->SetDefaultRenderPath(cache->GetResource<XMLFile>(GetParameter(parameters, "RenderPath").GetString()));
  328. */
  329. renderer->SetDrawShadows(GetParameter(parameters, "Shadows", true).GetBool());
  330. if (renderer->GetDrawShadows() && GetParameter(parameters, "LowQualityShadows", false).GetBool())
  331. renderer->SetShadowQuality(SHADOWQUALITY_LOW_16BIT);
  332. renderer->SetMaterialQuality(GetParameter(parameters, "MaterialQuality", QUALITY_HIGH).GetInt());
  333. renderer->SetTextureQuality(GetParameter(parameters, "TextureQuality", QUALITY_HIGH).GetInt());
  334. renderer->SetTextureFilterMode((TextureFilterMode)GetParameter(parameters, "TextureFilterMode", FILTER_TRILINEAR).GetInt());
  335. renderer->SetTextureAnisotropy(GetParameter(parameters, "TextureAnisotropy", 4).GetInt());
  336. if (GetParameter(parameters, "Sound", true).GetBool())
  337. {
  338. GetSubsystem<Audio>()->SetMode(
  339. GetParameter(parameters, "SoundBuffer", 100).GetInt(),
  340. GetParameter(parameters, "SoundMixRate", 44100).GetInt(),
  341. GetParameter(parameters, "SoundStereo", true).GetBool(),
  342. GetParameter(parameters, "SoundInterpolation", true).GetBool()
  343. );
  344. }
  345. }
  346. // Init FPU state of main thread
  347. InitFPU();
  348. // Initialize input
  349. if (HasParameter(parameters, "TouchEmulation"))
  350. GetSubsystem<Input>()->SetTouchEmulation(GetParameter(parameters, "TouchEmulation").GetBool());
  351. #ifdef ATOMIC_TESTING
  352. if (HasParameter(parameters, "TimeOut"))
  353. timeOut_ = GetParameter(parameters, "TimeOut", 0).GetInt() * 1000000LL;
  354. #endif
  355. // In debug mode, check now that all factory created objects can be created without crashing
  356. #ifdef _DEBUG
  357. if (!resourcePaths.Empty())
  358. {
  359. const HashMap<StringHash, SharedPtr<ObjectFactory> >& factories = context_->GetObjectFactories();
  360. for (HashMap<StringHash, SharedPtr<ObjectFactory> >::ConstIterator i = factories.Begin(); i != factories.End(); ++i)
  361. SharedPtr<Object> object = i->second_->CreateObject();
  362. }
  363. #endif
  364. frameTimer_.Reset();
  365. LOGINFO("Initialized engine");
  366. initialized_ = true;
  367. return true;
  368. }
  369. void Engine::RunFrame()
  370. {
  371. assert(initialized_);
  372. // If not headless, and the graphics subsystem no longer has a window open, assume we should exit
  373. if (!headless_ && !GetSubsystem<Graphics>()->IsInitialized())
  374. exiting_ = true;
  375. if (exiting_)
  376. return;
  377. // Note: there is a minimal performance cost to looking up subsystems (uses a hashmap); if they would be looked up several
  378. // times per frame it would be better to cache the pointers
  379. Time* time = GetSubsystem<Time>();
  380. Input* input = GetSubsystem<Input>();
  381. Audio* audio = GetSubsystem<Audio>();
  382. time->BeginFrame(timeStep_);
  383. // If pause when minimized -mode is in use, stop updates and audio as necessary
  384. if (pauseMinimized_ && input->IsMinimized())
  385. {
  386. if (audio->IsPlaying())
  387. {
  388. audio->Stop();
  389. audioPaused_ = true;
  390. }
  391. }
  392. else
  393. {
  394. // Only unpause when it was paused by the engine
  395. if (audioPaused_)
  396. {
  397. audio->Play();
  398. audioPaused_ = false;
  399. }
  400. Update();
  401. }
  402. Render();
  403. ApplyFrameLimit();
  404. time->EndFrame();
  405. }
  406. Console* Engine::CreateConsole()
  407. {
  408. return 0;
  409. /*
  410. if (headless_ || !initialized_)
  411. return 0;
  412. // Return existing console if possible
  413. Console* console = GetSubsystem<Console>();
  414. if (!console)
  415. {
  416. console = new Console(context_);
  417. context_->RegisterSubsystem(console);
  418. }
  419. return console;
  420. */
  421. }
  422. DebugHud* Engine::CreateDebugHud()
  423. {
  424. return 0;
  425. /*
  426. if (headless_ || !initialized_)
  427. return 0;
  428. // Return existing debug HUD if possible
  429. DebugHud* debugHud = GetSubsystem<DebugHud>();
  430. if (!debugHud)
  431. {
  432. debugHud = new DebugHud(context_);
  433. context_->RegisterSubsystem(debugHud);
  434. }
  435. return debugHud;
  436. */
  437. }
  438. void Engine::SetTimeStepSmoothing(int frames)
  439. {
  440. timeStepSmoothing_ = Clamp(frames, 1, 20);
  441. }
  442. void Engine::SetMinFps(int fps)
  443. {
  444. minFps_ = Max(fps, 0);
  445. }
  446. void Engine::SetMaxFps(int fps)
  447. {
  448. maxFps_ = Max(fps, 0);
  449. }
  450. void Engine::SetMaxInactiveFps(int fps)
  451. {
  452. maxInactiveFps_ = Max(fps, 0);
  453. }
  454. void Engine::SetPauseMinimized(bool enable)
  455. {
  456. pauseMinimized_ = enable;
  457. }
  458. void Engine::SetAutoExit(bool enable)
  459. {
  460. // On mobile platforms exit is mandatory if requested by the platform itself and should not be attempted to be disabled
  461. #if defined(ANDROID) || defined(IOS)
  462. enable = true;
  463. #endif
  464. autoExit_ = enable;
  465. }
  466. void Engine::SetNextTimeStep(float seconds)
  467. {
  468. timeStep_ = Max(seconds, 0.0f);
  469. }
  470. void Engine::Exit()
  471. {
  472. #if defined(IOS)
  473. // On iOS it's not legal for the application to exit on its own, instead it will be minimized with the home key
  474. #else
  475. DoExit();
  476. #endif
  477. }
  478. void Engine::DumpProfiler()
  479. {
  480. Profiler* profiler = GetSubsystem<Profiler>();
  481. if (profiler)
  482. LOGRAW(profiler->GetData(true, true) + "\n");
  483. }
  484. void Engine::DumpResources(bool dumpFileName)
  485. {
  486. #ifdef ATOMIC_LOGGING
  487. ResourceCache* cache = GetSubsystem<ResourceCache>();
  488. const HashMap<StringHash, ResourceGroup>& resourceGroups = cache->GetAllResources();
  489. LOGRAW("\n");
  490. if (dumpFileName)
  491. {
  492. LOGRAW("Used resources:\n");
  493. }
  494. for (HashMap<StringHash, ResourceGroup>::ConstIterator i = resourceGroups.Begin();
  495. i != resourceGroups.End(); ++i)
  496. {
  497. const HashMap<StringHash, SharedPtr<Resource> >& resources = i->second_.resources_;
  498. if (dumpFileName)
  499. {
  500. for (HashMap<StringHash, SharedPtr<Resource> >::ConstIterator j = resources.Begin();
  501. j != resources.End(); ++j)
  502. {
  503. LOGRAW(j->second_->GetName() + "\n");
  504. }
  505. }
  506. else
  507. {
  508. unsigned num = resources.Size();
  509. unsigned memoryUse = i->second_.memoryUse_;
  510. if (num)
  511. {
  512. LOGRAW("Resource type " + resources.Begin()->second_->GetTypeName() +
  513. ": count " + String(num) + " memory use " + String(memoryUse) + "\n");
  514. }
  515. }
  516. }
  517. if (!dumpFileName)
  518. {
  519. LOGRAW("Total memory use of all resources " + String(cache->GetTotalMemoryUse()) + "\n\n");
  520. }
  521. #endif
  522. }
  523. void Engine::DumpMemory()
  524. {
  525. #ifdef ATOMIC_LOGGING
  526. #if defined(_MSC_VER) && defined(_DEBUG)
  527. _CrtMemState state;
  528. _CrtMemCheckpoint(&state);
  529. _CrtMemBlockHeader* block = state.pBlockHeader;
  530. unsigned total = 0;
  531. unsigned blocks = 0;
  532. for (;;)
  533. {
  534. if (block && block->pBlockHeaderNext)
  535. block = block->pBlockHeaderNext;
  536. else
  537. break;
  538. }
  539. while (block)
  540. {
  541. if (block->nBlockUse > 0)
  542. {
  543. if (block->szFileName)
  544. LOGRAW("Block " + String((int)block->lRequest) + ": " + String(block->nDataSize) + " bytes, file " + String(block->szFileName) + " line " + String(block->nLine) + "\n");
  545. else
  546. LOGRAW("Block " + String((int)block->lRequest) + ": " + String(block->nDataSize) + " bytes\n");
  547. total += block->nDataSize;
  548. ++blocks;
  549. }
  550. block = block->pBlockHeaderPrev;
  551. }
  552. LOGRAW("Total allocated memory " + String(total) + " bytes in " + String(blocks) + " blocks\n\n");
  553. #else
  554. LOGRAW("DumpMemory() supported on MSVC debug mode only\n\n");
  555. #endif
  556. #endif
  557. }
  558. void Engine::Update()
  559. {
  560. PROFILE(Update);
  561. // Logic update event
  562. using namespace Update;
  563. VariantMap& eventData = GetEventDataMap();
  564. eventData[P_TIMESTEP] = timeStep_;
  565. SendEvent(E_UPDATE, eventData);
  566. // Logic post-update event
  567. SendEvent(E_POSTUPDATE, eventData);
  568. // Rendering update event
  569. SendEvent(E_RENDERUPDATE, eventData);
  570. // Post-render update event
  571. SendEvent(E_POSTRENDERUPDATE, eventData);
  572. }
  573. void Engine::Render()
  574. {
  575. if (headless_)
  576. return;
  577. PROFILE(Render);
  578. // If device is lost, BeginFrame will fail and we skip rendering
  579. Graphics* graphics = GetSubsystem<Graphics>();
  580. if (!graphics->BeginFrame())
  581. return;
  582. GetSubsystem<Renderer>()->Render();
  583. #ifdef ATOMIC_TBUI
  584. GetSubsystem<TBUI>()->Render();
  585. #endif
  586. //GetSubsystem<UI>()->Render();
  587. graphics->EndFrame();
  588. }
  589. void Engine::ApplyFrameLimit()
  590. {
  591. if (!initialized_)
  592. return;
  593. int maxFps = maxFps_;
  594. Input* input = GetSubsystem<Input>();
  595. if (input && !input->HasFocus())
  596. maxFps = Min(maxInactiveFps_, maxFps);
  597. long long elapsed = 0;
  598. // Perform waiting loop if maximum FPS set
  599. if (maxFps)
  600. {
  601. PROFILE(ApplyFrameLimit);
  602. long long targetMax = 1000000LL / maxFps;
  603. for (;;)
  604. {
  605. elapsed = frameTimer_.GetUSec(false);
  606. if (elapsed >= targetMax)
  607. break;
  608. // Sleep if 1 ms or more off the frame limiting goal
  609. if (targetMax - elapsed >= 1000LL)
  610. {
  611. unsigned sleepTime = (unsigned)((targetMax - elapsed) / 1000LL);
  612. Time::Sleep(sleepTime);
  613. }
  614. }
  615. }
  616. elapsed = frameTimer_.GetUSec(true);
  617. #ifdef ATOMIC_TESTING
  618. if (timeOut_ > 0)
  619. {
  620. timeOut_ -= elapsed;
  621. if (timeOut_ <= 0)
  622. Exit();
  623. }
  624. #endif
  625. // If FPS lower than minimum, clamp elapsed time
  626. if (minFps_)
  627. {
  628. long long targetMin = 1000000LL / minFps_;
  629. if (elapsed > targetMin)
  630. elapsed = targetMin;
  631. }
  632. // Perform timestep smoothing
  633. timeStep_ = 0.0f;
  634. lastTimeSteps_.Push(elapsed / 1000000.0f);
  635. if (lastTimeSteps_.Size() > timeStepSmoothing_)
  636. {
  637. // If the smoothing configuration was changed, ensure correct amount of samples
  638. lastTimeSteps_.Erase(0, lastTimeSteps_.Size() - timeStepSmoothing_);
  639. for (unsigned i = 0; i < lastTimeSteps_.Size(); ++i)
  640. timeStep_ += lastTimeSteps_[i];
  641. timeStep_ /= lastTimeSteps_.Size();
  642. }
  643. else
  644. timeStep_ = lastTimeSteps_.Back();
  645. }
  646. VariantMap Engine::ParseParameters(const Vector<String>& arguments)
  647. {
  648. VariantMap ret;
  649. for (unsigned i = 0; i < arguments.Size(); ++i)
  650. {
  651. if (arguments[i].Length() > 1 && arguments[i][0] == '-')
  652. {
  653. String argument = arguments[i].Substring(1).ToLower();
  654. String value = i + 1 < arguments.Size() ? arguments[i + 1] : String::EMPTY;
  655. if (argument == "headless")
  656. ret["Headless"] = true;
  657. else if (argument == "nolimit")
  658. ret["FrameLimiter"] = false;
  659. else if (argument == "flushgpu")
  660. ret["FlushGPU"] = true;
  661. else if (argument == "landscape")
  662. ret["Orientations"] = "LandscapeLeft LandscapeRight " + ret["Orientations"].GetString();
  663. else if (argument == "portrait")
  664. ret["Orientations"] = "Portrait PortraitUpsideDown " + ret["Orientations"].GetString();
  665. else if (argument == "nosound")
  666. ret["Sound"] = false;
  667. else if (argument == "noip")
  668. ret["SoundInterpolation"] = false;
  669. else if (argument == "mono")
  670. ret["SoundStereo"] = false;
  671. else if (argument == "prepass")
  672. ret["RenderPath"] = "RenderPaths/Prepass.xml";
  673. else if (argument == "deferred")
  674. ret["RenderPath"] = "RenderPaths/Deferred.xml";
  675. else if (argument == "renderpath" && !value.Empty())
  676. {
  677. ret["RenderPath"] = value;
  678. ++i;
  679. }
  680. else if (argument == "noshadows")
  681. ret["Shadows"] = false;
  682. else if (argument == "lqshadows")
  683. ret["LowQualityShadows"] = true;
  684. else if (argument == "nothreads")
  685. ret["WorkerThreads"] = false;
  686. else if (argument == "sm2")
  687. ret["ForceSM2"] = true;
  688. else if (argument == "v")
  689. ret["VSync"] = true;
  690. else if (argument == "t")
  691. ret["TripleBuffer"] = true;
  692. else if (argument == "w")
  693. ret["FullScreen"] = false;
  694. else if (argument == "s")
  695. ret["WindowResizable"] = true;
  696. else if (argument == "borderless")
  697. ret["Borderless"] = true;
  698. else if (argument == "q")
  699. ret["LogQuiet"] = true;
  700. else if (argument == "log" && !value.Empty())
  701. {
  702. int logLevel = GetStringListIndex(value.CString(), logLevelPrefixes, -1);
  703. if (logLevel != -1)
  704. {
  705. ret["LogLevel"] = logLevel;
  706. ++i;
  707. }
  708. }
  709. else if (argument == "x" && !value.Empty())
  710. {
  711. ret["WindowWidth"] = ToInt(value);
  712. ++i;
  713. }
  714. else if (argument == "y" && !value.Empty())
  715. {
  716. ret["WindowHeight"] = ToInt(value);
  717. ++i;
  718. }
  719. else if (argument == "m" && !value.Empty())
  720. {
  721. ret["MultiSample"] = ToInt(value);
  722. ++i;
  723. }
  724. else if (argument == "b" && !value.Empty())
  725. {
  726. ret["SoundBuffer"] = ToInt(value);
  727. ++i;
  728. }
  729. else if (argument == "r" && !value.Empty())
  730. {
  731. ret["SoundMixRate"] = ToInt(value);
  732. ++i;
  733. }
  734. else if (argument == "pp" && !value.Empty())
  735. {
  736. ret["ResourcePrefixPath"] = value;
  737. ++i;
  738. }
  739. else if (argument == "p" && !value.Empty())
  740. {
  741. ret["ResourcePaths"] = value;
  742. ++i;
  743. }
  744. else if (argument == "pf" && !value.Empty())
  745. {
  746. ret["ResourcePackages"] = value;
  747. ++i;
  748. }
  749. else if (argument == "ap" && !value.Empty())
  750. {
  751. ret["AutoloadPaths"] = value;
  752. ++i;
  753. }
  754. else if (argument == "ds" && !value.Empty())
  755. {
  756. ret["DumpShaders"] = value;
  757. ++i;
  758. }
  759. else if (argument == "mq" && !value.Empty())
  760. {
  761. ret["MaterialQuality"] = ToInt(value);
  762. ++i;
  763. }
  764. else if (argument == "tq" && !value.Empty())
  765. {
  766. ret["TextureQuality"] = ToInt(value);
  767. ++i;
  768. }
  769. else if (argument == "tf" && !value.Empty())
  770. {
  771. ret["TextureFilterMode"] = ToInt(value);
  772. ++i;
  773. }
  774. else if (argument == "af" && !value.Empty())
  775. {
  776. ret["TextureFilterMode"] = FILTER_ANISOTROPIC;
  777. ret["TextureAnisotropy"] = ToInt(value);
  778. ++i;
  779. }
  780. else if (argument == "touch")
  781. ret["TouchEmulation"] = true;
  782. #ifdef ATOMIC_TESTING
  783. else if (argument == "timeout" && !value.Empty())
  784. {
  785. ret["TimeOut"] = ToInt(value);
  786. ++i;
  787. }
  788. #endif
  789. }
  790. }
  791. return ret;
  792. }
  793. bool Engine::HasParameter(const VariantMap& parameters, const String& parameter)
  794. {
  795. StringHash nameHash(parameter);
  796. return parameters.Find(nameHash) != parameters.End();
  797. }
  798. const Variant& Engine::GetParameter(const VariantMap& parameters, const String& parameter, const Variant& defaultValue)
  799. {
  800. StringHash nameHash(parameter);
  801. VariantMap::ConstIterator i = parameters.Find(nameHash);
  802. return i != parameters.End() ? i->second_ : defaultValue;
  803. }
  804. void Engine::HandleExitRequested(StringHash eventType, VariantMap& eventData)
  805. {
  806. if (autoExit_)
  807. {
  808. // Do not call Exit() here, as it contains mobile platform -specific tests to not exit.
  809. // If we do receive an exit request from the system on those platforms, we must comply
  810. DoExit();
  811. }
  812. }
  813. void Engine::DoExit()
  814. {
  815. Graphics* graphics = GetSubsystem<Graphics>();
  816. if (graphics)
  817. graphics->Close();
  818. exiting_ = true;
  819. }
  820. }