CmApplication.cpp 6.5 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 "CmDeferredCallManager.h"
  28. #include "CmCoreThread.h"
  29. #include "CmMaterial.h"
  30. #include "CmShader.h"
  31. #include "CmTechnique.h"
  32. #include "CmPass.h"
  33. #include "CmCursor.h"
  34. #include "CmRendererManager.h"
  35. namespace CamelotFramework
  36. {
  37. Application::Application()
  38. :mPrimaryWindow(nullptr), mIsFrameRenderingFinished(true), mRunMainLoop(false)
  39. {
  40. }
  41. void Application::startUp(START_UP_DESC& desc)
  42. {
  43. MemStack::setupHeap(HID_Main);
  44. DeferredCallManager::startUp(cm_new<DeferredCallManager>());
  45. Time::startUp(cm_new<Time>());
  46. DynLibManager::startUp(cm_new<DynLibManager>());
  47. CoreGpuObjectManager::startUp(cm_new<CoreGpuObjectManager>());
  48. Resources::startUp(cm_new<Resources>(desc.resourceCacheDirectory));
  49. HighLevelGpuProgramManager::startUp(cm_new<HighLevelGpuProgramManager>());
  50. CoreThread::startUp(cm_new<CoreThread>());
  51. RenderSystemManager::startUp(cm_new<RenderSystemManager>());
  52. mPrimaryWindow = RenderSystemManager::instance().initialize(desc.renderSystem, desc.primaryWindowDesc);
  53. Input::startUp(cm_new<Input>());
  54. RendererManager::startUp(cm_new<RendererManager>());
  55. loadPlugin(desc.renderer);
  56. RendererManager::instance().setActive(desc.renderer);
  57. mPrimaryCoreAccessor = gCoreThread().createAccessor();
  58. mPrimarySyncedCoreAccessor = &gCoreThread().getSyncedAccessor();
  59. SceneManager::startUp((SceneManager*)loadPlugin(desc.sceneManager));
  60. MeshManager::startUp(cm_new<MeshManager>());
  61. MaterialManager::startUp(cm_new<MaterialManager>());
  62. FontManager::startUp(cm_new<FontManager>());
  63. Importer::startUp(cm_new<Importer>());
  64. for(auto& importerName : desc.importers)
  65. loadPlugin(importerName);
  66. loadPlugin(desc.input);
  67. Cursor::setCursor(CursorType::Arrow);
  68. }
  69. void Application::runMainLoop()
  70. {
  71. mRunMainLoop = true;
  72. while(mRunMainLoop)
  73. {
  74. DeferredCallManager::instance().update();
  75. RenderWindowManager::instance().update();
  76. gInput().update();
  77. gSceneManager().update();
  78. if(!mainLoopCallback.empty())
  79. mainLoopCallback();
  80. RendererManager::instance().getActive()->renderAll();
  81. // Core and sim thread run in lockstep. This will result in a larger input latency than if I was
  82. // running just a single thread. Latency becomes worse if the core thread takes longer than sim
  83. // thread, in which case sim thread needs to wait. Optimal solution would be to get an average
  84. // difference between sim/core thread and start the sim thread a bit later so they finish at nearly the same time.
  85. {
  86. CM_LOCK_MUTEX_NAMED(mFrameRenderingFinishedMutex, lock);
  87. while(!mIsFrameRenderingFinished)
  88. CM_THREAD_WAIT(mFrameRenderingFinishedCondition, mFrameRenderingFinishedMutex, lock);
  89. mIsFrameRenderingFinished = false;
  90. }
  91. gCoreThread().queueCommand(boost::bind(&Application::updateMessagePump, this));
  92. mPrimaryCoreAccessor->submitToCoreThread();
  93. gCoreThread().queueCommand(boost::bind(&Application::frameRenderingFinishedCallback, this));
  94. gTime().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::frameRenderingFinishedCallback()
  107. {
  108. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  109. mIsFrameRenderingFinished = true;
  110. CM_THREAD_NOTIFY_ONE(mFrameRenderingFinishedCondition);
  111. }
  112. void Application::shutDown()
  113. {
  114. mPrimaryWindow->destroy();
  115. mPrimaryWindow = nullptr;
  116. Importer::shutDown();
  117. FontManager::shutDown();
  118. MaterialManager::shutDown();
  119. MeshManager::shutDown();
  120. SceneManager::shutDown();
  121. RendererManager::shutDown();
  122. RenderSystem::shutDown();
  123. CoreThread::shutDown();
  124. Input::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. Time::shutDown();
  130. DeferredCallManager::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 void* (*LoadPluginFunc)();
  153. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)library->getSymbol("loadPlugin");
  154. return loadPluginFunc();
  155. }
  156. return nullptr;
  157. }
  158. UINT64 Application::getAppWindowId()
  159. {
  160. if(!mPrimaryWindow)
  161. {
  162. CM_EXCEPT(InternalErrorException, "Unable to get window handle. No active window exists!");
  163. }
  164. UINT64 windowId = 0;
  165. mPrimaryWindow->getCustomAttribute("WINDOW", &windowId);
  166. return windowId;
  167. }
  168. Application& gApplication()
  169. {
  170. static Application application;
  171. return application;
  172. }
  173. CoreAccessor& gMainCA()
  174. {
  175. return *gApplication().mPrimaryCoreAccessor.get();
  176. }
  177. SyncedCoreAccessor& gMainSyncedCA()
  178. {
  179. return *gApplication().mPrimarySyncedCoreAccessor;
  180. }
  181. }