File Application.cpp¶
File List > AIAC > Application.cpp
Go to the documentation of this file
// #####################################################################
// >>>>>>>>>>>>>>>>>>>>> BEGINNING OF LEGAL NOTICE >>>>>>>>>>>>>>>>>>>>>
//######################################################################
//
// This source file, along with its associated content, was authored by
// Andrea Settimi, Hong-Bin Yang, Naravich Chutisilp, and numerous other
// contributors. The code was originally developed at the Laboratory for
// Timber Construction (IBOIS, director: Prof. Yves Weinand) at the School of
// Architecture, Civil and Environmental Engineering (ENAC) at the Swiss
// Federal Institute of Technology in Lausanne (EPFL) for the Doctoral
// Research "Augmented Carpentry" (PhD researcher: Andrea Settimi,
// co-director: Dr. Julien Gamerro, director: Prof. Yves Weinand).
//
// Although the entire repository is distributed under the GPL license,
// these particular source files may also be used under the terms of the
// MIT license. By accessing or using this file, you agree to the following:
//
// 1. You may reproduce, modify, and distribute this file in accordance
// with the terms of the MIT license.
// 2. You must retain this legal notice in all copies or substantial
// portions of this file.
// 3. This file is provided "AS IS," without any express or implied
// warranties, including but not limited to the implied warranties of
// merchantability and fitness for a particular purpose.
//
// If you cannot or will not comply with the above conditions, you are
// not permitted to use this file. By proceeding, you acknowledge and
// accept all terms and conditions herein.
//
//######################################################################
// <<<<<<<<<<<<<<<<<<<<<<< END OF LEGAL NOTICE <<<<<<<<<<<<<<<<<<<<<<<<
// #####################################################################
//
#include "aiacpch.h"
#include "AIAC/Application.h"
#include "AIAC/Log.h"
#include "AIAC/LayerUI.h"
namespace AIAC
{
GLuint VertexArrayID;
Application* Application::s_Instance = nullptr;
Application::Application(const ApplicationSpecification& appSpec)
: m_AppSpec(appSpec)
{
AIAC_ASSERT(!s_Instance, "Application already exists!");
s_Instance = this;
Init();
}
Application::~Application()
{
Shutdown();
}
void Application::Init()
{
m_Window = new Window(
WindowProps(
m_AppSpec.Name,
m_AppSpec.WinWidth,
m_AppSpec.WinHeight,
m_AppSpec.IsResizable,
m_AppSpec.VSync
));
m_EventBus = new EventBus();
m_GORegistry = new GORegistry();
m_Renderer = new Renderer();
}
void Application::Run()
{
m_IsRunning = true;
while (m_Window->IsOpen())
{
if(!m_EventBus->IsEventQueueEmpty())
m_EventBus->ProcessQueue();
for (auto& layer : m_LayerStack)
layer->OnFrameAwake();
for (auto& layer : m_LayerStack)
layer->OnFrameStart();
m_Window->OnUpdate();
#ifndef HEADLESS_TEST
m_Renderer->OnRender();
GetLayer<AIAC::LayerUI>()->OnUIRender();
#endif
for (auto& layer : m_LayerStack)
layer->OnFrameEnd();
m_Window->OnBufferSwap();
for (auto& layer : m_LayerStack)
layer->OnFrameFall();
}
}
void Application::Close()
{
m_IsRunning = false;
Shutdown();
}
void Application::Shutdown()
{
for (auto& layer : m_LayerStack)
layer->OnDetach();
m_LayerStack.clear();
m_Window->Shutdown();
AIAC::Log::Shutdown();
exit(EXIT_SUCCESS);
}
// Function to capture the frame and return pixel data
std::vector<GLubyte> CaptureFramePixels(const ApplicationSpecification& appSpec) {
// Assuming your window is m_Window and framebuffer size is known (640x480 in this case)
std::vector<GLubyte> pixels(appSpec.WinWidth * appSpec.WinHeight * 4); // Assuming RGBA
glReadPixels(0, 0, appSpec.WinWidth, appSpec.WinHeight, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
return pixels;
}
}