CmApplication.cpp 6.7 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. MemStack::setupHeap(HID_Main);
  45. StringTable::startUp(cm_new<StringTable>());
  46. DeferredCallManager::startUp(cm_new<DeferredCallManager>());
  47. Time::startUp(cm_new<Time>());
  48. DynLibManager::startUp(cm_new<DynLibManager>());
  49. CoreGpuObjectManager::startUp(cm_new<CoreGpuObjectManager>());
  50. Resources::startUp(cm_new<Resources>(desc.resourceCacheDirectory));
  51. HighLevelGpuProgramManager::startUp(cm_new<HighLevelGpuProgramManager>());
  52. CoreThread::startUp(cm_new<CoreThread>());
  53. RenderSystemManager::startUp(cm_new<RenderSystemManager>());
  54. mPrimaryWindow = RenderSystemManager::instance().initialize(desc.renderSystem, desc.primaryWindowDesc);
  55. Input::startUp(cm_new<Input>());
  56. RendererManager::startUp(cm_new<RendererManager>());
  57. loadPlugin(desc.renderer);
  58. RendererManager::instance().setActive(desc.renderer);
  59. mPrimaryCoreAccessor = gCoreThread().createAccessor();
  60. mPrimarySyncedCoreAccessor = &gCoreThread().getSyncedAccessor();
  61. SceneManager::startUp((SceneManager*)loadPlugin(desc.sceneManager));
  62. MeshManager::startUp(cm_new<MeshManager>());
  63. MaterialManager::startUp(cm_new<MaterialManager>());
  64. FontManager::startUp(cm_new<FontManager>());
  65. Importer::startUp(cm_new<Importer>());
  66. for(auto& importerName : desc.importers)
  67. loadPlugin(importerName);
  68. loadPlugin(desc.input);
  69. Platform::setCursor(CursorType::Arrow);
  70. }
  71. void Application::runMainLoop()
  72. {
  73. mRunMainLoop = true;
  74. while(mRunMainLoop)
  75. {
  76. gProfiler().beginThread("Sim");
  77. Platform::update();
  78. DeferredCallManager::instance().update();
  79. RenderWindowManager::instance().update();
  80. gInput().update();
  81. gSceneManager().update();
  82. if(!mainLoopCallback.empty())
  83. mainLoopCallback();
  84. RendererManager::instance().getActive()->renderAll();
  85. // Core and sim thread run in lockstep. This will result in a larger input latency than if I was
  86. // running just a single thread. Latency becomes worse if the core thread takes longer than sim
  87. // thread, in which case sim thread needs to wait. Optimal solution would be to get an average
  88. // difference between sim/core thread and start the sim thread a bit later so they finish at nearly the same time.
  89. {
  90. CM_LOCK_MUTEX_NAMED(mFrameRenderingFinishedMutex, lock);
  91. while(!mIsFrameRenderingFinished)
  92. CM_THREAD_WAIT(mFrameRenderingFinishedCondition, mFrameRenderingFinishedMutex, lock);
  93. mIsFrameRenderingFinished = false;
  94. }
  95. gCoreThread().queueCommand(boost::bind(&Application::updateMessagePump, this));
  96. mPrimaryCoreAccessor->submitToCoreThread();
  97. gCoreThread().queueCommand(boost::bind(&Application::frameRenderingFinishedCallback, this));
  98. gTime().update();
  99. gProfiler().endThread();
  100. gProfiler().update();
  101. }
  102. }
  103. void Application::stopMainLoop()
  104. {
  105. mRunMainLoop = false; // No sync primitives needed, in that rare case of
  106. // a race condition we might run the loop one extra iteration which is acceptable
  107. }
  108. void Application::updateMessagePump()
  109. {
  110. Platform::messagePump();
  111. }
  112. void Application::frameRenderingFinishedCallback()
  113. {
  114. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  115. mIsFrameRenderingFinished = true;
  116. CM_THREAD_NOTIFY_ONE(mFrameRenderingFinishedCondition);
  117. }
  118. void Application::shutDown()
  119. {
  120. mPrimaryWindow->destroy();
  121. mPrimaryWindow = nullptr;
  122. Importer::shutDown();
  123. FontManager::shutDown();
  124. MaterialManager::shutDown();
  125. MeshManager::shutDown();
  126. SceneManager::shutDown();
  127. RendererManager::shutDown();
  128. RenderSystem::shutDown();
  129. CoreThread::shutDown();
  130. Input::shutDown();
  131. HighLevelGpuProgramManager::shutDown();
  132. Resources::shutDown();
  133. CoreGpuObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
  134. DynLibManager::shutDown();
  135. Time::shutDown();
  136. DeferredCallManager::shutDown();
  137. StringTable::shutDown();
  138. }
  139. void* Application::loadPlugin(const String& pluginName)
  140. {
  141. String name = pluginName;
  142. #if CM_PLATFORM == CM_PLATFORM_LINUX
  143. // dlopen() does not add .so to the filename, like windows does for .dll
  144. if (name.substr(name.length() - 3, 3) != ".so")
  145. name += ".so";
  146. #elif CM_PLATFORM == CM_PLATFORM_APPLE
  147. // dlopen() does not add .dylib to the filename, like windows does for .dll
  148. if (name.substr(name.length() - 6, 6) != ".dylib")
  149. name += ".dylib";
  150. #elif CM_PLATFORM == CM_PLATFORM_WIN32
  151. // Although LoadLibraryEx will add .dll itself when you only specify the library name,
  152. // if you include a relative path then it does not. So, add it to be sure.
  153. if (name.substr(name.length() - 4, 4) != ".dll")
  154. name += ".dll";
  155. #endif
  156. DynLib* library = gDynLibManager().load(name);
  157. if(library != nullptr)
  158. {
  159. typedef void* (*LoadPluginFunc)();
  160. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)library->getSymbol("loadPlugin");
  161. return loadPluginFunc();
  162. }
  163. return nullptr;
  164. }
  165. UINT64 Application::getAppWindowId()
  166. {
  167. if(!mPrimaryWindow)
  168. {
  169. CM_EXCEPT(InternalErrorException, "Unable to get window handle. No active window exists!");
  170. }
  171. UINT64 windowId = 0;
  172. mPrimaryWindow->getCustomAttribute("WINDOW", &windowId);
  173. return windowId;
  174. }
  175. Application& gApplication()
  176. {
  177. static Application application;
  178. return application;
  179. }
  180. CoreAccessor& gMainCA()
  181. {
  182. return *gApplication().mPrimaryCoreAccessor.get();
  183. }
  184. SyncedCoreAccessor& gMainSyncedCA()
  185. {
  186. return *gApplication().mPrimarySyncedCoreAccessor;
  187. }
  188. }