CmApplication.cpp 6.2 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 "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 "CmRenderer.h"
  24. #include "CmDeferredRenderContext.h"
  25. #include "CmMaterial.h"
  26. #include "CmShader.h"
  27. #include "CmTechnique.h"
  28. #include "CmPass.h"
  29. #include "CmRendererManager.h"
  30. namespace CamelotEngine
  31. {
  32. Application::Application()
  33. :mPrimaryRenderWindow(nullptr), mIsFrameRenderingFinished(true), mRunMainLoop(false)
  34. { }
  35. void Application::startUp(const String& renderSystemName, const String& rendererName)
  36. {
  37. Time::startUp(new Time());
  38. Input::startUp(new Input());
  39. DynLibManager::startUp(new DynLibManager());
  40. CoreGpuObjectManager::startUp(new CoreGpuObjectManager());
  41. Resources::startUp(new Resources("D:\\CamelotResourceMetas"));
  42. HighLevelGpuProgramManager::startUp(new HighLevelGpuProgramManager());
  43. RenderSystemManager::startUp(renderSystemName);
  44. loadPlugin(rendererName);
  45. RendererManager::setActive("ForwardRenderer");
  46. RenderSystem* renderSystem = RenderSystem::instancePtr();
  47. RENDER_WINDOW_DESC renderWindowDesc;
  48. renderWindowDesc.width = 1280;
  49. renderWindowDesc.height = 720;
  50. renderWindowDesc.title = "Camelot Renderer";
  51. renderWindowDesc.fullscreen = false;
  52. mPrimaryRenderWindow = RenderWindow::create(renderWindowDesc);
  53. mPrimaryRenderWindow->waitUntilInitialized(); // TODO: Created window is required for proper initialization of the render system so I need to wait
  54. // I plan on handling this differently. Either by somehow allowing the RS to be initialized without a window,
  55. // or forcing a window to be created with RenderSystemManager::startUp. Initializing OpenGL context without a window
  56. // is especially troublesome (apparently possible just poorly documented)
  57. mPrimaryRenderContext = renderSystem->createDeferredContext();
  58. SceneManager::startUp(new SceneManager());
  59. Importer::startUp(new Importer());
  60. loadPlugin("CamelotFreeImgImporter"); // TODO - Load this automatically somehow
  61. loadPlugin("CamelotFBXImporter"); // TODO - Load this automatically somehow
  62. loadPlugin("CamelotOISInput"); // TODO - Load this automatically somehow
  63. }
  64. void Application::runMainLoop()
  65. {
  66. mRunMainLoop = true;
  67. while(mRunMainLoop)
  68. {
  69. gSceneManager().update();
  70. RenderSystem* renderSystem = RenderSystem::instancePtr();
  71. RendererManager::getActive()->renderAll();
  72. // Only queue new commands if render thread has finished rendering
  73. // TODO - There might be a more optimal way to sync simulation and render threads so we maximize
  74. // the amount of rendered frames
  75. bool readyForNextFrame = false;
  76. {
  77. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  78. readyForNextFrame = mIsFrameRenderingFinished;
  79. }
  80. if(readyForNextFrame)
  81. {
  82. {
  83. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  84. mIsFrameRenderingFinished = false;
  85. }
  86. renderSystem->queueCommand(boost::bind(&Application::updateMessagePump, this));
  87. renderSystem->queueCommand(boost::bind(&Application::updateResourcesCallback, this));
  88. mPrimaryRenderContext->submitToGpu();
  89. renderSystem->queueCommand(boost::bind(&Application::frameRenderingFinishedCallback, this));
  90. }
  91. else
  92. mPrimaryRenderContext->cancelAll();
  93. gTime().update();
  94. gInput().update();
  95. }
  96. }
  97. void Application::stopMainLoop()
  98. {
  99. mRunMainLoop = false; // No sync primitives needed, in that rare case of
  100. // a race condition we might run the loop one extra iteration which is acceptable
  101. }
  102. void Application::updateMessagePump()
  103. {
  104. WindowEventUtilities::messagePump();
  105. }
  106. void Application::updateResourcesCallback()
  107. {
  108. gResources().update();
  109. }
  110. void Application::frameRenderingFinishedCallback()
  111. {
  112. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  113. mIsFrameRenderingFinished = true;
  114. }
  115. void Application::shutDown()
  116. {
  117. SceneManager::shutDown();
  118. RenderSystem::shutDown();
  119. HighLevelGpuProgramManager::shutDown();
  120. Resources::shutDown();
  121. CoreGpuObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
  122. DynLibManager::shutDown();
  123. Input::shutDown();
  124. Time::shutDown();
  125. }
  126. void Application::loadPlugin(const String& pluginName)
  127. {
  128. String name = pluginName;
  129. #if CM_PLATFORM == CM_PLATFORM_LINUX
  130. // dlopen() does not add .so to the filename, like windows does for .dll
  131. if (name.substr(name.length() - 3, 3) != ".so")
  132. name += ".so";
  133. #elif CM_PLATFORM == CM_PLATFORM_APPLE
  134. // dlopen() does not add .dylib to the filename, like windows does for .dll
  135. if (name.substr(name.length() - 6, 6) != ".dylib")
  136. name += ".dylib";
  137. #elif CM_PLATFORM == CM_PLATFORM_WIN32
  138. // Although LoadLibraryEx will add .dll itself when you only specify the library name,
  139. // if you include a relative path then it does not. So, add it to be sure.
  140. if (name.substr(name.length() - 4, 4) != ".dll")
  141. name += ".dll";
  142. #endif
  143. DynLib* library = gDynLibManager().load(name);
  144. if(library != nullptr)
  145. {
  146. typedef const void (*LoadPluginFunc)();
  147. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)library->getSymbol("loadPlugin");
  148. loadPluginFunc();
  149. }
  150. }
  151. UINT64 Application::getAppWindowId()
  152. {
  153. if(!mPrimaryRenderWindow)
  154. {
  155. CM_EXCEPT(InternalErrorException, "Unable to get window handle. No active window is set!");
  156. }
  157. UINT64 windowId = 0;
  158. mPrimaryRenderWindow->getCustomAttribute("WINDOW", &windowId);
  159. return windowId;
  160. }
  161. Application& gApplication()
  162. {
  163. static Application application;
  164. return application;
  165. }
  166. }