CmApplication.cpp 6.9 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 "CmCamera.h"
  8. #include "CmViewport.h"
  9. #include "CmVector2.h"
  10. #include "CmHighLevelGpuProgram.h"
  11. #include "CmHighLevelGpuProgramManager.h"
  12. #include "CmCoreObjectManager.h"
  13. #include "CmDynLib.h"
  14. #include "CmDynLibManager.h"
  15. #include "CmSceneManager.h"
  16. #include "CmImporter.h"
  17. #include "CmResources.h"
  18. #include "CmMesh.h"
  19. #include "CmGameObject.h"
  20. #include "CmTime.h"
  21. #include "CmInput.h"
  22. #include "CmRendererManager.h"
  23. #include "CmMeshManager.h"
  24. #include "CmMaterialManager.h"
  25. #include "CmFontManager.h"
  26. #include "CmRenderer.h"
  27. #include "CmDeferredRenderContext.h"
  28. #include "CmGUIMaterialManager.h"
  29. #include "CmGUIManager.h"
  30. #include "CmMaterial.h"
  31. #include "CmShader.h"
  32. #include "CmTechnique.h"
  33. #include "CmPass.h"
  34. #include "CmRendererManager.h"
  35. namespace CamelotEngine
  36. {
  37. Application::Application()
  38. :mPrimaryRenderWindow(nullptr), mIsFrameRenderingFinished(true), mRunMainLoop(false)
  39. { }
  40. void Application::startUp(const String& renderSystemName, const String& rendererName)
  41. {
  42. Time::startUp(new Time());
  43. Input::startUp(new Input());
  44. DynLibManager::startUp(new DynLibManager());
  45. CoreGpuObjectManager::startUp(new CoreGpuObjectManager());
  46. Resources::startUp(new Resources("D:\\CamelotResourceMetas"));
  47. HighLevelGpuProgramManager::startUp(new HighLevelGpuProgramManager());
  48. RenderSystemManager::startUp(new RenderSystemManager());
  49. RenderSystemManager::instance().setActive(renderSystemName);
  50. RendererManager::startUp(new RendererManager());
  51. loadPlugin(rendererName);
  52. RendererManager::instance().setActive("ForwardRenderer");
  53. RenderSystem* renderSystem = RenderSystem::instancePtr();
  54. RENDER_WINDOW_DESC renderWindowDesc;
  55. renderWindowDesc.width = 1280;
  56. renderWindowDesc.height = 720;
  57. renderWindowDesc.title = "Camelot Renderer";
  58. renderWindowDesc.fullscreen = false;
  59. mPrimaryRenderWindow = RenderWindow::create(renderWindowDesc);
  60. mPrimaryRenderWindow->waitUntilInitialized(); // TODO: Created window is required for proper initialization of the render system so I need to wait
  61. // I plan on handling this differently. Either by somehow allowing the RS to be initialized without a window,
  62. // or forcing a window to be created with RenderSystemManager::startUp. Initializing OpenGL context without a window
  63. // is especially troublesome (apparently possible just poorly documented)
  64. mPrimaryRenderContext = renderSystem->createDeferredContext();
  65. SceneManager::startUp(new SceneManager());
  66. MeshManager::startUp(new MeshManager());
  67. MaterialManager::startUp(new MaterialManager());
  68. FontManager::startUp(new FontManager());
  69. Importer::startUp(new Importer());
  70. loadPlugin("CamelotFreeImgImporter"); // TODO - Load this automatically somehow
  71. loadPlugin("CamelotFBXImporter"); // TODO - Load this automatically somehow
  72. loadPlugin("CamelotFontImporter"); // TODO - Load this automatically somehow
  73. GUIMaterialManager::startUp(new GUIMaterialManager());
  74. GUIManager::startUp(new GUIManager());
  75. loadPlugin("CamelotOISInput"); // TODO - Load this automatically somehow
  76. }
  77. void Application::runMainLoop()
  78. {
  79. mRunMainLoop = true;
  80. while(mRunMainLoop)
  81. {
  82. gSceneManager().update();
  83. RenderSystem* renderSystem = RenderSystem::instancePtr();
  84. RendererManager::instance().getActive()->renderAll();
  85. // Only queue new commands if render thread has finished rendering
  86. // TODO - There might be a more optimal way to sync simulation and render threads so we maximize
  87. // the amount of rendered frames
  88. bool readyForNextFrame = false;
  89. {
  90. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  91. readyForNextFrame = mIsFrameRenderingFinished;
  92. }
  93. if(readyForNextFrame)
  94. {
  95. {
  96. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  97. mIsFrameRenderingFinished = false;
  98. }
  99. renderSystem->queueCommand(boost::bind(&Application::updateMessagePump, this));
  100. mPrimaryRenderContext->submitToGpu();
  101. renderSystem->queueCommand(boost::bind(&Application::frameRenderingFinishedCallback, this));
  102. }
  103. else
  104. mPrimaryRenderContext->cancelAll();
  105. gTime().update();
  106. gInput().update();
  107. }
  108. }
  109. void Application::stopMainLoop()
  110. {
  111. mRunMainLoop = false; // No sync primitives needed, in that rare case of
  112. // a race condition we might run the loop one extra iteration which is acceptable
  113. }
  114. void Application::updateMessagePump()
  115. {
  116. WindowEventUtilities::messagePump();
  117. }
  118. void Application::frameRenderingFinishedCallback()
  119. {
  120. CM_LOCK_MUTEX(mFrameRenderingFinishedMutex);
  121. mIsFrameRenderingFinished = true;
  122. }
  123. void Application::shutDown()
  124. {
  125. mPrimaryRenderWindow = nullptr;
  126. GUIManager::shutDown();
  127. GUIMaterialManager::shutDown();
  128. Importer::shutDown();
  129. FontManager::shutDown();
  130. MaterialManager::shutDown();
  131. MeshManager::shutDown();
  132. SceneManager::shutDown();
  133. RendererManager::shutDown();
  134. RenderSystem::shutDown();
  135. HighLevelGpuProgramManager::shutDown();
  136. Resources::shutDown();
  137. CoreGpuObjectManager::shutDown(); // Must shut down before DynLibManager to ensure all objects are destroyed before unloading their libraries
  138. DynLibManager::shutDown();
  139. Input::shutDown();
  140. Time::shutDown();
  141. }
  142. void Application::loadPlugin(const String& pluginName)
  143. {
  144. String name = pluginName;
  145. #if CM_PLATFORM == CM_PLATFORM_LINUX
  146. // dlopen() does not add .so to the filename, like windows does for .dll
  147. if (name.substr(name.length() - 3, 3) != ".so")
  148. name += ".so";
  149. #elif CM_PLATFORM == CM_PLATFORM_APPLE
  150. // dlopen() does not add .dylib to the filename, like windows does for .dll
  151. if (name.substr(name.length() - 6, 6) != ".dylib")
  152. name += ".dylib";
  153. #elif CM_PLATFORM == CM_PLATFORM_WIN32
  154. // Although LoadLibraryEx will add .dll itself when you only specify the library name,
  155. // if you include a relative path then it does not. So, add it to be sure.
  156. if (name.substr(name.length() - 4, 4) != ".dll")
  157. name += ".dll";
  158. #endif
  159. DynLib* library = gDynLibManager().load(name);
  160. if(library != nullptr)
  161. {
  162. typedef const void (*LoadPluginFunc)();
  163. LoadPluginFunc loadPluginFunc = (LoadPluginFunc)library->getSymbol("loadPlugin");
  164. loadPluginFunc();
  165. }
  166. }
  167. UINT64 Application::getAppWindowId()
  168. {
  169. if(!mPrimaryRenderWindow)
  170. {
  171. CM_EXCEPT(InternalErrorException, "Unable to get window handle. No active window is set!");
  172. }
  173. UINT64 windowId = 0;
  174. mPrimaryRenderWindow->getCustomAttribute("WINDOW", &windowId);
  175. return windowId;
  176. }
  177. Application& gApplication()
  178. {
  179. static Application application;
  180. return application;
  181. }
  182. }