CmApplication.cpp 7.2 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 "CmStringTable.h"
  30. #include "CmProfiler.h"
  31. #include "CmMaterial.h"
  32. #include "CmShader.h"
  33. #include "CmTechnique.h"
  34. #include "CmPass.h"
  35. #include "CmRendererManager.h"
  36. namespace CamelotFramework
  37. {
  38. Application::Application()
  39. :mPrimaryWindow(nullptr), mIsFrameRenderingFinished(true), mRunMainLoop(false)
  40. {
  41. }
  42. void Application::startUp(START_UP_DESC& desc)
  43. {
  44. Platform::startUp();
  45. MemStack::beginThread();
  46. Profiler::startUp(cm_new<Profiler>());
  47. StringTable::startUp(cm_new<StringTable>());
  48. DeferredCallManager::startUp(cm_new<DeferredCallManager>());
  49. Time::startUp(cm_new<Time>());
  50. DynLibManager::startUp(cm_new<DynLibManager>());
  51. CoreGpuObjectManager::startUp(cm_new<CoreGpuObjectManager>());
  52. Resources::startUp(cm_new<Resources>(desc.resourceCacheDirectory));
  53. HighLevelGpuProgramManager::startUp(cm_new<HighLevelGpuProgramManager>());
  54. CoreThread::startUp(cm_new<CoreThread>());
  55. RenderSystemManager::startUp(cm_new<RenderSystemManager>());
  56. mPrimaryWindow = RenderSystemManager::instance().initialize(desc.renderSystem, desc.primaryWindowDesc);
  57. Input::startUp(cm_new<Input>());
  58. RendererManager::startUp(cm_new<RendererManager>());
  59. loadPlugin(desc.renderer);
  60. RendererManager::instance().setActive(desc.renderer);
  61. mPrimaryCoreAccessor = gCoreThread().createAccessor();
  62. mPrimarySyncedCoreAccessor = &gCoreThread().getSyncedAccessor();
  63. SceneManager::startUp((SceneManager*)loadPlugin(desc.sceneManager));
  64. MeshManager::startUp(cm_new<MeshManager>());
  65. MaterialManager::startUp(cm_new<MaterialManager>());
  66. FontManager::startUp(cm_new<FontManager>());
  67. Importer::startUp(cm_new<Importer>());
  68. for(auto& importerName : desc.importers)
  69. loadPlugin(importerName);
  70. loadPlugin(desc.input);
  71. Platform::setCursor(CursorType::Arrow);
  72. }
  73. void Application::runMainLoop()
  74. {
  75. mRunMainLoop = true;
  76. while(mRunMainLoop)
  77. {
  78. gProfiler().beginThread("Sim");
  79. Platform::update();
  80. DeferredCallManager::instance().update();
  81. RenderWindowManager::instance().update();
  82. gInput().update();
  83. PROFILE_CALL(gSceneManager().update(), "SceneManager");
  84. if(!mainLoopCallback.empty())
  85. mainLoopCallback();
  86. gCoreThread().queueCommand(boost::bind(&Application::beginCoreProfiling, this));
  87. PROFILE_CALL(RendererManager::instance().getActive()->renderAll(), "Render");
  88. // Core and sim thread run in lockstep. This will result in a larger input latency than if I was
  89. // running just a single thread. Latency becomes worse if the core thread takes longer than sim
  90. // thread, in which case sim thread needs to wait. Optimal solution would be to get an average
  91. // difference between sim/core thread and start the sim thread a bit later so they finish at nearly the same time.
  92. {
  93. CM_LOCK_MUTEX_NAMED(mFrameRenderingFinishedMutex, lock);
  94. while(!mIsFrameRenderingFinished)
  95. CM_THREAD_WAIT(mFrameRenderingFinishedCondition, mFrameRenderingFinishedMutex, lock);
  96. mIsFrameRenderingFinished = false;
  97. }
  98. gCoreThread().queueCommand(&Platform::coreUpdate);
  99. PROFILE_CALL(mPrimaryCoreAccessor->submitToCoreThread(), "CommandSubmit");
  100. PROFILE_CALL(mPrimarySyncedCoreAccessor->submitToCoreThread(), "SyncCommandSubmit");
  101. gCoreThread().queueCommand(boost::bind(&Application::endCoreProfiling, this));
  102. gCoreThread().queueCommand(boost::bind(&Application::frameRenderingFinishedCallback, this));
  103. gTime().update();
  104. gProfiler().endThread();
  105. gProfiler().update();
  106. }
  107. }
  108. void Application::stopMainLoop()
  109. {
  110. mRunMainLoop = false; // No sync primitives needed, in that rare case of
  111. // a race condition we might run the loop one extra iteration which is acceptable
  112. }
  113. void Application::frameRenderingFinishedCallback()
  114. {
  115. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  116. mIsFrameRenderingFinished = true;
  117. CM_THREAD_NOTIFY_ONE(mFrameRenderingFinishedCondition);
  118. }
  119. void Application::beginCoreProfiling()
  120. {
  121. gProfiler().beginThread("Core");
  122. }
  123. void Application::endCoreProfiling()
  124. {
  125. gProfiler().endThread();
  126. gProfiler().updateCore();
  127. }
  128. void Application::shutDown()
  129. {
  130. mPrimaryWindow->destroy();
  131. mPrimaryWindow = nullptr;
  132. Importer::shutDown();
  133. FontManager::shutDown();
  134. MaterialManager::shutDown();
  135. MeshManager::shutDown();
  136. SceneManager::shutDown();
  137. RendererManager::shutDown();
  138. RenderSystem::shutDown();
  139. CoreThread::shutDown();
  140. Input::shutDown();
  141. HighLevelGpuProgramManager::shutDown();
  142. Resources::shutDown();
  143. CoreGpuObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
  144. DynLibManager::shutDown();
  145. Time::shutDown();
  146. DeferredCallManager::shutDown();
  147. StringTable::shutDown();
  148. Profiler::shutDown();
  149. MemStack::endThread();
  150. Platform::shutDown();
  151. }
  152. void* Application::loadPlugin(const String& pluginName)
  153. {
  154. String name = pluginName;
  155. #if CM_PLATFORM == CM_PLATFORM_LINUX
  156. // dlopen() does not add .so to the filename, like windows does for .dll
  157. if (name.substr(name.length() - 3, 3) != ".so")
  158. name += ".so";
  159. #elif CM_PLATFORM == CM_PLATFORM_APPLE
  160. // dlopen() does not add .dylib to the filename, like windows does for .dll
  161. if (name.substr(name.length() - 6, 6) != ".dylib")
  162. name += ".dylib";
  163. #elif CM_PLATFORM == CM_PLATFORM_WIN32
  164. // Although LoadLibraryEx will add .dll itself when you only specify the library name,
  165. // if you include a relative path then it does not. So, add it to be sure.
  166. if (name.substr(name.length() - 4, 4) != ".dll")
  167. name += ".dll";
  168. #endif
  169. DynLib* library = gDynLibManager().load(name);
  170. if(library != nullptr)
  171. {
  172. typedef void* (*LoadPluginFunc)();
  173. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)library->getSymbol("loadPlugin");
  174. return loadPluginFunc();
  175. }
  176. return nullptr;
  177. }
  178. UINT64 Application::getAppWindowId()
  179. {
  180. if(!mPrimaryWindow)
  181. {
  182. CM_EXCEPT(InternalErrorException, "Unable to get window handle. No active window exists!");
  183. }
  184. UINT64 windowId = 0;
  185. mPrimaryWindow->getCustomAttribute("WINDOW", &windowId);
  186. return windowId;
  187. }
  188. Application& gApplication()
  189. {
  190. static Application application;
  191. return application;
  192. }
  193. CoreAccessor& gMainCA()
  194. {
  195. return *gApplication().mPrimaryCoreAccessor.get();
  196. }
  197. SyncedCoreAccessor& gMainSyncedCA()
  198. {
  199. return *gApplication().mPrimarySyncedCoreAccessor;
  200. }
  201. }