CmApplication.cpp 6.3 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 "CmMaterial.h"
  27. #include "CmShader.h"
  28. #include "CmTechnique.h"
  29. #include "CmPass.h"
  30. #include "CmCursor.h"
  31. #include "CmRendererManager.h"
  32. namespace CamelotFramework
  33. {
  34. Application::Application()
  35. :mPrimaryWindow(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. mPrimaryWindow = 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. mPrimarySyncedRenderContext = &renderSystem->getSyncedDeferredContext();
  53. SceneManager::startUp((SceneManager*)loadPlugin(desc.sceneManager));
  54. MeshManager::startUp(CM_NEW(MeshManager, GenAlloc) MeshManager());
  55. MaterialManager::startUp(CM_NEW(MaterialManager, GenAlloc) MaterialManager());
  56. FontManager::startUp(CM_NEW(FontManager, GenAlloc) FontManager());
  57. Importer::startUp(CM_NEW(Importer, GenAlloc) Importer());
  58. for(auto& importerName : desc.importers)
  59. loadPlugin(importerName);
  60. loadPlugin(desc.input);
  61. Cursor::setCursor(CursorType::Arrow);
  62. }
  63. void Application::runMainLoop()
  64. {
  65. mRunMainLoop = true;
  66. while(mRunMainLoop)
  67. {
  68. gSceneManager().update();
  69. RenderSystem* renderSystem = RenderSystem::instancePtr();
  70. RendererManager::instance().getActive()->renderAll();
  71. // Only queue new commands if render thread has finished rendering
  72. // TODO - There might be a more optimal way to sync simulation and render threads so we maximize
  73. // the amount of rendered frames
  74. bool readyForNextFrame = false;
  75. {
  76. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  77. readyForNextFrame = mIsFrameRenderingFinished;
  78. }
  79. if(readyForNextFrame)
  80. {
  81. {
  82. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  83. mIsFrameRenderingFinished = false;
  84. }
  85. renderSystem->queueCommand(boost::bind(&Application::updateMessagePump, this));
  86. mPrimaryRenderContext->submitToGpu();
  87. renderSystem->queueCommand(boost::bind(&Application::frameRenderingFinishedCallback, this));
  88. }
  89. else
  90. mPrimaryRenderContext->cancelAll();
  91. gTime().update();
  92. gInput().update();
  93. }
  94. }
  95. void Application::stopMainLoop()
  96. {
  97. mRunMainLoop = false; // No sync primitives needed, in that rare case of
  98. // a race condition we might run the loop one extra iteration which is acceptable
  99. }
  100. void Application::updateMessagePump()
  101. {
  102. WindowEventUtilities::messagePump();
  103. }
  104. void Application::frameRenderingFinishedCallback()
  105. {
  106. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  107. mIsFrameRenderingFinished = true;
  108. }
  109. void Application::shutDown()
  110. {
  111. mPrimaryWindow->destroy();
  112. mPrimaryWindow = nullptr;
  113. Importer::shutDown();
  114. FontManager::shutDown();
  115. MaterialManager::shutDown();
  116. MeshManager::shutDown();
  117. SceneManager::shutDown();
  118. RendererManager::shutDown();
  119. RenderSystem::shutDown();
  120. HighLevelGpuProgramManager::shutDown();
  121. Resources::shutDown();
  122. CoreGpuObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
  123. Input::shutDown();
  124. DynLibManager::shutDown();
  125. Time::shutDown();
  126. }
  127. void* Application::loadPlugin(const String& pluginName)
  128. {
  129. String name = pluginName;
  130. #if CM_PLATFORM == CM_PLATFORM_LINUX
  131. // dlopen() does not add .so to the filename, like windows does for .dll
  132. if (name.substr(name.length() - 3, 3) != ".so")
  133. name += ".so";
  134. #elif CM_PLATFORM == CM_PLATFORM_APPLE
  135. // dlopen() does not add .dylib to the filename, like windows does for .dll
  136. if (name.substr(name.length() - 6, 6) != ".dylib")
  137. name += ".dylib";
  138. #elif CM_PLATFORM == CM_PLATFORM_WIN32
  139. // Although LoadLibraryEx will add .dll itself when you only specify the library name,
  140. // if you include a relative path then it does not. So, add it to be sure.
  141. if (name.substr(name.length() - 4, 4) != ".dll")
  142. name += ".dll";
  143. #endif
  144. DynLib* library = gDynLibManager().load(name);
  145. if(library != nullptr)
  146. {
  147. typedef void* (*LoadPluginFunc)();
  148. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)library->getSymbol("loadPlugin");
  149. return loadPluginFunc();
  150. }
  151. return nullptr;
  152. }
  153. UINT64 Application::getAppWindowId()
  154. {
  155. if(!mPrimaryWindow)
  156. {
  157. CM_EXCEPT(InternalErrorException, "Unable to get window handle. No active window exists!");
  158. }
  159. UINT64 windowId = 0;
  160. mPrimaryWindow->getCustomAttribute("WINDOW", &windowId);
  161. return windowId;
  162. }
  163. Application& gApplication()
  164. {
  165. static Application application;
  166. return application;
  167. }
  168. RenderContext& gMainRC()
  169. {
  170. return *gApplication().mPrimaryRenderContext.get();
  171. }
  172. SyncedRenderContext& gMainSyncedRC()
  173. {
  174. return *gApplication().mPrimarySyncedRenderContext;
  175. }
  176. }