1 | #include <chrono> |
2 | #include <atomic> |
3 |
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4 | #include "ZydecoCommon.hpp" |
5 | #include "Engine.hpp" |
6 | #include "Renderer.hpp" |
7 | #include "ThreadLooping.hpp" |
8 | #include "IEventHandler.hpp" |
9 | #include "IWindow.hpp" |
10 | #include "ITimer.hpp" |
11 |
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12 |
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13 | #include "GLRenderObjectBackground.hpp" |
14 | #include "GLRenderObjectRainbowTriangle.hpp" |
15 |
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16 |
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17 | Logger LOGGER("Engine"); |
18 |
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19 |
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20 | Engine::Engine(IEventHandler& r_event_handler, ITimer& r_core_timer, Renderer& r_renderer): |
21 | m_rEventHandler(r_event_handler), |
22 | m_rCoreTimer(r_core_timer), |
23 | m_rRenderer(r_renderer) |
24 | { |
25 | LOGGER.Log(Logger::TRACE, "Engine()"); |
26 |
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27 |
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28 |
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29 | // <in some game logic thread> |
30 | auto bg = new GLRenderObjectBackground {}; |
31 | // GLRenderObject.RenderSetUniform<var count, var type>("uniform name", { pointers to vars } ) |
32 | bg->RenderSetUniform<1, unsigned int>("time", { r_core_timer.GetGlobalTimePointer() }); |
33 |
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34 |
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35 | // <in some other game logic thread> |
36 | auto tringle = new GLRenderObjectRainbowTriangle {}; |
37 | tringle->RenderSetUniform<1, unsigned int>("time", { r_core_timer.GetGlobalTimePointer() }); |
38 |
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39 |
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40 |
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41 | r_event_handler.RegisterQuitEventSubscriber(this); |
42 | std::atomic_init(&m_aIsExiting, false); |
43 | } |
44 |
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45 | Engine::~Engine() |
46 | { |
47 | LOGGER.Log(Logger::TRACE, "~Engine()"); |
48 | } |
49 |
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50 | void Engine::OnQuitEvent() |
51 | { |
52 | LOGGER.Log(Logger::VERBOSE, "OnQuitEvent(): Quit event received"); |
53 |
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54 | m_aIsExiting.store(true); |
55 | } |
56 |
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57 | void Engine::Execute() |
58 | { |
59 | LOGGER.Log(Logger::TRACE, "Execute()"); |
60 |
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61 | // Called from main() |
62 | LOGGER.Log(Logger::INFO, "Execute(): Entering engine main loop"); |
63 |
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64 | // Create and start subsystem threads |
65 | LOGGER.Log(Logger::DEBUG, "Execute(): Spawning subsystem threads"); |
66 |
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67 | ThreadLooping event_thread {"Event Handler", m_rEventHandler}; |
68 | m_threads.push_back(&event_thread); |
69 | ThreadLooping timer_thread {"Core Timer", m_rCoreTimer}; |
70 | m_threads.push_back(&timer_thread); |
71 | ThreadLooping render_thread {"Renderer", m_rRenderer}; |
72 | m_threads.push_back(&render_thread); |
73 |
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74 | for (auto* thread : m_threads) |
75 | { |
76 | thread->Start(); |
77 | } |
78 |
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79 | // Main thread busy wait until signalled to exit, or until a thread exits |
80 | m_rCoreTimer.SetTimeout(1000); |
81 | m_rCoreTimer.Start(); |
82 | while (m_aIsExiting.load() == false) |
83 | { |
84 | // While waiting: periodically run debug output commands |
85 | if (m_rCoreTimer.IsExpired()) |
86 | { |
87 | LOGGER.Log(Logger::VERBOSE, "Execute(): Dispatching debug commands"); |
88 | LOGGER.Log(Logger::VERBOSE, "Execute(): Time: {}", *m_rCoreTimer.GetGlobalTimePointer()); |
89 | m_rRenderer.UpdateDebug(); |
90 | m_rCoreTimer.Reset(); |
91 | m_rCoreTimer.Start(); |
92 | } |
93 |
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94 | // Check for any thread exit |
95 | for (auto* thread : m_threads) |
96 | { |
97 | if (thread->IsRunning() == false) |
98 | { |
99 | m_aIsExiting.store(true); |
100 | break; |
101 | } |
102 | } |
103 | } |
104 |
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105 | // Subsystem signaled exiting |
106 | LOGGER.Log(Logger::DEBUG, "Execute(): Signal to quit. Terminating threads..."); |
107 |
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108 | // Signal any running threads to terminate, and wait for termination |
109 | for (auto* thread : m_threads) |
110 | { |
111 | thread->Terminate(); |
112 | thread->WaitUntilFinished(); |
113 | } |
114 |
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115 | // All threads terminated. Exit main engine loop... |
116 | LOGGER.Log(Logger::INFO, "Execute(): Exiting engine loop (thread handler)"); |
117 | } |
118 |
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