| 1 | #include <chrono> |
| 2 | #include <atomic> |
| 3 |
|
| 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 |
|
| 12 | #include "GLRenderObjectBackground.hpp" |
| 13 | #include "GLRenderObjectRainbowTriangle.hpp" |
| 14 | #include "GLRenderObjectImGui.hpp" |
| 15 |
|
| 16 |
|
| 17 | Logger LOGGER("Engine"); |
| 18 |
|
| 19 |
|
| 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 |
|
| 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 |
|
| 34 |
|
| 35 | // <in some other game logic thread> |
| 36 | auto tringle = new GLRenderObjectRainbowTriangle {}; |
| 37 | tringle->RenderSetUniform<1, unsigned int>("time", { r_core_timer.GetGlobalTimePointer() }); |
| 38 |
|
| 39 | auto imgui = new GLRenderObjectImGui {}; |
| 40 |
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| 41 |
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| 42 |
|
| 43 | r_event_handler.RegisterQuitEventSubscriber(this); |
| 44 | std::atomic_init(&m_aIsExiting, false); |
| 45 | } |
| 46 |
|
| 47 | Engine::~Engine() |
| 48 | { |
| 49 | LOGGER.Log(Logger::TRACE, "~Engine()"); |
| 50 | } |
| 51 |
|
| 52 | void Engine::OnQuitEvent() |
| 53 | { |
| 54 | LOGGER.Log(Logger::VERBOSE, "OnQuitEvent(): Quit event received"); |
| 55 |
|
| 56 | m_aIsExiting.store(true); |
| 57 | } |
| 58 |
|
| 59 | void Engine::Execute() |
| 60 | { |
| 61 | LOGGER.Log(Logger::TRACE, "Execute()"); |
| 62 |
|
| 63 | // Called from main() |
| 64 | LOGGER.Log(Logger::INFO, "Execute(): Entering engine main loop"); |
| 65 |
|
| 66 | // Create and start subsystem threads |
| 67 | LOGGER.Log(Logger::DEBUG, "Execute(): Spawning subsystem threads"); |
| 68 |
|
| 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 |
|
| 76 | for (auto* thread : m_threads) |
| 77 | { |
| 78 | thread->Start(); |
| 79 | } |
| 80 |
|
| 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 |
|
| 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 |
|
| 107 | // Subsystem signaled exiting |
| 108 | LOGGER.Log(Logger::DEBUG, "Execute(): Signal to quit. Terminating threads..."); |
| 109 |
|
| 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 |
|
| 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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