CmApplication.cpp 7.4 KB

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  1. #include "CmApplication.h"
  2. #include "CmRenderSystem.h"
  3. #include "CmRenderSystemManager.h"
  4. #include "CmPlatform.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 "CmDeferredCallManager.h"
  28. #include "CmCoreThread.h"
  29. #include "CmStringTable.h"
  30. #include "CmProfiler.h"
  31. #include "CmQueryManager.h"
  32. #include "CmMaterial.h"
  33. #include "CmShader.h"
  34. #include "CmTechnique.h"
  35. #include "CmPass.h"
  36. #include "CmRendererManager.h"
  37. namespace CamelotFramework
  38. {
  39. Application::Application()
  40. :mPrimaryWindow(nullptr), mIsFrameRenderingFinished(true), mRunMainLoop(false)
  41. {
  42. }
  43. void Application::startUp(START_UP_DESC& desc)
  44. {
  45. Platform::startUp();
  46. MemStack::beginThread();
  47. Profiler::startUp(cm_new<Profiler>());
  48. StringTable::startUp(cm_new<StringTable>());
  49. DeferredCallManager::startUp(cm_new<DeferredCallManager>());
  50. Time::startUp(cm_new<Time>());
  51. DynLibManager::startUp(cm_new<DynLibManager>());
  52. CoreGpuObjectManager::startUp(cm_new<CoreGpuObjectManager>());
  53. Resources::startUp(cm_new<Resources>(desc.resourceCacheDirectory));
  54. HighLevelGpuProgramManager::startUp(cm_new<HighLevelGpuProgramManager>());
  55. CoreThread::startUp(cm_new<CoreThread>());
  56. RenderSystemManager::startUp(cm_new<RenderSystemManager>());
  57. mPrimaryWindow = RenderSystemManager::instance().initialize(desc.renderSystem, desc.primaryWindowDesc);
  58. Input::startUp(cm_new<Input>());
  59. RendererManager::startUp(cm_new<RendererManager>());
  60. loadPlugin(desc.renderer);
  61. RendererManager::instance().setActive(desc.renderer);
  62. mPrimaryCoreAccessor = gCoreThread().createAccessor();
  63. mPrimarySyncedCoreAccessor = &gCoreThread().getSyncedAccessor();
  64. SceneManager::startUp((SceneManager*)loadPlugin(desc.sceneManager));
  65. MeshManager::startUp(cm_new<MeshManager>());
  66. MaterialManager::startUp(cm_new<MaterialManager>());
  67. FontManager::startUp(cm_new<FontManager>());
  68. Importer::startUp(cm_new<Importer>());
  69. for(auto& importerName : desc.importers)
  70. loadPlugin(importerName);
  71. loadPlugin(desc.input);
  72. Platform::setCursor(CursorType::Arrow);
  73. }
  74. void Application::runMainLoop()
  75. {
  76. mRunMainLoop = true;
  77. while(mRunMainLoop)
  78. {
  79. gProfiler().beginThread("Sim");
  80. Platform::update();
  81. DeferredCallManager::instance().update();
  82. RenderWindowManager::instance().update();
  83. gInput().update();
  84. PROFILE_CALL(gSceneManager().update(), "SceneManager");
  85. gCoreThread().queueCommand(boost::bind(&Application::beginCoreProfiling, this));
  86. gCoreThread().queueCommand(boost::bind(&QueryManager::update, QueryManager::instancePtr()));
  87. if(!mainLoopCallback.empty())
  88. mainLoopCallback();
  89. PROFILE_CALL(RendererManager::instance().getActive()->renderAll(), "Render");
  90. // Core and sim thread run in lockstep. This will result in a larger input latency than if I was
  91. // running just a single thread. Latency becomes worse if the core thread takes longer than sim
  92. // thread, in which case sim thread needs to wait. Optimal solution would be to get an average
  93. // difference between sim/core thread and start the sim thread a bit later so they finish at nearly the same time.
  94. {
  95. CM_LOCK_MUTEX_NAMED(mFrameRenderingFinishedMutex, lock);
  96. while(!mIsFrameRenderingFinished)
  97. CM_THREAD_WAIT(mFrameRenderingFinishedCondition, mFrameRenderingFinishedMutex, lock);
  98. mIsFrameRenderingFinished = false;
  99. }
  100. gCoreThread().queueCommand(&Platform::coreUpdate);
  101. PROFILE_CALL(mPrimaryCoreAccessor->submitToCoreThread(), "CommandSubmit");
  102. PROFILE_CALL(mPrimarySyncedCoreAccessor->submitToCoreThread(), "SyncCommandSubmit");
  103. gCoreThread().queueCommand(boost::bind(&Application::endCoreProfiling, this));
  104. gCoreThread().queueCommand(boost::bind(&Application::frameRenderingFinishedCallback, this));
  105. gTime().update();
  106. gProfiler().endThread();
  107. gProfiler().update();
  108. }
  109. }
  110. void Application::stopMainLoop()
  111. {
  112. mRunMainLoop = false; // No sync primitives needed, in that rare case of
  113. // a race condition we might run the loop one extra iteration which is acceptable
  114. }
  115. void Application::frameRenderingFinishedCallback()
  116. {
  117. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  118. mIsFrameRenderingFinished = true;
  119. CM_THREAD_NOTIFY_ONE(mFrameRenderingFinishedCondition);
  120. }
  121. void Application::beginCoreProfiling()
  122. {
  123. gProfiler().beginThread("Core");
  124. }
  125. void Application::endCoreProfiling()
  126. {
  127. gProfiler().endThread();
  128. gProfiler().updateCore();
  129. }
  130. void Application::shutDown()
  131. {
  132. mPrimaryWindow->destroy();
  133. mPrimaryWindow = nullptr;
  134. Importer::shutDown();
  135. FontManager::shutDown();
  136. MaterialManager::shutDown();
  137. MeshManager::shutDown();
  138. SceneManager::shutDown();
  139. RendererManager::shutDown();
  140. RenderSystem::shutDown();
  141. CoreThread::shutDown();
  142. Input::shutDown();
  143. HighLevelGpuProgramManager::shutDown();
  144. Resources::shutDown();
  145. CoreGpuObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
  146. DynLibManager::shutDown();
  147. Time::shutDown();
  148. DeferredCallManager::shutDown();
  149. StringTable::shutDown();
  150. Profiler::shutDown();
  151. MemStack::endThread();
  152. Platform::shutDown();
  153. }
  154. void* Application::loadPlugin(const String& pluginName)
  155. {
  156. String name = pluginName;
  157. #if CM_PLATFORM == CM_PLATFORM_LINUX
  158. // dlopen() does not add .so to the filename, like windows does for .dll
  159. if (name.substr(name.length() - 3, 3) != ".so")
  160. name += ".so";
  161. #elif CM_PLATFORM == CM_PLATFORM_APPLE
  162. // dlopen() does not add .dylib to the filename, like windows does for .dll
  163. if (name.substr(name.length() - 6, 6) != ".dylib")
  164. name += ".dylib";
  165. #elif CM_PLATFORM == CM_PLATFORM_WIN32
  166. // Although LoadLibraryEx will add .dll itself when you only specify the library name,
  167. // if you include a relative path then it does not. So, add it to be sure.
  168. if (name.substr(name.length() - 4, 4) != ".dll")
  169. name += ".dll";
  170. #endif
  171. DynLib* library = gDynLibManager().load(name);
  172. if(library != nullptr)
  173. {
  174. typedef void* (*LoadPluginFunc)();
  175. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)library->getSymbol("loadPlugin");
  176. return loadPluginFunc();
  177. }
  178. return nullptr;
  179. }
  180. UINT64 Application::getAppWindowId()
  181. {
  182. if(!mPrimaryWindow)
  183. {
  184. CM_EXCEPT(InternalErrorException, "Unable to get window handle. No active window exists!");
  185. }
  186. UINT64 windowId = 0;
  187. mPrimaryWindow->getCustomAttribute("WINDOW", &windowId);
  188. return windowId;
  189. }
  190. Application& gApplication()
  191. {
  192. static Application application;
  193. return application;
  194. }
  195. CoreAccessor& gMainCA()
  196. {
  197. return *gApplication().mPrimaryCoreAccessor.get();
  198. }
  199. SyncedCoreAccessor& gMainSyncedCA()
  200. {
  201. return *gApplication().mPrimarySyncedCoreAccessor;
  202. }
  203. }