CmApplication.cpp 6.1 KB

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  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 "CmViewport.h"
  8. #include "CmVector2.h"
  9. #include "CmHighLevelGpuProgram.h"
  10. #include "CmHighLevelGpuProgramManager.h"
  11. #include "CmCoreObjectManager.h"
  12. #include "CmDynLib.h"
  13. #include "CmDynLibManager.h"
  14. #include "CmSceneManager.h"
  15. #include "CmImporter.h"
  16. #include "CmResources.h"
  17. #include "CmMesh.h"
  18. #include "CmSceneObject.h"
  19. #include "CmTime.h"
  20. #include "CmInput.h"
  21. #include "CmRendererManager.h"
  22. #include "CmMeshManager.h"
  23. #include "CmMaterialManager.h"
  24. #include "CmFontManager.h"
  25. #include "CmRenderWindowManager.h"
  26. #include "CmRenderer.h"
  27. #include "CmCoreThread.h"
  28. #include "CmMaterial.h"
  29. #include "CmShader.h"
  30. #include "CmTechnique.h"
  31. #include "CmPass.h"
  32. #include "CmCursor.h"
  33. #include "CmRendererManager.h"
  34. namespace CamelotFramework
  35. {
  36. Application::Application()
  37. :mPrimaryWindow(nullptr), mIsFrameRenderingFinished(true), mRunMainLoop(false)
  38. {
  39. }
  40. void Application::startUp(START_UP_DESC& desc)
  41. {
  42. MemStack::setupHeap(HID_Main);
  43. Time::startUp(cm_new<Time>());
  44. DynLibManager::startUp(cm_new<DynLibManager>());
  45. CoreGpuObjectManager::startUp(cm_new<CoreGpuObjectManager>());
  46. Resources::startUp(cm_new<Resources>(desc.resourceCacheDirectory));
  47. HighLevelGpuProgramManager::startUp(cm_new<HighLevelGpuProgramManager>());
  48. CoreThread::startUp(cm_new<CoreThread>());
  49. RenderSystemManager::startUp(cm_new<RenderSystemManager>());
  50. mPrimaryWindow = RenderSystemManager::instance().initialize(desc.renderSystem, desc.primaryWindowDesc);
  51. Input::startUp(cm_new<Input>());
  52. RendererManager::startUp(cm_new<RendererManager>());
  53. loadPlugin(desc.renderer);
  54. RendererManager::instance().setActive(desc.renderer);
  55. mPrimaryCoreAccessor = gCoreThread().createAccessor();
  56. mPrimarySyncedCoreAccessor = &gCoreThread().getSyncedAccessor();
  57. SceneManager::startUp((SceneManager*)loadPlugin(desc.sceneManager));
  58. MeshManager::startUp(cm_new<MeshManager>());
  59. MaterialManager::startUp(cm_new<MaterialManager>());
  60. FontManager::startUp(cm_new<FontManager>());
  61. Importer::startUp(cm_new<Importer>());
  62. for(auto& importerName : desc.importers)
  63. loadPlugin(importerName);
  64. loadPlugin(desc.input);
  65. Cursor::setCursor(CursorType::Arrow);
  66. }
  67. void Application::runMainLoop()
  68. {
  69. mRunMainLoop = true;
  70. while(mRunMainLoop)
  71. {
  72. RenderWindowManager::instance()._update();
  73. gInput().update();
  74. gSceneManager().update();
  75. if(!mainLoopCallback.empty())
  76. mainLoopCallback();
  77. RendererManager::instance().getActive()->renderAll();
  78. // Only queue new commands if core thread has finished rendering
  79. // TODO - There might be a more optimal way to sync simulation and core 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. gCoreThread().queueCommand(boost::bind(&Application::updateMessagePump, this));
  93. mPrimaryCoreAccessor->submitToCoreThread();
  94. gCoreThread().queueCommand(boost::bind(&Application::frameRenderingFinishedCallback, this));
  95. }
  96. else
  97. mPrimaryCoreAccessor->cancelAll();
  98. gTime().update();
  99. }
  100. }
  101. void Application::stopMainLoop()
  102. {
  103. mRunMainLoop = false; // No sync primitives needed, in that rare case of
  104. // a race condition we might run the loop one extra iteration which is acceptable
  105. }
  106. void Application::updateMessagePump()
  107. {
  108. WindowEventUtilities::messagePump();
  109. }
  110. void Application::frameRenderingFinishedCallback()
  111. {
  112. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  113. mIsFrameRenderingFinished = true;
  114. }
  115. void Application::shutDown()
  116. {
  117. mPrimaryWindow->destroy();
  118. mPrimaryWindow = nullptr;
  119. Importer::shutDown();
  120. FontManager::shutDown();
  121. MaterialManager::shutDown();
  122. MeshManager::shutDown();
  123. SceneManager::shutDown();
  124. RendererManager::shutDown();
  125. RenderSystem::shutDown();
  126. CoreThread::shutDown();
  127. Input::shutDown();
  128. HighLevelGpuProgramManager::shutDown();
  129. Resources::shutDown();
  130. CoreGpuObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
  131. DynLibManager::shutDown();
  132. Time::shutDown();
  133. }
  134. void* Application::loadPlugin(const String& pluginName)
  135. {
  136. String name = pluginName;
  137. #if CM_PLATFORM == CM_PLATFORM_LINUX
  138. // dlopen() does not add .so to the filename, like windows does for .dll
  139. if (name.substr(name.length() - 3, 3) != ".so")
  140. name += ".so";
  141. #elif CM_PLATFORM == CM_PLATFORM_APPLE
  142. // dlopen() does not add .dylib to the filename, like windows does for .dll
  143. if (name.substr(name.length() - 6, 6) != ".dylib")
  144. name += ".dylib";
  145. #elif CM_PLATFORM == CM_PLATFORM_WIN32
  146. // Although LoadLibraryEx will add .dll itself when you only specify the library name,
  147. // if you include a relative path then it does not. So, add it to be sure.
  148. if (name.substr(name.length() - 4, 4) != ".dll")
  149. name += ".dll";
  150. #endif
  151. DynLib* library = gDynLibManager().load(name);
  152. if(library != nullptr)
  153. {
  154. typedef void* (*LoadPluginFunc)();
  155. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)library->getSymbol("loadPlugin");
  156. return loadPluginFunc();
  157. }
  158. return nullptr;
  159. }
  160. UINT64 Application::getAppWindowId()
  161. {
  162. if(!mPrimaryWindow)
  163. {
  164. CM_EXCEPT(InternalErrorException, "Unable to get window handle. No active window exists!");
  165. }
  166. UINT64 windowId = 0;
  167. mPrimaryWindow->getCustomAttribute("WINDOW", &windowId);
  168. return windowId;
  169. }
  170. Application& gApplication()
  171. {
  172. static Application application;
  173. return application;
  174. }
  175. CoreAccessor& gMainCA()
  176. {
  177. return *gApplication().mPrimaryCoreAccessor.get();
  178. }
  179. SyncedCoreAccessor& gMainSyncedCA()
  180. {
  181. return *gApplication().mPrimarySyncedCoreAccessor;
  182. }
  183. }