CmApplication.cpp 6.0 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 "CmRenderer.h"
  26. #include "CmDeferredRenderContext.h"
  27. #include "CmMaterial.h"
  28. #include "CmShader.h"
  29. #include "CmTechnique.h"
  30. #include "CmPass.h"
  31. #include "CmRendererManager.h"
  32. namespace CamelotFramework
  33. {
  34. Application::Application()
  35. :mPrimaryRenderWindow(nullptr), mIsFrameRenderingFinished(true), mRunMainLoop(false)
  36. { }
  37. void Application::startUp(START_UP_DESC& desc)
  38. {
  39. Time::startUp(CM_NEW(Time, GenAlloc) Time());
  40. Input::startUp(CM_NEW(Input, GenAlloc) Input());
  41. DynLibManager::startUp(CM_NEW(DynLibManager, GenAlloc) DynLibManager());
  42. CoreGpuObjectManager::startUp(CM_NEW(CoreGpuObjectManager, GenAlloc) CoreGpuObjectManager());
  43. Resources::startUp(CM_NEW(Resources, GenAlloc) Resources(desc.resourceCacheDirectory));
  44. HighLevelGpuProgramManager::startUp(CM_NEW(HighLevelGpuProgramManager, GenAlloc) HighLevelGpuProgramManager());
  45. RenderSystemManager::startUp(CM_NEW(RenderSystemManager, GenAlloc) RenderSystemManager());
  46. mPrimaryRenderWindow = RenderSystemManager::instance().initialize(desc.renderSystem, desc.primaryWindowDesc);
  47. RendererManager::startUp(CM_NEW(RendererManager, GenAlloc) RendererManager());
  48. loadPlugin(desc.renderer);
  49. RendererManager::instance().setActive(desc.renderer);
  50. RenderSystem* renderSystem = RenderSystem::instancePtr();
  51. mPrimaryRenderContext = renderSystem->createDeferredContext();
  52. SceneManager::startUp((SceneManager*)loadPlugin(desc.sceneManager));
  53. MeshManager::startUp(CM_NEW(MeshManager, GenAlloc) MeshManager());
  54. MaterialManager::startUp(CM_NEW(MaterialManager, GenAlloc) MaterialManager());
  55. FontManager::startUp(CM_NEW(FontManager, GenAlloc) FontManager());
  56. Importer::startUp(CM_NEW(Importer, GenAlloc) Importer());
  57. for(auto& importerName : desc.importers)
  58. loadPlugin(importerName);
  59. loadPlugin(desc.input);
  60. }
  61. void Application::runMainLoop()
  62. {
  63. mRunMainLoop = true;
  64. while(mRunMainLoop)
  65. {
  66. gSceneManager().update();
  67. RenderSystem* renderSystem = RenderSystem::instancePtr();
  68. RendererManager::instance().getActive()->renderAll();
  69. // Only queue new commands if render thread has finished rendering
  70. // TODO - There might be a more optimal way to sync simulation and render threads so we maximize
  71. // the amount of rendered frames
  72. bool readyForNextFrame = false;
  73. {
  74. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  75. readyForNextFrame = mIsFrameRenderingFinished;
  76. }
  77. if(readyForNextFrame)
  78. {
  79. {
  80. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  81. mIsFrameRenderingFinished = false;
  82. }
  83. renderSystem->queueCommand(boost::bind(&Application::updateMessagePump, this));
  84. mPrimaryRenderContext->submitToGpu();
  85. renderSystem->queueCommand(boost::bind(&Application::frameRenderingFinishedCallback, this));
  86. }
  87. else
  88. mPrimaryRenderContext->cancelAll();
  89. gTime().update();
  90. gInput().update();
  91. }
  92. }
  93. void Application::stopMainLoop()
  94. {
  95. mRunMainLoop = false; // No sync primitives needed, in that rare case of
  96. // a race condition we might run the loop one extra iteration which is acceptable
  97. }
  98. void Application::updateMessagePump()
  99. {
  100. WindowEventUtilities::messagePump();
  101. }
  102. void Application::frameRenderingFinishedCallback()
  103. {
  104. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  105. mIsFrameRenderingFinished = true;
  106. }
  107. void Application::shutDown()
  108. {
  109. mPrimaryRenderWindow->destroy();
  110. mPrimaryRenderWindow = nullptr;
  111. Importer::shutDown();
  112. FontManager::shutDown();
  113. MaterialManager::shutDown();
  114. MeshManager::shutDown();
  115. SceneManager::shutDown();
  116. RendererManager::shutDown();
  117. RenderSystem::shutDown();
  118. HighLevelGpuProgramManager::shutDown();
  119. Resources::shutDown();
  120. CoreGpuObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
  121. Input::shutDown();
  122. DynLibManager::shutDown();
  123. Time::shutDown();
  124. }
  125. void* Application::loadPlugin(const String& pluginName)
  126. {
  127. String name = pluginName;
  128. #if CM_PLATFORM == CM_PLATFORM_LINUX
  129. // dlopen() does not add .so to the filename, like windows does for .dll
  130. if (name.substr(name.length() - 3, 3) != ".so")
  131. name += ".so";
  132. #elif CM_PLATFORM == CM_PLATFORM_APPLE
  133. // dlopen() does not add .dylib to the filename, like windows does for .dll
  134. if (name.substr(name.length() - 6, 6) != ".dylib")
  135. name += ".dylib";
  136. #elif CM_PLATFORM == CM_PLATFORM_WIN32
  137. // Although LoadLibraryEx will add .dll itself when you only specify the library name,
  138. // if you include a relative path then it does not. So, add it to be sure.
  139. if (name.substr(name.length() - 4, 4) != ".dll")
  140. name += ".dll";
  141. #endif
  142. DynLib* library = gDynLibManager().load(name);
  143. if(library != nullptr)
  144. {
  145. typedef void* (*LoadPluginFunc)();
  146. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)library->getSymbol("loadPlugin");
  147. return loadPluginFunc();
  148. }
  149. return nullptr;
  150. }
  151. UINT64 Application::getAppWindowId()
  152. {
  153. if(!mPrimaryRenderWindow)
  154. {
  155. CM_EXCEPT(InternalErrorException, "Unable to get window handle. No active window exists!");
  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. }