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 | #include "GLRenderObjectBackground.hpp" |
13 | #include "GLRenderObjectRainbowTriangle.hpp" |
14 | #include "GLRenderObjectImGui.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 | auto imgui = new GLRenderObjectImGui {}; |
40 |
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41 |
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42 |
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43 | r_event_handler.RegisterQuitEventSubscriber(this); |
44 | std::atomic_init(&m_aIsExiting, false); |
45 | } |
46 |
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47 | Engine::~Engine() |
48 | { |
49 | LOGGER.Log(Logger::TRACE, "~Engine()"); |
50 | } |
51 |
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52 | void Engine::OnQuitEvent() |
53 | { |
54 | LOGGER.Log(Logger::VERBOSE, "OnQuitEvent(): Quit event received"); |
55 |
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56 | m_aIsExiting.store(true); |
57 | } |
58 |
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59 | void Engine::Execute() |
60 | { |
61 | LOGGER.Log(Logger::TRACE, "Execute()"); |
62 |
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63 | // Called from main() |
64 | LOGGER.Log(Logger::INFO, "Execute(): Entering engine main loop"); |
65 |
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66 | // Create and start subsystem threads |
67 | LOGGER.Log(Logger::DEBUG, "Execute(): Spawning subsystem threads"); |
68 |
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69 | ThreadLooping event_thread {"Event Handler", m_rEventHandler}; |
70 | m_threads.push_back(&event_thread); |
71 | ThreadLooping timer_thread {"Core Timer", m_rCoreTimer}; |
72 | m_threads.push_back(&timer_thread); |
73 | ThreadLooping render_thread {"Renderer", m_rRenderer}; |
74 | m_threads.push_back(&render_thread); |
75 |
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76 | for (auto* thread : m_threads) |
77 | { |
78 | thread->Start(); |
79 | } |
80 |
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81 | // Main thread busy wait until signalled to exit, or until a thread exits |
82 | m_rCoreTimer.SetTimeout(1000); |
83 | m_rCoreTimer.Start(); |
84 | while (m_aIsExiting.load() == false) |
85 | { |
86 | // While waiting: periodically run debug output commands |
87 | if (m_rCoreTimer.IsExpired()) |
88 | { |
89 | LOGGER.Log(Logger::VERBOSE, "Execute(): Dispatching debug commands"); |
90 | LOGGER.Log(Logger::VERBOSE, "Execute(): Time: {}", *m_rCoreTimer.GetGlobalTimePointer()); |
91 | m_rRenderer.UpdateDebug(); |
92 | m_rCoreTimer.Reset(); |
93 | m_rCoreTimer.Start(); |
94 | } |
95 |
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96 | // Check for any thread exit |
97 | for (auto* thread : m_threads) |
98 | { |
99 | if (thread->IsRunning() == false) |
100 | { |
101 | m_aIsExiting.store(true); |
102 | break; |
103 | } |
104 | } |
105 | } |
106 |
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107 | // Subsystem signaled exiting |
108 | LOGGER.Log(Logger::DEBUG, "Execute(): Signal to quit. Terminating threads..."); |
109 |
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110 | // Signal any running threads to terminate, and wait for termination |
111 | for (auto* thread : m_threads) |
112 | { |
113 | thread->Terminate(); |
114 | thread->WaitUntilFinished(); |
115 | } |
116 |
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117 | // All threads terminated. Exit main engine loop... |
118 | LOGGER.Log(Logger::INFO, "Execute(): Exiting engine loop (thread handler)"); |
119 | } |
120 |
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