CmApplication.cpp 6.4 KB

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  1. #include "CmApplication.h"
  2. #include "CmRenderSystem.h"
  3. #include "CmRenderSystemManager.h"
  4. #include "CmPlatform.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 "CmRendererManager.h"
  34. namespace CamelotFramework
  35. {
  36. Application::Application()
  37. :mPrimaryWindow(nullptr), mIsFrameRenderingFinished(true), mRunMainLoop(false)
  38. {
  39. }
  40. void Application::startUp(START_UP_DESC& desc)
  41. {
  42. MemStack::setupHeap(HID_Main);
  43. DeferredCallManager::startUp(cm_new<DeferredCallManager>());
  44. Time::startUp(cm_new<Time>());
  45. DynLibManager::startUp(cm_new<DynLibManager>());
  46. CoreGpuObjectManager::startUp(cm_new<CoreGpuObjectManager>());
  47. Resources::startUp(cm_new<Resources>(desc.resourceCacheDirectory));
  48. HighLevelGpuProgramManager::startUp(cm_new<HighLevelGpuProgramManager>());
  49. CoreThread::startUp(cm_new<CoreThread>());
  50. RenderSystemManager::startUp(cm_new<RenderSystemManager>());
  51. mPrimaryWindow = RenderSystemManager::instance().initialize(desc.renderSystem, desc.primaryWindowDesc);
  52. Input::startUp(cm_new<Input>());
  53. RendererManager::startUp(cm_new<RendererManager>());
  54. loadPlugin(desc.renderer);
  55. RendererManager::instance().setActive(desc.renderer);
  56. mPrimaryCoreAccessor = gCoreThread().createAccessor();
  57. mPrimarySyncedCoreAccessor = &gCoreThread().getSyncedAccessor();
  58. SceneManager::startUp((SceneManager*)loadPlugin(desc.sceneManager));
  59. MeshManager::startUp(cm_new<MeshManager>());
  60. MaterialManager::startUp(cm_new<MaterialManager>());
  61. FontManager::startUp(cm_new<FontManager>());
  62. Importer::startUp(cm_new<Importer>());
  63. for(auto& importerName : desc.importers)
  64. loadPlugin(importerName);
  65. loadPlugin(desc.input);
  66. Platform::setCursor(CursorType::Arrow);
  67. }
  68. void Application::runMainLoop()
  69. {
  70. mRunMainLoop = true;
  71. while(mRunMainLoop)
  72. {
  73. DeferredCallManager::instance().update();
  74. RenderWindowManager::instance().update();
  75. gInput().update();
  76. gSceneManager().update();
  77. if(!mainLoopCallback.empty())
  78. mainLoopCallback();
  79. RendererManager::instance().getActive()->renderAll();
  80. // Core and sim thread run in lockstep. This will result in a larger input latency than if I was
  81. // running just a single thread. Latency becomes worse if the core thread takes longer than sim
  82. // thread, in which case sim thread needs to wait. Optimal solution would be to get an average
  83. // difference between sim/core thread and start the sim thread a bit later so they finish at nearly the same time.
  84. {
  85. CM_LOCK_MUTEX_NAMED(mFrameRenderingFinishedMutex, lock);
  86. while(!mIsFrameRenderingFinished)
  87. CM_THREAD_WAIT(mFrameRenderingFinishedCondition, mFrameRenderingFinishedMutex, lock);
  88. mIsFrameRenderingFinished = false;
  89. }
  90. gCoreThread().queueCommand(boost::bind(&Application::updateMessagePump, this));
  91. mPrimaryCoreAccessor->submitToCoreThread();
  92. gCoreThread().queueCommand(boost::bind(&Application::frameRenderingFinishedCallback, this));
  93. gTime().update();
  94. }
  95. }
  96. void Application::stopMainLoop()
  97. {
  98. mRunMainLoop = false; // No sync primitives needed, in that rare case of
  99. // a race condition we might run the loop one extra iteration which is acceptable
  100. }
  101. void Application::updateMessagePump()
  102. {
  103. Platform::messagePump();
  104. }
  105. void Application::frameRenderingFinishedCallback()
  106. {
  107. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  108. mIsFrameRenderingFinished = true;
  109. CM_THREAD_NOTIFY_ONE(mFrameRenderingFinishedCondition);
  110. }
  111. void Application::shutDown()
  112. {
  113. mPrimaryWindow->destroy();
  114. mPrimaryWindow = nullptr;
  115. Importer::shutDown();
  116. FontManager::shutDown();
  117. MaterialManager::shutDown();
  118. MeshManager::shutDown();
  119. SceneManager::shutDown();
  120. RendererManager::shutDown();
  121. RenderSystem::shutDown();
  122. CoreThread::shutDown();
  123. Input::shutDown();
  124. HighLevelGpuProgramManager::shutDown();
  125. Resources::shutDown();
  126. CoreGpuObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
  127. DynLibManager::shutDown();
  128. Time::shutDown();
  129. DeferredCallManager::shutDown();
  130. }
  131. void* Application::loadPlugin(const String& pluginName)
  132. {
  133. String name = pluginName;
  134. #if CM_PLATFORM == CM_PLATFORM_LINUX
  135. // dlopen() does not add .so to the filename, like windows does for .dll
  136. if (name.substr(name.length() - 3, 3) != ".so")
  137. name += ".so";
  138. #elif CM_PLATFORM == CM_PLATFORM_APPLE
  139. // dlopen() does not add .dylib to the filename, like windows does for .dll
  140. if (name.substr(name.length() - 6, 6) != ".dylib")
  141. name += ".dylib";
  142. #elif CM_PLATFORM == CM_PLATFORM_WIN32
  143. // Although LoadLibraryEx will add .dll itself when you only specify the library name,
  144. // if you include a relative path then it does not. So, add it to be sure.
  145. if (name.substr(name.length() - 4, 4) != ".dll")
  146. name += ".dll";
  147. #endif
  148. DynLib* library = gDynLibManager().load(name);
  149. if(library != nullptr)
  150. {
  151. typedef void* (*LoadPluginFunc)();
  152. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)library->getSymbol("loadPlugin");
  153. return loadPluginFunc();
  154. }
  155. return nullptr;
  156. }
  157. UINT64 Application::getAppWindowId()
  158. {
  159. if(!mPrimaryWindow)
  160. {
  161. CM_EXCEPT(InternalErrorException, "Unable to get window handle. No active window exists!");
  162. }
  163. UINT64 windowId = 0;
  164. mPrimaryWindow->getCustomAttribute("WINDOW", &windowId);
  165. return windowId;
  166. }
  167. Application& gApplication()
  168. {
  169. static Application application;
  170. return application;
  171. }
  172. CoreAccessor& gMainCA()
  173. {
  174. return *gApplication().mPrimaryCoreAccessor.get();
  175. }
  176. SyncedCoreAccessor& gMainSyncedCA()
  177. {
  178. return *gApplication().mPrimarySyncedCoreAccessor;
  179. }
  180. }