CmApplication.cpp 6.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211
  1. #include "CmApplication.h"
  2. #include "CmRenderSystem.h"
  3. #include "CmRenderSystemManager.h"
  4. #include "CmWindowEventUtilities.h"
  5. #include "CmHardwareBufferManager.h"
  6. #include "CmRenderWindow.h"
  7. #include "CmCamera.h"
  8. #include "CmViewport.h"
  9. #include "CmVector2.h"
  10. #include "CmHighLevelGpuProgram.h"
  11. #include "CmHighLevelGpuProgramManager.h"
  12. #include "CmCoreGpuObjectManager.h"
  13. #include "CmDynLib.h"
  14. #include "CmDynLibManager.h"
  15. #include "CmSceneManager.h"
  16. #include "CmImporter.h"
  17. #include "CmResources.h"
  18. #include "CmMesh.h"
  19. #include "CmGameObject.h"
  20. #include "CmTime.h"
  21. #include "CmInput.h"
  22. #include "CmRendererManager.h"
  23. #include "CmMeshManager.h"
  24. #include "CmMaterialManager.h"
  25. #include "CmRenderer.h"
  26. #include "CmDeferredRenderContext.h"
  27. #include "CmMaterial.h"
  28. #include "CmShader.h"
  29. #include "CmTechnique.h"
  30. #include "CmPass.h"
  31. #include "CmRendererManager.h"
  32. namespace CamelotEngine
  33. {
  34. Application::Application()
  35. :mPrimaryRenderWindow(nullptr), mIsFrameRenderingFinished(true), mRunMainLoop(false)
  36. { }
  37. void Application::startUp(const String& renderSystemName, const String& rendererName)
  38. {
  39. Time::startUp(new Time());
  40. Input::startUp(new Input());
  41. DynLibManager::startUp(new DynLibManager());
  42. CoreGpuObjectManager::startUp(new CoreGpuObjectManager());
  43. Resources::startUp(new Resources("D:\\CamelotResourceMetas"));
  44. HighLevelGpuProgramManager::startUp(new HighLevelGpuProgramManager());
  45. RenderSystemManager::startUp(new RenderSystemManager());
  46. RenderSystemManager::instance().setActive(renderSystemName);
  47. RendererManager::startUp(new RendererManager());
  48. loadPlugin(rendererName);
  49. RendererManager::instance().setActive("ForwardRenderer");
  50. RenderSystem* renderSystem = RenderSystem::instancePtr();
  51. RENDER_WINDOW_DESC renderWindowDesc;
  52. renderWindowDesc.width = 1280;
  53. renderWindowDesc.height = 720;
  54. renderWindowDesc.title = "Camelot Renderer";
  55. renderWindowDesc.fullscreen = false;
  56. mPrimaryRenderWindow = RenderWindow::create(renderWindowDesc);
  57. mPrimaryRenderWindow->waitUntilInitialized(); // TODO: Created window is required for proper initialization of the render system so I need to wait
  58. // I plan on handling this differently. Either by somehow allowing the RS to be initialized without a window,
  59. // or forcing a window to be created with RenderSystemManager::startUp. Initializing OpenGL context without a window
  60. // is especially troublesome (apparently possible just poorly documented)
  61. mPrimaryRenderContext = renderSystem->createDeferredContext();
  62. SceneManager::startUp(new SceneManager());
  63. MeshManager::startUp(new MeshManager());
  64. MaterialManager::startUp(new MaterialManager());
  65. Importer::startUp(new Importer());
  66. loadPlugin("CamelotFreeImgImporter"); // TODO - Load this automatically somehow
  67. loadPlugin("CamelotFBXImporter"); // TODO - Load this automatically somehow
  68. loadPlugin("CamelotOISInput"); // TODO - Load this automatically somehow
  69. }
  70. void Application::runMainLoop()
  71. {
  72. mRunMainLoop = true;
  73. while(mRunMainLoop)
  74. {
  75. gSceneManager().update();
  76. RenderSystem* renderSystem = RenderSystem::instancePtr();
  77. RendererManager::instance().getActive()->renderAll();
  78. // Only queue new commands if render thread has finished rendering
  79. // TODO - There might be a more optimal way to sync simulation and render threads so we maximize
  80. // the amount of rendered frames
  81. bool readyForNextFrame = false;
  82. {
  83. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  84. readyForNextFrame = mIsFrameRenderingFinished;
  85. }
  86. if(readyForNextFrame)
  87. {
  88. {
  89. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  90. mIsFrameRenderingFinished = false;
  91. }
  92. renderSystem->queueCommand(boost::bind(&Application::updateMessagePump, this));
  93. mPrimaryRenderContext->submitToGpu();
  94. renderSystem->queueCommand(boost::bind(&Application::frameRenderingFinishedCallback, this));
  95. }
  96. else
  97. mPrimaryRenderContext->cancelAll();
  98. gTime().update();
  99. gInput().update();
  100. }
  101. }
  102. void Application::stopMainLoop()
  103. {
  104. mRunMainLoop = false; // No sync primitives needed, in that rare case of
  105. // a race condition we might run the loop one extra iteration which is acceptable
  106. }
  107. void Application::updateMessagePump()
  108. {
  109. WindowEventUtilities::messagePump();
  110. }
  111. void Application::frameRenderingFinishedCallback()
  112. {
  113. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  114. mIsFrameRenderingFinished = true;
  115. }
  116. void Application::shutDown()
  117. {
  118. mPrimaryRenderWindow = nullptr;
  119. Importer::shutDown();
  120. MaterialManager::shutDown();
  121. MeshManager::shutDown();
  122. SceneManager::shutDown();
  123. RendererManager::shutDown();
  124. RenderSystem::shutDown();
  125. HighLevelGpuProgramManager::shutDown();
  126. Resources::shutDown();
  127. CoreGpuObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
  128. DynLibManager::shutDown();
  129. Input::shutDown();
  130. Time::shutDown();
  131. }
  132. void Application::loadPlugin(const String& pluginName)
  133. {
  134. String name = pluginName;
  135. #if CM_PLATFORM == CM_PLATFORM_LINUX
  136. // dlopen() does not add .so to the filename, like windows does for .dll
  137. if (name.substr(name.length() - 3, 3) != ".so")
  138. name += ".so";
  139. #elif CM_PLATFORM == CM_PLATFORM_APPLE
  140. // dlopen() does not add .dylib to the filename, like windows does for .dll
  141. if (name.substr(name.length() - 6, 6) != ".dylib")
  142. name += ".dylib";
  143. #elif CM_PLATFORM == CM_PLATFORM_WIN32
  144. // Although LoadLibraryEx will add .dll itself when you only specify the library name,
  145. // if you include a relative path then it does not. So, add it to be sure.
  146. if (name.substr(name.length() - 4, 4) != ".dll")
  147. name += ".dll";
  148. #endif
  149. DynLib* library = gDynLibManager().load(name);
  150. if(library != nullptr)
  151. {
  152. typedef const void (*LoadPluginFunc)();
  153. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)library->getSymbol("loadPlugin");
  154. loadPluginFunc();
  155. }
  156. }
  157. UINT64 Application::getAppWindowId()
  158. {
  159. if(!mPrimaryRenderWindow)
  160. {
  161. CM_EXCEPT(InternalErrorException, "Unable to get window handle. No active window is set!");
  162. }
  163. UINT64 windowId = 0;
  164. mPrimaryRenderWindow->getCustomAttribute("WINDOW", &windowId);
  165. return windowId;
  166. }
  167. Application& gApplication()
  168. {
  169. static Application application;
  170. return application;
  171. }
  172. }