CmApplication.cpp 6.7 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 "CmCamera.h"
  8. #include "CmViewport.h"
  9. #include "CmVector2.h"
  10. #include "CmHighLevelGpuProgram.h"
  11. #include "CmHighLevelGpuProgramManager.h"
  12. #include "CmCoreObjectManager.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 "CmFontManager.h"
  26. #include "CmRenderer.h"
  27. #include "CmDeferredRenderContext.h"
  28. #include "CmMaterial.h"
  29. #include "CmShader.h"
  30. #include "CmTechnique.h"
  31. #include "CmPass.h"
  32. #include "CmRendererManager.h"
  33. namespace CamelotEngine
  34. {
  35. Application::Application()
  36. :mPrimaryRenderWindow(nullptr), mIsFrameRenderingFinished(true), mRunMainLoop(false)
  37. { }
  38. void Application::startUp(const String& renderSystemName, const String& rendererName)
  39. {
  40. Time::startUp(new Time());
  41. Input::startUp(new Input());
  42. DynLibManager::startUp(new DynLibManager());
  43. CoreGpuObjectManager::startUp(new CoreGpuObjectManager());
  44. Resources::startUp(new Resources("D:\\CamelotResourceMetas"));
  45. HighLevelGpuProgramManager::startUp(new HighLevelGpuProgramManager());
  46. RenderSystemManager::startUp(new RenderSystemManager());
  47. RenderSystemManager::instance().setActive(renderSystemName);
  48. RendererManager::startUp(new RendererManager());
  49. loadPlugin(rendererName);
  50. RendererManager::instance().setActive("ForwardRenderer");
  51. RenderSystem* renderSystem = RenderSystem::instancePtr();
  52. RENDER_WINDOW_DESC renderWindowDesc;
  53. renderWindowDesc.width = 1280;
  54. renderWindowDesc.height = 720;
  55. renderWindowDesc.title = "Camelot Renderer";
  56. renderWindowDesc.fullscreen = false;
  57. mPrimaryRenderWindow = RenderWindow::create(renderWindowDesc);
  58. mPrimaryRenderWindow->waitUntilInitialized(); // TODO: Created window is required for proper initialization of the render system so I need to wait
  59. // I plan on handling this differently. Either by somehow allowing the RS to be initialized without a window,
  60. // or forcing a window to be created with RenderSystemManager::startUp. Initializing OpenGL context without a window
  61. // is especially troublesome (apparently possible just poorly documented)
  62. mPrimaryRenderContext = renderSystem->createDeferredContext();
  63. SceneManager::startUp(new SceneManager());
  64. MeshManager::startUp(new MeshManager());
  65. MaterialManager::startUp(new MaterialManager());
  66. FontManager::startUp(new FontManager());
  67. Importer::startUp(new Importer());
  68. loadPlugin("CamelotFreeImgImporter"); // TODO - Load this automatically somehow
  69. loadPlugin("CamelotFBXImporter"); // TODO - Load this automatically somehow
  70. loadPlugin("CamelotFontImporter"); // TODO - Load this automatically somehow
  71. loadPlugin("CamelotOISInput"); // TODO - Load this automatically somehow
  72. }
  73. void Application::runMainLoop()
  74. {
  75. mRunMainLoop = true;
  76. while(mRunMainLoop)
  77. {
  78. gSceneManager().update();
  79. RenderSystem* renderSystem = RenderSystem::instancePtr();
  80. RendererManager::instance().getActive()->renderAll();
  81. // Only queue new commands if render thread has finished rendering
  82. // TODO - There might be a more optimal way to sync simulation and render threads so we maximize
  83. // the amount of rendered frames
  84. bool readyForNextFrame = false;
  85. {
  86. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  87. readyForNextFrame = mIsFrameRenderingFinished;
  88. }
  89. if(readyForNextFrame)
  90. {
  91. {
  92. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  93. mIsFrameRenderingFinished = false;
  94. }
  95. renderSystem->queueCommand(boost::bind(&Application::updateMessagePump, this));
  96. mPrimaryRenderContext->submitToGpu();
  97. renderSystem->queueCommand(boost::bind(&Application::frameRenderingFinishedCallback, this));
  98. }
  99. else
  100. mPrimaryRenderContext->cancelAll();
  101. gTime().update();
  102. gInput().update();
  103. }
  104. }
  105. void Application::stopMainLoop()
  106. {
  107. mRunMainLoop = false; // No sync primitives needed, in that rare case of
  108. // a race condition we might run the loop one extra iteration which is acceptable
  109. }
  110. void Application::updateMessagePump()
  111. {
  112. WindowEventUtilities::messagePump();
  113. }
  114. void Application::frameRenderingFinishedCallback()
  115. {
  116. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  117. mIsFrameRenderingFinished = true;
  118. }
  119. void Application::shutDown()
  120. {
  121. mPrimaryRenderWindow = nullptr;
  122. Importer::shutDown();
  123. FontManager::shutDown();
  124. MaterialManager::shutDown();
  125. MeshManager::shutDown();
  126. SceneManager::shutDown();
  127. RendererManager::shutDown();
  128. RenderSystem::shutDown();
  129. HighLevelGpuProgramManager::shutDown();
  130. Resources::shutDown();
  131. CoreGpuObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
  132. DynLibManager::shutDown();
  133. Input::shutDown();
  134. Time::shutDown();
  135. }
  136. void Application::loadPlugin(const String& pluginName)
  137. {
  138. String name = pluginName;
  139. #if CM_PLATFORM == CM_PLATFORM_LINUX
  140. // dlopen() does not add .so to the filename, like windows does for .dll
  141. if (name.substr(name.length() - 3, 3) != ".so")
  142. name += ".so";
  143. #elif CM_PLATFORM == CM_PLATFORM_APPLE
  144. // dlopen() does not add .dylib to the filename, like windows does for .dll
  145. if (name.substr(name.length() - 6, 6) != ".dylib")
  146. name += ".dylib";
  147. #elif CM_PLATFORM == CM_PLATFORM_WIN32
  148. // Although LoadLibraryEx will add .dll itself when you only specify the library name,
  149. // if you include a relative path then it does not. So, add it to be sure.
  150. if (name.substr(name.length() - 4, 4) != ".dll")
  151. name += ".dll";
  152. #endif
  153. DynLib* library = gDynLibManager().load(name);
  154. if(library != nullptr)
  155. {
  156. typedef const void (*LoadPluginFunc)();
  157. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)library->getSymbol("loadPlugin");
  158. loadPluginFunc();
  159. }
  160. }
  161. UINT64 Application::getAppWindowId()
  162. {
  163. if(!mPrimaryRenderWindow)
  164. {
  165. CM_EXCEPT(InternalErrorException, "Unable to get window handle. No active window is set!");
  166. }
  167. UINT64 windowId = 0;
  168. mPrimaryRenderWindow->getCustomAttribute("WINDOW", &windowId);
  169. return windowId;
  170. }
  171. Application& gApplication()
  172. {
  173. static Application application;
  174. return application;
  175. }
  176. }