Creation and deletion of sources, loading and new session. Cleanup code

and prevent crash on delete.
This commit is contained in:
brunoherbelin
2020-05-09 00:56:37 +02:00
parent 451c793cdd
commit c1b76de6e0
16 changed files with 408 additions and 100 deletions

View File

@@ -3,8 +3,11 @@
#include "Shader.h"
#include "Primitives.h"
#include "Visitor.h"
#include "GarbageVisitor.h"
#include "Log.h"
#include "SessionVisitor.h"
#include <glad/glad.h>
#include <glm/gtc/type_ptr.hpp>
@@ -17,7 +20,7 @@
#include <algorithm>
Group *Scene::limbo = new Group;
//Group *Scene::limbo = new Group;
glm::mat4 transform(glm::vec3 translation, glm::vec3 rotation, glm::vec3 scale)
{
@@ -30,7 +33,7 @@ glm::mat4 transform(glm::vec3 translation, glm::vec3 rotation, glm::vec3 scale)
}
// Node
Node::Node() : initialized_(false), visible_(true)
Node::Node() : initialized_(false), visible_(true), refcount_(0)
{
// create unique id
auto duration = std::chrono::system_clock::now().time_since_epoch();
@@ -61,16 +64,19 @@ void Node::accept(Visitor& v)
// Primitive
Primitive::~Primitive()
{
deleteGLBuffers_();
if ( vao_ )
glDeleteVertexArrays ( 1, &vao_);
if (shader_)
delete shader_;
}
void Primitive::init()
{
deleteGLBuffers_();
if ( vao_ )
glDeleteVertexArrays ( 1, &vao_);
// Vertex Array
glGenVertexArrays( 1, &vao_ );
@@ -171,23 +177,21 @@ void Primitive::replaceShader( Shader *newshader )
}
}
void Primitive::deleteGLBuffers_()
{
if ( vao_ )
glDeleteVertexArrays ( 1, &vao_);
}
// Group
Group::~Group()
{
Log::Info("Delete Group %d ", id());
for(NodeSet::iterator it = children_.begin(); it != children_.end(); ) {
// this group is not parent of that node anymore
(*it)->parents_.remove(this);
Log::Info(" Child %d (%d)", (*it)->id(), (*it)->refcount_);
(*it)->refcount_--;
// if this group was the only remaining parent
if ( (*it)->parents_.size() < 1 )
// put the child in limbo
Scene::limbo->addChild( *it );
if ( (*it)->refcount_ < 1 ) {
Log::Info(" Deleting %d (%d)", (*it)->id(), (*it)->refcount_);
// delete
delete (*it);
}
// erase this iterator from the list
it = children_.erase(it);
}
@@ -196,19 +200,33 @@ Group::~Group()
void Group::addChild(Node *child)
{
children_.insert(child);
child->parents_.push_back(this);
child->refcount_++;
// children_.push_back(child); // list test
// child->parents_.push_back(this);
}
void Group::detatchChild(Node *child)
{
NodeSet::iterator it = std::find_if(children_.begin(), children_.end(), hasId(child->id()));
if ( it != children_.end())
{
child->parents_.remove(this);
Log::Info("Group %d (N=%d) detaching %d", id(), numChildren(), child->id());
// find the node with this id, and erase it out of the list of children
// NB: do NOT delete with remove : this takes all nodes with same depth (i.e. equal depth in set)
NodeSet::iterator it = std::find_if(children_.begin(), children_.end(), hasId(child->id()));
if ( it != children_.end()) {
// detatch child from group parent
children_.erase(it);
child->refcount_--;
// // detatch parent from child
// (*it)->parents_.remove(this);
}
// children_.remove(child);
Log::Info("Group %d (N=%d)", id(), numChildren());
}
void Group::update( float dt )
@@ -294,11 +312,11 @@ void Switch::addChild(Node *child)
setActiveChild(child);
}
void Switch::detatchChild(Node *child)
{
Group::detatchChild(child);
active_ = children_.begin();
}
//void Switch::detatchChild(Node *child)
//{
// Group::detatchChild(child);
// active_ = children_.begin();
//}
void Switch::unsetActiveChild ()
@@ -385,24 +403,30 @@ Scene::Scene(): root_(nullptr)
Scene::~Scene()
{
deleteNode(root_);
// deleteNode(root_);
}
void Scene::deleteNode(Node *node)
{
for(auto it = node->parents_.begin(); it != node->parents_.end();){
(*it)->detatchChild(node);
}
limbo->addChild(node);
GarbageVisitor remover(node);
remover.visit(*this);
// // remove this node to the list of chidren of all its parents
// for(auto parent = node->parents_.begin(); parent != node->parents_.end(); parent++){
// (*parent)->children_.erase(node);
// }
// node->parents_.clear();
// limbo->addChild(node);
}
void Scene::update(float dt)
{
root_->update( dt );
// remove nodes from limbo
}
void Scene::accept(Visitor& v)